diff --git a/spine-haxe/spine-haxe/spine/animation/AnimationState.hx b/spine-haxe/spine-haxe/spine/animation/AnimationState.hx index dadbc58ce..489f5df07 100644 --- a/spine-haxe/spine-haxe/spine/animation/AnimationState.hx +++ b/spine-haxe/spine-haxe/spine/animation/AnimationState.hx @@ -465,7 +465,7 @@ class AnimationState { complete = true; else { var cycles:Float = Math.floor(entry.trackTime / duration); - complete = cycles > 0 && cycles > Math.floor(entry.trackTime / duration); + complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration); } } else complete = animationTime >= animationEnd && entry.animationLast < animationEnd; diff --git a/spine-haxe/spine-haxe/spine/starling/SkeletonSprite.hx b/spine-haxe/spine-haxe/spine/starling/SkeletonSprite.hx index 8d7054a9b..c4e0729e1 100644 --- a/spine-haxe/spine-haxe/spine/starling/SkeletonSprite.hx +++ b/spine-haxe/spine-haxe/spine/starling/SkeletonSprite.hx @@ -327,7 +327,7 @@ class SkeletonSprite extends DisplayObject implements IAnimatable { var steps = 100, time = 0.; var stepTime = animation.duration != 0 ? animation.duration / steps : 0; var minX = 100000000., maxX = -100000000., minY = 100000000., maxY = -100000000.; - + var bound:lime.math.Rectangle; for (i in 0...steps) { animation.apply(_skeleton, time , time, false, [], 1, MixBlend.setup, MixDirection.mixIn);