Initial delay with storyboard.gotoScene() ?

Yes. I’d rather have the official fix from Ansca. Can we get word back from anyone with Ansca? [import]uid: 42417 topic_id: 18556 reply_id: 89165[/import]

Will bring this up in our next meeting and see if we have any new info. [import]uid: 52491 topic_id: 18556 reply_id: 89230[/import]

Thanks Peach! I’ve got a client project to be launched within a week and it leans heavily on story board so I’m getting nervous now lol. [import]uid: 42417 topic_id: 18556 reply_id: 89236[/import]

I’m waiting this fix too [import]uid: 39186 topic_id: 18556 reply_id: 89579[/import]

Peach, any news ? Any chance to get fix or workaround this month ?

Tom [import]uid: 111283 topic_id: 18556 reply_id: 90981[/import]

Hey,

Our project is nearing completion, and we really hope this bug will be fixed soon otherwise we’ll have to wait! :frowning:

Please Peach, could you possibly give us some approx date when this bug will be fixed?

Thank you very much!
Nick [import]uid: 77183 topic_id: 18556 reply_id: 90996[/import]

Our deadline is also within this Month, so we’re eagerly awaiting a fix. [import]uid: 35618 topic_id: 18556 reply_id: 91001[/import]

Our deadline is this week (ideally). I’m crossing my fingers on even an update so I can decide to rebuild some parts if it’s absolutely necessary. [import]uid: 42417 topic_id: 18556 reply_id: 91003[/import]

Please, fix this delay ! [import]uid: 10141 topic_id: 18556 reply_id: 91022[/import]

My “fix” works perfect with the performance optimization made with 2012.759. No lagg or delay on my iPhone 4. [import]uid: 106083 topic_id: 18556 reply_id: 91576[/import]

Johantd04,

Could You please update Your workaround with fade and crossfade ?

Thanks in advance !
Tom [import]uid: 111283 topic_id: 18556 reply_id: 91580[/import]

I second this re the fade and crossfade. fingers crossed. [import]uid: 42417 topic_id: 18556 reply_id: 91598[/import]

Peach,any news about the bug fix??

Thanks!
Nick [import]uid: 77183 topic_id: 18556 reply_id: 92251[/import]

No news yet, although I am not directly involved with this - at the moment we’ve been rushing to fix the sprite issues from build 759+ which a lot of people have encountered. (Fix for that is in the latest daily build.) [import]uid: 52491 topic_id: 18556 reply_id: 92330[/import]

At the risk of being accused of piling on, I would also like to see this issue fixed.
[import]uid: 8159 topic_id: 18556 reply_id: 92610[/import]

Is it me, or the fromRight effect comes from the left instead of the right ? [import]uid: 10141 topic_id: 18556 reply_id: 92620[/import]

It’s not you. Values where swapped. I’ve fixed it now and updated the code. [import]uid: 106083 topic_id: 18556 reply_id: 92648[/import]

Added fade and crossFade as requested, I also addressed a bugg that disrupted scene loading while using purgeAll() in enterScene.

* Updated fromLeft and fromRight
* Added non clickable layer to prevent touch/tap during transitions

[code]
– Project: Storyboard GoTo

– Version: 1.2.1

– Author: Johan Johansson @ Baboons.se

– Support: www.baboons.se

– Copyright © Baboons. All Rights Reserved.

local storyboard = require “storyboard”

– Set helper
local function Set(list)
local set = {}
for _, l in ipairs(list) do set[l] = true end
return set
end

– OnComplete Event
local function onComplete(view)
local scene = view.scene
local lastScene = view.lastScene
local sceneName = storyboard.currentSceneName
local loadedScenes = Set{unpack(storyboard.loadedSceneMods) }

– Exit current scene
if lastScene then lastScene:exitScene() end

– Enter new scene
scene:enterScene()

– Animate alpha if needed
transition.to( view, { time=storyboard.effectTime, alpha=1.0 } )

– Insert scene to loaded if needed
if loadedScenes[sceneName] == nil then
table.insert(storyboard.loadedSceneMods, sceneName)
end

– Load done, remove layer
view.layer:removeSelf()

end

– Goto To Scene
local gotoScene = function ( sceneName, effect, effectTime)

– Get loaded Scenes
local loadedScenes = Set{unpack(storyboard.loadedSceneMods)}

– Get The previous scene name
local lastSceneName = storyboard.getPrevious()

– Get the previous scene
local lastScene = storyboard.getScene( lastSceneName ) or nil

– Get or Load New Scene
local scene = storyboard.getScene( sceneName ) or require( sceneName )

– Create Scene if not loaded
if loadedScenes[sceneName] == nil then
– Create view group
scene.view = display.newGroup()

– Save scene
storyboard.scenes[sceneName] = scene

– Create scene
scene:createScene()
end

– Set current sceneName
storyboard.currentSceneName = sceneName
– Set effect time
storyboard.effectTime = effectTime

– Create View Group
scene.view.scene = scene
scene.view.lastScene = lastScene

– Set positions
local newX = 0
local newY = 0
local curX = 0
local curY = 0
local alpha = 1.0
local crossAlpha = 1.0

if effect == “fromRight” then
newX = display.contentWidth
elseif effect == “fromLeft” then
newX = -display.contentWidth
elseif effect == “fromTop” then
newY = -display.contentHeight
elseif effect == “fromBottom” then
newY = display.contentHeight
elseif effect == “toBottom” then
curY = display.contentHeight
elseif effect == “toTop” then
curY = -display.contentHeight
elseif effect == “slideLeft” then
newX = display.contentWidth
curX = -display.contentWidth
elseif effect == “slideRight” then
newX = -display.contentWidth
curX = display.contentWidth
elseif effect == “fade” then
alpha = 0.0
crossAlpha = 0.0
elseif effect == “crossFade” then
alpha = 0.0
crossAlpha = 1.0
end

– Move New Scene View out of screen
scene.view.x = newX
scene.view.y = newY

– Set new alpha
scene.view.alpha = alpha

– Disable touch
local layer = display.newRect(0, 0, display.contentWidth, display.contentHeight)
layer.alpha = 0.0
layer.isHitTestable = true
layer:addEventListener(“touch”, function() return true end)
layer:addEventListener(“tap”, function() return true end)

– Add layer to view object
scene.view.layer = layer

– Move New Scene
transition.to( scene.view, { time=effectTime, alpha=crossAlpha, x=(0), y=(0), onComplete=onComplete } )

– Move Current Scene
if lastScene then
transition.to( lastScene.view, { time=effectTime, alpha=alpha, x=(curX), y=(curY) } )
end
end

return gotoScene
[/code] [import]uid: 106083 topic_id: 18556 reply_id: 92615[/import]

Hey Johan,

could you please explain a little more where to put storyboard.gotoScene = require(“storyboardGotoScene”).?

In every scene and main.lua or not?

I’d also like to know where in the code should i paste the code?

Thanks!
Nick [import]uid: 77183 topic_id: 18556 reply_id: 92653[/import]

Johantd04,

I’ve tested and it works amazingly fast, but I have issues with my current app because sometimes it doesn’t recognize some touch event listeners and I don´t know why. But the speed of screen transitions is way much faster than with storyboard, for sure! [import]uid: 10141 topic_id: 18556 reply_id: 92655[/import]