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Found 671 results

  1. How to pass the cursor object to a method that belongs to a class that inherits the Phaser.Sprite class? I have a class that inherits from Phaser.State in which I create a cursor object and pass it to the update method from another class. class Play extends Phaser.State { create() { this.physics.startSystem(Phaser.Physics.ARCADE) ... this.player = new Player({ game: this.game, x: 32, y: this.world.height - 150, asset: 'dude' }) this.game.add.existing(this.player) } update() { const cursors = this.input.keyboard.createCursorKeys() this.player.update(cursors) } } Player class - problem occurs in the if condition: class Player extends Phaser.Sprite { constructor({ game, x, y, asset }) { super(game, x, y, asset) this.game.physics.arcade.enable(this) this.body.bounce.y = 0.2 this.body.gravity.y = 300 this.body.collideWorldBounds = true this.animations.add('left', [0, 1, 2, 3], 10, true) this.animations.add('right', [5, 6, 7, 8], 10, true) } update(cursors) { this.body.velocity.x = 0 if (cursors.left.isDown) { this.body.velocity.x = -150 this.animations.play('left') } } } Error message: "TypeError t is undefined"
  2. jd.joshuadavison

    Overlap ignores scroll factor

    I'm using a callback function on the overlap method, but it's firing at the wrong time. After a bit of calculation/trial and error I worked out that it is firing where the sprite would have been if the scrollFactor of the sprite was the default setting of 1. I assume this is a bug? See demo on jsFiddle. Update: it also ignores the objects origin and assumes its origin is the default 0.5. I've updated the demo. Update 2: I'm now fairly certain this is not expected behaviour, so I've raised an issue on GitHub. Thanks, Josh
  3. Sammdahamm

    Trying to implement "moveToPointer"

    Hi Guys, so Phaser 2 had a method, game.physics.arcade.moveToPointer() which moved a sprite with a given velocity towards the cursor. It seems like this has been replaced in Phaser 3 by a "moveTo()" method in ArcadePhysics, so I'm trying to reimplement it myself. I create a spriteGroup: this.projectiles = this.physics.add.group({collideWorldBounds: true}) and then later create & attempt to fire a projectile from within a "fireProjectile" method: this.firePlayerProjectile = function(projectileType){ let projectile = this.projectiles.getFirstDead(true, this.player.sprite.x-16, this.player.sprite.y-32, projectileType); this.scene.physics.moveTo(projectile, {x: this.scene.input.x + this.scene.cameras.main.scrollX, y: this.scene.input.y + this.scene.cameras.main.scrollY}, 750); } This does create the projectile sprite in the correct location, but rather than then travelling towards the target location, it just sorta of flashes and disappears after a second. Can anyone tell what I might be doing wrong? How do I get the projectile to move to a given location (and beyond) at a constant velocity? Thanks, Sam
  4. andrei.nicolae

    Sprite with alpha

    Hi guys, I have a tiny sprite placed in a png sized like the game, with alpha, so I only see my tiny sprite surrounded by blank space. It's done this way because I want to place it in (0, 0) and be displayed in it's original position. So, I'm trying to place this sprites and they all go in the same place, center of the screen, like they are trimmed sprites. Any solution for this? Thank you.
  5. alexoy

