Screenshot: http://screencast.com/t/j4blyXVG7cA
Here is my code that triggers it:
if value[“contents”] == “treasure” then
if(sprites[key].sequence == “closed”) then
sprites[key]:setSequence(“treasure”)–objects[1].properties.contents
elseif(sprites[key].sequence == “treasure”) then
--take it
--destroy it
sprites[key]:removeSelf() <-----THIS LINE
end
end
Removing a sprite using removeSelf does not clean up the other variables referencing that sprite. Replacing it with mte.removeSprite(sprites[key]) should fix the problem.
Perfect Dyson! Thank you.
Would you be interested in being paid to handle certain programming tasks for my game sometime?
I appreciate the offer, but my focus will be on MTE and Coronastein3D for the foreseeable future.
Removing a sprite using removeSelf does not clean up the other variables referencing that sprite. Replacing it with mte.removeSprite(sprites[key]) should fix the problem.
Perfect Dyson! Thank you.
Would you be interested in being paid to handle certain programming tasks for my game sometime?
I appreciate the offer, but my focus will be on MTE and Coronastein3D for the foreseeable future.