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Found 3 results

  1. While preparing a test project for this topic, I've come across something that seems to be a bug. I can reproduce it on the code from arcade physics body scale example. I've attached a zip file with the source code. Here are the steps to reproduce the bug on the body scale example code: move the game.physics.enable(sprite, Phaser.Physics.ARCADE); line just below the sprite creationset some scale (in my case 0.99)comment out sprite.body.immovable = true;comment out game.add.tween(sprite.scale).to( { x: 3, y: 3 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);The effect is that the first sprite begins to move right and downward (if the scale was set to some value greater than one the movement would be left and upward).
  2. Hi, I have a sprite that gets scaled up x4 during the game but is then reverted to scale x1. Despite of scaling it down to x1 the game.physics.arcade.overlap() reports overlaps as if the sprite was still at x4 scale. To scale the sprite back to x1, I use: sprite.scale.setTo(1, 1);Is this a bug or do I do something wrong?
  3. I'm currently starting with phaser, so this might not be the best way to move a sprite. But it was working for me on 2.0 and now it doesn't so I'm not sure if I am doing things the wrong way or if it's a bug. Given the following code: I get 2 different behaviours depending on using 2.0 or 2.0.1 this.bird.body.xworks for 2.0 and moves the sprite apropiately. This doesn't seem to work on 2.0.1 as the value changes but it is not updated on redraw this.bird.x does not work for 2.0 (I'm not even sure it's valid) but in 2.0.1. is valid, but instead of moving the sprite to the new X position it just adds some x-velocity to it and keeps moving it. So, what am I doing wrong? did I just found a bug? Thanks for any tips/solution