    Hide a sprite

    Hi, Looks like there is no option to hide a sprite, like sprite.isVisible = false; - could you add it please? But please don't mention setting the size to 0 or removing/recreation the sprite it's an ugly hack, we do not do that with meshes and other things, right?!
  6. Hi all, Slowly making progress on my character creation game. I've layered multiple sprites, so that each sprite can be easily "tinted" to the user's preferred colour. The layers so far are added like so: Cat Body Pupil Face/Eye shape Each layer is animated. The pupil and the face are aligned, hence should be playing the same frame as each other to look correct. This works fine up until a point. The issue is, when the user selects the eye shape they desire, the two sprites go out of sync, and the animation looks something like this: This is the relevant code to trigger the event: facekey = 'catfacegoth'; create function; player = this.physics.add.sprite(200, 370, 'whitecat').setInteractive().setDataEnabled(); playereyes = this.physics.add.sprite(260, 350, 'cateyes').setInteractive().setDataEnabled(); playerface = this.physics.add.sprite(260,350,facekey).setInteractive(); normaleyeicon.on('pointerdown', function (pointer, normaleyeicon){ facekey = 'catface'; console.log('normal face'); }); gotheyeicon.on('pointerdown', function (pointer, gotheyeicon){ facekey = 'catfacegoth'; console.log('goth face selected');}); update function: player.anims.play('default', true); //body animation if(facekey == 'catfacegoth'){ playerface.anims.play('gothblink', true); // face/eye shape playereyes.anims.play('blink', true); //this is the pupil layer } if(facekey == 'catface'){ playerface.anims.play('faceblink', true); // face/eye shape playereyes.anims.play('blink', true); // pupil } My suspicion is that the pupil isn't restarting from frame 0 when the facekey variable is changed, but rather continues playing from the current frame. Is there a way to "reset" the current animation so that they both play from frame 0 when the facekey variable triggers the change?
  7. Hello guys, I have troubles with showing shapes that have an opacity < 1 and which are behind a sprite that also has an opacity < 1. I attach a screenshot and here the playground As you can see the shapes behind the sprite disappear I tried differents options with material's shape such as : forceDepthWrite needDepthPrePass separateCullingPass zOffset But nothing works, and on the Sprite side we don't have a lot of parameters to play with. I wonder if it's not due to a kind of optimization of babylon to not drop down the render.
  8. This sounds really stupid considering Phaser.Tilemap has built in getTileBelow and getTileAbove functions. However, I still can't get this to work. I am creating a Pacman clone in Phaser, and have ran into trouble. I have a method moveUp() that looks like this moveUp: function() { if (cursors.up.justPressed() && this.pathUpAvailable()) { pacman.body.velocity.x = 0; pacman.body.velocity.y = -(gameStats.pacmanVelocity); pacman.frame = 6; pacman.animations.stop(); pacman.animations.play('pacmanUp'); } }, In short, I have four different animations defined depending on which direction Pacman is going in. As such, it doesn't make since to play the animation for moving right when he's moving up and there is a wall to the right. As such, I decided I needed to create four separate functions to determine whether there is a wall in each direction. Here is what the pathUpAvailable() method looks like. pathUpAvailable: function() { return map.getTileAbove(0, (pacman.x / map.tileWidth) | 0, (pacman.y / map.tileWidth) | 0).index == -1; }, If you look at the documentation here http://phaser.io/docs/2.4.4/Phaser.Tilemap.html#getTileAbove It says that this method takes in the following three parameters. layer: The index of the current layer. In my case, I only have one, which defaults to 0. x: The x coordinate to get the tile from. It's important to note that this is measured in tiles not pixels. The x position for a sprite is measured by pixels. As such, we need to divide this value by the tile width as defined in a Tiled JSON file. This value will be a number with decimal points, so it needs to be rounded. Since arrays are zero-indexed in JavaScript we must take the floor of this value, which shorthands to | 0. y: See above. Measured in tiles not pixels This returns a Tile object, of which it seems like the index property determines whether there is a tile there or not. If there isn't, -1 will be returned. This has led to some unpredictable results. Sometimes, it will work, but for example, when the x coordinate of the character is above 400, I will receive the following in my console. Cannot read property 'index' of undefined at Object.pathUpAvailable at Object.moveUp at Object.movePacMan at Object.update I have attached a screenshot demonstrating where the issue occurs Here are a couple of things to keep in mind. It might look like I made a mistake using map.tileWidth twice for the x and y axis and it probably was a mistake. That said, both my tileWidth and tileHeight are set to 6 pixels, so that wasn't the problem here I would like to eventually display the score at the top, so I decided to center the map. I called map.fixedToCamera = false; and then set the position property of the map to center it. Given that I received the above message at a high x coordinate position, this would seem to indicate the problem was with that. 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621], "height":76, "name":"WallLayer", "opacity":1, "type":"tilelayer", "visible":true, "width":64, "x":0, "y":0 }], "nextobjectid":1, "orientation":"orthogonal", "renderorder":"right-down", "tileheight":6, "tilesets":[ { "columns":61, "firstgid":1, "image":"..\/images\/pacman_tiles.png", "imageheight":384, "imagewidth":368, "margin":0, "name":"pacman_tiles", "spacing":0, "tilecount":3904, "tileheight":6, "tilewidth":6 }], "tilewidth":6, "version":1, "width":64 } Specifically, check the number of tiles which equals 3904. Here was my buildMap function. buildMap: function() { map = this.game.add.tilemap('map1'); map.addTilesetImage('pacman_tiles', 'pacmanTiles'); wallLayer = map.createLayer('WallLayer'); map.setCollisionBetween(1, 5000, true, 'WallLayer'); }, I set the collision to 5000, which is more than the number of tiles.
  9. I have an old school RPG I am making and I have two main scenes, the Overworld and Encounter scenens. The overworld is fine when switching to it but the problem is the Encounter, before I switch to it, I reset it so I can recreate it from scratch with a random monster in it. The problem is, every time I switch/restart the Encounter scene, the animation of the creature gets progressively faster. I do remove the animation key so I dont get the warning when I switch back to the Overworld scene. Just curious if I am taking the right approach to this and if so, do I need to clean up the sprite of the monster before hand so it doesn't make the animation speed up?
  10. Catrin

