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I'm sorry if this is coming lat, but this a fix I made about 2 years back.

BrennanTanner
BrennanTanner approved these changes Dec 2, 2023
collideHandler(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) {
// Only collide valid objects
if (!object2 && object1.type === Phaser.GROUP) {
if (object1.type instanceof Phaser.GameObjects.Group && !object2) {

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object1.type instanceof Phaser.GameObjects.Group && !object2
This should be
object1 instanceof Phaser.GameObjects.Group && !object2
same with ln 751

}
// GROUPS
else if (object1.type === Phaser.GROUP) {
else if (object1.type instanceof Phaser.GameObjects.Group) {

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object1.type instanceof Phaser.GameObjects.Group
should be
object1 instanceof Phaser.GameObjects.Group

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remove .type from object on line 736 & line 751

@notxorand
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remove .type from object on line 736 & line 751

Those probably worked in the past. I think I'll officially take on the maintenance of this plugin. There are many features that's been broken by updates. Plus I'll also fix it to work with Phaser's new features. It'll take a while but I think when I'm ready I'll put a comment here leading to my repo so people know to use that instead of this.

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2 participants