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Multi-texture sprites stretch to fill entire canvas

Open okaybenji opened this issue 7 years ago • 3 comments

This Issue is about

  • A bug in the API:
    • Phaser version(s): Phaser CE v2.7.10
    • Live example: https://codepen.io/okaybenji/pen/JNxRZL
    • What should happen: The sprite should render at its default size.
    • What happens instead: The sprite stretches to fill the entire canvas.

I don't believe this is the expected behavior, because if you don't set the texture priority, the sprite renders at its default size.

okaybenji avatar May 23 '17 21:05 okaybenji

i have an example using multitexturing here and i use an atlas to render multitexturing i hope it will help

dennisbooker avatar May 27 '17 20:05 dennisbooker

The original sprite is actually rendered correctly (it's behind the huge one). The huge sprite is game.debug.sprite with the wrong texture drawn on it.

samme avatar Jun 15 '17 23:06 samme

Appears fixed by #641

https://codepen.io/samme/pen/gObQPZd

samme avatar Jan 19 '20 21:01 samme