Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-03-01 Thread Muzak
Came up with something similar, expect that I don't use Mouse.addListener() / 
removeListener()
as movieclips have mouse events by default.
That way you get rid of seperate listener object -- var 
mouseDragListener:Object = new Object();

Guess it's personal preference.. both work fine.


import mx.utils.Delegate;
var drag_mc:MovieClip = this.mcTruckScrubber.mcDragControl;

// mousemove event handler
function mouseMoveHandler() {
 this.asdf.text = Math.floor(this.drag_mc._x);
}
//
// control press event handler
function dragControlPressHandler() {
 this.drag_mc.startDrag(false, 0, 0, 300, 0);
 this.onMouseMove = this.mouseMoveHandler;
}
//
// control release event handler
function dragControlReleaseHandler() {
 this.drag_mc.stopDrag();
 // manually call mousemove event to have one more update
 this.mouseMoveHandler();
 this.onMouseMove = undefined;
}
//
this.drag_mc.onPress = Delegate.create(this, this.dragControlPressHandler);
this.drag_mc.onRelease = this.drag_mc.onReleaseOutside=Delegate.create(this, 
this.dragControlReleaseHandler);


regards,
Muzak

- Original Message - 
From: Alain Rousseau [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, March 01, 2007 4:34 AM
Subject: Re: [Flashcoders] Dragging a clip gives erratic ._x numbers


 Hi Paul,

 checked your files and indeed the position was wrong if you dragged and 
 droped too fast. I made a simple fix to your code and now 
 it works nicely. In your onRelease function you should grab the final 
 position of your mc. Here is the code with a bit of cleaning 
 up and use of Delegate to be sure the scope is respected :

 import mx.utils.Delegate;

 var mouseDragListener:Object = new Object();
 var mcDrag:MovieClip = mcTruckScrubber.mcDragControl; // make a reference to 
 the draggable mc for easier typing

 // This will be used when the drag/scrubber control is moved
 mouseDragListener.onMouseMove = Delegate.create(this, setText);

 function setText() {
asdf.text = Math.ceil(this.mcDrag._x);
 };



 // Watch for mouse down on the scrubber control (the little vehicle icon)
 this.mcDrag.onPress = Delegate.create(this, dragMC);

 // When the user releases the mouse button outside the drag control area, 
 treat it like a normal release:
 this.mcDrag.onReleaseOutside = this.mcDrag.onRelease = Delegate.create(this, 
 stopDragMC);


 function dragMC(){
mcDrag.startDrag(false,0, 0, 300, 0);
// Start watching the mouse and do what the listener says:
Mouse.addListener(mouseDragListener);
 };

 function stopDragMC(){
mcDrag.stopDrag();
asdf.text = Math.ceil(this.mcDrag._x);// grab the final position of the mc
Mouse.removeListener(mouseDragListener);  // this stops listening to mouse 
 move goodies
 };


 enjoy !


 Alain

 Paul Hoza wrote:

 Thanks for the reply... I tried what you're suggesting and still see the 
 problem.  I decided to make a quick example to see if 
 anyone can see a problem in what I'm doing (and a demonstration of said 
 funkiness.)  This is out of context, so I think it's 
 working okay as a demo.  The code is included in case it sheds any light... 
 the sample is pulled right out of my app, so it's the 
 same controller I'm using (out of context, so there were tweaks to get it 
 working standalone.)


 http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.html

 Code:

 http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.zip


 Thanks for any more insights!
 Paul



 Mick G wrote:
 Perhaps it's doing some rounding because your mouse is sitting on half
 pixels and it's not noticeable to the eye (if that's even possible).  Have
 you tried putting a Math.ceil around the _x values to see if it helps always
 round the value up?



 On 2/28/07, David Cohn [EMAIL PROTECTED] wrote:

 Paul,

 I know it's no help, but I recently ran into this also and never
 found a workaround...

 I'd love to know if you find one!

 --Dave




  Heya folks,
 
  This is baffling me (and making me very annoyed), and I haven't
  found an
  answer elsewhere, so here goes...
 
  I have a main movie with a custom drag scrubber control.  At the
  core
  of my app (Flash 8 Pro) is this scrubber that needs to simply
  return its
  position so I can use it to display the proper frame of a movie clip
  (with many frames).
 
