So while building a mobile game with Corona SDK I have recently been facing a problem, that I couldn't solve, which are positional differences when spawning display objects in a loop. I got some help and found out this must have something to do with framerate independent animation. But now im facing this :
Albeit I'm using framerate independent animation here, this also produces the same problem. This gets emphasized by increasing the speed of the loop, as in the code below. What are your thoughts on this?
local loopSpeed = 306
local loopTimerSpeed = 1000
local gapTable = {}
local gapLoopTimer
local frameTime
local gap
--enterFrame for time only
local function frameTime(event)
frameTime = system.getTimer()
end
--enterFrame
local function enterFrame(self, event)
local deltaTime = frameTime - self.time
print(deltaTime/1000)
self.time = frameTime
local speed = self.rate * deltaTime / 1000
self:translate(speed, 0)
end
--loop speed function
local function setLoopSpeed(factor)
loopSpeed = loopSpeed * factor
loopTimerSpeed = loopTimerSpeed / factor
end
--set the loop speed
setLoopSpeed(3)
--loop to create gaps
local function createGap()
gap = display.newRect(1, 1, 308, 442)
gap.time = system.getTimer()
gap.anchorX = 1
gap.anchorY = 0
--animation
gap.rate = loopSpeed
gap.enterFrame = enterFrame
Runtime:addEventListener("enterFrame", gap)
--fill table for cleaning up
table.insert(gapTable, gap)
--cleaning up
for i = #gapTable, 1, -1 do
local thisGap = gapTable[i]
if thisGap.x > display.contentWidth + 500 then
display.remove(thisGap)
table.remove(gapTable, i)
Runtime:removeEventListener("enterFrame", thisGap)
end
thisGap = nil
end
end
Runtime:addEventListener("enterFrame", frameTime)
gapLoopTimer = timer.performWithDelay(
loopTimerSpeed,
createGap,
0
)
If you can set up size of gap between rects try use code below
Hope this helps:)