Problem with transition.to after upgrade my corona

Here are my codes,
before upgrading to V2013.2076, the time bar will disappear when the time count to 0

but after upgrading, it cannot do the same thing. 

[lua]gameTimer = 15
local timers = {}

local function gameTimerUpdate ()

gameTimer = gameTimer - 1

if gameTimer >= 0 then
gameTimerText.text = gameTimer

end
end

gameTimerBar_bg = display.newRoundedRect( 160, 460, 280, 20, 4)
gameTimerBar_bg:setFillColor( 0, 0, 1 )
gameTimerBar_bg.anchorX=0.5
gameTimerBar_bg.anchorY=0.5
gameTimerBar = display.newRoundedRect( 160, 460, 280, 20, 4)
gameTimerBar:setFillColor( 0, 1, 0 )
gameTimerBar.anchorX=0.5
gameTimerBar.anchorY=0.5

gameTimerText = display.newText( gameTimer , 0, 0, “Helvetica”, 18 )
gameTimerText:setFillColor( 1, 0, 0 )

–gameTimerText:setReferencePoint(display.TopLeftReferencePoint)
gameTimerText.x = display.contentWidth * 0.5
gameTimerText.y = 456

transition.to( gameTimerBar, { time = gameTimer * 1000, width=0 } ) ---- time bar moving-----
timers.gameTimerUpdate = timer.performWithDelay(1000, gameTimerUpdate, 0) ---- time counting----[/lua]

you can download it and i test that it can run

You don’t have any code that removes the objects after the transition completes.

I’d recommend that you add an onComplete function to your transition.to clause which removes your time bar.

i don’t understand your point,

I just want to make the time bar move simultaneously with the time.

which means if the time is 15s, the length of time bar is 15

time = 14s , length =14

13 13

12 12

anyone help@@?

Sorry, I seem to have misunderstood what you meant.

I ran your code, and it does behave a bit weird. The time bar width reduces quicker than expected.

Instead of using width=0 in your transition.to try using xScale=0

Does that solve your issue?

Using width should work.

I’ve submitted a bug report to CoronaLabs: Case 28711

yeah, i try many times in doing the same thing by using the old version and new version of the corona,

i believe that it is a bug…

and i will try to use xScale later as i just install the older one to continue my work

You don’t have any code that removes the objects after the transition completes.

I’d recommend that you add an onComplete function to your transition.to clause which removes your time bar.

i don’t understand your point,

I just want to make the time bar move simultaneously with the time.

which means if the time is 15s, the length of time bar is 15

time = 14s , length =14

13 13

12 12

anyone help@@?

Sorry, I seem to have misunderstood what you meant.

I ran your code, and it does behave a bit weird. The time bar width reduces quicker than expected.

Instead of using width=0 in your transition.to try using xScale=0

Does that solve your issue?

Using width should work.

I’ve submitted a bug report to CoronaLabs: Case 28711

yeah, i try many times in doing the same thing by using the old version and new version of the corona,

i believe that it is a bug…

and i will try to use xScale later as i just install the older one to continue my work

Hello, guys, the question still cannot be solved, the time bar width still reduces quicker than expected.

come on, no one can help???

Have you tried V2013.2100 ?  Does the problem persist in the new public release?

try this

had to add alpha cause a rect with width of 0 still showed a rect ???

gameTimer = 20     local timers = {}     local function gameTimerUpdate ()       gameTimer = gameTimer - 1       gameTimerText.text = gameTimer       display.remove( gameTimerBar )       local size = 280 - (280 - (amount\*gameTimer))             gameTimerBar = display.newRoundedRect( 160, 460, size, 20, 4)             gameTimerBar:setFillColor( 0, 1, 0 )             gameTimerBar.anchorX=0.5             gameTimerBar.anchorY=0.5             gameTimerBar.alpha = size == 0 and 0 or 1       gameTimerText:toFront( )     end     gameTimerBar\_bg = display.newRoundedRect( 160, 460, 280, 20, 4)     gameTimerBar\_bg:setFillColor( 0, 0, 1 )     gameTimerBar\_bg.anchorX=0.5     gameTimerBar\_bg.anchorY=0.5     gameTimerBar = display.newRoundedRect( 160, 460, 280, 20, 4)     gameTimerBar:setFillColor( 0, 1, 0 )     gameTimerBar.anchorX=0.5     gameTimerBar.anchorY=0.5     gameTimerText = display.newText( gameTimer , 0, 0, "Helvetica", 18 )     gameTimerText:setFillColor( 1, 0, 0 )     gameTimerText.x = display.contentWidth \* 0.5     gameTimerText.y = 456     amount = 280/gameTimer     timers.gameTimerUpdate = timer.performWithDelay(1000, gameTimerUpdate, gameTimer) ---- time counting----

Hello, guys, the question still cannot be solved, the time bar width still reduces quicker than expected.

come on, no one can help???

Have you tried V2013.2100 ?  Does the problem persist in the new public release?