  Problem is that dragging the scrubber in one direction very slowly
  will
  frequently get erratic and NOT just increase or decrease relevant
  to the
  drag direction.  Now, I originally thought it could be poor rounding
  math code on my part, but I finally put a text counter on the screen
  that simply displays the value of mcTheMovieClip._x which is the
  dragged clip.  Here's what I mean by erratic:
 
  Dragging from left to right, ._x reports:
  ..101, 102, 101, 102, 103, 104, ..
 
  What the friggin' poo??  What exactly causes a dragged movie clip to
  jump back/forth a pixel or two?  It's making an accurate,
 consistently
  one-directional

[Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread Paul Hoza

Heya folks,

This is baffling me (and making me very annoyed), and I haven't found an 
answer elsewhere, so here goes...


I have a main movie with a custom drag scrubber control.  At the core 
of my app (Flash 8 Pro) is this scrubber that needs to simply return its 
position so I can use it to display the proper frame of a movie clip 
(with many frames).


Problem is that dragging the scrubber in one direction very slowly will 
frequently get erratic and NOT just increase or decrease relevant to the 
drag direction.  Now, I originally thought it could be poor rounding 
math code on my part, but I finally put a text counter on the screen 
that simply displays the value of mcTheMovieClip._x which is the 
dragged clip.  Here's what I mean by erratic:


Dragging from left to right, ._x reports:
..101, 102, 101, 102, 103, 104, ..

What the friggin' poo??  What exactly causes a dragged movie clip to 
jump back/forth a pixel or two?  It's making an accurate, consistently 
one-directional drag behavior to be roughly impossible!


I'm miffed, but hopefully somebody has a clue on this and would be so 
kind as to throw down some helpful bits.


Thanks!
Paul Hoza


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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread David Cohn

Paul,

I know it's no help, but I recently ran into this also and never  
found a workaround...


I'd love to know if you find one!

--Dave





Heya folks,

This is baffling me (and making me very annoyed), and I haven't  
found an

answer elsewhere, so here goes...

I have a main movie with a custom drag scrubber control.  At the  
core
of my app (Flash 8 Pro) is this scrubber that needs to simply  
return its

position so I can use it to display the proper frame of a movie clip
(with many frames).

Problem is that dragging the scrubber in one direction very slowly  
will
frequently get erratic and NOT just increase or decrease relevant  
to the

drag direction.  Now, I originally thought it could be poor rounding
math code on my part, but I finally put a text counter on the screen
that simply displays the value of mcTheMovieClip._x which is the
dragged clip.  Here's what I mean by erratic:

Dragging from left to right, ._x reports:
..101, 102, 101, 102, 103, 104, ..

What the friggin' poo??  What exactly causes a dragged movie clip to
jump back/forth a pixel or two?  It's making an accurate, consistently
one-directional drag behavior to be roughly impossible!

I'm miffed, but hopefully somebody has a clue on this and would be so
kind as to throw down some helpful bits.

Thanks!
Paul Hoza


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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread Mick G

Perhaps it's doing some rounding because your mouse is sitting on half
pixels and it's not noticeable to the eye (if that's even possible).  Have
you tried putting a Math.ceil around the _x values to see if it helps always
round the value up?



On 2/28/07, David Cohn [EMAIL PROTECTED] wrote:


Paul,

I know it's no help, but I recently ran into this also and never
found a workaround...

I'd love to know if you find one!

--Dave




 Heya folks,

 This is baffling me (and making me very annoyed), and I haven't
 found an
 answer elsewhere, so here goes...

 I have a main movie with a custom drag scrubber control.  At the
 core
 of my app (Flash 8 Pro) is this scrubber that needs to simply
 return its
 position so I can use it to display the proper frame of a movie clip
 (with many frames).

 Problem is that dragging the scrubber in one direction very slowly
 will
 frequently get erratic and NOT just increase or decrease relevant
 to the
 drag direction.  Now, I originally thought it could be poor rounding
 math code on my part, but I finally put a text counter on the screen
 that simply displays the value of mcTheMovieClip._x which is the
 dragged clip.  Here's what I mean by erratic:

 Dragging from left to right, ._x reports:
 ..101, 102, 101, 102, 103, 104, ..

 What the friggin' poo??  What exactly causes a dragged movie clip to
 jump back/forth a pixel or two?  It's making an accurate, consistently
 one-directional drag behavior to be roughly impossible!

