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The example will open using a regular container, with 2 spines in it. The container alpha is set to 0.2, but the spines appear solid.
Change value in line 63 to change container type. Setting it to 1 will use a spineContainer and the spines will now appear semi-transparent, as expected.
I would expect the spines to use the parent alpha regardless of which container type is used, in the same was positio/rotation/visible are honoured.
The text was updated successfully, but these errors were encountered:
The render call in Phaser.GameObjects.Container#renderWebGL doesn't pass the container. Just addng that parameter seems to fix it, though not fully tested.
Thanks for opening this issue, and for submitting a PR to fix it. We have merged your PR into the master branch and attributed the work to you in the Change Log. If you need to tweak the code for whatever reason please submit a new PR.
Description
The child spines of a regular container do not use the parent's alpha, but child spines of a spineContainer do.
Example Test Code
Running example here https://jsfiddle.net/stupot/scojxkn8/26/
The example will open using a regular container, with 2 spines in it. The container alpha is set to 0.2, but the spines appear solid.
Change value in line 63 to change container type. Setting it to 1 will use a spineContainer and the spines will now appear semi-transparent, as expected.
I would expect the spines to use the parent alpha regardless of which container type is used, in the same was positio/rotation/visible are honoured.
The text was updated successfully, but these errors were encountered: