This happens because when a MovieStim is done playing its status turns to PsychoJS.Status.FINISHED, but the check that is generated in place is expecting a status of PsychoJS.Status.STARTED:
if (movie.status === PsychoJS.Status.STARTED && t >= frameRemains) {
movie.setAutoDraw(false);
}
I believe having a check along the following lines might help:
if ((movie.status === PsychoJS.Status.STARTED || movie.status === PsychoJS.Status.FINISHED) && t >= frameRemains) {
movie.setAutoDraw(false);
}
This happens because when a MovieStim is done playing its status turns to
PsychoJS.Status.FINISHED, but the check that is generated in place is expecting a status ofPsychoJS.Status.STARTED:I believe having a check along the following lines might help: