:triangular_ruler: A Phaser CE plugin that brings sloped tile collision handling to the Arcade Physics engine
Check out the demo!
| Phaser Version | Arcade Slopes Version | | ---------------- | ------------------------------------------------------------------- | | v2.4.1 - v2.4.8 | v0.1.0 | | v2.5.0 - v2.10.1 | v0.1.1 - v0.3.2 | | v3.x | hexus/phaser-slopes |
Enable the plugin in the
create()method of your Phaser state.
The plugin provides a couple of built in tile slope mappings:
arcadeslopes) (16px, 32px, 64px, 128px)
ninja) (32px, 64px, 128px)
After you've created a tilemap with a collision layer, you'll need to convert that layer to work with Arcade Slopes.
// Create the tilemap and make it aware of the tileset it uses map = game.add.tilemap('tilemap'); map.addTilesetImage('collision', 'arcade-slopes-32'); map.setCollisionBetween(1, 38);
// Create the collision layer from the tilemap ground = map.createLayer('collision');
// Convert the collision layer to work with Arcade Slopes game.slopes.convertTilemapLayer(ground, 'arcadeslopes');
In the case that the first tile ID of the collision tileset in your tilemap is not
1(the default), you can provide a third argument to specify it. The arguments provided to the
setCollisionBetween()method may need to be adjusted as well.
map.setCollisionBetween(16, 53); game.slopes.convertTilemapLayer(ground, 'ninja', 16);
Please note: Tile GIDs in maps exported from Tiled are always one more than the ID shown in the GUI. Arcade Slopes expects the above parameter to match the first GID as specified in the Tiled map data.
Now you need to enable slopes for any game entities you want to collide against the tilemap.
You don't need to do anything special for circular physics bodies, just the usual
Make sure you call
game.slopes.enable(object)after making any changes to the size or shape of the physics body.
Now you can collide your sprite against the tilemap in the
update()method of your Phaser state, as you normally would, using Arcade Physics. Voila!
// Collide the player with the collision layer game.physics.arcade.collide(player, ground);
// Collide the particles with the collision layer game.physics.arcade.collide(emitter, ground);
To debug your collision layer, set its debug property to
This will overlay the collision shapes of each tile when the layer is rendered.
ground.debug = true;
This feature separates rectangular physics bodies on the Y axis only, in the right situations.
// Prefer the minimum Y offset for this physics body player.body.slopes.preferY = true;
// Prefer the minimum Y offset globally game.slopes.preferY = true;
If you're making a platformer, your player has drag on the X axis, and you don't want it to slide down slopes, this should solve your problem.
To attempt to keep objects on a surface, you can use collision pulling.
This will pull physics bodies into a collision by a set velocity, if it matches the set direction.
// Pull the player into downwards collisions with a velocity of 50 player.body.slopes.pullDown = 50;
Here are the available properties for collision pulling:
body.slopes.pullUp body.slopes.pullDown body.slopes.pullLeft body.slopes.pullRight body.slopes.pullTopLeft body.slopes.pullTopRight body.slopes.pullBottomLeft body.slopes.pullBottomRight
If you want to build the plugin yourself from source, clone the repository and run NPM and Gulp like so.
npm install gulp build
There's also a watch task that builds the plugin whenever you make changes to the source.
My thanks go out to those who made this Plugin possible.
And to contributors who have been generous with their time, talents and support: