Hi,
I’ve been slogging through migrating from Graphics 1.0 to 2.0, and am extremely frustrated. To troubleshoot an issue surrounding sprites, I have created a test app that creates a sprite and runs an animation sequence:
[lua]_W = display.contentWidth
_H = display.contentHeight
local sequenceData = {
{
name=“idle”,
frames={1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13,14,14,15,15,16,16,17,17,18,18,19,19,20,20,21,21,22,22,23,23,24,24,25,25,26,26,27,27}
},
}
local greyBG = display.newRect(_W * .5, _H * .5, 300, 300)
greyBG:setFillColor(.5,.5,.5)
local imageSheetInfo = require(“D-Anim-Standard”)
local imageSheet = graphics.newImageSheet(“D-Anim-Standard.png”, imageSheetInfo:getSheet())
local Doggins = display.newSprite(imageSheet, sequenceData)
Doggins.x = _W * .5; Doggins.y = _H * .5
Doggins:setSequence(“idle”)
Doggins:play()[/lua]
The sprite sheet was created with the latest version of TexturePacker (3.4), using the following settings:
Trim mode: Trim
Border Padding: 2
Shape Padding: 2
Common Divisor: 4x4
Shape Outlines: Checked (red outline to help troubleshoot)
I’m also running the latest public release of Corona SDK (2393).
On the simulator, the sprite displays and animates, and the red outline surrounding it is always visible. On my devices, the sprite displays and animates, but the red outline sometimes disappears on the right or bottom, and the sprite is noticeably “jittery”. I’ve tried every combination of TexturePacker settings, including not using Trim mode at all; nothing works. Also, my currently-available app (under Graphics 1.0) uses TexturePacker-created sprite sheets without issue. This is not a TexturePacker problem; this is a Corona problem. I’ve also tried every Graphics 2.0 public release, and all exhibit this issue.
My first question is: why is the device output different from the simulator?
My second question is: has anyone else noticed this?
I’ve attached the test app to this post, and would love to hear if anyone got the same or different result on their simulator and devices.
As stated above, I’m extremely frustrated with this. I am nearly at the point where I will have to delay a major update to my game, an update for which I have already coordinated with Apple and other parties. It’s a critical time for my small independent studio, and Corona’s Graphics 2.0 migration is holding us back. I’ve sunk many hours into overcoming all of the problems I’ve encountered. If it weren’t for the XCode restriction and the crackdown on IDFA usage, I would happily be using build 1262, the last public Graphics 1.0 release.
Thanks,
David