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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