@@ -10655,6 +10655,8 @@ var SpineGameObject = new Class({
1065510655 this.state = null;
1065610656 this.stateData = null;
1065710657
10658+ this.bounds = null;
10659+
1065810660 this.drawDebug = false;
1065910661
1066010662 this.timeScale = 1;
@@ -10734,7 +10736,48 @@ var SpineGameObject = new Class({
1073410736 }
1073510737
1073610738 var renderer = this.scene.sys.renderer;
10737-
10739+
10740+ /*
10741+ var height = renderer.height;
10742+
10743+ var oldScaleX = this.scaleX;
10744+ var oldScaleY = this.scaleY;
10745+
10746+ skeleton.x = this.x;
10747+ skeleton.y = height - this.y;
10748+ skeleton.scaleX = 1;
10749+ skeleton.scaleY = 1;
10750+
10751+ skeleton.updateWorldTransform();
10752+
10753+ this.skeleton = skeleton;
10754+
10755+ this.root = this.getRootBone();
10756+
10757+ skeleton.updateWorldTransform();
10758+
10759+ var b = this.getBounds();
10760+
10761+ // this.width = b.size.x;
10762+ // this.height = b.size.y;
10763+
10764+ this.width = skeleton.data.width;
10765+ this.height = skeleton.data.height;
10766+
10767+ this.displayOriginX = this.x - b.offset.x;
10768+ this.displayOriginY = this.y - (height - (this.height + b.offset.y));
10769+
10770+ // console.log(this.width, this.height);
10771+ // console.log(b.size.x, b.size.y);
10772+ // console.log(b.offset.x, b.offset.y);
10773+ // console.log(this.displayOriginX, this.displayOriginY);
10774+
10775+ skeleton.scaleX = oldScaleX;
10776+ skeleton.scaleY = oldScaleY;
10777+
10778+ skeleton.updateWorldTransform();
10779+ */
10780+
1073810781 var height = renderer.height;
1073910782
1074010783 var oldScaleX = this.scaleX;
@@ -10748,12 +10791,6 @@ var SpineGameObject = new Class({
1074810791 this.skeleton = skeleton;
1074910792
1075010793 this.root = this.getRootBone();
10751-
10752- if (this.root)
10753- {
10754- // - 90 degrees to account for the difference in Spine vs. Phaser rotation
10755- this.root.rotation = RadToDeg(CounterClockwise(this.rotation - 1.5707963267948966));
10756- }
1075710794
1075810795 skeleton.updateWorldTransform();
1075910796
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