To the left you have the in-engine version, at 1x and 3x.
On the right you have the desired effect, running within the Spine editor.
Any tips on how to get there?
A workaround could be to increase the size of the assets, but I really want to avoid that workflow if possible.
Code dump:
export function startPhaser (parent: HTMLElement) {
return new Phaser.Game({
type: Phaser.AUTO,
parent,
width: parent.offsetWidth,
height: parent.offsetHeight,
render: {
pixelArt: true,
antialias: false,
antialiasGL: false
},
plugins: {
scene: [
{
mapping: 'spine',
key: 'SpinePlugin',
plugin: (window as any).SpinePlugin
}
]
},
scene: [ PlayScene ]
})
}
export class PlayScene extends Phaser.Scene {
preload () {
// @ts-ignore
this.load.spine('player', skeletonJson, [skeletonAtlas])
}
create () {
this.cameras.main.setBackgroundColor('green')
// @ts-ignore
const player = this.make.spine({
x: 50,
y: 80,
key: 'player',
scale: 1,
animationName: 'idle',
loop: true
})
// @ts-ignore
const player2 = this.make.spine({
x: 150,
y: 80,
key: 'player',
scale: 3,
animationName: 'idle',
loop: true
})
}
}