Skip to content

Phaser: collisions and screen boundaries

New Course Coming Soon:

Get Really Good at Git

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.

Are you intimidated by Git? Can’t figure out merge vs rebase? Are you afraid of screwing up something any time you have to do something in Git? Do you rely on ChatGPT or random people’s answer on StackOverflow to fix your problems? Your coworkers are tired of explaining Git to you all the time? Git is something we all need to use, but few of us really master it. I created this course to improve your Git (and GitHub) knowledge at a radical level. A course that helps you feel less frustrated with Git. Launching May 21, 2024. Join the waiting list!

Here is how can I help you: