Move Callbacks

Ray ray at linkit.com
Wed Oct 30 00:43:21 EDT 2013


Ender,

This is a good work around and very much like what I've done, that is, 
'sending' commands to custom handlers in order to achieve multiple 
animations happening simultaneously.  I, too, have found it's not 
inferior to the move command so I believe I'll stick with this solution.

Regards,

Ray

On 10/29/2013 4:36 PM, Ender Nafi Elekcioglu wrote:
> Ray,
>
> Getting callbacks from the *move* should definitely be offered to the 
> feature improvement list.
>
> But in the meantime, custom handlers may work better.
> I’m dealing with *move* command for my current project;
> so, I wanted to give a try to both methods.
>
> It seems that using *move* command is more laggy than a custom handler.
> I’ve created 3 buttons and 3 random freehand curves.
> Then I put following code into the stack’s script, for a comparison:
>
> _on mouseDown
> __move button 1 to the points of graphic "line1" without waiting
> __move button 2 to the points of graphic "line2" without waiting
> __move button 3 to the points of graphic "line3" without waiting
> _end mouseDown
>
> _on mouseUp
> __put the long id of button 1 into tObjectID
> __put the points of graphic "line1" into tPoints
> __send "moveObject tObjectID, tPoints" to me in 0 milliseconds
> __
> __put the long id of button 2 into tObjectID
> __put the points of graphic "line2" into tPoints
> __send "moveObject tObjectID, tPoints" to me in 0 milliseconds
> __
> __put the long id of button 3 into tObjectID
> __put the points of graphic "line3" into tPoints
> __send "moveObject tObjectID, tPoints" to me in 0 milliseconds
> __
> _end mouseUp
>
> _on moveObject pObjectID, pPoints
> __set the loc of pObjectID to line 1 of pPoints
> __delete line 1 of pPoints
> __if the number of lines of pPoints > 0 then send "moveObject 
> pObjectID, pPoints" to me in 0 milliseconds
> _end moveObject
>
>
> That custom handler is not smoothest, I know, but at least the 
> programmer has full control of it and it’s still far better than 
> built-in *move* command.
> Different instants of it {3, in this case} can be synced via a method 
> like the updateScreen as seen in the spaceship game of LiveCode’s Game 
> Academy.
>
> Just sharing my findings...
>
> Best,
>
> ~ Ender Nafi
>
>
> On October 29, 2013 at 19:50:49, Ray (ray at linkit.com 
> <mailto://ray@linkit.com>) wrote:
>
>> Ender,
>>
>> That's what I was afraid of.  Thanks for the code ideas. Maybe I'll 
>> post something on the improve list.  It would be useful if the move 
>> command returned something so more than just moving object could be done.
>>
>> Ray




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