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fix setting initial sprite size and animation in HTML5
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@@ -201,10 +201,6 @@ gdjs.SpriteRuntimeObject.thisIsARuntimeObjectConstructor = "Sprite"; //Notify gd
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* Initialize the extra parameters that could be set for an instance.
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* Initialize the extra parameters that could be set for an instance.
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*/
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*/
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gdjs.SpriteRuntimeObject.prototype.extraInitializationFromInitialInstance = function(initialInstanceData) {
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gdjs.SpriteRuntimeObject.prototype.extraInitializationFromInitialInstance = function(initialInstanceData) {
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if ( initialInstanceData.customSize ) {
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this.setWidth(initialInstanceData.width);
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this.setHeight(initialInstanceData.height);
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}
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if ( initialInstanceData.numberProperties ) {
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if ( initialInstanceData.numberProperties ) {
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var that = this;
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var that = this;
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gdjs.iterateOverArray(initialInstanceData.numberProperties, function(extraData) {
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gdjs.iterateOverArray(initialInstanceData.numberProperties, function(extraData) {
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@@ -212,6 +208,10 @@ gdjs.SpriteRuntimeObject.prototype.extraInitializationFromInitialInstance = func
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that.setAnimation(extraData.value);
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that.setAnimation(extraData.value);
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});
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});
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}
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}
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if ( initialInstanceData.customSize ) {
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this.setWidth(initialInstanceData.width);
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this.setHeight(initialInstanceData.height);
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}
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};
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};
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/**
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/**
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@@ -704,12 +704,14 @@ gdjs.SpriteRuntimeObject.prototype.getHeight = function() {
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};
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};
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gdjs.SpriteRuntimeObject.prototype.setWidth = function(newWidth) {
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gdjs.SpriteRuntimeObject.prototype.setWidth = function(newWidth) {
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if ( this._textureDirty ) this._updatePIXITexture();
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if ( this._spriteDirty ) this._updatePIXISprite();
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if ( this._spriteDirty ) this._updatePIXISprite();
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var newScaleX = newWidth/this._sprite.texture.frame.width;
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var newScaleX = newWidth/this._sprite.texture.frame.width;
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this.setScaleX(newScaleX);
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this.setScaleX(newScaleX);
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};
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};
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gdjs.SpriteRuntimeObject.prototype.setHeight = function(newHeight) {
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gdjs.SpriteRuntimeObject.prototype.setHeight = function(newHeight) {
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if ( this._textureDirty ) this._updatePIXITexture();
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if ( this._spriteDirty ) this._updatePIXISprite();
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if ( this._spriteDirty ) this._updatePIXISprite();
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var newScaleY = newHeight/this._sprite.texture.frame.height;
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var newScaleY = newHeight/this._sprite.texture.frame.height;
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this.setScaleY(newScaleY);
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this.setScaleY(newScaleY);
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