    loadTexture help

    Hello, I am new at this and I need help. I am using v3 to make a small game in which a sprite has to change appearance upon an event. I was trying to use the Phaser 2 example below: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create }); function preload() { game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json'); game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); } var bot; function create() { bot = game.add.sprite(200, 200, 'bot'); bot.animations.add('run'); bot.animations.play('run', 15, true); game.input.onDown.addOnce(changeMummy, this); } function changeMummy() { bot.loadTexture('mummy', 0); bot.animations.add('walk'); bot.animations.play('walk', 30, true); } But I keep getting "player.loadTexture is not a function" error. I assume the equivalent of in Phaser 3 is different, but I can't find it. Any help will be appreciated.
  11. Hey guys, I have searched all over to figure this our but no luck. How do I enable the debug to show the bounding/collision boxes on sprites in Phaser 3? this was pretty easy to do in Phaser 2 but I dont see any docs on how to do this for 3. Thanks!!!
  12. I'm trying to make a Mario styled platformer, and i'm running into a problem where the jumping animation is overridden by the walking animation when pressing the up and right(or left) arrow keys together. Here's what i have in regards of the update and playing the animations. The character sprite is loaded as a spritesheet if it makes a difference. if(this.cursors.right.isDown){ this.mario.play('walk', true); this.mario.flipX = false; this.mario.body.setVelocityX(500); } else if(this.cursors.left.isDown){ this.mario.play('walk', true); this.mario.flipX = true; this.mario.body.setVelocityX(-500); } else{ if(this.mario.body.onFloor()){ this.mario.play('stand'); }else { this.mario.play('jumping'); } this.mario.body.setVelocityX(0); } if(this.cursors.up.isDown && this.mario.body.onFloor()){ //this.mario.play('jumping'); this.mario.body.setVelocityY(-600); }
  13. hi all, I have a problem about the p2 body and sprite positon when I enable a p2 body to a sprite, I use fish.body.setRectangle(fish.width, fish.height); to set the body shape, but the position of body is far away from the sprite, anyone know what is the problem? thx
  14. Hello there. 🙂 I have a sprite which rotates. And i have a healthbar added to that sprite as a child. My problem is: The healthbar does what children are supposed to do! But i don't want that! 😅 How to keep child sprites from rotating with their parent? I want it to always stay at the same position relative to the parents anchor. I'm not talking about fixing its angle - that can be done by simply setting it to the negative angle of its parent each time it rotates (at least i don't know any other way). I'm talking about its position. Is there a fixedToCamera equivalent for sprites? If not, some math would be cool, too. EDIT: I guess this could work with groups. But is there another way?
  15. Code pen: I am moving a NPC back and forth on a plattform by checking if the end tile is one of the tiles that are edges in the tilemap and if so swicthing the x velocity. I am having trouble with getting the moving sprite to move equally as far out of the edge of the plattform on both sides, but it seems the sprite is only colliding with one tile at the time, namely the tile that is touching the right bottom corder of the sprite, can I set the collide to be on the tile that is under the middle of the sprite?
  16. Gerente

