Cryptonomicon Posted November 24, 2015 Share Posted November 24, 2015 Has the behaviour of empty sprites changed? I was using them as a container for a button instead of a group because I wanted the onInputDown handlers. But now I am getting spurious data. I am attempting to resolve by giving them a one pixel no alpha image. Empty sprites used to be - well empty. Now they seem to be picking up a random image Is it a bug or expected behaviour? And in case anyone asks why dont I use buttons - at the time I wrote the code - a year back there was an issue with the stock button - cant remember what now - and I had a need to have a collection of different states corresponding to different lifecycle stages so I rolled my own. Link to comment Share on other sites More sharing options...
jmp909 Posted November 24, 2015 Share Posted November 24, 2015 Use skipRenderhttps://github.com/photonstorm/phaser/issues/2173https://github.com/photonstorm/phaser/issues/2176 Cryptonomicon 1 Link to comment Share on other sites More sharing options...
in mono Posted November 24, 2015 Share Posted November 24, 2015 I had a similar issue and resolved it by just not supplying empty sprites with a key, i.e. just using var sprite = game.add.sprite(0, 0)I've got another (maybe related) issue now, though - some sprites drawn using a BitmapData as a source get the wrong texture. They're not supposed to be empty, but draw the wrong thing instead. Can this be worked around? Link to comment Share on other sites More sharing options...
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