Correction: That should have been n * (n-1)/2 connecting lines. Same as the
number of hand shakes among n people. :-)
Jim
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Kresten,
I think I understand. The card script below will create n button and n * (n-1)
connecting lines.
As the buttons are moved the connecting lines follow.
Jim Hurley
local myNAME, n
on mouseDown
put the short name of the target into myName
put 5 into n
repeat with i = 1 to n
Bonjour Richmond,
Vraiment très joli !
André
Le 31 oct. 2011 à 20:20, Richmond a écrit :
> if you adjust this:
>
> on mouseDown
> grab me
> end mouseDown
>
> to this:
>
> on mouseDown
> grab me
> set the idleRate to 1
> end mouseDown
>
> you get fairly spiffy results!
>
__
if you adjust this:
on mouseDown
grab me
end mouseDown
to this:
on mouseDown
grab me
set the idleRate to 1
end mouseDown
you get fairly spiffy results!
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Cop a load of this:
put this script in "Button":
on mouseDown
grab me
end mouseDown
on mouseStillDown
put the mouseLoc into VL1
set the loc of me to VL1
put the loc of btn "Button" into line 1 of fld "VL"
put the loc of btn "Button1" into line 2 of fld "VL"
set the points of graphic
On 10/31/2011 07:25 PM, Jim Lambert wrote:
Kresten,
Create a line, attaching its endpoints to the buttons, so line will stay
between them wherever they are positioned on the card.
Well, it doesn't feature live updating, by I did thi2:
created a card, with a graphic object "Line", and 2 but
Hi Kersten,
on card level:
on moveControl
set the points of grc 1 to the loc of btn 1&cr&the loc of btn 2
end moveControl
This is not moving the line while dragging though. Stuff to handle that indedd
is in AE (Thanks for the plug Jim!)
Cheers,
Malte
__
Kresten,
> Create a line, attaching its endpoints to the buttons, so line will stay
> between them wherever they are positioned on the card.
I believe there are such handlers in the AnimationEngine library.
Jim Lambert
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