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  • Runtimes: spine-starling & spine-AS3, major bug (not crash)

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Runtimes for AS-3 (only) have the bug for any Spine animation:
After creation of new SkeletonAnimation() instance start playing from Random frame !!!

Bug in SkeletonSprite constructor !
lastTime MUST be initialized in Constructor : e.g. lastTime = getTimer();

Right now in first call of enterFrame() we got this bug

var time:int = getTimer();
// lastTime == 0
(time - lastTime)/1000 == HUGE amount of frames. 
advanceTime( HUGE amount of frames ); 

FIX :

public class SkeletonSprite extends Sprite {
   static private var blendModes:Vector.<String> = new <String>[
      BlendMode.NORMAL, BlendMode.ADD, BlendMode.MULTIPLY, BlendMode.SCREEN];

   private var _skeleton:Skeleton;
   public var timeScale:Number = 1;
   private var lastTime:int;
   private var wrappers:Dictionary = new Dictionary(true);

   public function SkeletonSprite (skeletonData:SkeletonData) {
      Bone.yDown = true;

  _skeleton = new Skeleton(skeletonData);
  _skeleton.updateWorldTransform();

  // To Fix add next line : 
  // lastTime = getTimer();
  addEventListener(Event.ENTER_FRAME, enterFrame);
   }

   private function enterFrame (event:Event) : void {
      var time:int = getTimer();
      advanceTime((time - lastTime) / 1000);
      lastTime = time;
   }

Best regards,
Michael
spb.mihail.gor@gmail.com

And thanks you and all team for Spine 🙂

If i'll find more improvements or bugs i'll write here 🙂

Best regards,
Michael
spb.mihail.gor@ gmail.com