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Found 3 results

  1. Hi I would like to use Adobe Animate (the old Adobe Flash) to create sprite sheets and use them into Phaser. I think it's better option for us than Texture Packer because you can select quickly which elements add or not and export movieclips that follow paths. All works fine except I can't see how to set the spriteSourceSize and sourceSize with the same dimensions as frame. With Texture Packer I don't have that problem. The result is a Phaser.Sprite with width and height properties with the same values of the entire sprite sheet. This generates problems when we want to set the sprite in a specific x,y point. Is there any posibility to change it into Adobe Animate or adjust Phaser to get the fame values? Thank you
  2. I use " game.load.atlasJSONHash('bomb','explode.png','bomb.json');" to load a image, and the content in "bomb.json ": { "filename": "bomb_1.png","frame": {"x":0,"y":0,"w":128,"h":128},"rotated": false,"trimmed": false,"spriteSourceSize": {"x":0,"y":0,"w":100,"h":100},"sourceSize": {"w":128,"h":128}}I wanna ask how to use the "spriteSourceSize" and the "sourceSize" ?I changed the value but it didn't work at all.
  3. When using Atlas with spriteSourceSize, sprites are pushed to their position, but input.pixelpick is still looking at their original position (0,0). Example: http://www.ugnis.com/Heroes-of-the-Past/public/ (clicking on buildings should invoke destroy()) Source code: https://github.com/UgnisMasiulik/Heroes-of-the-Past Building = function(castle, building){ this.sprite = game.add.sprite(0, 0, castle.race+'Atlas'); this.sprite.frameName = castle.race+building+'.png'; this.sprite.scale.setTo(scaleX, scaleY); this.sprite.inputEnabled = true; this.sprite.input.pixelPerfectClick = true; this.sprite.events.onInputDown.add(this.clicked, this);}I know that I could avoid using spriteSourceSize but maybe someone knows how to fix this?
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