Open mikestonecodes opened 4 years ago
Hi,
Do you mean this:
Or do you mean to show the Display Width and Display Height in the Transform section?
yes showing the Display width and Display Height would fix it . but it would be nice to have total width and height of all selected items
How can we compute the total width and height?
For example, if two overlapping objects have a size of 100x100, does it show as total size 100x100 (remember both objects are overlapping)? Or 200x200, that is the total of the sizes?
Its the amount of pixels from top left of the object to the bottom right of whatever is drawn on the screen ( including rotation scale of each item ). This is how width and height of groups ( maybe containers also ) are calculated. that might be a bit complicated, just displaying the display width and display height for one object is probably good.
Yes, we can start by showing the size of a single object because multiple objects have some problematic edge cases.
I have certain images that can be configured on a backend that feed into phaser, this works by replacing what file gets loaded into the cache before the game starts ( during preload step ) . it will override texture keys with whatever is set ( url etc ) . I made a user component called autoResize, but I would like a way to copy the width and height after the transformation . so for example in the image has scale set to 0.2 0.2. The original image is 223 x 223 , so I should be able to see somewhere this is 44 x 44 ( 223 x 0.2 ) . this way I can copy 44 x 44 into my component to make sure the image is correctly sized if another image is loaded that is not 223 x 223. open to other ways to do this.