I didn’t expect to write more of these, but here I am! I wanted to document a bit of interesting behavior I found in the process of building/rebuilding a shmup.
I had this cool effect for making a sprite kind of flicker and glow a bit by adding a duplicate and making it expand and contract rapidly. I think the old way in SpriteKit used a parent/child relationship with an SKAction for the animation. In luxe, the way I’m doing it is by attaching a component to the base sprite.
This component is fairly simple. I build a sprite, attach it to its parent via the parent property (so moving it by hand is unnecessary), then add a few animations. I’ve already learned that
onremoved() is the right place to do teardown, so I destroy the sprite in there and all’s well, right? Not quite.
The extra wrinkle here is that I’ve got a timer that fires after a few seconds to remove the component. Simple and straightforward -
entity.remove('flicker'); - until I tried to run it. There’s a couple of annoying subtle bugs in here that made me sad.
The first is the parent-child relationship built from the sprite. The lifecycle of a sprite is this, during destroy. First, destroy yourself, then loop through and destroy your children. This means I’m double-destroying my flicker sprite! Dangit. The solution? Don’t add it as a child, and manually update position in
The second is that timer. See, there’s a problem there, too: what happens if you kill the parent before the timer fires? Everything gets cleaned up properly, but then you try to call
entity.remove('flicker') and - boom, again! Dangit. The fix here was to save my scheduled timer and tell it to stop in
onremoved(). Both reasonably simple fixes, but real head-scratchers as I was working through the issues. This isn’t even a particularly complicated situation, but making simple mistakes really bit me in the ass.