*shy self bump*
Would someone please test reload in their apps to see if they reload like 5-8 times in a row, would it break the game or not.
I’ve been pulling my hair for so long over this.
Thanks.
I think I’ve read all the posts on this forum, and possibly on google, that has corona and reload keywords on it!
Figured that there _was_ a problem with Corona SDK regarding this and recently been patched, so I updated my build. Then since I will eventually need transition for reload, I settled for intermediate screen but I have a problem with it:
If I set physics.setDrawMode( “hybrid”) and reload, I can see the physic objects attached to my display images from previous scene, not the display images themselves!
Do I have to attach physic objects that are attached to display images to the storyboard’s view separately? Because I AM attaching display images to storyboard’s view and I thought by attaching physic to them, they would get attached as well. But then again, physic bodies are related to box2D world and not Corona but Storyboard is Corona side.
But then again, in intermediate screen I’m purging (or removing, no matter which one) the previous screen, so why physic entities still lurk there?
By the way here is my intermediate screen:
local storyboard = require("storyboard") local scene = storyboard.newScene() --------------------------------------------------------------------------------- -- STORYBOARD FUNCTIONS --------------------------------------------------------------------------------- -- Called when the scene's view does not exist: function scene:createScene(event) local localGroup = self.view local r = display.newRect(0, 0, 10, 10) localGroup:insert(r) r:setFillColor(0,0,0) end -- Called immediately after scene has moved onscreen: function scene:enterScene(event) local group = self.view local previous = storyboard.getPrevious() if previous ~= "main" and previous then -- storyboard.removeScene(previous) storyboard.purgeScene(previous) end local ready = function() storyboard.gotoScene("vertical\_sixty\_seconds", "fromBottom", 300); end timer.performWithDelay(50, ready) end --------------------------------------------------------------------------------- -- END OF YOUR IMPLEMENTATION --------------------------------------------------------------------------------- scene:addEventListener("createScene", scene) scene:addEventListener("enterScene", scene) --------------------------------------------------------------------------------- return scene
Thanks guys.