flogvit Posted June 21, 2016 Share Posted June 21, 2016 I'm trying to add some sprites to other sprites. So something like this: let width:number = 100; let height:number = 100; let size:number = 1; // Pixel is a png with 1x1 size // Create the placeholder let background:Phaser.Sprite = this.game.add.sprite(0,0, 'pixel'); background.height = height; background.width = width; background.tint = 0xAAAAAA; // Create a line let sprite:Phaser.Sprite = this.game.add.sprite(0, 0, 'pixel'); background.addChild(sprite); sprite.scale.setTo(1,1); sprite.height = size/background.scale.y; sprite.tint = 0x0; sprite.width = width/background.scale.x; So, is there a reason why I have to divide by the parent sprites scales when I use .height and .width? I understand that the parent/children calculation will take all into account, so in this case the sprite.scale.x will be 1 and when size is calculated it will be 100, and sprite.scale.y will be 0.01 and when calculated it will be 1 (so basically a line here). Wouldn't it be better that I set it to x=100,y=1 and those function calculate the scale correctly? If I make children of children it would be very hard to manually calculate the size from scale. Link to comment Share on other sites More sharing options...
Recommended Posts