> I am looking forward to seeing how this could be reduced to one line
of code. ;-)
I'll leave that up to Colin. He's the one-line champion.
Your code is very clean, and you obviously know what you're doing. As to
assigning the member to the sprite, I don't see how you could do that
more efficiently if you're creating animations on the fly. If you're
using film loops, I've got a nifty little script that will tell you when
the film loop is done:
property pLoopSpriteNum
property pMyOwner
property pMyCallback
property pSkipAnim
on new me, loopSprite, myOwner, myCallBack
pLoopSpriteNum = loopSprite
pMyOwner = myOwner
pMyCallBack = myCallBack
pSkipAnim = FALSE
add the actorList, me
return me
end
on stepFrame me
tell sprite(pLoopSpriteNum)
atEndOfLoop = (the frame = the lastFrame)
end tell
if atEndOfLoop or pSkipAnim then
call (pMyCallBack, pMyOwner)
end if
end
on mouseUp me
pSkipAnim = TRUE
end
I notice you don't have any handlers for frame events in your object. A
timeout object sends frame events--I'm not sure which ones, off the top
of my head, but if you put prepareFrame, enterFrame, and exitFrame
handlers in your object, it will speed things up.
Somebody help me here--it's been a while since I've used timeOut objects
for animations. How exactly do you handle frame events to keep them from
bogging down the timeOut?
Cordially,
Kerry Thompson
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