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Description
Version
- Phaser Version: 3.55.2
- Operating system: Windows 10 latest
- Browser: Firefox latest,
Description
Expected: Adding lit sprites to containers should use the cumulative/world transform during lighting calculations
Actual Behavior: Lit sprites in rotating containers display fixed lighting
Details: Adding a sprite + normal map and setting the sprite to the light2d pipeline works as expected - when rotating/moving the sprite, the angle to the light determines lighting intensity.
However, if you take the same sprite + normal map and add it as the child of a container, the container's rotation is ignored when light calculation occurs, resulting in fixed lighting.
Example Test Code
Codepen here: https://codepen.io/zaphnod/pen/OJzGKZB
Relevant setup:
function create() {
// Create ship container
ship = this.add.container(400, 450);
// Add ship body to container
shipBody = this.add.sprite(0, 0, 'ship');
shipBody.setPipeline('Light2D');
ship.add(shipBody);
// Create second ship at scene root
ship2 = this.add.sprite(1200, 450, 'ship');
ship2.setPipeline('Light2D');
this.lights.enable().setAmbientColor(0x333333);
// Add light at center of scene
sun = this.lights.addLight(800, 450, 2000, 0xffAA00);
}
// Rotate container + ship2
var timer = 0;
function update(time, delta) {
timer += delta;
ship.setAngle(timer / 20 % 360);
ship2.setAngle(timer / 20 % 360);
}
Additional Information
Seems likely that the lighting engine is passing in the object's local rotation to the shader fragment, rather than the full computed transform. I'll try to dig into the internals and get a better theory but I'm new to Phaser so would appreciate any pointers/assistance!