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AppGameKit Classic Chat / [BUG?] Can't call SetSpriteAnimation() twice

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Scraggle
Moderator
20
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 13th Feb 2018 12:32 Edited at: 13th Feb 2018 12:44
If you call SetSpriteAnimation() on a sprite for a second time then AppGameKit will crash - no error message, just a hard ugly crash!

My initial thought was that the sprite was animating at the time that I tried to change the frame size, so I added a StopSprite() prior to the SetSpriteAnimation() but it made no difference. It crashes regardless of whether or not the sprite is currently animating.

Small test code:


You can avoid the crash by calling ClearSpriteAnimationFrames() prior to calling SetSpriteAnimation() but maybe that should be standard 'behind the scenes' functionality since not caling it produces such an ugly crash.
xCept
21
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Joined: 15th Dec 2002
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Posted: 13th Feb 2018 12:46 Edited at: 13th Feb 2018 12:48
I agree that AppGameKit should call ClearSpriteAnimationFrames(spr) automatically behind the scenes if necessary, rather than crashing.
Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 13th Feb 2018 15:54
Quote: "ClearSpriteAnimationFrames(spr)"


What happens if you call that without having any animation set up though?
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Scraggle
Moderator
20
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 13th Feb 2018 16:29
Quote: "What happens if you call that without having any animation set up though?"

Nothing at all, so no harm in calling it before every SetSpriteAnimation()

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