Hello, I see some problems with the Scenes transitions. First here is what I'm trying to achieve. Imagine a Layer (let's call is static) in a scene. You can transition to another scene with another layer (let's call it action). This action layer has some actions that should be run when the layer comes into play.
So I thought I would launch my action in the `on_enter` method. But with the scenes.transitions, it turns out that when creating the scene for the transition, the action layer gets its `on_enter` method called. So it starts doing its thing while the scenes are transitioning. When the transition is done, the director replace the transition scene with the new scene containing our action layer. So its `on_enter` gets called again! Here is a quick demo. You can go from scene 1 to 2 with or without transition. Notice that without transition the label jumps twice while shaking a bit. If we use a transition, it appears while already jumping and jumps more than twice (because of the second call to `on_enter`). See code here: https://gist.github.com/dangillet/cbd23d5ec4162e960eff Also I think there is a memory leak! When the transition is completed, if you look at the new scene (containing the action layer), you will notice that it still has a parent (a scene) which has also a parent (the FadeTransition scene) ! Indeed, when the transition finished in cocos/director.py we call `director.replace(dst)` but we never delete the `self.parent` attribute. Dan. -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/cocos-discuss. For more options, visit https://groups.google.com/d/optout.
