oddskill Posted July 22, 2014 Share Posted July 22, 2014 Hello. In following example http://oddskill.bplaced.net/coding/2dshooter1/index.html i try to set the world bounds smallerthan the whole canvas, to be able to display some scores, controls etc below the worldin the canvas (where the background is green ), but the sprite that should bounce in the world bounds enters thearea below the bounds i set. I know i could handle that by hand in update function, just wanna know what am i doing wrong. best regards Chris PS: sourcecode belowvar game = new Phaser.Game(640, 480, Phaser.CANVAS, 'container', { preload: preload, create: create, update: update });var img;var spriteexplosion;var sound;function preload() { game.load.image('cow', './assets/cow.png'); game.load.audio('explosionsfx', 'assets/explosion.wav'); game.load.spritesheet('explosiongfx', 'assets/explosion.png', 128, 128, 16); game.load.spritesheet('background', 'assets/parallax100.png', 640, 480, 1);}function create() { game.stage.backgroundColor = '#00ff00'; game.physics.startSystem(Phaser.Physics.ARCADE); game.bg = game.add.tileSprite(0,0,640,400,'background'); game.bg.autoScroll(0,100); img = game.add.sprite(20, 20, 'cow'); game.physics.enable(img, Phaser.Physics.ARCADE); img.body.velocity.x=100; img.body.velocity.y=100; img.body.collideWorldBounds = true; img.body.bounce.set(1); img.anchor.setTo(0.5, 0.5); img.inputEnabled = true; img.input.start(0, true); img.events.onInputDown.add(select); game.world.setBounds(0,0,640,400); sound = game.add.audio('explosionsfx',1,true);}function update() { }function select(img, pointer) { img.destroy(); sound.play('',0,1,false); spriteexplosion = game.add.sprite(img.x, img.y, 'explosiongfx'); spriteexplosion.anchor.setTo(0.5, 0.5); spriteexplosion.animations.add('explosiongfx_anim'); spriteexplosion.animations.play('explosiongfx_anim', 20, false);} Link to comment Share on other sites More sharing options...
rich Posted July 22, 2014 Share Posted July 22, 2014 Currently the World cannot be smaller than the size of your game. You can override this by doing: game.world.bounds.setTo(x, y, width, height); if (game.camera.bounds) { // The Camera can never be smaller than the game size game.camera.bounds.setTo(x, y, width, height); } game.physics.setBoundsToWorld();But it may have undesirable side-effects. Worth trying though! Link to comment Share on other sites More sharing options...
oddskill Posted July 22, 2014 Author Share Posted July 22, 2014 Thanks, will try that. Link to comment Share on other sites More sharing options...
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