ForgeableSum Posted December 20, 2014 Share Posted December 20, 2014 You'd think sprite bounds would be determined by the size of the sprite cut out from the image file in the frame definition: {"filename": "0","frame": {"x":0,"y":0,"w":64,"h":64},"rotated": false,"trimmed": true,"spriteSourceSize": {"x":20,"y":20,"w":30,"h":40},"sourceSize": {"w":64,"h":64}}, But when I change the w and h to 32, in both frame and sourceSize the sprite bounds remains the same ... 64 x 64. I even do a control-f search in all my files for "64." It turns up nothing, but somehow the spire input size is still 64 x 64. I can tell this from:game.debug.spriteInputInfo(sprite, 100, 400, '#000'); Is there something I'm missing here? How could phaser come up with 64x64? And if the sprite bounds is determined by the image, does that mean it's impossible for me to have padding in the image since that padding will show up in the sprite bounds (which can't be changed)? Link to comment Share on other sites More sharing options...
ForgeableSum Posted December 20, 2014 Author Share Posted December 20, 2014 Alright, I'm beginning to suspect there is some kind of evil caching mechanism at work here. Nothing I seem to change in the json is having an affect on the sprite. Link to comment Share on other sites More sharing options...
ForgeableSum Posted December 20, 2014 Author Share Posted December 20, 2014 Turns out it was the Chrome browser cache. Link to comment Share on other sites More sharing options...
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