A for loop wouldn't give we any way to pause for input, or to wait and let the
UI animate to reflect the last command's doings, though.
I need a way to avoid recursion, not use it. Ideally:
1. advance to next command.
2. execute command.
3. Wait for command to finish.
4. repeat 1-3
in some way
]
[mailto:[EMAIL PROTECTED] On Behalf Of John Mark
Hawley
Sent: Tuesday, December 13, 2005 1:54 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] The Amazing infinite call stack, part 2
A for loop wouldn't give we any way to pause for input, or to wait and let
the UI animate to reflect
@chattyfig.figleaf.com
Sent: Tuesday, December 13, 2005 2:05 PM
Subject: RE: [Flashcoders] The Amazing infinite call stack, part 2
Since Flash is event-driven, how about setting it up in such a way that
whatever part of your script adds the command to the queue dispatches an
event to a listener
You might look into using a Finite State Machine. They are a great way to
do command sequencing, and are incredibly useful in game programming for
lots of things, from updating the UI to building enemy AI behaviors.
There's some good Flash-based FSM info at http://www.flashsim.com .
--
andy
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