Hi - I have a rhythm/music-timing based app, where the appearance / disappearance of sprites needs to be timed to a music backing track.
I use separate functions with images with transitions (using time=xxxx) to give me predictable timed moves between images / cut scenes etc.
Initial Problem: when I load all my spritesheets in advance, everything plays in time (with timings working fine on iPad/Phone/Android). However, I get texture memory problems, and so am trying to allocate (newSpriteSheetFromData) and deallocate ([sheet]:dispose() images as I go between functions etc. to keep overall texture memory down.
The new problem is that the spritesheet ‘load’ introduces a minor delay, which bumps out the timing (especially as the process is repeated).
Is there anyway of having a “transition.to” and “newSpriteSheetFromData” in the same function, but both working at the same time (as opposed to load first, then transition?).
Thanks!
Dave. [import]uid: 82595 topic_id: 21267 reply_id: 321267[/import]