rafaholiveira Posted December 4, 2013 Share Posted December 4, 2013 After setting body.drag for a sprite, the sprite changes body.facing many times before stop. Test (the animation for left and right changes with body.facing):http://rafaholiveira.com.br/test-drag/ here is my code:var game = new Phaser.Game(800, 600, Phaser.AUTO, "gameContainer", { preload: preload, create: create, update: update });var quad = null;function preload() { game.load.spritesheet('quad_spsheet', "quad.png", 50, 50);}function create() { quad = game.add.sprite(200, 200, "quad_spsheet"); quad.animations.add("right_anim", [0]); quad.animations.add("left_anim", [1]); quad.body.maxVelocity.x = 250;} function update(){ quad.body.acceleration.x = 0; quad.body.drag.x = 250; if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { quad.body.acceleration.x = -150; } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { quad.body.acceleration.x = 150; } if (quad.body.facing == Phaser.LEFT) quad.animations.play("left_anim"); else if (quad.body.facing == Phaser.RIGHT) quad.animations.play("right_anim");} Link to comment Share on other sites More sharing options...
rich Posted December 4, 2013 Share Posted December 4, 2013 Hmm interesting, I suspect the values are jumping back/forth really fast (so the facing is changing accordingly). If you wouldn't mind, file it as a bug on github (with the above code) so we can queue it to be looked into in a bit more depth, but it may be the sort of thing that requires a custom workaround. Link to comment Share on other sites More sharing options...
rafaholiveira Posted December 5, 2013 Author Share Posted December 5, 2013 I posted on github. Link to comment Share on other sites More sharing options...
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