Skip to content

Phaser: collisions and screen boundaries

FULL-STACK WEB DEVELOPMENT BOOTCAMP

2024 COHORT SIGNUPS END TOMORROW

This post is part of a Phaser series. Click here to see the first post of the series.

You can detect a collision between physics-enabled items.

Phaser offers us 2 handy methods, to start with.

We have collider and overlap. Both let us detect when objects get one near the other, but with a difference: collider automatically makes object bounce when they meet. overlap lets objects overlap with each other.

This is how we add a collider:

const collisionHappened = (dog, cat) => {
  projectile.destroy()
}

this.physics.add.collider(dogs, cats, collisionHappened, null, this)

and this is how we add an overlap:

const overlapHappened = (dog, cat) => {
  projectile.destroy()
}

this.physics.add.overlap(dogs, cats, collisionHappened, null, this)

You can also set screen boundaries so physics objects will not disappear when they reach the end of the screen.

Call the setCollideWorldBounds() on the object, and pass it the true value:

const dog = this.physics.add.sprite(20, 20, 'dog')
dog.setCollideWorldBounds(true)

If you also want it to bounce when it reaches the screen limit, call

dog.setBounce(1)

The number you pass will determine how fast it will bounce back. Try setting 0.5 or 1.5 and you’ll see it bouncing with less or more energy.

  • Learn modern web development in my BOOTCAMP (SIGNUP END TOMORROW FEB 20, 2024)
  • THE VALLEY OF CODE (+ PRO), your web development manual
  • I wrote 15+ coding BOOKS, all available in THE VALLEY OF CODE PRO
  • Indie solopreneur internet business masterclass SOLO LAB (summer 2024)