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If the geometry object which used as input shape is smaller than the initial game object size, and the game object is scaled, the input debug graphics position seemed as if the game object was not scaled.
Example Test Code
const image = this.add.image(400, 400, 'test') // test image has 200x200 size for example
image.setScale(0.7)
image.setInteractive(new Phaser.Geom.Circle(100, 100, 80), Phaser.Geom.Circle.Contains)
this.input.enableDebug(image)
Additional Information
If the radius of Circle in the example will be 100, then the debug graphics position will be correct.
…s. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fixphaserjs#4905
lackhand
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Sep 17, 2020
…s. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fixphaserjs#4905
Thank you for submitting this issue. We have fixed this and the fix has been pushed to the master branch. It will be part of the next release. If you get time to build and test it for yourself we would appreciate that.
Version
Description
If the geometry object which used as input shape is smaller than the initial game object size, and the game object is scaled, the input debug graphics position seemed as if the game object was not scaled.
Example Test Code
Additional Information
If the radius of Circle in the example will be 100, then the debug graphics position will be correct.
I suspect that it's related to the Fix #4722.
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