I have implemented a simple skeleton animation which has a start animation, a looped middle animation then an end animation when a timer runs out. In the simulator the animation runs fine but when testing on my device the animation runs but the pieces are in the wrong place!
Here is the setup code:
self.spineTimer = [CCSkeletonAnimation skeletonWithFile:@"GUITapNowAnim.json" atlasFile:@"GUITapNowAnim.atlas" scale:0.5];
[self.spineTimer setMixFrom:@"GUITapNowAnimStart" to:@"GUITapNowAnimLoop" duration:0.1];
[self.spineTimer setAnimation:@"GUITapNowAnimStart" loop:NO];
[self.spineTimer addAnimation:@"GUITapNowAnimLoop" loop:YES afterDelay:0.0];
self.spineTimer.timeScale = 1.0f;
timer update code:
self.timerCount
---
;
if (self.timerCount == 0) {
[self.spineTimer setAnimation:@"GUITapNowAnimEnd" loop:NO];
}
I have attached the screen shots from the simulator (correct implementation) and the iphone.
Anyone have any ideas why its displaying incorrectly?
Cheers