Comments (8)
Out of curiousity what have you tried? You should be able to get the tile object (which is a normal Phaser.Sprite) and turn off collisions for it, the same way you would a sprite.
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So I used the getTile method for a specific tile (based on my player sprite's x, y coordinates).
Then I tried setting the collideUp/Left/Down/Right properties to false, and the faceBottom,Up,Left,Right to false.
So then I tried just to remove the tile itself. Using the removeTile method, but while that visually removed the tile, it didn't remove the collision. Looking at the getTile method, theres no body attached to the tile itself. :(
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Apologies for my in-experience, I found the sprite 'bodies' in the Tilemap object under children[x].bodies, so this isn't an issue as far as I know, still not sure how to get that body though so it can be removed.
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Alright I was able to solve myself, but logging it here in case anyone needs/stumbled upon this.
First I get the location of my sprite character:
var myPoint = new Phaser.Point(this.sprite.x +32, this.sprite.y);
my tilesize is 32 so I add this to get the tile to the right of my sprite -> Then I do a hittest and store it in a variable called collisionBody.
this.collisionBody = this.game.physics.p2.hitTest(myPoint);
this.game.physics.p2.removeBody(this.collisionBody[0].parent);
Then I remove the Body by calling the parent of the collisionBody. Will need to turn off the optimization part for collisionBodies in the phaser-tiled call though... if I had a group of 3 sprites together it would remove the collision for all of them.
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I'm glad you found a workaround for this! I'm (slowly) working on the next version of this lib which does some major refactoring of tiles for memory and startup performance improvements, and I want to keep this open as a reminder to make this easier.
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Sounds great 👍 thanks for all your work thus far!
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@The-Outrider Thank you for posting your results. I'm using your hit test approach to add/remove collision bodies for doors now.
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If this is no longer an updated project, I would like to close this issue. (Cleaning up my github history)
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Related Issues (20)
- Very poor performance with a lot of collisions HOT 4
- Can't find phaser-tiled.js file? HOT 2
- Tiles being positioned wrongly after scroll HOT 7
- Is it possible to use simple Arcade Physics collision instead of P2? HOT 1
- Just got Arcade Physics to work HOT 4
- New update is missing nearly all semicolons on the end of a line? HOT 2
- Isometric and some questions HOT 2
- Better body combine algorithm HOT 1
- TilemapParser.getEmptyData is missing a return HOT 2
- Rerender with Camera Follow doesnt work properly HOT 4
- breaking changes with phaser v2.6.0 HOT 21
- Phaser.Cache.getPixiBaseTexture HOT 1
- separate terrain files with Tiled HOT 6
- the first occurrence of an animated tile is not animated
- Support of different tile sizes HOT 1
- provide built artifacts on npm HOT 5
- Sync instances of the same Tile HOT 8
- no phaser-tiled.js file HOT 4
- Hexagonal tilemaps HOT 5
- Error on load HOT 3
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