Hi Andreas
Roy may be correct in assuming that the timeOut object is generating the
second message. TimeOut objects have a nifty feature that allows you to
channel various system events to objects. For example an object that is
floating around in memory (ie. not attached to a sprite) generally only
recieves the stepFrame event vs prepareFrame, exitFrame and startMovie calls
etc.. However, if you have a timeOut object that holds a reference to that
object in its target property, then the object will recieve the additional
events including the startMovie event. I can't remember the exact sequence
of events being fired off, but my gut instinct is that the beginSprite
handler might be firing just prior to the startMovie event thus giving you
the effect of dual startMovies. While it doesn't seem to be as greatly
emphasized anymore, at one time it was advised to avoid starting your movie
at frame 1, rather skip to frame 2 to allow Director to initialize itself
(frame 1) and then begin drawing the content on frame 2. The drawback is a
momentary view of the stage (although you could place content that doesn't
have any behaviours attached into frame 1 - assuming that your content
didn't set up its positioning as a result of the beginsprite event.
not sure if that helps are explains why the timeOut object could indeed be
your nasty culprit.. but if you wish to test it, put a startMovie handler in
the behaviour in question, remove the timeout object call and then see if
you recieve two startMovie events. Then put the timeout object back in and
see if you still get the two events.
just an idea.
Sincerely
Mark R. Jonkman
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