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I am not sure what is causing this, for example - http://docs.phaser.io/Phaser.Physics.Arcade.Body.html - the line numbers for methods and properties are wrong.
If you could point out the problem I'l…
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`Phaser.Physics.Arcade.intersects()` is supposed to return a boolean. A result is calculated (and stored in `result`), but is never actually returned by the function. The return value is always `undef…
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In Phaser 2.0, once a Physics.ARCADE system is enabled for a given sprite, then setting sprite.x = n or sprite.y = n won't have any effect, but still works using sprite.body.x = n.
It would be nice to…
aunz updated
10 years ago
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It's issue in the type declaration of last argument "tile"
Existing string:
separateTiles(body: Phaser.Physics.Arcade.Body, tile: Array): boolean;
Correct definition:
separateTiles(body: Phaser.Physi…
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When I use
``` javascript
bullets = game.add.physicsGroup(Phaser.Physics.P2JS)
bullets.createMultiple(10, 'plasmabullet')
```
The created dont have a body, because of line 111 in Group
``` javascri…
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In using Phaser 2, I ran into this situation... I have a sprite that slides in from offscreen on the right of the stage to a point partially on the stage. In Phaser 1.1.6, this worked properly, which …
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Hi,
I discovered a small but significant problem within the applyDamping function where the velocity would never be set to zero because of an if clause.
Version is 1.1.5.
That is the actual version:…
ghost updated
10 years ago
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I'm doing an overlap check on two bodies: one projectile and one immovable. The projectile dies on overlap, the immovable should scale down. If I scale it down, it flies off the screen in the directio…
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In the definition of this methods:
"collideHandler"
"collideSpriteVsSprite"
"collideSpriteVsGroup"
"collideGroupVsSelf"
"collideGroupVsGroup"
"separate"
last required parameter foll…
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```
distanceToPointer: function (displayObject, pointer) {
...
this._dx = displayObject.worldX - pointer.x;
this._dy = displayObject.worldY - pointer.y;
...
},
```
.worldX …