I checked the documentation stack before posting the list and after
Malte replied and there is no notation of aeStopMove listed in
there.. Even using the search field returns two unrelated results..
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ss wrote:
there is no notation of aeStopMove listed in there..
You are absolutely correct.
Not documenting essential commands is a strategy to generate traffic on the
lists. Jokes aside: I´m sorry.
That command sliped through in the documentation.
addendum:
aeStopMoving all
Will stop all
just exit aeMoveDone. That didn't
seem to help. Any suggestions?
Thanks for your help!
Thank you!
John Patten
--snip
Message: 25
Date: Fri, 15 Jan 2010 01:45:43 +0100
From: Malte Pfaff-Brill revolut...@derbrill.de
Subject: Re: AnimationEngine Arcade shooter strategy
Why not hide the graphic(s) and when aeMoveDone is completed, delete
the graphic(s) then?
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Hi John,
I guess this is a scenario I should trap for in AE (writing this on to do just
now). As you figured out exactly, it throws an error, because AE tries to move
an object, which is no longer existing. What you could do is either what Sean
suggests: hide on collision, delete on
Hi All...
Trying to come up with a simple arcade shooter type game. I'm using
Animation Engine. I would like to be able to aim a cannon (button that
switches icon based on the FindAngle of canon and mouseLoc) at a
moving target (img) and then check for collision between projectile
and
Hi John,
if you use AE 2.9 or higher, aeMoveTo is your friend.
aeMoveTo is a one line command that moves your object. it automatically sets up
the needed timer to move the object and moves it from its current location to
an end point you specify. You can apply an easing effect to the movement,