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Arcade physics collide separates even if processCallback returns false. #890

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aivins opened this issue Jun 9, 2014 · 0 comments
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@aivins
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aivins commented Jun 9, 2014

If you do this:

collide(
    someSprite,
    someTilemapLayer,
    function() {console.log("Collided!")},
    function() {return false}
);

Parameter 3, the custom collision handler, will not fire because parameter 4 always returns false. As documented. However the separation happens and someSprite does get blocked.

photonstorm added a commit that referenced this issue Jun 10, 2014
…ix #894)

If you call ArcadePhysics.collide on a Sprite vs. a Tilemap and provide a custom processCallback, the result was being ignored and the sprite was being separated regardless (thanks @aivins fix #891 #890)
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