Hi telekinetik, sounds like a StarlingState error.
the default setUpStarling as it is now, tests for available context3D profiles when you left the "profile" argument to "auto" ....
see the multi resolution article for more info.
in any case, the format of a StarlingCitrusEngine class should be the following :
1.setup vars in the constructor
2.wait for stage and call setUpStarling
3.wait for starling to be correctly setup to start a state.
So far, example code weren't doing this at all and were assuming that the stage was available straight away when its not true if you're loading the game from another swf, and also one would often start a state right after calling setUpStarling which now can cause this issue you get if you use profile = "auto"
so the correct format is the following and should be a convention :
public class Main extends StarlingCitrusEngine
public function Main()
_baseWidth = 480;
_baseHeight = 320;
_viewportMode = ViewportMode.FULLSCREEN;
//We have a stage so we can call setup starling
override protected function handleAddedToStage(e:Event):void
//starling is ready, we can start a state
override public function handleStarlingReady():void
//load assets etc..
state = new FirstState();
I'm thinking we should have a initialize function that would be called when citrus engine is added to stage - and we wouldn't have to use that flash event then
also perhaps change handleStarlingReady to a protected function instead of public so it doesn't appear in autocomplete when typing "_ce."