 I'm miffed, but hopefully somebody has a clue on this and would be so
 kind as to throw down some helpful bits.

 Thanks!
 Paul Hoza

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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread Paul Hoza


Thanks for the reply... I tried what you're suggesting and still see the 
problem.  I decided to make a quick example to see if anyone can see a 
problem in what I'm doing (and a demonstration of said funkiness.)  This 
is out of context, so I think it's working okay as a demo.  The code is 
included in case it sheds any light... the sample is pulled right out of 
my app, so it's the same controller I'm using (out of context, so there 
were tweaks to get it working standalone.)


   
http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.html


Code:
   
http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.zip



Thanks for any more insights! 


Paul



Mick G wrote:

Perhaps it's doing some rounding because your mouse is sitting on half
pixels and it's not noticeable to the eye (if that's even possible).  
Have
you tried putting a Math.ceil around the _x values to see if it helps 
always

round the value up?



On 2/28/07, David Cohn [EMAIL PROTECTED] wrote:


Paul,

I know it's no help, but I recently ran into this also and never
found a workaround...

I'd love to know if you find one!

--Dave




 Heya folks,

 This is baffling me (and making me very annoyed), and I haven't
 found an
 answer elsewhere, so here goes...

 I have a main movie with a custom drag scrubber control.  At the
 core
 of my app (Flash 8 Pro) is this scrubber that needs to simply
 return its
 position so I can use it to display the proper frame of a movie clip
 (with many frames).

 Problem is that dragging the scrubber in one direction very slowly
 will
 frequently get erratic and NOT just increase or decrease relevant
 to the
 drag direction.  Now, I originally thought it could be poor rounding
 math code on my part, but I finally put a text counter on the screen
 that simply displays the value of mcTheMovieClip._x which is the
 dragged clip.  Here's what I mean by erratic:

 Dragging from left to right, ._x reports:
 ..101, 102, 101, 102, 103, 104, ..

 What the friggin' poo??  What exactly causes a dragged movie clip to
 jump back/forth a pixel or two?  It's making an accurate, consistently
 one-directional drag behavior to be roughly impossible!

 I'm miffed, but hopefully somebody has a clue on this and would be so
 kind as to throw down some helpful bits.

 Thanks!
 Paul Hoza

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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread Alain Rousseau

Hi Paul,

checked your files and indeed the position was wrong if you dragged and 
droped too fast. I made a simple fix to your code and now it works 
nicely. In your onRelease function you should grab the final position of 
your mc. Here is the code with a bit of cleaning up and use of Delegate 
to be sure the scope is respected :


import mx.utils.Delegate;

var mouseDragListener:Object = new Object();
var mcDrag:MovieClip = mcTruckScrubber.mcDragControl; // make a 
reference to the draggable mc for easier typing


// This will be used when the drag/scrubber control is moved
mouseDragListener.onMouseMove = Delegate.create(this, setText);

function setText() {
   asdf.text = Math.ceil(this.mcDrag._x);
};



// Watch for mouse down on the scrubber control (the little vehicle icon)
this.mcDrag.onPress = Delegate.create(this, dragMC);

// When the user releases the mouse button outside the drag control 
area, treat it like a normal release:
this.mcDrag.onReleaseOutside = this.mcDrag.onRelease = 
Delegate.create(this, stopDragMC);



function dragMC(){
   mcDrag.startDrag(false,0, 0, 300, 0);
   // Start watching the mouse and do what the listener says:
   Mouse.addListener(mouseDragListener);
};

function stopDragMC(){
   mcDrag.stopDrag();
   asdf.text = Math.ceil(this.mcDrag._x);// grab the final position of 
the mc
   Mouse.removeListener(mouseDragListener);  // this stops listening to 
mouse move goodies

};


enjoy !


Alain

Paul Hoza wrote:


Thanks for the reply... I tried what you're suggesting and still see 
the problem.  I decided to make a quick example to see if anyone can 
see a problem in what I'm doing (and a demonstration of said 
funkiness.)  This is out of context, so I think it's working okay as a 
demo.  The code is included in case it sheds any light... the sample 
is pulled right out of my app, so it's the same controller I'm using 
(out of context, so there were tweaks to get it working standalone.)


   
http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.html 



Code:
   
http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.zip 




Thanks for any more insights!
Paul



Mick G wrote:

Perhaps it's doing some rounding because your mouse is sitting on half
pixels and it's not noticeable to the eye (if that's even possible).  
Have
you tried putting a Math.ceil around the _x values to see if it helps 
always

round the value up?



