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OverviewFelgo 3 Support (Qt 5) › BoxCollider doesn't block when EntityBases overlap

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  • #18664

    Charlie Hdz


    I’m learning Felgo and I would like to create a game pretty similar than BattleCity.

    Today I’m in the part of creating Blocking Tiles.

    Those blocking tiles should stop the player when it touches them.

    I did a quick example where I just create two entities, with PhysicsWorld and simulate the fall of one box, where the ground was able to stop its movement.

    This works perfectly:


    BoxCollider {

    anchors.fill: parent

    bodyType: Body.Static // the body shouldn’t move




    I thought that Body.Static is the only thing that you need to set to make an object “solid”.

    When I pass this logic to my current project, The player keeps overlapping the tile. That’s so annoying…

    I did some investigation, but I couldn’t find a way to solve it, the documentation of BoxCollider doesn’t seem obvious and I don’t think that PhysicsWorld is necessary to this endeavor.

    Here is the code for your reference:


    import Felgo 3.0
    import QtQuick 2.0
            id: background
            anchors.fill: parent
            entityContainer: scene
            id: scene
            Missile {
                id: wrapBullet
            PlayerTank {
                entityType: "wall"
                width: 20; height:20
                x:parent.width/2; y:parent.height/2
                    anchors.fill: parent
                    color: "yellow"
                    id: wallCollider
                    categories: Box.Category2
                    collidesWith: Box.Category1
                    anchors.fill: parent
                    bodyType: Body.Static

    //Firing Square

    import Felgo 3.0
    import QtQuick 2.0
            width: 32; height:32;
            color: "blue"
            focus: true
            property string direction: "None"
            property EntityManager manager: EntityManager{}
            Keys.onPressed: {
                if(event.key  === Qt.Key_Up){
                    console.log("Going Up")
                else if(event.key === Qt.Key_Down){
                    console.log("Going Down")
                else if(event.key === Qt.Key_Left)
                    console.log("Going Left")
                else if(event.key === Qt.Key_Right){
                    console.log("Going Right")
                else if(event.key === Qt.Key_Space){
                    var pointFiring= mapToItem()
                    //Create Entity
                    var bulletPoint=mapToItem(parent,rect.x,rect.y)
                    //Fire entity

    // I don’t attach Missile because it’s not relevant for this issue.

    Many thanks!





    Hi Charlie

    Yes, you are right.
    Body.Static option makes it not affected by gravity or forces.

    I don’t know for sure but have few things you can check.

    Please check:
    1. I suggest to have only one EntityManager(the best with id entityManager). Create it at some high level, for now can be even in your Main.qml or the main game scene, if it’s a separate file.
    All entities etc should have access to this entity manager by using it’s id no problem.
    Don’t create more than one EntityManger if you’re not sure 100% it is really needed.
    2. I see you are using categories and collidesWith properties for colliders. Be 100% sure that both entities, which need to collide with each other, are configured properly and have the right settings to collide with the other.
    3. Last bit is to be sure that your entities are always created in the scope of the PhysicsWorld.
    That means are either created directly inside of that PhysicsWorld parent or it’s children,  or that the entityContainer of EntityManger is set at that physics world parent or any of its children.

    I would start with these first.
    I am pretty sure you know but, to check, remember all entities which in any way need to be affected by physics world, need to have colliders defined.

    Hope it helps.



    One last thing I would suggest is t be sure that not only entities overlap but also their physical colliders.
    If you enable Physical world.debugDrawVisible, and set it to true, do you also see colliders overlapping?
    Maybe colliders are not properly positioned within the entities.


    Felgo Team

    Thanks Marcin, I can agree with all your points! 😉



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