I'm working on a new project in phaser and for some reason the gravity in the game is all messed up, when i attempt to jump i jump like a centimeter. if i change the values nothing changes its always glitched. how can i make it so that i jump and fall normally?
I've had some previous projects and the gravity works just fine, for this project i am using the latest stable release of phaser 3. I honestly cant see what the error is and i've been at it for a while.
there was a lot of code that wasn't relevent to the error so i removed it to make it easier for someone to review this.
game.js
const socket = io();
var config = {
type: Phaser.AUTO,
width: 1000,
height: 550,
parent: 'master',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: true
}
},
scene: {
preload: resources,
create: mechanics,
update: controls
}
};
const game = new Phaser.Game(config);
function resources() {
this.load.image("arena", "../resources/images/arena1.png");
this.load.image("floor", "../resources/images/floor.png");
this.load.atlas("warrior", "../resources/images/characters/warrior.png","../resources/images/characters/warrior.json");
}
var warrior;
function mechanics() {
grasslands = this.add.image(500, 225, "arena").setScale(0.7);
warrior = this.physics.add.sprite(100, 490, "warrior").setScale(2).setSize(15, 15);
floor = this.physics.add.staticGroup();
floor.create(500, 545, "floor").setVisible(false);
this.physics.add.collider(warrior, floor);
warrior.body.collideWorldBounds = true;
warrior.body.onWorldBounds = true;
}
function controls() {
key = this.input.keyboard.addKeys("W,A,S,D");
if(key.A.isDown) {
warrior.setVelocityX(-100);
warrior.flipX = true;
}else if (key.D.isDown) {
warrior.setVelocityX(100);
warrior.flipX = false;
}else if (key.W.isDown && warrior.body.touching.down) {
warrior.setVelocityY(-330);
}else{
warrior.setVelocity(0);
}
}