Hi guys,
new phaser user here.
Currently getting used to the phaser world and I have this very simple example:
create = () => {
const rect1 = this.add.rectangle(
(this.game.config.width as number) / 2,
(this.game.config.height as number) / 2,
100,
100,
0xffffff
);
this.physics.add.existing(rect1, true);
const rect2 = this.add.rectangle(
(this.game.config.width as number) / 2,
50,
100,
100,
0xfddfff
);
this.physics.add.existing(rect2);
const body1 = rect1.body as Physics.Arcade.StaticBody;
body1.onCollide = true;
const body2 = rect2.body as Physics.Arcade.Body;
body2.setBounce(0.2, 0.2);
body2.setCollideWorldBounds(true);
};
I would expect that the first rectangle which is falling down (body) collides with the second rectangle thats about in the middle of the stage (static body) - but it isn’t. The rectangly just “falls” through it.
I cannot figure out why that is? What do I have to set where, so the first rect, sits on top of the other rect after it fell down, basically “landing” on it?
Thx Geralt