samme
samme
That would depend on the browser's support for WebP.
Yes, it's always worked this way. Maybe we can scale the body by `worldScale` instead.
That looks good. You can also pass params like ```javascript this.game.camera.scale.onChange.dispatch(this.game.camera.scale); // … updateBody(cameraScale) { this.body.setSize(/* … */); } ```
I made a branch for this, substituting `sprite.worldScale` for `sprite.scale`. The body size was correct but the offset was not, so I guess I've missed something.
I think it's complicated because with `worldScale` the scale origin is the the top-left of the group (usually [0, 0]), whereas with `scale` it's the sprite's anchor.
I think the formula in https://github.com/photonstorm/phaser-ce/blob/v2.8.5/src/physics/arcade/Body.js#L618 needs to be changed somehow if `worldScale` is substituted there.
Well there's always 😸
`body.syncBounds` may help with this.