CaioMGA Posted July 16, 2017 Share Posted July 16, 2017 Hi! I'm making a game where the player clicks or touches the screen and his avatar walks towards that point and stops. It works great without obstacles. With obstacles the player avatar get stuck in the corner. See gif below. I managed to fix it, but it feels hacky. When hero (player's avatar) collides with box (obstacle on screen) I move him towards his target EXAMPLE: if hero collides with left or right side of box and target is above him, I move hero up a bit function collisionHandler(){ //prevent hero avatar from getting stuck on corners kick = 0.4; if(box.x < hero.sprite.x && hero.target.sprite.x > hero.sprite.x){ hero.sprite.x += kick; //KICK right } else if(box.x > hero.sprite.x && hero.target.sprite.x < hero.sprite.x){ hero.sprite.x -= kick; //KICK left } if(box.y < hero.sprite.y && hero.target.sprite.y > hero.sprite.y){ hero.sprite.y += kick; //KICK down } else if(box.y > hero.sprite.y && hero.target.sprite.y < hero.sprite.y){ hero.sprite.y -= kick; //KICK up } } Is there a property of ARCADE physics I'm missing? Do I need my hacky code or there's a better way of fixing it? UPDATE: Github page: https://github.com/CaioMGA/ZenvaGameJam/ hero.js: function createHero(x, y, _speed){ return { "alive":true, "walking" : false, "speed":_speed, "direction" : {"x":1, "y":0}, "target":null, "sprite" : null, "createTarget": function(){ this.target = createTarget(); }, "createAnimations" :function(){ this.sprite = game.add.sprite(x, y, 'hero_spritesheet', 10); this.sprite.anchor.setTo(0.5, 0.5); this.sprite.animations.add('walkH', [13, 14 ,15, 14], 8, true); this.sprite.animations.add('walkUp', [7, 8, 7, 9], 8, true); this.sprite.animations.add('walkDown', [10, 11, 10, 12], 8, true); this.sprite.animations.add('idle', [10], 8, false); this.sprite.animations.add('idleUp', [7], 8, false); this.sprite.animations.add('victory', [10, 16, 10, 16, 10, 16], 5, false); this.sprite.animations.add('death', [0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6], 10, false); this.sprite.animations.play('idle'); game.physics.enable(this.sprite, Phaser.Physics.ARCADE); this.sprite.body.collideWorldBounds = true; this.sprite.body.setCircle(16); this.sprite.body.bounce.set(0.05); }, "death" : function(){ this.sprite.animations.play('death'); }, "walk" : function(direction){ this.sprite.animations.play('walkH'); this.sprite.scale.x = direction; }, "walkUp" : function(){ this.sprite.animations.play('walkUp'); }, "walkDown" : function(){ this.sprite.animations.play('walkDown'); }, "stop" : function(){ this.walking = false; this.sprite.animations.play('idle'); }, "victory" : function(){ this.sprite.animations.play('victory'); }, "update" : function(){ this.move(); }, "move" : function(){ if(this.walking){ game.physics.arcade.moveToXY(this.sprite, this.target.sprite.x, this.target.sprite.y,this.speed, 0); if(Phaser.Math.distance(this.sprite.x, this.sprite.y, this.target.sprite.x, this.target.sprite.y) < 8){ this.sprite.x = this.target.sprite.x; this.sprite.y = this.target.sprite.y; this.walking = false; this.sprite.body.velocity.setTo(0, 0); this.stop(); this.target.hide(); } } }, "setTarget" : function (x, y){ this.target.set(x, y); this.walking = true; if(Math.abs(this.sprite.x - this.target.sprite.x) >= Math.abs(this.sprite.y - this.target.sprite.y)){ if(this.sprite.x > this.target.sprite.x){ this.walk(-1); } else { this.walk(1); } } else { if(this.sprite.y > this.target.sprite.y){ this.walkUp(); } else { this.walkDown(); } } }, "init" : function(){ this.createAnimations(); this.createTarget(); this.target.init(); } }; } Link to comment Share on other sites More sharing options...
squilibob Posted July 16, 2017 Share Posted July 16, 2017 You are already setting the bounce property to do this kick for you. It seems redundant to do it again. Have you tried setting bounce to a value higher than 0.05? Link to comment Share on other sites More sharing options...
CaioMGA Posted July 16, 2017 Author Share Posted July 16, 2017 1 hour ago, squilibob said: You are already setting the bounce property to do this kick for you. It seems redundant to do it again. Have you tried setting bounce to a value higher than 0.05? The bounce just push the hero in the opposite direction of collision. In some cases it keeps bouncing in the same position forever. The kicks don't do it, they move the hero towards its target. I use bounce to prevent overlapping. Link to comment Share on other sites More sharing options...
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