Comments (4)
I have managed to recreate this issue by modifying one of the provided examples, what would be the best way for me to share this? - i need to include a couple of assets.
from easeljs.
Hi,
I've got the very same issue. If I'm removing the flip calls of SpriteSheetUtils, all my BitmapSequence display correctly. If I'm flipping, my 4 BitmapSequence have the very same sprite sequence as the last one (the forth one). Ever more weird: if I'm only adding 3 of my objects (instead of 4), there are displayed correctly every time... recreating the workingCanvas is indeed fixing the issue but this is not very memory/performance efficient.
I've tried to clear the canvas between each operation via :
this._workingContext.clearRect(0, 0, this._workingCanvas.width, this._workingCanvas.height);
But this doesn't help.
I've got also a repro sample ready if needed.
Regards,
David
http://blogs.msdn.com/davrous
from easeljs.
Hi guys/gals,
I have just started working with EaselJS in the last couple of days, and I encountered the same issue almost immediately. I was able to isolate the problem to SpriteSheetUtils.flip() as well. Because my project uses sprites with extremely limited color palettes, I have just opted to include the flipped sprites into the images from which my SpriteSheets are generated. The difference in file size is negligible, but it is sort of inconvenient and wouldn't be an acceptable workaround if I were using larger/more complicated sprite sets.
The issue does appear to be somehow related to browser caching, but I find that I can produce the incorrect sprite display (100% reproducible) only on the initial page load. After a refresh, I am unable to reproduce the issue on any subsequent page views.
For now, avoiding SpriteSheetUtils.flip() is an adequate workaround, but as the project grows, I would like to see this issue pinned down/resolved.
Thanks,
Sheldon
from easeljs.
This should be fixed with the .addFlippedFrame() implementation in the current build.
from easeljs.
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