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Move effect in loop

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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

Code:
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 

Code:
<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 ??

1 Reply

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Employee

This question belongs over in the Flex/Actionscript forum, where the AS drawing experts are.

http://forums.adobe.com/community/flex