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Bug P2 Physics engine - Child Bounding Box has wrong transformation


Holger
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Hi,

i am creating a  sprite and add a second sprite as child. When I render the collision bounds the bounds for the added child are displayed on the wrong position.

The transformation of the parent is missing. On the screenshot the pentagon is a child of the circle and the polygon for the bounds is displayed on the wrong position.

<!DOCTYPE html>
<html>
    <head lang="en">
        <meta charset="UTF-8">
        <title>Phaser Hello World</title>
        <script type = "text/javascript" src="./phaser-ce-2.7.6/build/phaser.min.js"></script>


    </head>
    <body>
        <div id="gameContainer" class="game-container"></div>
        <script type="text/javascript">

            var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', {preload: preload, create: create});

            function preload() {
                game.load.image('circle', 'test/images/images.png', 225, 225);
                game.load.image('fuenfeck', 'test/images/fuenfeck.png');
            }


            function create() {

                game.stage.backgroundColor = '#ffffff';

                game.physics.startSystem(Phaser.Physics.P2JS);
                game.physics.p2.gravity.y = 1000;


                sprite1 = game.add.sprite(50, 400, 'fuenfeck');
                sprite1.scale.x = 0.5;
                sprite1.scale.y = 0.5;
                game.physics.p2.enable(sprite1, true);
                sprite1.body.clearShapes();
                sprite1.body.addPolygon({}, 0, 15, 10, 45, 40, 45, 50, 20, 25, 0);
                sprite1.body.data.gravityScale = 0;

                sprite2 = game.add.sprite(100, 200, 'circle');
                sprite2.scale.x = 0.5;
                sprite2.scale.y = 0.5;
                game.physics.p2.enable(sprite2, true);
                sprite2.body.setCircle(45);
                sprite2.body.data.gravityScale = 0;
                sprite2.addChild(sprite1);

            }


        </script>
    </body>
</html>

I need this  functionality for collision detection. I only want to check the collision between another sprite and the child. Is this a bug or am I missing something...

 

thanks a lot

Holger

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