I am with a really serious help and want to know if you can help me.
As App Inventor has some 'Capacity Issues' I cannot create lots of Screens in my project. So, one of my screens is a 'Dynamic One', which receives a StartValue from another one and acts according to this value.
This 'Dynamic Screen' has one Canvas and Two ImageSprites, depending on which value this Screen receives, a different background image is used in the Canvas component and I have to move the two image Sprites to different positions in the Canvas (depending on which background is used) because these two ImageSprites are buttons in specific parts of the image and will open an ActivityStarter that runs the youtube application in a given URL. The ImageSprites positions, the canvas background and video that will played when the canvas is pressed will depend of course on the input.
My problem here is that I cannot move these sprites this way (dynamicaly depending on StartValue the Screen receives), it simply doesn't work (I think it is a bug). I tried everything, setting ImageSprite.x, ImageSprite.y, use functions ImageSprite.Moveto, ImageSprite.PointTowards, it simply doesn't work if the Screen receives an StartValue.
If I am on 'Blocks' tab and click with right button on the function ImageSprite.MoveTo and select 'Do It', the ImageSprites can be moved. Also, if I access the 'Design' tab and inform which Background will be used in Canvas, the ImageSprites are also moved without problems (I don't want this scenario, I want the background changing depending on StartValue).
Below is my 'Blocks' Tab, what is wrong here? it is a bug? can you please help me with this issue? how can I move the ImageSprites on a Canvas depending on which StartValue a screen receives?
