K
ok, if someone's interested, i'll describe what did the trick for me:
i've pushed the second scene with some delay, like this:
var scene1:Scene = new Scene();
var e1:Entity = new Entity(0, 0, Image.createRect(100, 100, 0xff0000));
scene1.add(e1);
new haxe.Timer(1000).run = function(){
e1.x += 1;
}
var scene2:Scene = new Scene();
scene2.bgAlpha = 0;
var e2:Entity = new Entity(0, 0, Image.createRect(50, 50, 0x00ff00));
scene2.add(e2);
new haxe.Timer(1000).run = function(){
e2.y += 1;
}
HXP.engine.pushScene(scene1);
haxe.Timer.delay(function(){
HXP.engine.pushScene(scene2);
}, 1000);
it gives the first scene time to update it's add/remove list, which adds entities to the display list.
not sure if it is the best practice though. added coordinate shift to demonstrate that both scenes are upated correctly afterwards