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I have two Sprites, one of which I can drag around (the bottom one). I want to be able to call a function when the draggable sprite gets dropped on top of the other sprite. I have the following set up…
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The property .body of the sprite class is not created with game.physics.enable(sprite, Phaser.Physics.ARCADE); directive.
In order to work, I have to set the sprite.body property to null in order to …
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I was trying to use deltaCap to stop bodies from tunneling through each other, but I discovered that it has no effect at all on Arcade physics. Bodies still tunnel when I set deltaCap to 0.001 so it's…
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Lines 542-545 of src/gameobjects/Sprite.js call `this.body.destroy()`, but Phaser.Physics.Arcade.Body has no `destroy` function defined. How should we destroy Arcade bodies? I'm happy to write the P…
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Here are some errors from a console:
error TS2094: The property 'enable' does not exist on value of type 'Phaser.Physics.Arcade.World'.
error TS2094: The property 'ARCADE' does not exist on value of …
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Just a frankly reminder not to forget to migrate the particle emitter to p2.
It's not working in the current 1.2 branch.
I'm using this monkey patch for now. Works for my current simple use case,
htt…
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Had to add
--> game.physics.enable( [ b ], Phaser.Physics.ARCADE );
for it to work, don´t know if its the best way to do it, but it solved
also change pixelPerfect to pixelPerfectOver as prior issues…
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I have a sprite which is 32x32 and has arcade physics applied to it. When the sprite is still, the bounds fit perfectly:
![stationary](https://cloud.githubusercontent.com/assets/1943904/2704139/6ab41…
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I'm seeing errors in arcade/Emitter.js about lines like `particle.body.checkCollision.none = true;` where the error message is "Uncaught TypeError: Cannot read property 'checkCollision' of null ".
Af…
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Hi,
I found out that game.physics.arcade.collide crash when you use it on a layer created from a CSV tileMap.
It seems that the function separateTile: function (i, body, tile) don't handle tile's la…