FAQ: Learn Phaser: Physics - Detecting Collisions

This community-built FAQ covers the “Detecting Collisions” exercise from the lesson “Learn Phaser: Physics”.

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This exercise can be found in the following Codecademy content:

Learn Phaser

FAQs on the exercise Detecting Collisions

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hello there, i had a question , i tried to code with and without " gameState.setCollideWorldBounds(true)" and did not see any difference in the terminal or apearance , i also tried to give “false” as the argument but i did not see anything special too. i’ll be pleasure someone answers . thanks .

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The platform at the bottom is blocking your view, so you don’t see a difference in what value you use for the setCollideWorldBounds.
As an experiment, comment out the lines platform.create and the add.collider line, so that your code looks like:

...
const platforms = this.physics.add.staticGroup();
// platforms.create(225, 510, 'platform');
gameState.player.setCollideWorldBounds(true);
// this.physics.add.collider(gameState.player, platforms);
...

This will remove the platform at the bottom.
If you use gameState.player.setCollideWorldBounds(true); you will see that the player doesn’t fall off the screen even though there is no platform.
If you use gameState.player.setCollideWorldBounds(false); you will see that the player falls off the screen.

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