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`Friction` property does not work with `.setDirectionControl()` method
Version
- Phaser Version: 3.80.1
Description
Does the friction
property of Phaser.Physics.Arcade.Body
works in conjunction with the .setDirectControl()
method?
Here is a link to a good use case for platforms from the documentation page. If I set the friction
property through .setFriction(1, 1)
for each platform, I expect that the player being on the platform will move along with it. But it slips through. I've already implemented this mechanics with platforms on Phaser 3.55
, calculating the velocity of the platform depending on the coordinates manually. It still works on the phaser 3.8
, but I would like to use .setDirectControl()
method, it would help remove a lot of unnecessary calculations.
Example Test Code
Examples are available from the documentation page PlatformsExample
additionally set
platform1.setFriction(1, 1);
platform2.setFriction(1, 1);
platform3.setFriction(1, 1);
Looks like a direct-control platform's body.prev
is identical to its body.position
during the collision, so the friction vector is (0, 0).