I use this example and edit it
https://labs.phaser.io/edit.html?src=src/physics/arcade/collision%20direction.js&v=3.55.2
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var player;
var stars;
var ground;
var cursors;
var platform;
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('sky', 'src/games/firstgame/assets/sky.png');
this.load.image('ground', 'src/games/firstgame/assets/platform.png');
this.load.image('star', 'src/games/firstgame/assets/star.png');
this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
}
function create ()
{
this.add.image(400, 300, 'sky');
ground = this.physics.add.staticImage(400, 568, 'ground').setScale(2).refreshBody();
platform = this.physics.add.image(400, 350, 'ground');
platform.setImmovable(true);
platform.body.allowGravity = false;
player = this.physics.add.sprite(100, 450, 'dude');
player.setBounce(0.2);
player.setCollideWorldBounds(true);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
cursors = this.input.keyboard.createCursorKeys();
stars = this.physics.add.group({
key: 'star',
frameQuantity: 12,
maxSize: 12,
active: false,
visible: false,
enable: false,
collideWorldBounds: true,
bounceX: 0.5,
bounceY: 0.5,
dragX: 30,
dragY: 0
});
this.physics.add.collider(
player,
platform,
function (_player, _platform)
{
// set velocity y work
_player.body.velocity.y = 400
// set velocity x not work
_player.body.velocity.x = 400
});
this.physics.add.collider(player, ground);
this.physics.add.collider(stars, ground);
this.physics.add.collider(stars, platform);
this.physics.add.overlap(player, stars, collectStar, null, this);
}
function update ()
{
if (cursors.left.isDown)
{
player.setVelocityX(-180);
player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.setVelocityX(180);
player.anims.play('right', true);
}
else
{
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-360);
}
}
function collectStar (player, star)
{
star.disableBody(true, true);
}
function createStar(x, y, vx, vy)
{
var star = stars.get();
if (!star) return;
star
.enableBody(true, x, y, true, true)
.setVelocity(vx, vy);
}
My expected:
_player.body.velocity.y = 400
_player.body.velocity.x = 400
work when collide
But now only
_player.body.velocity.y = 400
work when collide
I want to know why, and have any solution? Thanks.