An
issue was raised in the Google list that pointed out this problem.
Use any image you want in the following code:
// create the source sprite
spr=loadsprite("yourimage.jpg")
// create the clone
spr2=clonesprite(spr)
// main loop
do
// check for exit
if getpointerpressed()=1 then exit
// update display
Sync()
loop
end
The code as it is entered above will cause the app to hang and crash when you exit it.
This version does not:
// create the source sprite
img=loadimage("yourimage.jpg")
spr=createsprite(img)
// create the clone
spr2=clonesprite(spr)
// main loop
do
// check for exit
if getpointerpressed()=1 then exit
// update display
Sync()
loop
end
It appears that the cleanup done by the AppGameKit engine at the end does not handle the first case well. It deletes the original sprite and the image that was created for it and then crashes when it tries to do the same with the cloned sprite.
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master