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The object does not collide with the boundaries of the world in a mobile project


MXPain
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Hi guys. Object does not collide with the boundaries of the world in my mobile project. Please tell me what could be the case, for example, I wrote a short code, but the sprite passes through the boundaries of the world without collide with them.

/** * Created by Buggy on 14.08.14. */var hero;var cursors;BasicGame.GameTest = function (game) {    //	When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:    this.game;		//	a reference to the currently running game    this.add;		//	used to add sprites, text, groups, etc    this.camera;	//	a reference to the game camera    this.cache;		//	the game cache    this.input;		//	the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it)    this.load;		//	for preloading assets    this.math;		//	lots of useful common math operations    this.sound;		//	the sound manager - add a sound, play one, set-up markers, etc    this.stage;		//	the game stage    this.time;		//	the clock    this.tweens;    //  the tween manager    this.state;	    //	the state manager    this.world;		//	the game world    this.particles;	//	the particle manager    this.physics;	//	the physics manager    this.rnd;		//	the repeatable random number generator};BasicGame.GameTest.prototype = {    create: function () {        var back = this.add.sprite(0, 0, 'game', 'back.png');        this.physics.startSystem(Phaser.Physics.P2JS);        this.physics.p2.restitution = 0.8;        hero = this.add.sprite(200, 200, 'game');        hero.anchor.setTo(0.5, 0.5);        hero.pivot.y = 10;        hero.animations.add('idle', Phaser.Animation.generateFrameNames('tomato_idle/', 0, 11, '', 4), 15, true);        hero.animations.play('idle');        //  Create our physics body. A circle assigned the playerCollisionGroup        game.physics.p2.enable(hero);        //  This boolean controls if the player should collide with the world bounds or not        hero.body.collideWorldBounds = true;        cursors = game.input.keyboard.createCursorKeys();    },    update: function () {        hero.body.setZeroVelocity();        if (cursors.left.isDown)        {            hero.body.moveLeft(200);        }        else if (cursors.right.isDown)        {            hero.body.moveRight(200);        }        if (cursors.up.isDown)        {            hero.body.moveUp(200);        }        else if (cursors.down.isDown)        {            hero.body.moveDown(200);        }    }};
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