Fix collides
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2f282e3469
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@ -1170,21 +1170,19 @@ ${escapedMessage}
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createCollisionWithPlayer() {
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createCollisionWithPlayer() {
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//add collision layer
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//add collision layer
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for (const phaserLayer of this.gameMap.phaserLayers) {
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for (const phaserLayer of this.gameMap.phaserLayers) {
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if (phaserLayer.type == "tilelayer") {
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this.physics.add.collider(this.CurrentPlayer, phaserLayer, (object1: GameObject, object2: GameObject) => {
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this.physics.add.collider(this.CurrentPlayer, phaserLayer, (object1: GameObject, object2: GameObject) => {
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//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
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});
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phaserLayer.setCollisionByProperty({collides: true});
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if (DEBUG_MODE) {
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//debug code to see the collision hitbox of the object in the top layer
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phaserLayer.renderDebug(this.add.graphics(), {
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tileColor: null, //non-colliding tiles
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collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
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faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
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});
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});
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phaserLayer.setCollisionByProperty({collides: true});
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if (DEBUG_MODE) {
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//debug code to see the collision hitbox of the object in the top layer
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phaserLayer.renderDebug(this.add.graphics(), {
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tileColor: null, //non-colliding tiles
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collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles,
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faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
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});
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}
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//});
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}
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}
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//});
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}
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}
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}
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}
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