1.0 graphics to 2.0 graphics: inconsistencies

After migrating the entire application from version 1.0 to version 2.0 graphics graphics appeared a huge number of inconsistencies :

The image to use as launch image does not match , the same image using the application once loaded into memory . Or is it more to the right , or is scaled in width . Images are exactly the same, but obviously the iOS handles one way and another Corona SDK . I still could not solve this.

SetFillColor The API does not work as before : the fourth value driving the transparency of the image , but if I had 0 ( zero ) image was active. It did not look but you could assign a function and use it as a button. Now you can not: When set to 0 (zero ) does not exist . Needless to say that now the color value is represented between 0 and 1 , and prior between 0 and 255. O is to know the actual color and check with an editing application graphics ( Illustrator, Photoshop, etc. ) must make an calculation . Very impractical.

All typography switched places on the screen. You have to do some touch coordinates to accommodate this.

You can use the old rgb format by appending / 255 at the end of your colors ex:

setFillColor( 25/255, 200/55, 90/255 )

As for the image not receiving touch events when alpha is zero (i presume that is what you meant), add the following parameter to your variable:

myVar.isHitTestable = true

That way your object will still receive touch events, even though it is invisible.

Hope this helps.

Thanks for your help. The problem I solved setFillColor API giving the transparency value 0.01. That makes it imperceptible to the eye, but you can assign any function. 

I’ve seen what the division in each RGB and transparency parameter. 

Why should I add more lines of code to my application? One supposed to switch from one version to another graphics brings with visual enhancements, and code execution. But it is not. 

The passage is rather crude. There are many disadvantages. More lines of code. Calculations that had to do before. Learn a new API stack. Rearrange images, fonts, animation. 

You have to be more careful with the “improvements”. 

I keep denying an application that should be completed for months.

Just to be clear, I wasn’t expressing an opinion either way regarding the changes to the api, just offering some handy work-arounds :wink:

I understand, I understand. Thanks for your help. It is very useful. Often one gets bad because Corona expected from more and better information. Then turns to the forums and sometimes get excellent help. Sometimes things get in half. Still can not resolve the location of the two images on the screen. Which appears when the application is launched, while loading everything in memory and displayed when the application is loaded ready for use. Images are identical: same size, same resolution, same orientation, same scale. But iOS is handled one way and another Corona. Then a horizontal compression thereof occurs. Because it is not yet.

No worries :slight_smile:

So you are displaying the same image that iOS loads on startup, lets call it default.png, as the first screen your app shows correct?

Could you post up your config.lua and the code which you use to display the image? Maybe there is some subtle difference that a second set of eyes might be able to see :wink:

Surprised no one has linked you here yet, but here is a list of changes you’ll have to make in code for your graphics:

http://docs.coronalabs.com/guide/graphics/migration_g20.html

It sounds like you have some anchoring issues too if your graphics are mis-aligned.

You can use the old rgb format by appending / 255 at the end of your colors ex:

setFillColor( 25/255, 200/55, 90/255 )

As for the image not receiving touch events when alpha is zero (i presume that is what you meant), add the following parameter to your variable:

myVar.isHitTestable = true

That way your object will still receive touch events, even though it is invisible.

Hope this helps.

Thanks for your help. The problem I solved setFillColor API giving the transparency value 0.01. That makes it imperceptible to the eye, but you can assign any function. 

I’ve seen what the division in each RGB and transparency parameter. 

Why should I add more lines of code to my application? One supposed to switch from one version to another graphics brings with visual enhancements, and code execution. But it is not. 

The passage is rather crude. There are many disadvantages. More lines of code. Calculations that had to do before. Learn a new API stack. Rearrange images, fonts, animation. 

You have to be more careful with the “improvements”. 

I keep denying an application that should be completed for months.

Just to be clear, I wasn’t expressing an opinion either way regarding the changes to the api, just offering some handy work-arounds :wink:

I understand, I understand. Thanks for your help. It is very useful. Often one gets bad because Corona expected from more and better information. Then turns to the forums and sometimes get excellent help. Sometimes things get in half. Still can not resolve the location of the two images on the screen. Which appears when the application is launched, while loading everything in memory and displayed when the application is loaded ready for use. Images are identical: same size, same resolution, same orientation, same scale. But iOS is handled one way and another Corona. Then a horizontal compression thereof occurs. Because it is not yet.

No worries :slight_smile:

So you are displaying the same image that iOS loads on startup, lets call it default.png, as the first screen your app shows correct?

Could you post up your config.lua and the code which you use to display the image? Maybe there is some subtle difference that a second set of eyes might be able to see :wink:

Surprised no one has linked you here yet, but here is a list of changes you’ll have to make in code for your graphics:

http://docs.coronalabs.com/guide/graphics/migration_g20.html

It sounds like you have some anchoring issues too if your graphics are mis-aligned.