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https://github.com/wassname/phaser.git
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Updated world so the update run uses the linked list. Sprite.getLocalPosition now almost working, but falls over for children.
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@@ -140,32 +140,13 @@ Phaser.Sprite.prototype.update = function() {
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this.position.x = this._x - (this.game.world.camera.x * this.scrollFactor.x);
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this.position.y = this._y - (this.game.world.camera.y * this.scrollFactor.y);
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// Update the edge points (sx, sy)
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this.offset.setTo(this.x - (this.anchor.x * this.width), this.y - (this.anchor.y * this.height));
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// Update the edge points
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this.offset.setTo(this._x - (this.anchor.x * this.width), this._y - (this.anchor.y * this.height));
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// var sx = s.x - offsetX;
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// var sy = s.y - offsetY;
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// top left
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this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
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// var p1 = getLocalPosition(sx, sy, s);
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// top right
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this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
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// var p2 = getLocalPosition(sx + s.width, sy, s);
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// bottom left
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this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
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// var p3 = getLocalPosition(sx, sy + s.height, s);
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// bottom right
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this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
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// var p4 = getLocalPosition(sx + s.width, sy + s.height, s);
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// p1.add(s.x, s.y);
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// p2.add(s.x, s.y);
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// p3.add(s.x, s.y);
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// p4.add(s.x, s.y);
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// this.checkBounds();
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@@ -185,9 +166,8 @@ Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
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this._id = 1 / (this._a00 * this._a11 + this._a01 * -this._a10);
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p.x = (this._a11 * this._id * x + -this._a01 * this._id * y + (this._a12 * this._a01 - this._a02 * this._a11) * this._id) * this.scale.x;
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p.y = (this._a00 * this._id * y + -this._a10 * this._id * x + (-this._a12 * this._a00 + this._a02 * this._a10) * this._id) * this.scale.y;
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p.add(this.x, this.y);
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p.x = ((this._a11 * this._id * x + -this._a01 * this._id * y + (this._a12 * this._a01 - this._a02 * this._a11) * this._id) * this.scale.x) + this.x;
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p.y = ((this._a00 * this._id * y + -this._a10 * this._id * x + (-this._a12 * this._a00 + this._a02 * this._a10) * this._id) * this.scale.y) + this.y;
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return p;
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