0 Replies Latest reply on Apr 13, 2011 12:32 AM by LLMMM

# Move effect in loop

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 ??