When the first button pressed by the player is UNDO, the "current graphlink"
value will hold a valid g-element (rather than null) after undoing; if the
current graphlink doesn't store a button, the timer will go off after the
action is undone and try to check the "tint" property of nothing (since the
game state will have reverted to before the player pressed the button),
resulting in a run-time error.
This only occurs if the optional UNDO display protection is not used (see the
last paste block in the Simple Buttons example.)
The issue has been fixed on the SVN, but I have decided to delay a new formal
release of the extension until more substantial changes are required.
Original issue reported on code.google.com by Ek.Temple@gmail.com on 3 Jan 2011 at 3:47
Original issue reported on code.google.com by
Ek.Temple@gmail.com
on 3 Jan 2011 at 3:47