Hi all,
I’m finishing up migrating Doggins to Graphics 2.0 so that I can submit an update to Apple, and after dealing with the minor issues (removal of setReferencePoint, changes to setFillColor, etc), I’m nearly done. However, when I tested on my iPad this morning, I noticed a problem with one of my sprites.
Here’s what’s happening: I have a sprite that plays through a 74 frame animation sequence. I’m running at the Corona default of 30 fps, which means that it should take 2.467 seconds to play the sequence (roughly 2500ms). I have a timer that destroys the sprite after 2500ms, which should be right after the animation finishes. Under Graphics 1.0, this worked perfectly on both simulator and device. Under Graphics 2.0, this works in the simulator, but on my iPad the sprite is destroyed after only 47 frames of animation. I increased the timer to 2750ms, and while the sprite gets further now (maybe around 60 frames of animation), it’s still unable to finish. Again, waiting 2500ms worked on both the simulator and device under Graphics 1.0.
I’ve noticed other small timing differences with my game running under Graphics 2.0; things just feel slightly faster or different. But while most of those cases don’t affect usability, the issue above is breaking my game.
Anyone have any idea what is happening? Why would this be different from Graphics 1.0 to Graphics 2.0?
Thanks,
- David