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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