    Sprite Spacing Problem

    Hello, there is any consideration to draw a sprite after another?. I'm having a hard time trying to make them fit perfectly. I'm starting to think that is something about decimals or something because most of the sprites have a line/space between them , and in mobiles is even worst. I have a big spritesheet with tiles, and I extract them with: new PIXI.Texture(texture, new PIXI.Rectangle(col * tileSize, row * tileSize, tileSize, tileSize)) where col and row indicate the position of the tile. Could be a problem related with this method? the spritesheet is fine because it works perfect in Tiled.
  17. mat89c

    Set anchor in Phaser 3

    Hello, How can i set anchor point in Phaser 3? setOrigins not working for me. For example: Phaser2 Phaser 3 Sprite is "jumping" on resize. How can i fix it?
  18. I have an idea of how I want to spawn obstacles for my endless runner game; what I want to do is spawn them randomly on the right and move them towards the left hand side of the screen. And once they are out of bounds of the screen, I want to kill them. But I need some help figuring out how to write the function that would do this. So far I've made a title screen, and the basic "treadmill" structure of the endless runner with player movement. var game = new Phaser.Game(820, 360, Phaser.AUTO); var mainMenu = function(game) {}; mainMenu.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { // background this.background = this.game.add.tileSprite(0, -30, this.game.width, 390, 'sprites', 'background'); this.background.autoScroll(-100, 0); // ground this.background = this.game.add.tileSprite(0, 310, this.game.width, 60, 'sprites', 'ground'); this.background.autoScroll(-200, 0); // player this.player = this.add.sprite(30, 253, 'sprites', 'bunny'); this.player.animations.add('run', Phaser.Animation.generateFrameNames('bunny', 4, 5, "", 4), 10, true); this.player.animations.play('run', 10, true); // logo this.splash = this.add.sprite(this.game.world.centerX, this.game.world.centerY - 40, 'sprites', 'logo'); this.splash.anchor.setTo(0.5); }, update: function () { if (this.game.input.activePointer.justPressed()) { this.game.state.start('gamePlay'); } } }; var gamePlay = function(game) {}; gamePlay.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { // physics engine this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.physics.arcade.gravity.y = 2000; // background this.background = this.game.add.tileSprite(0, -30, this.game.width, 390, 'sprites', 'background'); this.background.autoScroll(-100, 0); // ground this.ground = this.game.add.tileSprite(0, 310, this.game.width, 60, 'sprites', 'ground'); this.ground.autoScroll(-200, 0); // player this.player = this.add.sprite(30, 253, 'sprites', 'bunny'); this.player.animations.add('right', Phaser.Animation.generateFrameNames('bunny', 4, 5, '', 4), 10, true); this.player.animations.play('right', 10, true); // physics on sprites this.game.physics.arcade.enable([this.player, this.ground]); this.ground.body.immovable = true; this.ground.body.allowGravity = false; this.player.body.collideWorldBounds = true; //add spacebar for jump this.jumpButton = this.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); }, update: function () { // look for collisions between sprites this.game.physics.arcade.collide(this.player, this.ground); //add arrow keys for movement var cursors = this.input.keyboard.createCursorKeys(); //reset player velocity this.player.body.velocity.x = 0; //moving right if (cursors.right.isDown) { this.player.body.velocity.x = 90; this.player.animations.play('right'); } else if (cursors.left.isDown) { this.player.body.velocity.x = -90; this.player.animations.play('right'); } // jump if (this.jumpButton.isDown && (this.player.body.touching.down)) { this.player.body.velocity.y = -800; } } }; var gameOver = function(game) {}; gameOver.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { console.log('create'); game.stage.backgroundColor = '#4488AA'; //click to start text this.game.add.text(this.game.world.centerX - 100, this.game.world.centerY + 80, 'Click to return to main menu', { font: "30px Raleway"} ); }, update: function () { if (this.game.input.activePointer.justPressed()) { this.game.state.start('mainMenu'); } } } game.state.add('mainMenu', mainMenu); game.state.add('gamePlay', gamePlay); game.state.add('gameOver', gameOver); game.state.start('mainMenu'); sprites.json
  19. I've noticed that when using an action manager with sprites, both the OnPick and OnPickUp triggers are fired twice. This can be seen in the example (here), linked to from the documentation (here). Looking at the code, this seems to because scene._initClickEvent calls it's callback twice (here and here, cb being defined here). This could be solved by checking if clickInfo.ignore is true before doing all the sprite checking, unless there is a good reason this wasn't done in the first place.
  20. laduree77

