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Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents.
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@@ -332,13 +332,14 @@ Phaser.Utils.Debug.prototype = {
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this.start(x, y, color);
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this.line('Local Transform');
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// this.line('testX: ' + Math.floor(sprite.localTransform[3] + sprite.localTransform[0]));
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this.line('skewX: ' + sprite.localTransform[3]);
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this.line('skewY: ' + sprite.localTransform[1]);
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this.line('scaleX: ' + sprite.localTransform[0]);
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this.line('scaleY: ' + sprite.localTransform[4]);
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this.line('transX: ' + sprite.localTransform[2]);
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this.line('transY: ' + sprite.localTransform[5]);
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this.line('sX: ' + sprite._sx);
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this.line('sY: ' + sprite._sy);
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},
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