Phaser 3 different bounding box in atlas












0















Is it possible in Phaser 3 to define the bounding box for each sprite frame into an atlas ? When I generate an sprite sheet into TexturePacker, we can find some parameters into the .json :



"idle-0001.png":
{
"frame": {"x":1,"y":1,"w":423,"h":619},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":1,"y":1,"w": 423,"h":619,
"sourceSize": {"w":423,"h":619}
}


and my sprite definition :



this.sprite = scene.physics.add.sprite(x,y,'player-idle','idle-0001.png');
this.sprite.setCollideWorldBounds(true);


When i change spriteSourceSize or sourceSize, it doesn't change anything on my sprite is it normal ?



it is quite strange because the method setSize change well the bounding box. In the implementation of setSize the sourceSize is update so i think it is possible to set directly a bounding box with the atlas .json ?



/**
* Sizes and positions this Body's boundary, as a rectangle.
* Modifies the Body `offset` if `center` is true (the default).
* Resets the width and height to match current frame, if no width and height provided and a frame is found.
*
* @method Phaser.Physics.Arcade.Body#setSize
* @since 3.0.0
*
* @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.
* @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.
* @param {boolean} [center=true] - Modify the Body's `offset`, placing the Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method.
*
* @return {Phaser.Physics.Arcade.Body} This Body object.
*/
setSize: function (width, height, center)
{
if (center === undefined) { center = true; }

var gameObject = this.gameObject;

if (!width && gameObject.frame)
{
width = gameObject.frame.realWidth;
}

if (!height && gameObject.frame)
{
height = gameObject.frame.realHeight;
}

this.sourceWidth = width;
this.sourceHeight = height;

this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy;

this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);

this.updateCenter();

if (center && gameObject.getCenter)
{
var ox = gameObject.displayWidth / 2;
var oy = gameObject.displayHeight / 2;

this.offset.set(ox - this.halfWidth, oy - this.halfHeight);
}

this.isCircle = false;
this.radius = 0;

return this;
}









share|improve this question





























    0















    Is it possible in Phaser 3 to define the bounding box for each sprite frame into an atlas ? When I generate an sprite sheet into TexturePacker, we can find some parameters into the .json :



    "idle-0001.png":
    {
    "frame": {"x":1,"y":1,"w":423,"h":619},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":1,"y":1,"w": 423,"h":619,
    "sourceSize": {"w":423,"h":619}
    }


    and my sprite definition :



    this.sprite = scene.physics.add.sprite(x,y,'player-idle','idle-0001.png');
    this.sprite.setCollideWorldBounds(true);


    When i change spriteSourceSize or sourceSize, it doesn't change anything on my sprite is it normal ?



    it is quite strange because the method setSize change well the bounding box. In the implementation of setSize the sourceSize is update so i think it is possible to set directly a bounding box with the atlas .json ?



    /**
    * Sizes and positions this Body's boundary, as a rectangle.
    * Modifies the Body `offset` if `center` is true (the default).
    * Resets the width and height to match current frame, if no width and height provided and a frame is found.
    *
    * @method Phaser.Physics.Arcade.Body#setSize
    * @since 3.0.0
    *
    * @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.
    * @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.
    * @param {boolean} [center=true] - Modify the Body's `offset`, placing the Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method.
    *
    * @return {Phaser.Physics.Arcade.Body} This Body object.
    */
    setSize: function (width, height, center)
    {
    if (center === undefined) { center = true; }

    var gameObject = this.gameObject;

    if (!width && gameObject.frame)
    {
    width = gameObject.frame.realWidth;
    }

    if (!height && gameObject.frame)
    {
    height = gameObject.frame.realHeight;
    }

    this.sourceWidth = width;
    this.sourceHeight = height;

    this.width = this.sourceWidth * this._sx;
    this.height = this.sourceHeight * this._sy;

    this.halfWidth = Math.floor(this.width / 2);
    this.halfHeight = Math.floor(this.height / 2);

    this.updateCenter();

    if (center && gameObject.getCenter)
    {
    var ox = gameObject.displayWidth / 2;
    var oy = gameObject.displayHeight / 2;

    this.offset.set(ox - this.halfWidth, oy - this.halfHeight);
    }

    this.isCircle = false;
    this.radius = 0;

    return this;
    }









    share|improve this question



























      0












      0








      0








      Is it possible in Phaser 3 to define the bounding box for each sprite frame into an atlas ? When I generate an sprite sheet into TexturePacker, we can find some parameters into the .json :



      "idle-0001.png":
      {
      "frame": {"x":1,"y":1,"w":423,"h":619},
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": {"x":1,"y":1,"w": 423,"h":619,
      "sourceSize": {"w":423,"h":619}
      }


      and my sprite definition :



      this.sprite = scene.physics.add.sprite(x,y,'player-idle','idle-0001.png');
      this.sprite.setCollideWorldBounds(true);


      When i change spriteSourceSize or sourceSize, it doesn't change anything on my sprite is it normal ?



      it is quite strange because the method setSize change well the bounding box. In the implementation of setSize the sourceSize is update so i think it is possible to set directly a bounding box with the atlas .json ?



