pdiddles03 Posted May 9, 2017 Share Posted May 9, 2017 does anybody have any idea when i jump a far distance and I am using a tilemap from tiled, when i reach the floor, my character goes right through it? Link to comment Share on other sites More sharing options...
Arcanorum Posted May 9, 2017 Share Posted May 9, 2017 Show an example. What version of Phaser are you using? There was a fix not long ago for an issue that sounds like this. Link to comment Share on other sites More sharing options...
snowbillr Posted May 9, 2017 Share Posted May 9, 2017 I was looking at the documentation around ArcadePhysics the other day and want to say there's a property you can set that addresses this issue. I think the problem is the Sprite is moving so quickly when it reaches the floor, that the update in its position is going to skip hitting the floor entirely, so there will be no collision. Ah found it. It's the 'tilePadding' property on the 'body' of the Sprite. http://devdocs.io/phaser/phaser.physics.arcade.body Link to comment Share on other sites More sharing options...
Skeptron Posted May 10, 2017 Share Posted May 10, 2017 Try tweeking the TILE_BIAS property. You might be experiencing 'ghosting', which is, like @breed said, the fact that your character is so fast that there was no update where he was in the wall (there was just an update of him before the wall, and then after). Collision detection in Phaser does not use vectors : it moves the body to its new destination, and then checks collisions there. Too bad if there was something in the way. Link to comment Share on other sites More sharing options...
Recommended Posts