Hi JesterXL:
You're a good man.  Worked like a charm.  Thanks for all your help, 
this is a really great forum...
Cheers,
Dave

--- In [email protected], "JesterXL" <[EMAIL PROTECTED]> wrote:
>
> Try using the mx.effects.Sequence.  If you don't want to use any of 
the Flex 
> classes, then build a queue, and when the effect has completed, run 
the next 
> effect in the array.
> 
> ----- Original Message ----- 
> From: "quasimotoca" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Wednesday, February 22, 2006 10:08 PM
> Subject: [flexcoders] Animation Sequence Problem.
> 
> 
> I am writing a simple animation program which uses the flash
> effects.Move component. My problem is as follows:
> 
> 1. I repeatedly call a function that adds bitmaps in UIComponent
> objects to a canvas and then applies a move effect to it.
> 
> public function setUICard(x:Number, y:Number):UIComponent
> {
> var c:UIComponent = new UIComponent()
> var s:Bitmap
> 
> s = Bitmap(new cardPicture())
> 
> c.addChild(s)
> c.move(390, 105)
> canvas.addChild(c)
> 
> var mvArray:Array = new Array()
> mvArray.push(c)
> 
> var mvEffects:Move = new Move()
> mvEffects.xFrom = 390
> mvEffects.yFrom = 105
> mvEffects.xTo = x
> mvEffects.yTo = y
> mvEffects.duration = 2000
> mvEffects.play(mvArray)
> 
> return c
> }
> 
> 2. The problem with the above code is that the effects (animations)
> run in parallel. But what I would like to happen is for the
> animations to run sequentially. With a view to this I tried:
> 
> public function setUICard(x:Number, y:Number):UIComponent
> {
> var c:UIComponent = new UIComponent()
> var s:Bitmap
> 
> s = Bitmap(new cardPicture())
> 
> c.addChild(s)
> c.move(390, 105)
> canvas.addChild(c)
> 
> var mvArray:Array = new Array()
> mvArray.push(c)
> 
> var mvEffects:Move = new Move()
> mvEffects.xFrom = 390
> mvEffects.yFrom = 105
> mvEffects.xTo = x
> mvEffects.yTo = y
> mvEffects.duration = 2000
> mvEffects.play(mvArray)
> 
> // New Code
> 
> while (mvEffects.isPlaying)
> {
> 
> // Yield Execution
> 
> }
> 
> return c
> }
> 
> 3. The problem with the above is that it locks the whole program up.
> What I would like to do is to have the program yield control inside
> the loop, so that the current animation would continue (something
> like the DoEvents function in Visual Basic) while the function 
itself
> would pause.
> 
> Cheers,
> 
> Dave
> 
> 
> 
> 
> 
> 
> --
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