On 2/28/07, David Cohn [EMAIL PROTECTED] wrote:


Paul,

I know it's no help, but I recently ran into this also and never
found a workaround...

I'd love to know if you find one!

--Dave




 Heya folks,

 This is baffling me (and making me very annoyed), and I haven't
 found an
 answer elsewhere, so here goes...

 I have a main movie with a custom drag scrubber control.  At the
 core
 of my app (Flash 8 Pro) is this scrubber that needs to simply
 return its
 position so I can use it to display the proper frame of a movie clip
 (with many frames).

 Problem is that dragging the scrubber in one direction very slowly
 will
 frequently get erratic and NOT just increase or decrease relevant
 to the
 drag direction.  Now, I originally thought it could be poor rounding
 math code on my part, but I finally put a text counter on the screen
 that simply displays the value of mcTheMovieClip._x which is the
 dragged clip.  Here's what I mean by erratic:

 Dragging from left to right, ._x reports:
 ..101, 102, 101, 102, 103, 104, ..

 What the friggin' poo??  What exactly causes a dragged movie clip to
 jump back/forth a pixel or two?  It's making an accurate, 
consistently

 one-directional drag behavior to be roughly impossible!

 I'm miffed, but hopefully somebody has a clue on this and would be so
 kind as to throw down some helpful bits.

 Thanks!
 Paul Hoza

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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread John VanHorn

this seems to be tied to using a mouse listener. onMouseMove is not
synchronous with the frame rate, so it can fire more than once in between
framesthat being said, it still doesnt make sense that the _x seemingly
increases if you drag left.

if you use good ole onEnterFrame, everything works fine.

On 2/28/07, Paul Hoza [EMAIL PROTECTED] wrote:



Thanks for the reply... I tried what you're suggesting and still see the
problem.  I decided to make a quick example to see if anyone can see a
problem in what I'm doing (and a demonstration of said funkiness.)  This
is out of context, so I think it's working okay as a demo.  The code is
included in case it sheds any light... the sample is pulled right out of
my app, so it's the same controller I'm using (out of context, so there
were tweaks to get it working standalone.)



http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.html

Code:


http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.zip


Thanks for any more insights!

Paul



Mick G wrote:
 Perhaps it's doing some rounding because your mouse is sitting on half
 pixels and it's not noticeable to the eye (if that's even possible).
 Have
 you tried putting a Math.ceil around the _x values to see if it helps
 always
 round the value up?



 On 2/28/07, David Cohn [EMAIL PROTECTED] wrote:

 Paul,

 I know it's no help, but I recently ran into this also and never
 found a workaround...

 I'd love to know if you find one!

 --Dave




  Heya folks,
 
  This is baffling me (and making me very annoyed), and I haven't
  found an
  answer elsewhere, so here goes...
 
  I have a main movie with a custom drag scrubber control.  At the
  core
  of my app (Flash 8 Pro) is this scrubber that needs to simply
  return its
  position so I can use it to display the proper frame of a movie clip
  (with many frames).
 
  Problem is that dragging the scrubber in one direction very slowly
  will
  frequently get erratic and NOT just increase or decrease relevant
  to the
  drag direction.  Now, I originally thought it could be poor rounding
  math code on my part, but I finally put a text counter on the screen
  that simply displays the value of mcTheMovieClip._x which is the
  dragged clip.  Here's what I mean by erratic:
 
  Dragging from left to right, ._x reports:
  ..101, 102, 101, 102, 103, 104, ..
 
  What the friggin' poo??  What exactly causes a dragged movie clip to
  jump back/forth a pixel or two?  It's making an accurate,
consistently
  one-directional drag behavior to be roughly impossible!
 
  I'm miffed, but hopefully somebody has a clue on this and would be so
  kind as to throw down some helpful bits.
 
  Thanks!
  Paul Hoza

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--
John Van Horn
[EMAIL PROTECTED]
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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread Alain Rousseau
onEnterFrame didn't give any better results either, it was definitely a 
case of how fast can Flash grab the exact _x postion when the button is 
released and the listener removed (or onEnterFrame deleted). Can't quite 
understand the logic of the sequence or timing, but it's definitely a 
case of asynchronous function call.


