Storyboard fading bug?

I think there´s a bug in the storyboard api when it comes to fading between two scenes. I have two scenes - “start” and “worlds”. In “worlds” there is a background image inserted into the scene view and an image group containing 3 images. The image group is inserted into the scene view too.

When i change from “start” to “worlds” using the fade effect, the backgound fades in correctly but the three images just appear instantly.

When i change the effect to … lets say slideRight … everything works just fine. The whole scene ( background image and the image group ) slides in…

So my conclusion is… storyboard´s fade effect doesn´t seem to work with image groups inserted into the scene view… has someone else noticed that too? [import]uid: 196206 topic_id: 34127 reply_id: 334127[/import]

I think I’ve seen something similar to that in my apps. Can you post your createScene() function? [import]uid: 199310 topic_id: 34127 reply_id: 135699[/import]

Hi Rob,

thank you in advance…

this is my createScene() function:

[lua]function scene:createScene( event )

prevScene = storyboard.getPrevious()

local screenGroup = self.view
bgImage = display.newImage( storyboard.gameState.worldsbg )
screenGroup : insert( bgImage )

local buttonsSheet = graphics.newImageSheet( storyboard.gameState.buttons, optionsButtonsSheet )

startBT = widget.newButton {

id = “startBT”,
sheet = buttonsSheet,
defaultIndex = 4,
overIndex = 4,
width = 160,
height = 80,
onRelease = onButtonRelease

}

screenGroup:insert ( startBT )
startBT.x = 860
startBT.y = 60

– ############################################################ CREATE WORLD TEASER

local worldsSheet = graphics.newImageSheet( storyboard.gameState.worlds, optionsWorldsSheet )
local worldsGroup = display.newImageGroup( worldsSheet )

for i = 1, storyboard.gameState.worldstotal, 1 do

worldTeaser = display.newImage ( worldsSheet, i)
worldTeaser.x = 480 * i
worldTeaser.y = 360

worldsGroup : insert ( worldTeaser )

end

screenGroup : insert ( worldsGroup )

end[/lua] [import]uid: 196206 topic_id: 34127 reply_id: 135799[/import]

I think I’ve seen something similar to that in my apps. Can you post your createScene() function? [import]uid: 199310 topic_id: 34127 reply_id: 135699[/import]

Hi Rob,

thank you in advance…

this is my createScene() function:

[lua]function scene:createScene( event )

prevScene = storyboard.getPrevious()

local screenGroup = self.view
bgImage = display.newImage( storyboard.gameState.worldsbg )
screenGroup : insert( bgImage )

local buttonsSheet = graphics.newImageSheet( storyboard.gameState.buttons, optionsButtonsSheet )

startBT = widget.newButton {

id = “startBT”,
sheet = buttonsSheet,
defaultIndex = 4,
overIndex = 4,
width = 160,
height = 80,
onRelease = onButtonRelease

}

screenGroup:insert ( startBT )
startBT.x = 860
startBT.y = 60

– ############################################################ CREATE WORLD TEASER

local worldsSheet = graphics.newImageSheet( storyboard.gameState.worlds, optionsWorldsSheet )
local worldsGroup = display.newImageGroup( worldsSheet )

for i = 1, storyboard.gameState.worldstotal, 1 do

worldTeaser = display.newImage ( worldsSheet, i)
worldTeaser.x = 480 * i
worldTeaser.y = 360

worldsGroup : insert ( worldTeaser )

end

screenGroup : insert ( worldsGroup )

end[/lua] [import]uid: 196206 topic_id: 34127 reply_id: 135799[/import]

Did you find out a solution to this problem as I have had this problem too.

Hi @mpeps, I would invite you to do the same, post your createScene and enterScene functions for the scenes that are not fading properly.  I don’t see anything in the other person’s code that would be problematic, but I also need to see the enterScene() function too.

createScene() happens off screen or behind the current scene and then is transitioned to the foreground.  The enterScene() function happens after the scene is on screen.  Usually when I see this description, things are being done in enterScene() instead of createScene() or they are not being put into the scene’s view (group) to be transitioned.

Did you find out a solution to this problem as I have had this problem too.

Hi @mpeps, I would invite you to do the same, post your createScene and enterScene functions for the scenes that are not fading properly.  I don’t see anything in the other person’s code that would be problematic, but I also need to see the enterScene() function too.

createScene() happens off screen or behind the current scene and then is transitioned to the foreground.  The enterScene() function happens after the scene is on screen.  Usually when I see this description, things are being done in enterScene() instead of createScene() or they are not being put into the scene’s view (group) to be transitioned.