eugenioclrc Posted April 15, 2014 Share Posted April 15, 2014 Just to check, is there anyway of making half triangle collisions with arcade physics? Im working on implement them hacking the function intersects of the Phaser.Tile object. Som code ideas have been taking from here;http://gamedev.stackexchange.com/questions/27962/how-can-i-do-fast-triangle-square-vs-triangle-collision-detection Also read this;http://gamedev.stackexchange.com/questions/8336/how-was-collision-detection-handled-in-the-legend-of-zelda-a-link-to-the-past Should i keep working or there is another work around?? PD: i have try the ninja physics but i dont like them Link to comment Share on other sites More sharing options...
rich Posted April 15, 2014 Share Posted April 15, 2014 This isn't supported natively at present. It could probably be achieved through a tile callback, but there's no example of it I can show right now. Link to comment Share on other sites More sharing options...
eugenioclrc Posted April 16, 2014 Author Share Posted April 16, 2014 FINALLY! Code demo;http://eugenioclrc.github.io/super-mean-boy/ Code:https://github.com/eugenioclrc/super-mean-boy/ Larzan 1 Link to comment Share on other sites More sharing options...
Recommended Posts