I'm fed up with transitions. Is there any way to use the old Transition 1.0 API?

I doubt this is a bug in Storyboard.  Too many people use it.  There is likely something executing storyboard.gotoScene() multiple times.  I’ve had this happen when my storyboard.gotoScene() is in a touch handler  in a move phase or where people don’t catch the phases in their touch handler.

Rob

I was finally able to isolate this. The problem is when you cancel a transition on an object by its handle, sometimes, it triggers onComplete events on other unrelated transitions twice. With storyboard if using a “fade” effect its the same, as I understand it uses the same transition engine and the “onComplete” event is to dispatch the event “enterScene” to the new scene.

Here you can find a example, only a main.lua and two empty scenes with a print to check what I’m saying.

https://www.dropbox.com/s/8xww9vnd1medyom/Bug.ziphttps://www.dropbox.com/s/8xww9vnd1medyom/Bug.zip

Hi again, I was doing some test to isolate even more. Now I realize why this issue was so difficult to reproduce. This is not only when you use the object handle to cancel the transition instead a transition variable, it also happens with the transition variable, tags, or even calling transition.cancel() without arguments. (You can see this by yourself with the example provided in my last post).

  • If you use a timer.performwithdelay for calling the new scene, the problem is gone. (Even with 0 ms).

  • If you use a timer.performwithdelay for canceling the transition, the problem is also gone. (Even with 0 ms).

  • If you cancel the transition before calling the new scene, the problem is also gone.

This problem seems to happen in very certain moments, but, in some of our games, we have a game loop, controlling, among other things, objects, transitions, etc. This loop must be running continuously in the game, and when we call an overlay scene, it triggers this error very often. The enterFrame event duplicates, it starts to insert two event listeners in the new objects, and, everything starts to duplicate in an exponential way until crashing the game.

Please, take a look at the example provided. We really need some feedback with this.

Thank you for your time, Rob!

Out of curiosity I tested this with Composer and its the same buggy behavior so switching to that is not going to help…

Can you go ahead and file a bug report on this since you have the sample?  Please make sure to include a build.settings file with it.

When you get the confirmation email, please post the bug ID back here.

Thanks

Rob

Hi Rob, this is done.

Case 29913

Thank you for your help with this.

Thanks!

Rob

BTW - checking the release notes, it appears this was fixed in build #

CoronaSDK 2014.2196

BTW - checking the release notes, it appears this was fixed in build #

CoronaSDK 2014.2196