Issues with Imagesheets/Image Groups/Sprites from build 759+

Hi,

are you going to provide event.phase = “frame” ?
This is a vital feature for us, since we do have some frame specific actions going on onscreen and since enterFrame does not relate to how the animation in sprite is working it just destroys the whole thing :confused:
I know we can create separate sequences, but to have 10 sequences instead of one? Nah…

BTW. Where can I get description of the new sprite APIs, especially in regards to trimming? [import]uid: 109453 topic_id: 23275 reply_id: 105490[/import]

Just to let people know who were affected by this -the flickering graphics when using image sheets / groups is in the bug tracker under #13834. [import]uid: 46639 topic_id: 23275 reply_id: 105502[/import]

I’m also seeing the flickering graphics, but only when using image groups…just putting images from image sheets is OK. I’m using build 807. [import]uid: 122310 topic_id: 23275 reply_id: 105581[/import]

One question : why the code (“newImageGroup”,…) can’t be find in official api doc (http://developer.anscamobile.com/resources/apis) ??? [import]uid: 9328 topic_id: 23275 reply_id: 106440[/import]

+1 re updating the API documentation for these new features… (I note some of the storyboard new functions get put into the API even though it seems to be only in daily builds)
[import]uid: 140210 topic_id: 23275 reply_id: 106447[/import]

Re Image Sheets - how do you actually “swap” (change) the frameIndex when using Image Sheets?

That is I have the initial sheet & image displayed, and now in an “enterScene” method (storyboard) want to change the newImageRect object from frameIndex 1 to frameIndex 2?

Ref for background
[import]uid: 140210 topic_id: 23275 reply_id: 106452[/import]

Update - as Brent has highlighted to me, needed to actually use Sprites for this (not just Image Sheets by themselves) [import]uid: 140210 topic_id: 23275 reply_id: 106475[/import]

@Greg - and when you do, the command is sprite:setFrame( frame ), not sprite.frameIndex. [import]uid: 46639 topic_id: 23275 reply_id: 106594[/import]

Hello,

Any news about bug on texture memory lock when using Image Group?

I tested these code on build 813 and confirm that the bug still exist.

local function listener( event )  
 print(system.getInfo( "textureMemoryUsed" ) / 1000000)  
 collectgarbage("collect")  
end  
   
timer.performWithDelay(1000, listener, 0)  
  
sheet = graphics.newImageSheet( "asset/ui.png" , { spriteSheetFrames = require("asset.ui").getSpriteSheetData().frames })  
kruk = display.newImageGroup(sheet)  
display.remove(kruk)  
kruk = nil  
sheet = nil  

I tested other new graphic API such as display.newSprite(imageSheet,…) and display.newImage(imageSheet, num). Texture memory freed as expected.

If we can’t freed texture memory when using ImageGroup then i warn others not to use display.newImageGroup() yet [import]uid: 41267 topic_id: 23275 reply_id: 106994[/import]

New spritesheet api is way better than the older.

Still, there are some strange behaviours.

The following is very annoying, could you help ?

-- it would be so easier if both would behave the same way  
local myimage1 = display.newImage( mySheet, 1 )  
local myimage2 = display.newImageRect( mySheett, 1, 256, 256 )  
myimage1:translate( xcenter, ycenter) --\> this image is NOT centered  
myimage2:translate( xcenter, ycenter) --\> this image is centered  
  
-- adding this line does not help  
myimage1:setReferencePoint( display.CenterReferencePoint )  
-- before or after :translate ...  

Anyway, I can still use display.newImageRect …

[import]uid: 9328 topic_id: 23275 reply_id: 107994[/import]

@rakoonic: Bug 13834 has officially been squashed :smiley:

In daily build 820 [import]uid: 84637 topic_id: 23275 reply_id: 108048[/import]

@Danny, I updated to build 820. When I set isVisible=false on an image in an image group, a ghost image still remains.

Is this a different fix than bug 13834 that is currently being worked on? I did notice if I remove the image from the image group, it does disappear.

thanks! [import]uid: 114363 topic_id: 23275 reply_id: 108076[/import]

@schizoid2k: Perhaps it is, if you would be so kind as to make an extremely simple test case which exhibits/shows the problem (and keep it short, confined to a single main.lua file and include all needed assets in which to run the project) here: http://developer.anscamobile.com/content/bug-submission

I would be happy to take a look (reference my name in the description)
[import]uid: 84637 topic_id: 23275 reply_id: 108077[/import]

Thanks Danny… I will put something together. [import]uid: 114363 topic_id: 23275 reply_id: 108078[/import]

I can confirm the bug is still there too :frowning:
I feared the worse when I read the info line that went along with the bug fix - it has nothing to do with what causes the problem :frowning: [import]uid: 46639 topic_id: 23275 reply_id: 108087[/import]

@Danny,

I submitted a small example as you requested. [import]uid: 114363 topic_id: 23275 reply_id: 108091[/import]

The isVisible bug is a different bug (13890). We hope to get the public bug base that I talked about up in a few weeks — this should eliminate the confusion on what issues are fixed in the daily builds. [import]uid: 26 topic_id: 23275 reply_id: 108106[/import]

OK that is good to know, but I should point out it was Danny who explicitly told me my bug was filed under the other number :smiley:

Public bug base = cool idea, looking forward to it (but looking to the bug fix more!)

Cheers for the update, anyway. [import]uid: 46639 topic_id: 23275 reply_id: 108146[/import]

@rakoonic, sorry about that, i guess we got our wires crossed :confused:

My appologies [import]uid: 84637 topic_id: 23275 reply_id: 108160[/import]

No worries - I’m confidant you’ll get to my bug soon and the main thing is that it isn’t a show stopper so I can bugger around making progress until such time as you do :slight_smile: [import]uid: 46639 topic_id: 23275 reply_id: 108169[/import]