javascript - collision taking after image also? -


i'm creating car parking game collision detection.

my problem checking collision after image has updated.

it's taking collision there want take @ starting

check 1 also

my phaser code:

var app = angular.module('myapp',[]); app.controller('mycontrol',function($scope){ var game = new phaser.game(1100, 590, phaser.auto, 'cargame'); var mainstate = {   preload:function(){      game.load.image('wood','images/wood1.png');      game.load.image('car', 'images/maincar.png');  },  create:function(){       game.physics.startsystem(phaser.physics.arcade);     this.car =this.game.add.sprite(game.world.centerx,game.world.centery,'car');    //this.car.body.collide = true;     this.car.anchor.setto(0.5,0.5);      //this.wood1.anchor.setto(0.5,0.5);      game.physics.arcade.enable(this.car);                          this.car.body.allowrotation = true;       platforms = game.add.group();      platforms.enablebody = true;         var ground = platforms.create(200,300, 'wood');     ground.body.immovable = true; },                                                                update:function(){                if(game.input.keyboard.isdown(phaser.keyboard.left)){                 this.car.body.angularvelocity = -200;             }             else if(game.input.keyboard.isdown(phaser.keyboard.right)){                 this.car.body.angularvelocity = 200;             }             else if(game.input.keyboard.isdown(phaser.keyboard.up)){                this.car.body.velocity.copyfrom(game.physics.arcade.velocityfromangle(this.car.angle, 150));             }             else if(game.input.keyboard.isdown(phaser.keyboard.down)){                this.car.body.velocity.copyfrom(game.physics.arcade.velocityfromangle(this.car.angle, -150));             }             else{                 this.car.body.angularvelocity =0;                    this.car.body.velocity.x =0;                 this.car.body.velocity.y = 0;             }             game.physics.arcade.collide(this.car, platforms);     },  };     $scope.car1 = function(){     game.state.add('main', mainstate);   game.state.start('main');   }; }); 

and html

<html> <head> <script src= "http://ajax.googleapis.com/ajax/libs/angularjs/1.3.14/angular.min.js"></script> <script src="controller2.js"></script> <script type="text/javascript" src="phaser.min.js"></script> </head> <body ng-app="myapp" ng-controller="mycontrol"> <div id="cargame" ng-click="car1()"> </div> </body> </html> 

from phaser docs (physics.arcade, collide method):

an optional processcallback can provided. if given function called when 2 sprites found colliding. called before separation takes place, giving chance perform additional checks. if function returns true collision , separation carried out

so, can this:

game.physics.arcade.collide(this.car, platforms, mycallback); 

and then, define 'mycallback' funtion, can whatever want objects in collision.


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