Comments (8)
No idea, right now I'm focused on getting pixi v5 designed and written so not working on this lib at all really.
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Possibly allow the option of enabling updateIfVisible?
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Ah, good call. I think this is something I will probably fix in the next major version.
But I'm up for a PR if you have a good idea to fix it here!
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Any idea as to when the next major release will be? I could whip up a temporary solution if needed
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@englercj I understand. I was wondering if you could point me in the right direction here.
I'm setting updateIfVisible
to false
on all Phaser.AnimationManager
instances, yet it has no effect. Is there anything I'm doing wrong from the top of your head? Thanks.
https://github.com/imperiumforge/phaser-tiled/commit/9b74d9832e879540bcfb78ba0c5ef7048a283fbe
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So updateIfVisible
is set to true
by default, and the docs say:
Should the animation data continue to update even if the Sprite.visible is set to false.
So true
is what you would want. However, the reason you are getting the issue you are having is not because tiles being hidden aren't updating but because this plugin re-uses sprite objects as you pan. For example, as you pan to the right sprite objects are stripped off the left side of the map and moved to the right side. That way we only ever create the number of sprites you can see, and not have a bunch of hidden sprites that aren't visible. This is because I wrote this lib for big maps (really, really big).
So the problem is that when you pan around and it moves a sprite for re-use, the animation restarts. This happens at different times for different sprites, and so the animations are off. What you would want to do instead of keep a global timer going and when we start an animation jump to the offset the global timer is at, so that no matter when we start the animation they are in sync with the global timer.
I'd also put this behind an option because it isn't necessarily desired by everyone.
Hope this helps!
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So
true
is what you would want
Actually it's the opposite; the documentation for updateIfVisible
has always been confusing and silly. It was recently changed on the CE edition to make it easier to understand
And I see now, thank you for the explanation - I'll definitely get going on that implementation.
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Actually it's the opposite; the documentation for updateIfVisible has always been confusing and silly. It was recently changed on the CE edition to make it easier to understand
Pfft, thanks for that link. I was clearly wrong, sorry about that! I think think the issue is the recycling though.
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Related Issues (20)
- Very poor performance with a lot of collisions HOT 4
- Can't find phaser-tiled.js file? HOT 2
- Tiles being positioned wrongly after scroll HOT 7
- Is it possible to use simple Arcade Physics collision instead of P2? HOT 1
- Just got Arcade Physics to work HOT 4
- New update is missing nearly all semicolons on the end of a line? HOT 2
- Isometric and some questions HOT 2
- Better body combine algorithm HOT 1
- TilemapParser.getEmptyData is missing a return HOT 2
- Rerender with Camera Follow doesnt work properly HOT 4
- breaking changes with phaser v2.6.0 HOT 21
- Phaser.Cache.getPixiBaseTexture HOT 1
- separate terrain files with Tiled HOT 6
- the first occurrence of an animated tile is not animated
- Support of different tile sizes HOT 1
- provide built artifacts on npm HOT 5
- no phaser-tiled.js file HOT 4
- Hexagonal tilemaps HOT 5
- Error on load HOT 3
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