certain storyboard transitions are incorrect

In earlier versions of Corona SDk (version 2011.703 for instance) any storyboard transitions involving zoom in/out and rotate occurred about the center of the display screen. In later versions from about version 2011.715 to the current version 2012.745 the above mentioned effects occur about the upper left corner of the display screen, 0,0.

To reproduce use the following code:
display.setStatusBar( display.HiddenStatusBar )

local storyboard = require( “storyboard” )
local scene1 = storyboard.newScene(“scene1”)
local scene2 = storyboard.newScene(“scene2”)

local storyGroup
– Called when the scene’s view does not exist:
function scene1:createScene( event )
storyGroup = self.view
display.newImage( storyGroup, “Scene1.png” )
end

scene1:addEventListener( “createScene”, scene1 )

– Called when the scene’s view does not exist:
function scene2:createScene( event )
storyGroup = self.view
display.newImage( storyGroup, “Scene2.png” )
end

scene2:addEventListener( “createScene”, scene2 )

– the following effects all produce the same result
–“zoomOutIn”, “zoomOutInFade”,
–“zoomOutInRotate”, “zoomOutInFadeRotate”,

local function dummyFunc()
storyboard.gotoScene( “scene2”, “zoomOutInRotate”, 1000 )
end

storyboard.gotoScene( “scene1”, “fade”, 400 )

timer.performWithDelay( 5000, dummyFunc ) [import]uid: 108253 topic_id: 21734 reply_id: 321734[/import]

I am also having this same issue, have you filed a bug report yet? (I ask because you already have that nice example code laid out.) [import]uid: 87138 topic_id: 21734 reply_id: 86415[/import]

Yes I filed this as a regular bug report the same time as I posted it in this forum since I have had regular bug reports “mysteriously” disappear sometimes after awhile.
I also trimmed down the code to reproduce this as you can see to the absolute essentials to reproduce this bug. I am using the nice transitions in the game I am writing and would like to continue to do so but unfortunately the way it works now (both in the simulator and the actual iPad 2) I may have to remove some of the beautiful transitions unless they get them to work properly once again.
I hope someone from Ansca takes the time to correct this simple bug. [import]uid: 108253 topic_id: 21734 reply_id: 86416[/import]

Bug reports shouldn’t simply disappear; got #s for them? Can look them up for you.

In the meantime we are aware of some storyboard bugs that still need to be addressed, however your bug report will help I’m sure. (Being able to reproduce the issue easily with submitted code is very helpful.)

Peach :slight_smile: [import]uid: 52491 topic_id: 21734 reply_id: 86434[/import]

Hi Peach,
Thanks for replying. I’ve had a couple times in the last month when I’ve submitted regular bug reports about this issue and carefully (I thought) wrote down the bug numbers only to find later that no such number was in the system when I went to check on them. Perhaps it was operator error. Of course that couldn’t possibly be the case…lol. This time I’ve tried to be very meticulous in hopes this can be resolved since I love those transitions and want to include them in my final game.
Cheers,
-Dennis [import]uid: 108253 topic_id: 21734 reply_id: 86472[/import]

Hey Dennis,

It may not be a “user error”, it could be any number of things - but rest assured we don’t just delete bugs reports, we only close them when solved and they remain in the system.

We know there have been some Storyboard issues, some of which aren’t 100% resolved yet, so thank you again for the report and hopefully this can get sorted out soon.

Peach :slight_smile: [import]uid: 52491 topic_id: 21734 reply_id: 86553[/import]

I just installed the latest Corona build 2012.934 (2012.7.27) on my PC and ran this bug example again in the simulator and this appears to still be a bug.

My code is below:



– main.lua


display.setStatusBar( display.HiddenStatusBar )

local storyboard = require( “storyboard” )
local scene1 = storyboard.newScene(“scene1”)
local scene2 = storyboard.newScene(“scene2”)

local storyGroup
– Called when the scene’s view does not exist:
function scene1:createScene( event )
storyGroup = self.view
local image1 = display.newImage( storyGroup, “Scene1.png” )
image1:setReferencePoint( display.CenterReferencePoint )
end

scene1:addEventListener( “createScene”, scene1 )

– Called when the scene’s view does not exist:
function scene2:createScene( event )
storyGroup = self.view
local image2 = display.newImage( storyGroup, “Scene2.png” )
image2:setReferencePoint( display.CenterReferencePoint )
end

scene2:addEventListener( “createScene”, scene2 )

– the following effects all produce the same result
–“zoomOutIn”, “zoomOutInFade”,
–“zoomOutInRotate”, “zoomOutInFadeRotate”,

local function dummyFunc()
storyboard.gotoScene( “scene2”, “zoomOutInRotate”, 1000 )
end

storyboard.gotoScene( “scene1”, “fade”, 400 )

timer.performWithDelay( 5000, dummyFunc )

The only difference between this code and the original bug code is that I added a setReference to each of the images to make sure the refererece point is the center of the image. The reference point for the transition appears to be 0,0. This seems to be a bug.
Thanks,
-Dennis
[import]uid: 108253 topic_id: 21734 reply_id: 127478[/import]

I just installed the latest Corona build 2012.934 (2012.7.27) on my PC and ran this bug example again in the simulator and this appears to still be a bug.

My code is below:



– main.lua


display.setStatusBar( display.HiddenStatusBar )

local storyboard = require( “storyboard” )
local scene1 = storyboard.newScene(“scene1”)
local scene2 = storyboard.newScene(“scene2”)

local storyGroup
– Called when the scene’s view does not exist:
function scene1:createScene( event )
storyGroup = self.view
local image1 = display.newImage( storyGroup, “Scene1.png” )
image1:setReferencePoint( display.CenterReferencePoint )
end

scene1:addEventListener( “createScene”, scene1 )

– Called when the scene’s view does not exist:
function scene2:createScene( event )
storyGroup = self.view
local image2 = display.newImage( storyGroup, “Scene2.png” )
image2:setReferencePoint( display.CenterReferencePoint )
end

scene2:addEventListener( “createScene”, scene2 )

– the following effects all produce the same result
–“zoomOutIn”, “zoomOutInFade”,
–“zoomOutInRotate”, “zoomOutInFadeRotate”,

local function dummyFunc()
storyboard.gotoScene( “scene2”, “zoomOutInRotate”, 1000 )
end

storyboard.gotoScene( “scene1”, “fade”, 400 )

timer.performWithDelay( 5000, dummyFunc )

The only difference between this code and the original bug code is that I added a setReference to each of the images to make sure the refererece point is the center of the image. The reference point for the transition appears to be 0,0. This seems to be a bug.
Thanks,
-Dennis
[import]uid: 108253 topic_id: 21734 reply_id: 127478[/import]