I have strong suspicions that the world x/y property on Phaser.Sprite (which I think replaced the old toGlobal method) is buggy and would like to figure out a way to manually calculate the absolute position of a sprite. Suppose I have a sprite child of a sprite child of a sprite child of the world.
spriteA ([0,0], rotation: 0) > spriteB ([0,0], rotation: 0) > spriteC ([0,0], rotation: 0) > world.
We all know if the sprites have no rotations, you can easily calculate the absolu