> The sprite moves way behind the mouse pointer
> (comical,
> almost). This is under Windows 2000, 450 MHz, D8. And the
> sprite's member
> is a small text member with Background Transparent ink. Any
> other ways to
> achieve that?
80% (my gestimate) of your problem here is perception. if you tur
Well, the other suggestion with the timeOut object would be the other part
which is related to the frameRate. What rate are you setting it to? What
rate are you actually getting out of the performance?
If it's just a small member following the mouse, you must be doing
something that causes a
Thanks, Roy--but no, not really. The movement is still laggy, just as it
was when I had the stillDown in my exitFrame handler. You're right--when I
adjust location in the sprite's handlers, I lose the stillDown, but not
when I do that in exitFrame: the result is the same whether I use a flag or
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]>
You're right Slava. Repeat loops suspend _all_ other animation in Director.
Frame scripts won't work well either when the frame rate drops down too
much.
However, courtesy of timeOut objects, you can have smooth motion without
the lockout of repeat loops. Here's some code over the top of my head
.
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: d
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: dragging a non-moveable sprite
> For a couple of reasons, I don
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