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Renderable bounds do not respect anchor point #833
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allows to properly takes in account anchor and transform for any me.Sprite object (including me.GUI), including proper detection of pointer Events. this is first partial implementation only for me.Sprite objects, as applying the same to the base me.Renderable class will trigger further breaking changes in me.Entity TODO : - me.Renderable class, including me.Entity - properly fix the debugPanel (Sprite BB drawing is off for now)
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partially done at me.Sprite level |
…ite Bounding Rect allows to properly takes in account anchor and transform for any me.Sprite object (including me.GUI), including proper detection of pointer Events. this is first partial implementation only for me.Sprite objects, as applying the same to the base me.Renderable class will trigger further breaking changes in me.Entity TODO : - me.Renderable class, including me.Entity - properly fix the debugPanel (Sprite BB drawing is off for now)
When trying to get the bounding rect of a renderable through getBounds() (or just using .left etc.), the anchor point is totally ignored. This results in bounding box being offset in relation to what is actually drawn.