Yes, sure. Adding an updateStage after every location update makes no 
difference--it is still possible to break the mouse pointer away from the 
sprite with a quick motion, and then the hander stops working.

I also tried putting the sequence in the exitFrame script. In that case, 
the handler always works, but is very "laggy," even at 25 frames/sec.

Putting the same sequence in a repeat loop, as I've seen in one DOUG 
article, makes the movement jerky for some reason. Also, a repeat loop 
suspends background actions, at least on the Mac.

I don't know what else to try.

S.

At 08:59 AM 8/20/2001 +0100, you wrote:
>have you tried updateStage during the stilldown section.
>
>----- Original Message -----
>From: "Slava Paperno" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, August 20, 2001 1:18 AM
>Subject: <lingo-l> dragging a non-moveable sprite
>
>
>  For a couple of reasons, I don't want to make my sprite moveable, yet I 
> do want the user to be able to move it with the mouse. So I use this script:
> >
> > on mouseDown me
> >    pLeftMouseOffset = the mouseH - sprite(me.spriteNum).loc[1]
> >    pTopMouseOffset = the mouseV - sprite(me.spriteNum).loc[2]
> >    if the stillDown then
> >      locLeft = the mouseH - pLeftMouseOffset
> >      locTop = the mouseV - pTopMouseOffset
> >      sprite(me.spriteNum).loc = point(locLeft, locTop)
> >    end if
> > end mouseDown
> >
> > It generally works, but when you move the mouse quickly, the handler 
> stops working. I get the same results placing this script in a mouseWithin
>handler.
>
> > I remember a discussion a while ago about how often mouse events are
>polled at various frame rates. The problem I'm describing is much worse at 
>3 f/sec, and better--but still a problem--at 20 f/sec.


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