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So state.msPerFrame || state.currentFrame.duration will never check currentFrame.duration because msPerFrame is set to 1000/24
Example Test Code
constdurationArray=[10,20,30,40]constframeArray=this.game.anims.generateFrameNames("test",{start: 0,end: durationArray.length-1})for(leti=0;i<durationArray.length;i++){frameArray[i]["duration"]=durationArray[i]}this.game.anims.create({key: "test",frames: frameArray})sprite.anims.play({key: "test"})// will run at 24 FPS, ignore durationArray
Additional Information
The text was updated successfully, but these errors were encountered:
Hi @sylvainpolletvillard. Thanks for submitting this issue. We have fixed this and pushed it to the master branch. It will be part of the next release. Do test it out and let us know if you encounter any issues.
Version
Description
Since 3.88, my animations are all running at 24 FPS despite having no frameRate set. The
duration
in the framearray is ignored.This is a direct regression of this change: a8f921b
When no frameRate is passed in animation config, it defaults to 24 FPS:
phaser/src/animations/Animation.js
Line 258 in 7d76259
So
state.msPerFrame || state.currentFrame.duration
will never check currentFrame.duration because msPerFrame is set to 1000/24Example Test Code
Additional Information
The text was updated successfully, but these errors were encountered: