//add collision layer
this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: any, object2: any) => {
- this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
+ //this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
});
Layer.setCollisionByProperty({collides: true});
//debug code
//debug code to see the collision hitbox of the object in the top layer
- Layer.renderDebug(this.add.graphics(), {
+ /*Layer.renderDebug(this.add.graphics(), {
tileColor: null, //non-colliding tiles
collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
- });
+ });*/
});
}
createCollisionObject(){
this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => {
this.physics.add.collider(this.CurrentPlayer, Object, (object1: any, object2: any) => {
- this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key)
+ //this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key)
});
})
}