At 11:41 Uhr -0400 30.07.2003, Slava Paperno wrote:
Thanks, Mark,

At 07:32 AM 7/30/03 -0700, you wrote:
Does it work any better if you swap out members of the same type? I seem to recall that D7 would actually bug out if you swapped a sprite's member type out from under it. I avoid it so I don't know how newer versions behave.


Yes, when the member is of the same type, on-the-fly swapping is no problem. It is also unproblematic in a small test movie.

I thought that I may have some code somewhere that keeps reversing the member swap or the visibility setting, e. g. in an exitFrame handler, but there's none. The exitFrame calls are not responsible, and I don't have any idle handlers.

something seems definately going wrong with text members and auto puppeting.
currently I am trying to track down the following one, which mnay be related to what you are seeing:


- create a new movie
- create a #text member with some content
- create a #bitmap member with some content
- drag the #text to the stage
- create a frameloop script in a frame within the range of sprite(1) => the sprite with the #text
- start the movie
- type in the message window:
sprite(1).member = member(2)


what you see now, is that the #bitmap is resized to fit the sprite rect, the #text sprite formerly had (which should only happen, if the sprite rect was changed from its default (= member.rect) to another value)
first I thought, OK, the #text member forces the sprite rect also according to the framing settings of the #text member.


but wait !

now stop the movie, select sprite 1 in the score, select member 2 in the castlib (the #bitmap) and exchange members (-> Cmd + E)
select the #text member again and exchange castmembers another time (-> Cmd + E) back to the initial #text member.


now run the movie again and execute again the line you typed into the message window.

what I see on DiMX running on OSX 10.2.6 is, that it now works like I expected it to work...

I am not sure what causes this to happen, but meanwhile you could try the same with your movie:
exchange the #text member to any #bitmap member and back to the #textmember again and see if that fixes your problem.
also try different settings for the #text member itself. could it be by any chance, that it is set to DTS ?
--


  |||
ażex
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