when you use a repeat loop, you are hogging the processor until it is done
repeating...you can only sit and watch...try moving things in an exitFrame
or stepFrame...this keeps the movie "running", and eliminates the need to
do the updateStage, as the playback head will be moving
At 11:48 AM 03/13/2002 -0500, you wrote:
>
>All,
> I have a flash movie with two objects in it, placed into a
>director movie.
> When a user clicks on one of the objects in the flash movie,
>then somewhere
> else in the movie, flash uses director to find the fastest path
>between the
> two points and move it, using a repeat loop affecting the x/y
>coordinates.
>
> Now, in order for the movement to appear smooth (instead of
>jumping from
> point to point) I use the updatestage() call illustrated below
>to
> refresh the stage:
> (note: holdx and holdy are defined in
>the beginning of the handler
> as the originx and originy of
>the object)
>
> currentobjectx =
>sprite(flashspritechannel).getVariable("object1._x")
> currentobjecty =
>sprite(flashspritechannel).getVariable("object1._y")
>
> if (currentobjectx > (holdx + 5)) OR
>(currentobjecty > (holdy +5)) then
> holdx = currentobjectx
> holdy = currentobjecty
> updatestage()
> end if
>
> My problem arises in the fact that while director is moving this
>object across the screen,
> All other mouse input events seem to not work. For instance, if
>object1 is moving, and
> I want to click on object2 to have IT move, I must wait for
>object1 to run its course
> before I am able to click on object2. I thought this might have
>something to do with
> updatestage() ignoring input events (since it is being called
>fairly frequently).
>
> I'm fairly sure this is a director issue, since I have alert()
>calls onMouseUp which
> don't work until the movement is finished either. Any ideas?
>
>~matt desimone
>[EMAIL PROTECTED]
>www.syrupnyc.com
>
>
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