Changing Animation Speed breaks looping ping pong

Bugs will be moved here once resolved.

Post » Mon Jan 18, 2016 2:52 pm

Problem Description
Changing the animation speed every tick (like matching animation speed to sprite's movement speed) breaks a looping animation that has been set to ping pong. Instead of smoothly changing the animation speed it stops using all the frames and only uses 2 frames.

This only occurs with ping pong selected. If you loop without ping pong it works ok.

Attach a Capx
https://dl.dropboxusercontent.com/u/358 ... speed.capx

Description of Capx
Watch the flapping animation. Click "fluctuating speed" to set the animation based on a sine. Click "Static Speed" to set the animation speed to a set number.

Steps to Reproduce Bug
  • Create Animation that loops and ping pongs
  • Change animation speed per tick
  • breaks!

Observed Result
The animation loops using only a couple of frames rather than the whole set.

Expected Result
It should smoothly change the animation speed without breaking the animation's flow and should use all the frames instead of a couple.

Affected Browsers
  • Chrome: (YES)
  • Node: (YES)

Operating System and Service Pack
Windows 10

Construct 2 Version ID
R221 64 bit Steam
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Post » Fri Feb 12, 2016 1:20 pm

Closing as .capx link is 404 not found. Please leave your files available so we can review the bug report at a later date.
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Post » Fri Feb 12, 2016 3:06 pm

Ashley wrote:Closing as .capx link is 404 not found. Please leave your files available so we can review the bug report at a later date.


Can you please reopen this? Sorry, I accidentally removed the file cleaning up my dropbox. The link works now.
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Post » Fri Feb 12, 2016 4:15 pm

I would, but I looked in to it and it's not a bug: when playing in the reverse part of the ping-pong animation, the animation speed is negative, indicating it is playing in reverse. By setting the speed to a positive value, you are continually forcing it to play forwards.
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Post » Fri Feb 12, 2016 5:42 pm

Ashley wrote:when playing in the reverse part of the ping-pong animation, the animation speed is negative, indicating it is playing in reverse.


Oh wow, is that documented anywhere? I'm just wondering how one would go about implementing this. Checking whether animation speed is positive or not every tick?
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