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Arcade physics rotation using pre-rendered sprites


jkarjala
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I'd like to use sprites with 3D look (using light sources which cast shadows), and pre-render them from 3D models to 2D images for sprites.

For sprite rotations (think Asteroids ship rotating), I thought I'd pre-render multiple frames for the different rotation angles, and select the frame which matches the rotation angle.

I cannot figure out how to best handle this in Phaser Arcade Physics.

If I try to use body.angularvelocity which seems to set sprite.rotation, the framework rotates the currently active frame, which messes up the shadow directions.

Is there some way to override the body rotation handling so that it would switch frames (and update body dimensions) instead of rotating the single frame?

Any other alternatives?

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