Mike018 Posted July 9, 2017 Share Posted July 9, 2017 update() { this.angle += this.rotationNumber; } Is this the same performance as a rotation tween on an infinite loop? Cause I have 50+ objects rotating this way in one state so any little performance gain would be good. Link to comment Share on other sites More sharing options...
jjwallace Posted July 9, 2017 Share Posted July 9, 2017 The way you did it is how I would do it, it's as lightweight as it gets to my knowledge. Here is tween code in phaser: https://github.com/photonstorm/phaser/search?utf8=✓&q=tween&type= Mike018 1 Link to comment Share on other sites More sharing options...
snowbillr Posted July 10, 2017 Share Posted July 10, 2017 If you're using Arcade physics or P2 physics you can use the `angularVelocity` property and not have to worry about it: http://devdocs.io/phaser/phaser.physics.arcade.body#angularVelocity Link to comment Share on other sites More sharing options...
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