I'm working on a simple tile game using the Phaser framework, but unfortunately I've stumbled upon a "bug" when using the Arcade collision method. I want all the tiles to perfectly stack on top of each other, but the tiles on top always go through the tiles below them.
This is the code:
var game = new Phaser.Game(700, 700, Phaser.AUTO, 'phaser-demo', {
create: create,
update: update
});
var tiles, textureRegistry = {};
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.gravity.y = 500;
tiles = game.add.group();
tiles.physicsBodyType = Phaser.Physics.ARCADE;
tiles.enableBody = true;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
tiles.add(game.add.sprite(i * 70, j * 70, createBlock(64, 'red')));
}
}
tiles.setAll('body.collideWorldBounds', true);
tiles.setAll('body.bounce', new Phaser.Point(0.5, 0.5));
}
function update() {
game.physics.arcade.collide(tiles);
}
function createBlock(size, color) {
var name = size + '_' + color;
if (textureRegistry[name]) {
return textureRegistry[name];
}
var bmd = game.add.bitmapData(size, size);
bmd.ctx.fillStyle = color;
bmd.ctx.fillRect(0, 0, size, size);
textureRegistry[name] = bmd;
return bmd;
}
<script src="https://github.com/photonstorm/phaser/releases/download/v2.6.2/phaser.min.js"></script>
It seems to look even worse on Chrome. It's important to note that the problem only occurs when 4x4 or more tiles are used.
https://github.com/photonstorm/phaser/issues/1513
http://www.html5gamedevs.com/topic/8191-vertical-sprite-collision-overlapfallthrough/
http://www.html5gamedevs.com/topic/7810-how-to-increase-rigidity-of-arcade-sprite-bodies/
Yes, this is a shortcoming in the separation code of Arcade Physics, which was not designed for this kind of multi-body contact. The more things are stacked on top of one another, the more weird it gets. @lewster32