John VanHorn wrote:

this seems to be tied to using a mouse listener. onMouseMove is not
synchronous with the frame rate, so it can fire more than once in between
framesthat being said, it still doesnt make sense that the _x 
seemingly

increases if you drag left.

if you use good ole onEnterFrame, everything works fine.

On 2/28/07, Paul Hoza [EMAIL PROTECTED] wrote:



Thanks for the reply... I tried what you're suggesting and still see the
problem.  I decided to make a quick example to see if anyone can see a
problem in what I'm doing (and a demonstration of said funkiness.)  This
is out of context, so I think it's working okay as a demo.  The code is
included in case it sheds any light... the sample is pulled right out of
my app, so it's the same controller I'm using (out of context, so there
were tweaks to get it working standalone.)



http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.html 



Code:


http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.zip 




Thanks for any more insights!

Paul



Mick G wrote:
 Perhaps it's doing some rounding because your mouse is sitting on half
 pixels and it's not noticeable to the eye (if that's even possible).
 Have
 you tried putting a Math.ceil around the _x values to see if it helps
 always
 round the value up?



 On 2/28/07, David Cohn [EMAIL PROTECTED] wrote:

 Paul,

 I know it's no help, but I recently ran into this also and never
 found a workaround...

 I'd love to know if you find one!

 --Dave




  Heya folks,
 
  This is baffling me (and making me very annoyed), and I haven't
  found an
  answer elsewhere, so here goes...
 
  I have a main movie with a custom drag scrubber control.  At the
  core
  of my app (Flash 8 Pro) is this scrubber that needs to simply
  return its
  position so I can use it to display the proper frame of a movie 
clip

  (with many frames).
 
  Problem is that dragging the scrubber in one direction very slowly
  will
  frequently get erratic and NOT just increase or decrease relevant
  to the
  drag direction.  Now, I originally thought it could be poor 
rounding
  math code on my part, but I finally put a text counter on the 
screen

  that simply displays the value of mcTheMovieClip._x which is the
  dragged clip.  Here's what I mean by erratic:
 
  Dragging from left to right, ._x reports:
  ..101, 102, 101, 102, 103, 104, ..
 
  What the friggin' poo??  What exactly causes a dragged movie 
clip to

  jump back/forth a pixel or two?  It's making an accurate,
consistently
  one-directional drag behavior to be roughly impossible!
 
  I'm miffed, but hopefully somebody has a clue on this and would 
be so

  kind as to throw down some helpful bits.
 
  Thanks!
  Paul Hoza

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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread John VanHorn

here, i set the frame rate to 1, and tried to move the mouse 1 px persecond.
i added traces for everything on both enterframe and mousemove events. you
can start to see the asychronicity between setting the text and redrawing
the stage:

onEnterFrame
mc._x: 3.45
_xmouse: 149
text: 4

   onMouseMove
   mc._x: 3.45
   _xmouse: 150
   text: 4

onEnterFrame
mc._x: 4.45
_xmouse: 150
text: 4

onEnterFrame
mc._x: 4.45
_xmouse: 150
text: 4

   onMouseMove
   mc._x: 4.45
   _xmouse: 149
   text: 5

onEnterFrame
mc._x: 3.45
_xmouse: 149
text: 5

On 2/28/07, Alain Rousseau [EMAIL PROTECTED] wrote:


onEnterFrame didn't give any better results either, it was definitely a
case of how fast can Flash grab the exact _x postion when the button is
released and the listener removed (or onEnterFrame deleted). Can't quite
understand the logic of the sequence or timing, but it's definitely a
case of asynchronous function call.

John VanHorn wrote:
 this seems to be tied to using a mouse listener. onMouseMove is not
 synchronous with the frame rate, so it can fire more than once in
between
 framesthat being said, it still doesnt make sense that the _x
 seemingly
 increases if you drag left.

 if you use good ole onEnterFrame, everything works fine.

 On 2/28/07, Paul Hoza [EMAIL PROTECTED] wrote:


 Thanks for the reply... I tried what you're suggesting and still see
the
 problem.  I decided to make a quick example to see if anyone can see a
 problem in what I'm doing (and a demonstration of said
funkiness.)  This
 is out of context, so I think it's working okay as a demo.  The code is
 included in case it sheds any light... the sample is pulled right out
of
 my app, so it's the same controller I'm using (out of context, so there
 were tweaks to get it working standalone.)




http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.html


 Code:



http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.zip



 Thanks for any more insights!

