transition.blink is not working

Hi,

I’m trying to make a coin blinks for 2 secs. To accomplish that I’m using transition.blink(coin,{time=3000}), however it makes the coin to blink forever.

It might be a bug of this method or I’m doing something wrong

This is the code snippet:

        local coin = display.newImageRect( “images/coin.png”, 50,50)

        coin.x = 200; coin.y = 100;

        transition.blink(coin,{time=3000,onComplete=function(obj) coin:removeSelf(); coin=nil; end;})

I’m using corona simulator 2014.2189 (2014.3.6)

Any clue on this is appreciated

Olman

The time param is how long one blink takes, then it blinks at that speed forever. There is no iteration parameter specified in the docs, so I don’t think you can use it like you want and you better to go with a regular transition.to for example.

Thanks for your help.

You could do something like this:

local coin = display.newImageRect( "images/coin.png", 50,50) coin.x = 200; coin.y = 100; coin.trans = transition.blink(coin,{time=500}) local function killBlink() transition.cancel(coin.trans) display.remove(coin) coin=nil end timer.performWithDelay(2000, killBlink)

You’re still using transition.blink() but now you’re setting a timer to kill it after 2 seconds.

 Jay

Great, thanks

The time param is how long one blink takes, then it blinks at that speed forever. There is no iteration parameter specified in the docs, so I don’t think you can use it like you want and you better to go with a regular transition.to for example.

Thanks for your help.

You could do something like this:

local coin = display.newImageRect( "images/coin.png", 50,50) coin.x = 200; coin.y = 100; coin.trans = transition.blink(coin,{time=500}) local function killBlink() transition.cancel(coin.trans) display.remove(coin) coin=nil end timer.performWithDelay(2000, killBlink)

You’re still using transition.blink() but now you’re setting a timer to kill it after 2 seconds.

 Jay

Great, thanks