Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

worldRotation isn't calculated correctly. #259

Closed
rgk opened this issue Jun 13, 2017 · 3 comments
Closed

worldRotation isn't calculated correctly. #259

rgk opened this issue Jun 13, 2017 · 3 comments
Labels

Comments

@rgk
Copy link
Contributor

rgk commented Jun 13, 2017

  • A bug in the API:
    worldRotation
    • Phaser version(s):
      2.8.0
    • Live example:
      https://phaser.io/sandbox/edit/mBHEILwq (shows it working on phaser 2.6.2)
      My current game located at http://aerialdrop.com/ shows in console when you shoot that the value is off and the same as rotation with phaser-ce 2.8.0
    • What should happen:
      World rotation should be different then rotation in situations where parent is also rotated with its child.
    • What happens instead:
      They show the same value, thus not properly producing the right worldRotation.
@samme samme added the bug label Jun 13, 2017
@samme
Copy link
Collaborator

samme commented Jun 13, 2017

Probably this was fixed in 43c93a3.

Be careful, all the world* values are accurate only after updateTransform (or at least one game update).

@rgk
Copy link
Contributor Author

rgk commented Jun 13, 2017

I think the issue might have come from this commit: c9d6985

worldRotation isn't 0, it doesn't represent the worldRotation and only the current rotation of the child and doesn't add the parents rotation also.

@samme
Copy link
Collaborator

samme commented Jun 14, 2017

@samme samme closed this as completed in 93c8295 Jun 14, 2017
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

2 participants