Previously, an animate() call worked properly to animate the pixel_y of a screen object. Some time later, having updated BYOND and now resuming the project, the same code as before does not work.
Numbered Steps to Reproduce Problem:
Run Program.
Code Snippet (if applicable) to Reproduce Problem:
/Menu/TitleScreen/Input(var/Control)
if (EnterEnabled && Control == ControlEnter)
EnterEnabled = FALSE
animate(Text, alpha = 0, time = 6)
world << "TitleGraphic pixel_y is [TitleGraphic.pixel_y]"
animate(TitleGraphic, pixel_y = 64, time = 13, easing = SINE_EASING)
spawn(14)
sleep(0.3)
world << "TitleGraphic pixel_y is [TitleGraphic.pixel_y]"
//TitleGraphic.pixel_y = 0
//TitleGraphic.screen_loc = "3, 12"
spawn(15)
var/Menu/M = Config.Menus.CreateMenu(Client, /Menu/GameMenu)
Config.Menus.SwapMenu(Client, M)
Config.Events.FadeOut(Time = 13, FinalAlpha = 128)
Expected Results: TitleGraphic object animates upwards 64 pixels
Actual Results:No animation occurs, and no change to pixel_y is observed, however the change is applied server-side, as the debug lines specify that the pixel_y is 0 at first, and then 64.
Does the problem occur:
Every time? Or how often? Every Time
In other games? N/A
In other user accounts? N/A
On other computers? N/A
When does the problem NOT occur?
Is previous build of BYOND (unknown which build specifically)
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
Workarounds: