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convertTilemapLayer for isometric tilemaps not setting bodies properly #5764
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I found the root of the problem. When var GetTileToWorldXFunction = function (orientation)
{
if (orientation === CONST.ORTHOGONAL)
{
return TileToWorldX;
}
else
{
return NOOP;
}
}; I'm tempted to add a Would it be a usable alternative to get both the |
This issue has been mentioned on Phaser. There might be relevant details there: https://phaser.discourse.group/t/phaser-isometric-tiled-map-collisions/9092/9 |
Actually, that was me. I figured I'd give whomever was invested in the bug that a fix was being worked on. |
This issue has been mentioned on Phaser. There might be relevant details there: https://phaser.discourse.group/t/arcade-physics-collisions-with-isometric-tilemap/10050/1 |
Thanks for opening this issue, and for submitting a PR to fix it. We have merged your PR into the |
Version
Description
I'm having an issue with setting up collisions with a staggered isometric tilemap created in Tiled. I ran across this discussion outlining the same issue, and I can confirm it's still a problem in 3.55.2. Basically,
convertTilemapLayer
does not set the collision bodies for tiles correctly on isometric maps, neither the default rectangle nor the shape specified in the collision layer.As suggested in the thread, the issue comes from
getBounds()
on theTile
class. Specifically,this.getLeft()
always returnsundefined
for any of the tiles.Example Test Code
Additional Information
I'm happy to give solving this a shot myself if you could provide some guidance. 🙂
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