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me.Entity anchorPoint is really messed up #754
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just saw it happening live, and I also thought : wtf... ! |
what kind of object do you use for the spike, the "stock" me.Entity one as in the other platformer level ? because it looks like it's working in map1, but not in yours ? |
Same object, yes. The difference is this one uses the vertical flipping feature in Tiled. It's really hard to aline it in this mode. To make matters worse, the green box (from debug panel) is positioned opposite the sprite. :( |
Might take a look at this tonight. |
So im not sure this is a bug. I think this is a discrepancy between how its displayed in tiled because of its coordinate system, and how are are aligning an anchor point relevant to its coordinate. Playing with the position of the tile, and the anchor point. It tends to work as i expect it. The position of it in tiled is still top left relevant. Ours by default now is in the middle, with the anchor point set to 0.5 0.5 |
so is it not maybe just an initialisation "issue" for tiled object ? (that should be forced to an anchor point of [0,0] to match with Tiled) |
forget my last comment, stupid remark :) |
@obiot 😖 Ok, I was confused momentarily. Actually trying to use |
@agmcleod Disregarding how Tiled displays the map, the |
This looks like it's addressed in #756? Maybe to get it working sensibly in tiled, what if melonJS internally flips the provided anchor point when the "flip horizontally" or "flip vertically" settings are used in tiled? |
see #1008 |
This is probably a regression from #716...
The spikes on the ceiling use
anchorPoint = {"x" : 0.5, "y" : 1}
anchorPoint = {"x" : 0.5, "y" : 0.75}
anchorPoint = {"x" : 0.5, "y" : 0.5}
.Uhhh? I don't get it.
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