Mr Howdyman,

>>The problem is to avoid flickering when loading the next member. 
>>Grimmwerk's solution will not work because the old member is still 
>>in the sprite when you begin scaling, and the sprite is 
>>automatically redrawn when it's changed. What will happen is that 
>>the user sees the old image scale (flicker), and then the new 
>>member displayed.
>
>Howzabout setting the updateLock = TRUE when you're actually 
>switching things, then setting it to false again when you're done?
>
>That's really a score recording command, but it might prevent the 
>stage from being redrawn while you do the switching.

This is interesting (didn't know it existed) but there's a line in 
the online help which says:

"Although this property can be used to mask changes to a frame during 
run time, be aware that changes to field cast members appear 
immediately when the content is modified, unlike changes to location 
or members with other sprites, which are not updated until this 
property is turned off."

What it says about field members is exactly what happens to my bitmap 
& movie sprites too - they update and redraw themselves if puppeted. 
I'll have to check and see what happens in case of updateLock = TRUE 
though.

In any case I think I'll have a lot of use for updateLock in other 
situations, thank you!


>Or I suppose you could puppetTempo to 1 while you do the switch work 
>and hope everything gets done in less than a second.

I don't expect this to work because pausing the movie, and doing the 
updateStages by hand, doesn't work. The sprite is automatically 
redrawn when it's changed.


-A.
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