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I have MC symbols which can be set to the stage though ComboBoxes and dragged and dropped into a position.
I need to check if any have been dropped into the position and have a hitTest, in order to run some functions, one being:
function updateLF_Move_Left() {
if (root.LeftFrame.x >= 508.3) {
root.LeftFrame.x -= 1;
root.LFLensHolder.x -= 1;
root.LFLensSupports.x -= 1;
root.ButtonRotateCWLeftFrame.x -= 1;
root.ButtonRotateCCWLeftFrame.x -= 1;
if (concaveSphereLensSet == true) {
root.ConcaveSphereLens.x -= 1;
} else if (convexSphereLensSet == true) {
root.ConvexSphereLens.x -= 1;
}
}
}
The global variables in the above code are initially set to false before the function. E.g.
this.concaveSphereLensSet = false;
this.convexSphereLensSet = false;
The value of the corresponding symbol variable is set to true on drop/hitTest, if the dropped symbol has the corresponding name. I can test that works and is true on hitTest.
I have an Adobe Animate HTML5 Canvas movie, but EaselJS would also apply.
In that movie, I have symbols which can be set to the stage though ComboBoxes and dragged into a position.
I need to check if any have been dragged into the position and have a hitTest, in order to run some functions, one being:
function updateLF_Move_Left() { if (root.LeftFrame.x >= 508.3) { root.LeftFrame.x -= 1; root.LFLensHolder.x -= 1; root.LFLensSupports.x -= 1; root.ButtonRotateCWLeftFrame.x -= 1; root.ButtonRotateCCWLeftFrame.x -= 1; if (concaveSphereLensSet == true) { root.ConcaveSphereLens.x -= 1; } else if (convexSphereLensSet == true) { root.ConvexSphereLens.x -= 1; } } }
The global variables in the above code are initially set to false before the function. E.g.
this.concaveSphereLensSet = false; this.convexSphereLensSet = false;
The value of the corresponding symbol variable is set to true on drop/hitTest, if the dropped symbol has the corresponding name. I can test that works and is true on hitTest.
For the symbol in the above logic, root.ConcaveSphereLens, if that symbol is on stage, and the corresponding variable is true, then the above function works for that symbol. No problem there.
However, if that symbol is not on the stage, then the following symbol, root.ConvexSphereLens, does now work (i.e. move left as per the function).
The logic seems to be simple enough.
If the value of the variable in the function above is not true, then the corresponding symbol in the logic statement should be ignored. But it's not being ignored.
So what's wrong?
OK, worked it out....
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Really needs an ability to edit posts in the forum...please ignore the above!
I'll repost as follows:
I have MC symbols which can be set to the stage though ComboBoxes and dragged and dropped into a position.
I need to check if any have been dropped into the position and have a hitTest, in order to run some functions, one being:
function updateLF_Move_Left() { if (root.LeftFrame.x >= 508.3) { root.LeftFrame.x -= 1; root.LFLensHolder.x -= 1; root.LFLensSupports.x -= 1; root.ButtonRotateCWLeftFrame.x -= 1; root.ButtonRotateCCWLeftFrame.x -= 1; if (concaveSphereLensSet == true) { root.ConcaveSphereLens.x -= 1; } else if (convexSphereLensSet == true) { root.ConvexSphereLens.x -= 1; } } }
The global variables in the above code are initially set to false before the function. E.g.
this.concaveSphereLensSet = false; this.convexSphereLensSet = false;
The value of the corresponding symbol variable is set to true on drop/hitTest, if the dropped symbol has the corresponding name. I can test that works and is true on hitTest.
For the symbol in the above logic, root.ConcaveSphereLens, if that symbol is on stage, and the corresponding variable is true, then the above function works for that symbol. No problem there.
However, if that symbol is not on the stage, then the following symbol, root.ConvexSphereLens, does now work (i.e. move left as per the function).
The logic seems to be simple enough.
If the value of the variable in the function above is not true, then the corresponding symbol in the logic statement should be ignored. But it's not being ignored.
So what's wrong?
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By on stage in the above, I meant on drop and hitTest...
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Any ideas?
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OK, worked it out....