    Sprite keeps spawning in same place

    var game = new Phaser.Game(400, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); //creating score value and onscreen text var score = 0; var scoreText; //creating random spawning place for diamond var diamondX = game.world.randomX(); var diamondY = game.world.randomY(); function preload() { // preload assets game.load.image('sky', 'assets/img/sky.png'); game.load.image('ground', 'assets/img/platform.png'); game.load.image('star','assets/img/star.png'); game.load.image('diamond', 'assets/img/diamond.png'); game.load.spritesheet('baddie', 'assets/img/dude.png', 32, 48); } function create() { // place your assets //enabling Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); //adding a background game.add.sprite(0, 0, 'sky'); //a group containing the ground and platforms to jump on platforms = game.add.group(); //enabling physics for any object in this group platforms.enableBody = true; //creating the ground var ground = platforms.create(0, game.world.height - 64, 'ground'); //scaling to fit the width of the game ground.scale.setTo(2, 2); //stops ground from falling once player jumps on it ground.body.immovable = true; //create five ledges var ledge = platforms.create(-300, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(200, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(100, 300, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-200, 200, 'ground'); ledge.body.immovable = true; ledge = platforms.create(300, 100, 'ground'); ledge.body.immovable = true; //create the player and its settings player = game.add.sprite(32, game.world.height - 150, 'baddie'); //enabling physics on player game.physics.arcade.enable(player); //giving player a slight bounce player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; //walking left and right animations player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); //create group for stars stars = game.add.group(); stars.enableBody = true; //creating 12 stars evenly spaced apart for (var i = 0; i < 12; i++) { //create a star inside of the 'stars' group each 33 px apart var star = stars.create(i * 33, 0, 'star'); //giving it gravity star.body.gravity.y = 20; //giving each star a random bounce value star.body.bounce.y = 0.7 + Math.random() * 0.2; } //create diamond and apply physics diamond = game.add.sprite(diamondX, diamondY, 'diamond'); game.physics.enable(diamond, Phaser.Physics.ARCADE); diamond.body.gravity.y = 25; diamond.body.bounce.y = 0.7 + Math.random() * 0.2; //displays score text on screen scoreText = game.add.text(16, 16, 'Score: 0', {fontSize: '32px', fill: '#000'}); } function update() { // run game loop //collide player and platforms var hitPlatform = game.physics.arcade.collide(player, platforms); //built in keyboard manager cursors = game.input.keyboard.createCursorKeys(); //reset players velocity (movement) player.body.velocity.x = 0; //moving with arrow keys if (cursors.left.isDown) { //move to left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { //move right player.body.velocity.x = 150; player.animations.play('right'); } else { //stand still player.animations.stop(); player.frame = 2; } //allow player to jump if touching ground if (cursors.up.isDown && player.body.touching.down && hitPlatform) { player.body.velocity.y = -350; } //checking for collision with stars and platforms game.physics.arcade.collide(stars, platforms); //checking if player overlaps with star game.physics.arcade.overlap(player, stars, collectStar, null, this); //checking for collision with diamond and platforms game.physics.arcade.collide(diamond, platforms); //checking if player overlaps with diamond game.physics.arcade.overlap(player, diamond, collectDiamond, null, this); } function collectStar (player,star) { //function for updating score for collecting stars //removes star from screen star.kill(); //add and update score for stars score += 10; scoreText.text = 'Score: ' + score; } function collectDiamond (player, diamond) { //function for updating score for collecting diamond //remove diamond from screen diamond.kill(); //add and update score for diamond score += 25; scoreText.text = 'Score: ' + score; } It's my first time trying out Phaser and what I want to do is have the 'diamond' spawn at random locations on the screen. I've managed to get the diamond to spawn on screen, but it doesn't seem to be spawning in different locations when I reload the game each time. I'm assuming that I'd need to put something in the update function, but I need a little help with that part!
  21. I've just started learning pixi.js 2 days ago and I'm stuck with this. I'm trying to register mouse button events on 3 different buttons which I generate this way. function initializeButtons(bg: PIXI.Graphics) { let xPos = (canvasWidthHeight/2) - 130; for(let i = 0; i < 3; i++) { let temp = PIXI.Sprite.fromImage(BOX_SPRITES[0]); temp.scale.set(0.5); temp.anchor.set(0.5, 0.5); temp.position.x = xPos; temp.position.y = canvasWidthHeight / 2; temp.interactive = true; temp.buttonMode = true; temp.on('pointerdown', function() {onClick(i);} ); rewardBoxes.push(temp); bg.addChild(temp); xPos += 120; } } However, everytime I try to click on any button, it's always the last button that gets clicked. What is the proper way to achieve this? Thank you!
  22. Shex

