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[ALL]: setFrame of SpriteObject doesn't works if time is define #335

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webshaker opened this issue Jan 18, 2022 · 0 comments
Open

[ALL]: setFrame of SpriteObject doesn't works if time is define #335

webshaker opened this issue Jan 18, 2022 · 0 comments

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@webshaker
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Describe the bug
setFrame metho doens't works if time parameter is provide to SpriteObject
Same issue if you use timeScale property

To Reproduce
local coinModule = require('texturePack.coin')
local tCoinBank = graphics.newImageSheet('texturePack/coin.png', coinModule:getSheet());
local coin = display.newSprite(tCoinBank, {start=1, count=30, time = 1000, loopCount = 0 });
coin.x = 100
coin.y = 100
--coin:setFrame(10)
coin:play()

removing -- before setFrame call will stop animation (and not start at frame 10)

Target platform and where build was made:
Simulator, HTML and Android (probably all)

Additional context

whole test project or build.settings
Please attach project your issue can be reproduced on to speed up debugging
coin.zip

One more thing!
Can you add a new method SetTime to set a more accurate frame, or allow a float value for setFrame ?
It could ne very nice !

Thank's.
Etienne

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