Re: OT THANK YOU: Re: [Flashcoders] How to call functions in sequence

2006-01-31 Thread Bart Wttewaall
Fuse, the animation engine from mosessupposes.com has a build-in
Sequence class. I't easy to add commands to this sequence like method
calls. You might want to look into it.

Bart

2006/1/30, Kevin Cannon [EMAIL PROTECTED]:
 On Sun, Jan 29, 2006 at 10:04:22AM +0100, Sander wrote:
  If your functions are motion-based, have a look at Fuse. It's a set
  of Tween classes that lets you execute a lot of tweens in sequence. 2
  can fire off when 1 finished if you want. You can tween position,
  alpha, rotation and many more.

 You could also use setInterval to call the functions.

 Also, there's Sequence classses out there that are useful too:
 http://proto.layer51.com/d.aspx?f=1417

 - Kevin
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Re: OT THANK YOU: Re: [Flashcoders] How to call functions in sequence

2006-01-30 Thread Kevin Cannon
On Sun, Jan 29, 2006 at 10:04:22AM +0100, Sander wrote:
 If your functions are motion-based, have a look at Fuse. It's a set  
 of Tween classes that lets you execute a lot of tweens in sequence. 2  
 can fire off when 1 finished if you want. You can tween position,  
 alpha, rotation and many more.

You could also use setInterval to call the functions.

Also, there's Sequence classses out there that are useful too:
http://proto.layer51.com/d.aspx?f=1417

- Kevin
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Re: OT THANK YOU: Re: [Flashcoders] How to call functions in sequence

2006-01-29 Thread Sander
If your functions are motion-based, have a look at Fuse. It's a set  
of Tween classes that lets you execute a lot of tweens in sequence. 2  
can fire off when 1 finished if you want. You can tween position,  
alpha, rotation and many more.


http://www.mosessupposes.com/fuse/

Sample code from Moses website:

var f = new Fuse(
 { start_alpha:0, start_x:150, start_y:10, ease:'easeOutQuint',  
seconds:1 },

 { scale:200, x:'200', tint:0x123456, tintPercent:75 },
 { rotation:'-50', scale:0, ease:'easeOutBounce', seconds:1.5 } //  
counter-clockwise rotation

);
f.target = box_mc;
f.start(true); // passing true sets all start-props before running  
the sequence.


S


Trying to cut down on hundreds  of lines of repeated code with  
functions, but I have a real newbie question:


What is the best way to get functions to fire in sequence.

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[Flashcoders] How to call functions in sequence

2006-01-28 Thread dls
Trying to cut down on hundreds  of lines of repeated code with 
functions, but I have a real newbie question:


What is the best way to get functions to fire in sequence.
(have function 1 wait until function 2 is finished etc.)
Right now the functions below all fire at the same time.

function1 ()

function2 ()

function3()


Thanks,
--dan
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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Mike Britton
function1() {
function2();
}

function2() {
function3();
}

You could also use onEnterFrame to conditionally check for flags
indicating the progress of execution:

var f1Fired = false;
var f2Fired = false;
var f3Fired = false;

this.onEnterFrame = function() {
if (f1Fired) {
 trace(f1Fired);
 function2();
} else if (f2Fired) {
 trace(f2Fired);
 function3();
} else if (f3Fired) {
 trace(f3Fired);
} else {
function1();
}
}

function1() {
f1Fired = true;
}

function2() {
f2Fired = true;
}

function3() {
f3Fired = true;
}

Or setInterval could be employed, but it sounds like you need
sequential executions of your functions, in which case setInterval is
inappropriate.

hth

Mike
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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread dls
Thanks! I can tell right away that functions are going to save me a ton 
of troubleshooting!

Do you know if they speed up player performance as well?
--dan


function1() {
function2();
}

function2() {
function3();
}

You could also use onEnterFrame to conditionally check for flags
indicating the progress of execution:

var f1Fired = false;
var f2Fired = false;
var f3Fired = false;

this.onEnterFrame = function() {
if (f1Fired) {
 trace(f1Fired);
 function2();
} else if (f2Fired) {
 trace(f2Fired);
 function3();
} else if (f3Fired) {
 trace(f3Fired);
} else {
function1();
}
}

function1() {
f1Fired = true;
}

function2() {
f2Fired = true;
}

function3() {
f3Fired = true;
}

Or setInterval could be employed, but it sounds like you need
sequential executions of your functions, in which case setInterval is
inappropriate.

hth

Mike
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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Mike Britton
The more of them you use, the slower the performance.
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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread dls

That's a drag!
Well, I'll use them sparingly -- they helped alot in this project.
Thanks Again!
--dan


The more of them you use, the slower the performance.
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RE: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Adrian Lynch
Nooo, don't start thinking functions are slow. They're just slower
than inline code. Functions are the first step in making more reusable code,
use liberally! :O)

Ade

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of dls
Sent: 28 January 2006 22:20
To: Flashcoders mailing list
Subject: Re: [Flashcoders] How to call functions in sequence


That's a drag!
Well, I'll use them sparingly -- they helped alot in this project.
Thanks Again!
--dan


The more of them you use, the slower the performance.

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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Mike Britton
Yes, don't think in terms of avoiding functions.  If something needs
to be repeated, it's a candidate for a function.  Performance is
important for a game, but if an app's object-orientated design makes
it a millisecond slower than procedural (inline) code, that's
acceptable if you get the benefits of reusable code (more functions). 
Sorry if I gave you the wrong impression.
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