HPMANLe 23/08/2014 à 01:36
Ok, found the issue.
aSpriteInit() requires an additional field clear, because as we are basically always running the same code over and over, enemy_subm1 values are not wiped. So aSpriteAnimate() thinks we already loaded frame.
Anyway quick fix for current release, do a enemy_subm1.currentFrame=0; before aSpriteInit.
Or add a macro to avoid editing code upon fix:#define aSpriteInit(a,b,c,d,e,f,g,h) {*a.currentFrame=0;aSpriteInit(a,b,c,d,e,f,g,h);}