Thanks Paul

Kind of similar to what I have but with this method there is a delay if
balls are falling from high up. Ideally I would like there to be no delay
but guess that could make things too complex.

if (this.List_Of_Falling_Ball_Objects.length == 0 &&
this.List_Of_Sliding_Ball_Objects.length == 0) {
                
                
        this.Move_Balls_Up();
        this.Play_Balls_Up_Sound();
                
}

Cheers


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Andrews
Sent: 14 March 2007 22:58
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Order of events for function call

Without thinking about this too much, I might have a count of the balls in 
transit. When a ball reaches it's destination, the count is decremented. I 
would only add a new row when the count is zero. Does that do the trick?

Paul
----- Original Message ----- 
From: "Paul Steven" <[EMAIL PROTECTED]>
To: <flashcoders@chattyfig.figleaf.com>
Sent: Wednesday, March 14, 2007 8:00 PM
Subject: RE: [Flashcoders] Order of events for function call


>I have another related question about this collapse game.
>
> Every few seconds, all the rows of balls on the game screen move up one 
> row
> and are replaced with a new row of random balls.
>
> I have a problem whereby this may occur immediately after I have just
> assigned the falling balls their new destinations. Hence the falling balls
> think that the bottom row was empty and are heading to fill this gap but 
> now
> the new line of balls has filled this gap and shifted all the tile data up
> by one row.
>
> I would appreciate any advice on how to prevent this problem.
>
> Thanks
>
> Paul
>
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Paul 
> Steven
> Sent: 14 March 2007 15:23
> To: flashcoders@chattyfig.figleaf.com
> Subject: RE: [Flashcoders] Order of events for function call
>
> Thanks to everyone for the great advice. I have now taken your advice and
> got rid of all the multiple onEnterFrames and it now works a treat.
>
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of T. Michael
> Keesey
> Sent: 14 March 2007 14:44
> To: flashcoders@chattyfig.figleaf.com
> Subject: Re: [Flashcoders] Order of events for function call
>
> You can't rely on the order of events for two movies in the same
> timeline. Instead, why not have an onEnterFrame in the parent clip
> that calls functions in ball_mc and ball2_mc in the proper order?
>
> On 3/14/07, Paul Steven <[EMAIL PROTECTED]> wrote:
>> This may be really basic but I can't understand.
>>
>> The following is a simplified version of what I am trying to achieve.
>>
>> Basically I am attaching an onEnterFrame function to 2 objects, say
> object1
>> and object2.
>>
>> I am attaching it to object1 first however it is calling the onEnterFrame
>> function for object2 first.
>>
>> I would appreciate any advice on why this is happening.
>>
>> When I test the movie, the "Object2 enter frame" trace is displaying
> first.
>>
>> Here is the code for my simplified test file:
>>
>> object1 = attachMovie("ball_mc","ball_mc",1);
>> object2 = attachMovie("ball_mc","ball_mc2",2);
>>
>> object1.onEnterFrame = function() {
>>
>>         trace ("Object1 enter frame");
>>
>> }
>>
>> object2.onEnterFrame = function() {
>>
>>         trace ("Object2 enter frame");
>>
>> }
>>
>> Many thanks
>>
>> Paul
>>
>> _______________________________________________
>> Flashcoders@chattyfig.figleaf.com
>> To change your subscription options or search the archive:
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>>
>> Brought to you by Fig Leaf Software
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>>
>
>
> -- 
> T. Michael Keesey
> Director of Technology
> Exopolis, Inc.
> 2894 Rowena Avenue Ste. B
> Los Angeles, California 90039
> --
> The Dinosauricon: http://dino.lm.com
> Parry & Carney: http://parryandcarney.com
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