P2 physical body does not collide after setRectangle () called phaserJS
I am creating a fish sprite. Collision with FoodCollisionGroup. Fish eat little food. The game works well. After that I resize it (increase the size of the fish) and it stops colliding with food. I think it might not be food collision due to the call to setRectangle. I have another problem that fishFoodCount doubles in size. how to solve these two problems
Fish.prototype.create = function(x, y){
this.fish = game.add.sprite(x, y, this.spriteName);
this.fish.physicsBodyType = Phaser.Physics.P2JS;
game.physics.p2.enable(this.fish);
this.fish.enableBody = true;
this.fish.anchor.setTo(0.5,0.5);
this.fish.body.collideWorldBounds = true;
this.fish.animations.add('idle', [3 + (this.index * 8)], 10, false);
this.fish.animations.add('move', this.getAnimationFramesArrayFor(this.index) , this.AnimationFrameRate, true);
this.fish.play('idle');
this.fish.body.fixedRotation = true;
}
-------
Fish.prototype.setFishSize = function(width, height){
this.fish.width = width;
this.fish.height = height;
this.fish.body.setRectangle(height/2, width/1.8, width/3.3, 0);
}
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Fish.prototype.eatFood = function(fish, food) {
if(this.fishFoodCount > 9){
this.setFishSize(game.width/25, game.height/4);
}
this.fishFoodCount += 1;
food.sprite.kill();
}
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