hyperion Posted March 20, 2014 Share Posted March 20, 2014 Hi, First of all;I'm using Phaser 2.0.0, I have two sprite groups, "newspaper" and "home" and I'm moving the home group with clockwise movement of mouse.I do "game.physics.arcade.enable(sprite);" thing for all sprites in these groups. When i'm trying detect overlap with this code, this.physics.arcade.overlap(this.newspaper, this.homes, (newspaper, home) => { if (newspaper.name == 'newspaper' && home.name == 'newspaper') { newspaper.name = ''; home.name = ''; this.money += 1; } });It doesn't work When i'm trying Phaser 1.1.6, it works but i can't use Phaser 1.1.6.. How i can solve this problem ASAP? Thx for answers Link to comment Share on other sites More sharing options...
jyapayne Posted March 20, 2014 Share Posted March 20, 2014 Try adding a this.newspaper.forEachAlive(function(newspaper){ game.debug.body(newspaper);});this.homes.forEachAlive(function(home){ game.debug.body(home);});to your update function to see if the bodies are actually colliding and not reporting it. Also, are you enabling physics on the group itself? What I did to make it work was, instead of enabling physics on each sprite individually, I just called:game.physics.arcade.enable(this.newspaper);game.physics.arcade.enable(this.homes);Right after populating all the sprites to the group. Link to comment Share on other sites More sharing options...
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