lapamplamouse Posted May 17, 2019 Share Posted May 17, 2019 I am making a 2d cross country horse riding game. The player will be able to move left and right and jump obstacles. I use tiled to make the obstacle course. I want to use matter physics because I needed detailed obstacles rather than just simple shapes. I have also used collisions because I could not find any other way to define whether a user has hit an obstacle on a tile layer. As I am not using collision physics (game over when I hit a obstacle) maybe there is a way better way of doing this game. Here is how I set up the collision: const road = this.make.tilemap({key:"map"}); const roadTileset = road.addTilesetImage("terrain", "tiles"); const belowLayer = road.createStaticLayer("bot", roadTileset, 0, 0); const collisionLayer = road.createStaticLayer("collision", roadTileset, 0, 0); const treeLayer = road.createStaticLayer("tree", roadTileset, 0, 0); //const topLayer = map.createStaticLayer("top", tileset, 0, 0); //collisionLayer.setCollisionByProperty({ collides: true }); collisionLayer.setCollisionByProperty({ collides: true }); this.matter.world.convertTilemapLayer(collisionLayer); this.matter.world.createDebugGraphic(); player physics set up as follows: player = this.matter.add.sprite(400,6300, "player").setOrigin(.5, .5); player.setBody({ type: 'circle', radius: 6 }); I am now trying to get the player to jump over barriers with collides property, I was hoping to do so by pausing the collides property for half a second or so to allow the player to move through when the jump button is pressed, but this is proving more difficult than anticipated. Quote Link to comment Share on other sites More sharing options...
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