Sprite [new] animation setSequence/setFrame function - strange behavior

Hi,

Normally I wouldn’t spot this, but we have one animation, which is large in size on screen, it has around 20 frames and it is animated slowly [you can actually see the frames one by one].
During this animation, from time to time we change sequences. All of the sequences have same animation but with different colors on it. The animated object is in the same position, it just changes colors.
Now when I do the switch I:

  • pause animation
  • read current frame
  • set proper sequence
  • set proper frame
  • play the animation

The outcome is that after I play the animation, the first frame in sequence is displayed and then it goes to the correct one.
I’ve tried logging current frame in enterFrame to check and see how it behaves, but it reports correct frame number, however on screen I can see something else.

Are you aware of such issue?

I’ve tried this on the latest daily build with same outcome. [import]uid: 109453 topic_id: 31849 reply_id: 331849[/import]

There is a workaround I just noticed:
use a timer with delay = 1 to call setFrame.

that’s just nonsense

EDIT:
nope… not really… with slow and large animation you still can see the frame swap. [import]uid: 109453 topic_id: 31849 reply_id: 127103[/import]

If you think you’ve found a bug please also file a bug report with sample code we can run to reproduce the issue. If you’ve done this and had a bug number for me I’d be happy to bring it up in our next meeting. [import]uid: 52491 topic_id: 31849 reply_id: 127161[/import]

Hello Peach,

I’ve issued a bug report - Case 18033 - and attached a sample project - easy to reproduce. [import]uid: 109453 topic_id: 31849 reply_id: 127180[/import]

I see it in fogbugz waiting to be assigned, will bring it up in meeting. Thanks for replying with number :slight_smile: [import]uid: 52491 topic_id: 31849 reply_id: 127230[/import]

There is a workaround I just noticed:
use a timer with delay = 1 to call setFrame.

that’s just nonsense

EDIT:
nope… not really… with slow and large animation you still can see the frame swap. [import]uid: 109453 topic_id: 31849 reply_id: 127103[/import]

If you think you’ve found a bug please also file a bug report with sample code we can run to reproduce the issue. If you’ve done this and had a bug number for me I’d be happy to bring it up in our next meeting. [import]uid: 52491 topic_id: 31849 reply_id: 127161[/import]

Hello Peach,

I’ve issued a bug report - Case 18033 - and attached a sample project - easy to reproduce. [import]uid: 109453 topic_id: 31849 reply_id: 127180[/import]

I see it in fogbugz waiting to be assigned, will bring it up in meeting. Thanks for replying with number :slight_smile: [import]uid: 52491 topic_id: 31849 reply_id: 127230[/import]

Any news?

In my game I change sequences quite a lot and there’s plenty of logic around checking what sequence it is and what to do about it.
Right now part of the logic is in timers, part is in enterFrame and I’m pulling my hair [the leftovers] to make this work.
I’m running into bugs only because I cannot simply change the sequence and set the frame.
These dependencies are going to kill me…

Please let me know if this was assigned or has any ETA :confused:

Thanks [import]uid: 109453 topic_id: 31849 reply_id: 132157[/import]

Any news?

In my game I change sequences quite a lot and there’s plenty of logic around checking what sequence it is and what to do about it.
Right now part of the logic is in timers, part is in enterFrame and I’m pulling my hair [the leftovers] to make this work.
I’m running into bugs only because I cannot simply change the sequence and set the frame.
These dependencies are going to kill me…

Please let me know if this was assigned or has any ETA :confused:

Thanks [import]uid: 109453 topic_id: 31849 reply_id: 132157[/import]

Looking at it now I can’t give you an ETA but I can tell you that it has been tested and confirmed as a bug and then assigned, so it is being looked at now. [import]uid: 52491 topic_id: 31849 reply_id: 132462[/import]

Looking at it now I can’t give you an ETA but I can tell you that it has been tested and confirmed as a bug and then assigned, so it is being looked at now. [import]uid: 52491 topic_id: 31849 reply_id: 132462[/import]

@krystian6: Was this ever resolved? I am having the exact same issue (posted here) on build 1180.

Thanks!

  • David

@krystian6: Was this ever resolved? I am having the exact same issue (posted here) on build 1180.

Thanks!

  • David