phaserjs/phaser-ce

Multi-texture sprites stretch to fill entire canvas

Opened this issue · 3 comments

This Issue is about

  • A bug in the API:
    • Phaser version(s): Phaser CE v2.7.10
    • Live example: https://codepen.io/okaybenji/pen/JNxRZL
    • What should happen: The sprite should render at its default size.
    • What happens instead: The sprite stretches to fill the entire canvas.

I don't believe this is the expected behavior, because if you don't set the texture priority, the sprite renders at its default size.

i have an example using multitexturing here and i use an atlas to render multitexturing i hope it will help

samme commented

The original sprite is actually rendered correctly (it's behind the huge one). The huge sprite is game.debug.sprite with the wrong texture drawn on it.