object:setDrag( ) supported functions fire before actions on clip dictate

I'm using object:setDrag( ) with a movie clip to perform a drag operation on an object along one axis, but not the other. However, the built in functions call immediately instead of "onDrag" or "onPress" ect. I'm not certain what it is i'm doing wrong. I'm trying to track the drag position, or at least, the resulting position using the onDrag -> dragFunction call.

Code as follows:

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function splashScreen()
 
                local object = movieclip.newAnim({"CON Splash v3-01.png"},960,640)
                object.x = display.viewableContentWidth/2
                object.y = display.viewableContentHeight/2
                
                local function dragFunction()
                  object.alpha = 0.5
                end
        
        object:setDrag{ drag=true, limitX=false, limitY=true, onDrag=dragFunction()}
        
        --[[
        if ((object.x >= display.viewableContentWidth *.75 or object.x <= display.viewableContentWidth *.25)) then
                                ==print("transition")
                                
        end
 
        print(object.x)
        --]]
        
 
        
end
 
<lua>

Sorry. Fixed version:

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function splashScreen()
 
        local bkg = display.newImage( "CON Stage v8-01.png", true )
        bkg.x = display.contentWidth/2
        bkg.y = display.contentHeight/2
        
        local myAnim =  movieclip.newAnim({"CON Splash v3-01.png"},960,640)
        myAnim.x = display.viewableContentWidth/2
        myAnim.y = display.viewableContentHeight/2
 
        local function pressFunction()
          --myAnim.alpha = 0.7
        end
 
        local function releaseFunction()
          myAnim.alpha = 1.0
        
                        if (myAnim.x >= display.viewableContentWidth *.55) then
                                transition.to(myAnim, {time =  800, x = 1440})
                                --transition.to(myAnim, {time =  500, alpha = 0})
                                main()
                        end
                        if (myAnim.x <= display.viewableContentWidth *.45) then
                                transition.to(myAnim, {time =  800, x = -480})
                                main()
                        end
                        
                        
        
        end
 
        -- Make 2nd sprite draggable
        myAnim:setDrag{ 
          drag=true,
          limitY=true,
          onPress=pressFunction, 
          onRelease=releaseFunction,
          --bounds = { 50, 200, 220, 200 }
        }
        
 
        
end
<lua>
views:1777 update:2011/9/20 13:12:00
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