@waltsir: I’m currently having the same issue. I set a sequence and frame, then play, and the first frame of the sequence then flashes before the sequence jumps to the frame I had set. I created a sprite event listener, and it tells me that playback is beginning on the frame that I set with setFrame; however, the flash frame is obvious. From what I can tell, this is definitely a bug.
My code:
[lua]function propTreeCapsule.playAnim ()
branchSprite:play()
capsuleSprite:play()
parachuteSprite:play()
end
function propTreeCapsule.setAnim (spriteSequence, playAnim, spriteFrame)
if (spriteSequence ~= nil) then
branchSprite:setSequence(spriteSequence)
capsuleSprite:setSequence(spriteSequence)
parachuteSprite:setSequence(spriteSequence)
end
if (spriteFrame ~= nil) then
branchSprite:setFrame(spriteFrame)
capsuleSprite:setFrame(spriteFrame)
parachuteSprite:setFrame(spriteFrame)
end
if (playAnim ~= nil and playAnim == true) then
propTreeCapsule.playAnim()
end
end
function propTreeCapsule.release (stretchFrame)
if (stretchFrame > 1) then
local reverseStartFrame = 10 - stretchFrame
propTreeCapsule.setAnim(“release”, true, reverseStartFrame)
end
end[/lua]