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- on scrollMechOne theDir
- global gCurrentLocation, gSearchFlag
- set castNo = gCurrentLocation
- set channel = the clickOn
-
- puppetSound "buttonSound"
-
- puppetsprite 11, true
- puppetsprite 12, true
- puppetsprite 17, true
- puppetsprite 29, true
-
- if theDir = 1 then
- set the castNum of sprite 11 to the number of member "upB"
- set castNo = castNo + 1
- else
- set the castNum of sprite 12 to the number of member "downB"
- set castNo = castNo - 1
- end if
-
- if castNo < 1 then set castNo = 1
-
- if gSearchFlag = 1 then
- if castNo > 20 then
- set castNo = 20
- end if
- else
-
- -- Kludge to remove wierdness, first half
- set the puppet of sprite 6 = TRUE
- if castNo > 20 then set castNo = 20
- end if
-
- set the castNum of sprite 29 = (the number of cast ("site" & castNo))
-
- set the castNum of sprite 38 = (the number of cast ("time" & castNo))
-
- updateStage
-
- clockWait 1
-
- repeat while the mouseDown
-
- set currentCastName = the name of cast the mouseCast
- if currentCastName contains "down" or currentCastName contains "up" then
-
- set theV = the mouseV
-
- if theV < 263 then
- set castNo = castNo + 1
- set the castNum of sprite 11 to the number of member "upB"
- set the castNum of sprite 12 to the number of member "down"
- else if theV > 275 then
- set the castNum of sprite 11 to the number of member "up"
- set the castNum of sprite 12 to the number of member "downB"
- set castNo = castNo - 1
- else if theV > 262 and theV < 276 then
- set the castNum of sprite 11 to the number of member "up"
- set the castNum of sprite 12 to the number of member "down"
- end if
- set the locH of sprite 44 = the mouseH
- set the locV of sprite 44 = the mouseV
- updateStage
-
- if castNo < 1 then set castNo = 1
-
- if gSearchFlag = 1 then
- if castNo > 20 then
- set castNo = 20
- end if
- else
- if castNo > 20 then set castNo = 20
- end if
-
- set the castNum of sprite 29 = (the number of cast ("site" & castNo))
-
- set the castNum of sprite 38 = (the number of cast ("time" & castNo))
-
- updateStage
-
- clockWait 1
-
- else
- set the castNum of sprite 11 to the number of member "up"
- set the castNum of sprite 12 to the number of member "down"
- updateStage
- exit
- end if
- end repeat
-
- set the castNum of sprite 11 to the number of member "up"
- set the castNum of sprite 12 to the number of member "down"
- updateStage
-
- puppetsprite 11, false
- puppetsprite 12, false
-
- if castNo <> gCurrentLocation then
- put (the castNum of sprite 29) + 20
- set the castNum of sprite 29 = (the castNum of sprite 29) + 20
-
- --puppetSound "scrollLO"
- doVoxLikeScroll
- updateStage
-
- puppetsprite 38,false
-
- go "xit"
- updateStage
-
- -- Kludge to remove wierdness, second half
- set the puppet of sprite 6 = FALSE
-
- if gSearchFlag = 1 then
- set gSearchFlag = 0
- if castNo < 10 then
- go to frame "sch" of movie "0" & string(castNo) & "r"
- else
- go to frame "sch" of movie string(castNo) & "r"
- end if
- else
- if castNo < 10 then
- go to frame "a" of movie "0" & string(castNo) & "r"
- else
- go to frame "a" of movie string(castNo) & "r"
- end if
- end if
-
- end if
-
- -- We might as well kill two birds with one stone. The clicking can not
- -- be corrupted by puppetSounds in channel 1, and we should probably cancel
- -- any "vox" audio, so we will treat the clicking as a pseudo-vox. i.e.,
- -- asynchronous sound that occupies a different sound channel.
