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`Friction` property does not work with `.setDirectionControl()` method

Open sLokhin opened this issue 2 months ago • 1 comments

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);

sLokhin avatar Apr 11 '24 20:04 sLokhin

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).

samme avatar Apr 22 '24 02:04 samme