Hi,
I have a simple game that basically consists of one level (script) and a number of groups with two images that animate across the screen. At the end of the level I stop the animation (this is visible), reset all the variables and add one item, and start the animation level again which creates the illusion of a next level.
I’ve tried both frame-based animation and time-based animation (Runtime:addEventListener or timer.performWithDelay), but the animation speed doubles every time a new level is started. I have a fixed very slow speed now (for testing), and the only way I think it speeds up if there are more events (so the animation listener gets called more often).
Any clue on why this might happen, or a workaround? Or a way to see if there are no zombie event generators?
To Corona’s credit, it get’s very fast without problem - most people can’t get it fast enough, which is kind of ironic. This is using the newly released SDK (build 703).
Thanks, Maarten [import]uid: 5822 topic_id: 18926 reply_id: 318926[/import]
Anyway, I just keep track of the time elapsed between the last animation and the call, and if the diff > 32 (milliseconds) I animate, otherwise I discard it.