As the title says, having set a sprite's scale prior to changing its image the scale is also reset.
Here is a minimal project that reproduces the bug. Press A to set the sprites scale to 2. Press B to call setImage again.
local img = playdate.graphics.image.new("player.png")
local sprite = playdate.graphics.sprite.new()
sprite:add()
sprite:moveTo(200, 120)
sprite:setImage(img)
function playdate.AButtonDown()
sprite:setScale(2)
end
function playdate.BButtonDown()
sprite:setImage(img)
end
function playdate.update()
playdate.graphics.sprite.update()
end
Did a reinstall to see if that would fix it, but it’s still the same behaviour. And checking the 'about playdate simulator' confirms that 1.13.6 is installed.
I’m on windows, don’t know if that has anything to do with it?
I'm sorry, I was wrong--it's not working in the 1.13.6 mac sim after all. It looks like we accidentally merged the fix to the main branch instead of the release branch. Usually we merge our fixes ready for release to the main branch then fork off the release when it's ready to go, but this time there was some parallel development going on and things got confused. (Then, somehow, the fix wound up getting merged back into the release branch after we built the SDK and I was testing that branch instead of the actual SDK build.)
What a mess. So sorry for the trouble. I don't think we'll have any updates coming out in the next couple weeks because James is on vacation, but I'd be happy to whip up a hotfix build for you if you'd like. That would just be for the simulator, but I could also push that version to memfault and put your device on a test cohort until the next release. Let me know if you'd like a patched build!