I'm not sure if I'm completely understanding what you are trying to
do, but I'll take a stab at it.
My guess is that you are moving a graphic across the screen using the
mouse, and while you are doing that, you want other stuff to happen -
like the ability to move something else on the screen.
If this is what you want and it is not working, then my guess is that
it is not working because you are moving the thing with the mouse
inside a repeat loop. For example, something like this:
property spriteNum
on mouseDown
repeat while the mouseDown
sprite(spriteNum).loc = the mouseLoc
-- any other code to make checks while dragging
end repeat
end
If this is the case, then you are locking out all other interactivity
while you are moving the mouse.
Instead, you can update the location of the sprite at each exit frame
- which would allow for interactivity. Something like this:
property spriteNum
property pfActive
on beginSprite me
pfActive = FALSE
end
on mouseDown me
pfActive = TRUE
end
on mouseUp me
pfActive = FALSE
end
on mouseUpOutside me
pfActive = FALSE
end
on exitFrame
if pfActive then
sprite(spriteNum).loc = the mouseLoc
-- add any other code to check while dragging here
end if
end
Irv
At 1:18 PM -0400 4/25/01, William Mincy wrote:
>I am having a problem with the scripting for a game.
>There are three lingo handlers on the stage; 1) for the
>movement of an object which is attached to the mouse, 2)
>an object is moved across the bottom of the screen, 3)
>causes an object to fall (-y direction) from the object
>attached to handler #1.
>
>The problem is that handler #2 is executing, handler #3
>will not execute. Handler #3 is triggered by a mouse
>click and works in the Projector until handler #2 is
>finished executing. Handler #2 is executed by a timer
>but I do not believe that to be the problem.
>
>I am wondering if there has been any porblems with
>multiple handlers executing in Director Projectors or if
>I am simply going about scripting this in the wrong
>fashion?
>
--
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