NePo Posted September 4, 2016 Share Posted September 4, 2016 I have a square, I rotate it onClick 90 degrees. Code: pavement[id]['angle']+=90; if(pavement[id]['angle']==360) pavement[id]['angle']=0; game.add.tween(pavement[id]['sprite']).to( { angle: pavement[id]['angle'] }, 500, Phaser.Easing.Linear.None, true); On 270 it spins like crazy, but if I rotate in different angle everything is okay. Code: pavement[id]['angle']-=90; if(pavement[id]['angle']==-360) pavement[id]['angle']=0; game.add.tween(pavement[id]['sprite']).to( { angle: pavement[id]['angle'] }, 500, Phaser.Easing.Linear.None, true); Any suggestions/comments? Link to comment Share on other sites More sharing options...
samme Posted September 4, 2016 Share Posted September 4, 2016 Can you just do // onClick -> pavement[id].angle += 90; ? Phaser wraps the angle between -180 and 180 itself so that may be the problem. Link to comment Share on other sites More sharing options...
NePo Posted September 5, 2016 Author Share Posted September 5, 2016 I am sorry, originally when I posted the code I forgot to add plus as in your example. I was editing code many times so I posted both code samples wrong (Now I fixed them). Yes, I do add or detract 90 on each click but both code samples react differently. Its seems that the angle is 0 and 180, not -180. Thank you for your answer. Link to comment Share on other sites More sharing options...
samme Posted September 5, 2016 Share Posted September 5, 2016 Try http://codepen.io/anon/pen/RGNxNO Link to comment Share on other sites More sharing options...
NePo Posted September 7, 2016 Author Share Posted September 7, 2016 Thank you very much for writing a code sample Link to comment Share on other sites More sharing options...
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