Hello,
i have some problem
For the last month i am studyyding corona with all it’s plugins and how it works. (Kwik 2, texture packer, audiacity and the latest - Spine). But i am still a novice in MOb App development
So i build some test apps with some animations and test them in corona simulator and telephone. (my phone is samsung gt-l9100 with android 4.1.2) everything seemed ok. After i added Spine code it also worked good in simulator but does not work completly in telephone. So i just made a new blank project in corona and took plain spine runtime for Corona, lua (https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-corona) and copied them into the project folder over the old files. Again in simulator its is all ok but in my phone it is not. I also tried another android telephone and another android version.
i build apps in windows.
Error message i receive in phone is : This application encountered a Lua error (see logs) or has been corrupted.
So any ideas what might wrong or where to look for mistakes.
This is my main lua file data:
local spine = require “spine.spine”
– Using your own attachment loader is optional. It can customizes the path where images are
– loaded. To load from a texture atlas, use an image sheet. It also creates instances of
– all attachments, which can be used for customization.
local attachmentLoader = spine.AttachmentLoader.new()
function attachmentLoader:createImage (attachment)
return display.newImage(“data/” … attachment.name … “.png”)
end
local json = spine.SkeletonJson.new(attachmentLoader)
json.scale = 1
local skeletonData = json:readSkeletonDataFile(“data/spineboy.json”)
local walkAnimation = skeletonData:findAnimation(“walk”)
– Optional second parameter can be the group for the Skeleton to use. Eg, could be an image group.
local skeleton = spine.Skeleton.new(skeletonData)
skeleton.x = 150
skeleton.y = 325
skeleton.flipX = false
skeleton.flipY = false
skeleton.debug = true – Omit or set to false to not draw debug lines on top of the images.
skeleton:setToBindPose()
local lastTime = 0
local animationTime = 0
Runtime:addEventListener(“enterFrame”, function (event)
– Compute time in seconds since last frame.
local currentTime = event.time / 1000
local delta = currentTime - lastTime
lastTime = currentTime
– Accumulate time and pose skeleton using animation.
animationTime = animationTime + delta
walkAnimation:apply(skeleton, animationTime, true)
skeleton:updateWorldTransform()
end)