Hi,
even with the MOUSE_MOVE event, your objects will just be drawed after the
screen refresh, you may want to call this method after the new objects position:
private function mouseMoveHandler(event:MouseEvent):void {
trace("mouseMoveHandler");
event.updateAfterEvent();
}
________________________________
De: [email protected] [mailto:[EMAIL PROTECTED] Em nome de Randy
Troppmann
Enviada em: terça-feira, 22 de abril de 2008 15:07
Para: [email protected]
Assunto: Re: [flexcoders] Event.MOUSE_MOVE poor performer
Sorry about the sparse details.
I have tried this on a few occasions with similar results. I add a sprite to
the displayList and then I add mouse event listeners so that someone can click
and drag the sprite around the stage. In flash I tend to use the MOUSE_MOVE
event to do this. In Flex I found that MOUSE_MOVE fires in a manner that the
sprite does not smoothly follow the cursor, for example. However, switching to
ENTER_FRAME to manage the x and y position, the movement is perfect and fluid.
So this is not a issue about frame rate.
I know about startDrag() and stopDrag() to manage dragging a sprite ... that is
not what I am trying to do here. My latest need was to build a selection
marquee so I need to manage the position of other sprites based on the one
being dragged.
So what is clobbering the MOUSE_MOVE event?
- Randy
On Tue, Apr 22, 2008 at 10:05 AM, Luciano Manerich Junior <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]> > wrote:
Did you changed the Flex FPS rate? the default value it will give you
that poor performance illusion.
________________________________
De: [email protected] <mailto:[email protected]>
[mailto:[email protected] <mailto:[email protected]> ] Em
nome de Randy Troppmann
Enviada em: terça-feira, 22 de abril de 2008 12:49
Para: [email protected] <mailto:[email protected]>
Assunto: [flexcoders] Event.MOUSE_MOVE poor performer
Why is Event.MOUSE_MOVE such a poor performer when trying to get a
sprite follow the mouse?