Hoi i'm struggle a long time with this issue.
i'm trying to create a move effect in a for statement.
example classe component
public class Circel1 extends UIComponent
{
public function Circel1()
{
super();
createCircle(0xFF0000,5);
}
public function createCircle( color:uint, radius:Number):void {
_circel = new Shape( );
_circel.graphics.beginFill( color );
_circel.graphics.drawCircle( 0, 0, radius );
_circel.graphics.endFill();
this.addChild(_circel);
}
in my mean application i'm making a arraycollection
with from x1 ,y1, to x2, y2
<s:Move id="myMove" xFrom="{_x1}" yFrom="{_y1}" xTo="{_x2}" yTo="{_y2}" target="{cr}" />
for(var i:int=0; i<ArrCoordinator.length;i++)
{
_x1=ArrCoordinator.getItemAt(i).x1;
_y1=ArrCoordinator.getItemAt(i).y1;
_x2=ArrCoordinator.getItemAt(i).x2;
_y2=ArrCoordinator.getItemAt(i).y2;
if(blNewImage)
{ cr= new Circel1();
canvas.addElement(cr);
myMove.play();
myMove.addEventListener(EffectEvent.EFFECT_END,
function RemoveEle(e:EffectEvent)
{
if(cr)
{
//this.canvas.removeChildAt(i);
cr =null;
blNewImage=false;
}
}
);
}
The purpose of my applications is that the move effect plays one by one.
so when the first move effect finish playing, start the other on different x and y coordinations
but what he does is playing all the x and y coordination together.
can somebody help me out of this ... please ??