- --puppetSound (0)
- --doVoxLikeScroll
-
- end
- --
-
- on scrollMechTwo theDir
- global gCurrentLocation, gSearchFlag
- set castNo = gCurrentLocation
- set channel = the clickOn
-
- puppetSound "buttonSound"
-
- puppetsprite 9, true
- puppetsprite 10, true
- puppetsprite 17, true
- puppetsprite 29, true
-
- if gSearchFlag = 1 then
-
- if theDir = 1 then
- set the castNum of sprite 9 to the number of member "leftB"
- set castNo = castNo - 1
- else
- set the castNum of sprite 10 to the number of member "rightB"
- set castNo = castNo + 1
- end if
- else
- if theDir = 1 then
- set the castNum of sprite 9 to the number of member "leftB"
- if castNo = 20 then
- set castNo = 19
- else if castNo > 17 then
- set castNo = 17
- else if castNo > 9 then
- set castNo = 9
- else if castNo > 1 then
- set castNo = 1
-
- end if
- else
- set the castNum of sprite 10 to the number of member "rightB"
- if castNo < 9 then
- set castNo = 9
- else if castNo < 17 then
- set castNo = 17
- else if castNo < 19 then
- set castNo = 19
- else if castNo = 19 then
- set castNo = 20
- end if
- end if
- end if
-
- if castNo < 1 then set castNo = 1
-
- if gSearchFlag = 1 then
- if castNo > 20 then
- set castNo = 20
- end if
- else
-
- -- Kludge to remove wierdness, first half
- set the puppet of sprite 6 = TRUE
- if castNo > 20 then set castNo = 20
- end if
-
- set the castNum of sprite 29 = (the number of cast ("site" & castNo))
- set the castNum of sprite 38 = (the number of cast ("time" & castNo))
-
- if gSearchFlag = 1 then
- set the castNum of sprite 30 = (the number of cast ("search" & castNo))
- end if
- updateStage
-
- if gSearchFlag = 1 then
- clockWait 3
- else
- clockWait 1
- end if
-
- repeat while the mouseDown
-
- set currentCastName = the name of cast the mouseCast
-
- if currentCastName contains "left" or currentCastName contains "right" then
-
- set theH = the mouseH
- set theV = the mouseV
-
- if theH < 62 then
- set the castNum of sprite 9 to the number of member "leftB"
- set the castNum of sprite 10 to the number of member "right"
- if gSearchFlag = 1 then
- set castNo = castNo - 1
- else
- if castNo = 20 then
- set castNo = 19
- else if castNo > 17 then
- set castNo = 17
- else if castNo > 9 then
- set castNo = 9
- else if castNo > 1 then
- set castNo = 1
- end if
- end if
- else if theH > 69 then
- set the castNum of sprite 9 to the number of member "left"
- set the castNum of sprite 10 to the number of member "rightB"
- if gSearchFlag = 1 then
- set castNo = castNo + 1
- else
- if castNo < 9 then
- set castNo = 9
- else if castNo < 17 then
- set castNo = 17
- else if castNo < 19 then
- set castNo = 19
- else if castNo = 19 then
- set castNo = 20
- end if
- end if
- else if theH > 62 and theV < 69 then
- set the castNum of sprite 9 to the number of member "left"
- set the castNum of sprite 10 to the number of member "right"
- end if
- updateStage
-
- if castNo < 1 then set castNo = 1
-
- if gSearchFlag = 1 then
- if castNo > 20 then
- set castNo = 20
- end if
- else
- if castNo > 20 then set castNo = 20
- end if
-
- set the castNum of sprite 29 = (the number of cast ("site" & castNo))
- set the castNum of sprite 38 = (the number of cast ("time" & castNo))
- if gSearchFlag = 1 then
- set the castNum of sprite 30 = (the number of cast ("search" & castNo))
- end if
- updateStage
-
- if gSearchFlag = 1 then
- clockWait 3
- else
- clockWait 2
- end if
-
- else
- nothing
- end if
- end repeat
-
- set the castNum of sprite 9 to the number of member "left"
- set the castNum of sprite 10 to the number of member "right"
- updateStage
-
- puppetsprite 9, false
- puppetsprite 10, false
-
- if castNo <> gCurrentLocation then
-
- set the castNum of sprite 29 = (the castNum of sprite 29 + 20)
-
- -- We might as well kill two birds with one stone. The clicking can not
- -- be corrupted by puppetSounds in channel 1, and we should probably cancel
- -- any "vox" audio, so we will treat the clicking as a pseudo-vox. i.e.,
- -- asynchronous sound that occupies a different sound channel.
- --puppetSound (0)
- doVoxLikeScroll
- --puppetSound "scrollLO"
-
- updateStage
-
- puppetsprite 38,false
-
- go "xit"
-
- updateStage
- -- Kludge to remove wierdness, second half
- set the puppet of sprite 6 = FALSE
-
- if gSearchFlag = 1 then
- set gSearchFlag = 0
- if castNo < 10 then
- go to frame "sch" of movie "0" & string(castNo) & "r"
- else
- go to frame "sch" of movie string(castNo) & "r"
- end if
- else
- if castNo < 10 then
- go to frame "a" of movie "0" & string(castNo) & "r"
- else
- go to frame "a" of movie string(castNo) & "r"
- end if
- end if
-
- end if
-
- --puppetSound (0)
- --doVoxLikeScroll
-
- end
- --
-
- on scrollMech
- nothing
- end
-
- --------
-
- on clockWait theCount
- startTimer
- repeat while the timer < (theCount * 30)
- set the locH of sprite 44 = the mouseH
- set the locV of sprite 44 = the mouseV
- updateStage
- end repeat
- end
- --
-