Hello Sandro, Tuesday, May 8, 2007, 10:42:39 AM, you wrote: SS> You can't use "swapDepth" to remove an item from the stage. SS> What do you mean exactly ? SS> I think we need a glossary here...
mc.swapDepths(100); removeMovieClip(mc); >> A special case seems to be *moving* a static sprite. When, in the >> above example, changing >> _x += 50; >> _y += 50; >> instead of removing it (and *not* changing depths), the instance keeps >> on moving and it's original position is /not/ restored when looping >> back. AFAIK this is because the sprite instance gets a special state >> when such properties are changed (can't remember the right term). SS> Are you referring to the 'accept_anim_move' flag ? I think it was "dynamic instance". We had a discussion a while back (ie. you explained it to me). >> zl> In sprite_instance::goto_frame() >> zl> resetDisplayList() clears all static characters placed from frame1 to >> zl> current frame when jump back. Instead of doing that, I think we should >> zl> just clear static characters placed from target frame to current >> zl> frame. This might solve some problems above. >> >> No, this would still re-create the sprite placed in frame 3 when we >> loop back to frame 4. SS> Not if we forbid PlaceObject2 w/out the "move" flag to place a character SS> to an already occupied depth, right ? To clarify my answer to Zou: That proposal would be a no-op in our test scenario. It's not exactly clear to me what you mean, but also a PlaceObject2 tag that moves an existing instance should *not* re-initialize it, no actions should be executed. Udo _______________________________________________ Gnash-dev mailing list [email protected] http://lists.gnu.org/mailman/listinfo/gnash-dev