    Image is pixelated

    Hi I'm trying to run my game on a mobile device with the Phaser 3 framework and sprites are rendered as very pixelated images. I'm running the game through the Facebook web player. I'm using a Samsung Galaxy S6 device which the resolution is 1440x2560 with a device pixel ratio of 4. I have setup the same configuration on my PC through the Chrome mobile debug view (1440/2560 with pixel ratio of 4) and the images look way better. I have attached two screenshot of the PC (good) and mobile (bad) devices to show the difference. The game is rendered as CANVAS and I'm using the window.innerWidth and window.innerHeight to define the sizes. Does anyone have any insight about what's going on?
  23. Hi everyone, I'm trying to figure out how to 'reset/readjust' a sprites collider after adjusting the sprites scale. The initial collider setup ( size/offset) is working perfectly at scale 1, with the following : sprite.setSize(44,64,true); sprite.body.offset.y = 44; scaling works great for both sprite and collider with : sprite.setScale(2); the issue is when i set the scale ( to 2 in this example ), the collider now has an offset. is there a built in way to 'reset' this collider so it aligns with the sprite? thanks for your help. var config = { parent: 'container', type: Phaser.WEBGL, width: 300, height: 300, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: true } }, scene: { preload: preload, create: create } }; let game = new Phaser.Game(config); let sprite; function preload () { this.load.image('00', '00.png'); } function create () { sprite = this.physics.add.image(400, 300, '00'); sprite.setSize(44,64,true); sprite.body.offset.y = 44; sprite.setScale(2); sprite.setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true).setGravityY(200); }
  24. Kacper Pietrzak

    Applying multiple masks to single sprite

    Question is pretty straightforward, how can I apply multiple masks to one sprite. Let's say I have a sprite and I want it to be displayed only in particular places. In my case I want zombies to be visible only in light, having only flashlight it's pretty easy to implement since there is only one source of light and I can do something like that: this.zombies.setAll('mask', this.flashlightGraphics); But what do I do when I want to apply multiple masks, is there a way to combine graphics objects ? Thanks
  25. I have sprites which are all anchored at 0.5 for x and y, and they are often "flipped" via (e.g.) someSprite.scale.x *= -1. Because their anchors are centered, they don't move immediately because of this. However, changing to a negative scale mucks with their size and coordinates, because now a 20px-wide sprite will report a width of -20px, and it also interprets changes to its position inverse to what they were before (sprite.x++ will cause it to move up on the screen). This makes sense and everything, but the sprites' movement and activity is not always related to their scale. I know there must be a simple way to make a mirrored "copy" of a texture which can be swapped out on a single sprite without having to change its scale from positive to negative constantly.