      /**
      * Sizes and positions this Body's boundary, as a rectangle.
      * Modifies the Body `offset` if `center` is true (the default).
      * Resets the width and height to match current frame, if no width and height provided and a frame is found.
      *
      * @method Phaser.Physics.Arcade.Body#setSize
      * @since 3.0.0
      *
      * @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.
      * @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.
      * @param {boolean} [center=true] - Modify the Body's `offset`, placing the Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method.
      *
      * @return {Phaser.Physics.Arcade.Body} This Body object.
      */
      setSize: function (width, height, center)
      {
      if (center === undefined) { center = true; }

      var gameObject = this.gameObject;

      if (!width && gameObject.frame)
      {
      width = gameObject.frame.realWidth;
      }

      if (!height && gameObject.frame)
      {
      height = gameObject.frame.realHeight;
      }

      this.sourceWidth = width;
      this.sourceHeight = height;

      this.width = this.sourceWidth * this._sx;
      this.height = this.sourceHeight * this._sy;

      this.halfWidth = Math.floor(this.width / 2);
      this.halfHeight = Math.floor(this.height / 2);

      this.updateCenter();

      if (center && gameObject.getCenter)
      {
      var ox = gameObject.displayWidth / 2;
      var oy = gameObject.displayHeight / 2;

      this.offset.set(ox - this.halfWidth, oy - this.halfHeight);
      }

      this.isCircle = false;
      this.radius = 0;

      return this;
      }









      share|improve this question
















      Is it possible in Phaser 3 to define the bounding box for each sprite frame into an atlas ? When I generate an sprite sheet into TexturePacker, we can find some parameters into the .json :



      "idle-0001.png":
      {
      "frame": {"x":1,"y":1,"w":423,"h":619},
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": {"x":1,"y":1,"w": 423,"h":619,
      "sourceSize": {"w":423,"h":619}
      }


      and my sprite definition :



      this.sprite = scene.physics.add.sprite(x,y,'player-idle','idle-0001.png');
      this.sprite.setCollideWorldBounds(true);


      When i change spriteSourceSize or sourceSize, it doesn't change anything on my sprite is it normal ?



      it is quite strange because the method setSize change well the bounding box. In the implementation of setSize the sourceSize is update so i think it is possible to set directly a bounding box with the atlas .json ?



      /**
      * Sizes and positions this Body's boundary, as a rectangle.
      * Modifies the Body `offset` if `center` is true (the default).
      * Resets the width and height to match current frame, if no width and height provided and a frame is found.
      *
      * @method Phaser.Physics.Arcade.Body#setSize
      * @since 3.0.0
      *
      * @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.
      * @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.
      * @param {boolean} [center=true] - Modify the Body's `offset`, placing the Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method.
      *
      * @return {Phaser.Physics.Arcade.Body} This Body object.
      */
      setSize: function (width, height, center)
      {
      if (center === undefined) { center = true; }

      var gameObject = this.gameObject;

      if (!width && gameObject.frame)
      {
      width = gameObject.frame.realWidth;
      }

      if (!height && gameObject.frame)
      {
      height = gameObject.frame.realHeight;
      }

      this.sourceWidth = width;
      this.sourceHeight = height;

      this.width = this.sourceWidth * this._sx;
      this.height = this.sourceHeight * this._sy;

      this.halfWidth = Math.floor(this.width / 2);
      this.halfHeight = Math.floor(this.height / 2);

      this.updateCenter();

      if (center && gameObject.getCenter)
      {
      var ox = gameObject.displayWidth / 2;
      var oy = gameObject.displayHeight / 2;

      this.offset.set(ox - this.halfWidth, oy - this.halfHeight);
      }

      this.isCircle = false;
      this.radius = 0;

      return this;
      }






      phaser-framework texturepacker






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      edited Nov 15 '18 at 21:19









      James Skemp

      4,91284775




      4,91284775










      asked Nov 14 '18 at 8:32









      Pred05Pred05

      1137




      1137
























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