 Paul



 Mick G wrote:
  Perhaps it's doing some rounding because your mouse is sitting on
half
  pixels and it's not noticeable to the eye (if that's even possible).
  Have
  you tried putting a Math.ceil around the _x values to see if it helps
  always
  round the value up?
 
 
 
  On 2/28/07, David Cohn [EMAIL PROTECTED] wrote:
 
  Paul,
 
  I know it's no help, but I recently ran into this also and never
  found a workaround...
 
  I'd love to know if you find one!
 
  --Dave
 
 
 
 
   Heya folks,
  
   This is baffling me (and making me very annoyed), and I haven't
   found an
   answer elsewhere, so here goes...
  
   I have a main movie with a custom drag scrubber control.  At the
   core
   of my app (Flash 8 Pro) is this scrubber that needs to simply
   return its
   position so I can use it to display the proper frame of a movie
 clip
   (with many frames).
  
   Problem is that dragging the scrubber in one direction very slowly
   will
   frequently get erratic and NOT just increase or decrease relevant
   to the
   drag direction.  Now, I originally thought it could be poor
 rounding
   math code on my part, but I finally put a text counter on the
 screen
   that simply displays the value of mcTheMovieClip._x which is the
   dragged clip.  Here's what I mean by erratic:
  
   Dragging from left to right, ._x reports:
   ..101, 102, 101, 102, 103, 104, ..
  
   What the friggin' poo??  What exactly causes a dragged movie
 clip to
   jump back/forth a pixel or two?  It's making an accurate,
 consistently
   one-directional drag behavior to be roughly impossible!
  
   I'm miffed, but hopefully somebody has a clue on this and would
 be so
   kind as to throw down some helpful bits.
  
   Thanks!
   Paul Hoza
 
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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread Paul Hoza

Alain Rousseau wrote:
checked your files and indeed the position was wrong if you dragged 
and droped too fast. I made a simple fix to your code and now it works 
nicely...


Suhweeet... thanks a ton!  That's very interesting.  I'm much further 
towards the side of Flash Novice, but this bugger was really getting to 
me. 

Thanks also for pointing out Delegate.. another thing I'm realizing I 
should have implemented on another project.  I recall a major problem I 
was having with scoping on another project and I'm going to have to 
revisit it using Delegate goodies.  Nice.


I really appreciate the time.  I had stripped out a bunch of other code 
for this demo, so I'll roll this stuff into my main project and move on 
to the next bit of puzzlement.  :)


Regards,
Paul

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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread Paul Hoza


Wacky.  Thanks for looking further into this.  It's helping to 
understand the issues, for sure... not to say that I'm fully aware of 
what to do with this knowledge so far, but thanks.  :)  


Paul


John VanHorn wrote:
here, i set the frame rate to 1, and tried to move the mouse 1 px 
persecond.
i added traces for everything on both enterframe and mousemove events. 
you

can start to see the asychronicity between setting the text and redrawing
the stage:

onEnterFrame
mc._x: 3.45
_xmouse: 149
text: 4

   onMouseMove
   mc._x: 3.45
   _xmouse: 150
   text: 4

onEnterFrame
mc._x: 4.45
_xmouse: 150
text: 4

onEnterFrame
mc._x: 4.45
_xmouse: 150
text: 4

   onMouseMove
   mc._x: 4.45
   _xmouse: 149
   text: 5

onEnterFrame
mc._x: 3.45
_xmouse: 149
text: 5

On 2/28/07, Alain Rousseau [EMAIL PROTECTED] wrote:


onEnterFrame didn't give any better results either, it was definitely a
case of how fast can Flash grab the exact _x postion when the button is
released and the listener removed (or onEnterFrame deleted). Can't quite
understand the logic of the sequence or timing, but it's definitely a
case of asynchronous function call.

John VanHorn wrote:
 this seems to be tied to using a mouse listener. onMouseMove is not
 synchronous with the frame rate, so it can fire more than once in
between
 framesthat being said, it still doesnt make sense that the _x
 seemingly
 increases if you drag left.

 if you use good ole onEnterFrame, everything works fine. 



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