I haven't worked a lot with Chain, but it doesn't just go hog-wild and run 
every function.  Rather, whenever you callChain, it calls the next function and 
then removes it from the chain.

Instead, you probably just need to utilize the link: 'chain' option for an 
effect:

myFx = new Fx.Morph('el', { link: 'chain'});
myFx.start(args).start(args).start(args).start(args).start(args);

That will chain the effects.  There's even a chainComplete event for Fx when 
all of them are finished.

On Jan 31, 2011, at 10:32 AM, Trevor Orr wrote:

> I am having problems getting the chain to work, what I am trying to do is to 
> move an element along a curved line, the line is made of a bunch of points. 
> Instead of moving directly from point 1 to say point 6 I want it move from 
> point to point along the curve until it reaches the final desired point.
> 
> I have a function called movePeg which I pass in a number of points to move, 
> this function builds an array of functions to call which is passed into the a 
> new Chain class, which from my understanding these functions should get 
> called once the previous function has completed. The function called uses a 
> Fx.Move to move the element from the current position to the next position in 
> the curve, thus giving the desired effect, or at least I thought it would 
> have.
> 
> Any help on what I am missing/doing wrong would be greatly appreciated.
> 
> The blue square is supposed to move the one red box to the next, it seems to 
> move to the first one and jump to the last one.
> 
> Here it is on jsfiddle.
> 
> http://jsfiddle.net/u2eLj/
> 
> 
> 

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