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/
>
>
>