You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on May 8, 2018. It is now read-only.
In the prototype for isoSprite , there's no way for _isoSpriteChanged to ever get set false, so every update cycle the it updates the isoSprite, regardless of need and has to re-do the math for resetBounds and depth.
After this change, it requires that isoSprite positioning is changed only using isoSprite.isoX, isoSprite.isoY, and isoSprite.isoZ because those setters update the _isoPositionChanged flag, or with body.reset if there is a body.
If the position is updated using isoSprite.isoPosition.setTo(x,y,z) , _isoPositionChanged never gets set and thus the position.x, position.y remain unchanged.
The text was updated successfully, but these errors were encountered:
Nice spot - I'll take a look at this and see what I can do to maintain compatibility. This as you can probably tell is a caching technique to prevent unnecessary projection calculations but it looks like it's not doing its job!
In the prototype for isoSprite , there's no way for _isoSpriteChanged to ever get set false, so every update cycle the it updates the isoSprite, regardless of need and has to re-do the math for resetBounds and depth.
This can be changed to be:
After this change, it requires that isoSprite positioning is changed only using isoSprite.isoX, isoSprite.isoY, and isoSprite.isoZ because those setters update the _isoPositionChanged flag, or with body.reset if there is a body.
If the position is updated using isoSprite.isoPosition.setTo(x,y,z) , _isoPositionChanged never gets set and thus the position.x, position.y remain unchanged.
The text was updated successfully, but these errors were encountered: