bapho
bapho
This seems to work. Might need further testing though since the positioning problem's still there.
I tested this again with the latest build and I noticed that the [rotation and angle] property on the group container uses Spine's rotation and not Phaser's. You might want...
Yeah, I thought my animations suddenly became broken! Good thing I remembered this works in a different way. The rotation on the old phaser-spine's good, maybe the option to rotate...
Rotation seems to work on WebGL the way it does with Canvas. Since the scaling is a problem, I can't tell if it's being weird.
Please see sample attachment. This includes the "blank" spine project and the output to be tested. The output is 3.7.01. So in my tests, if there really is no attachment...
I looked over the different builds available and found that there's something between these two builds that cause my sprites to disappear: **Added support for multipage atlasses** e91d69a103673ad5a90047117c047c956f8784a1 **Direct link...
I think I managed to trace the difference that causes the problem. The earlier 2aa2370cf5bbd96e962c3f497623941379f32d75 build had this line: var _this = _super.call(this, game, x, y, PhaserSpine.SpinePlugin.SPINE_NAMESPACE + key) ||...
Ok, so when I reverted back to the old code, I'm getting cache.image not found messages. But if I use the new one, I don't get these. However, the new...
@AleBles - how does _super.call(this, game, x, y, PhaserSpine.SpinePlugin.SPINE_NAMESPACE + key) || this; work? So Spine extends a Phaser Sprite object, and calling this function will automatically try to look...
Ok, well, this works at supressing those error messages. My spine stuff seems to be loading... var _this = _super.call(this, game, x, y, key + ".png") || this; The assumption...