Open shibekin69 opened 7 years ago
This seems to work. Might need further testing though since the positioning problem's still there.
Yeah The thing I noticed that the current setup ALWAYS rotates around the rootbone. Which isn't inherently bad, but the same discussion we had with regards to the position applies here imho, asin; also allow rotation not based on rootbone but on anchor
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 to make it Phaser's rotation (or give the option to use either one). If your spine animation has bones that don't inherit rotation and/or scale, this will look weird (but may make for interesting effects too)
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 the spine object as a Sprite (like in the old phaser-spine) and as a root bone (like now) is good.
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.
Just like the alpha property. Rotation on the group containing the spine object, or applying to the child spine object, or to a spine object directly doesn't work.