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- on MainAnimation
- global LaunchCounter, blendCounterOne, blendCounterTwo, sectioncount, sectionList, sectionTextboxList
- repeat while 1
- case LaunchCounter of
- 30:
- set the locH of sprite 5 to 2000
- updateStage()
- 60:
- set the loc of sprite 5 to point(190, 143)
- set LaunchCounter to 0
- updateStage()
- end case
- set LaunchCounter to 1 + LaunchCounter
- case blendCounterOne of
- 30:
- if sectioncount > count(sectionList) then
- set sectioncount to 1
- end if
- set whichnum to sectioncount
- set the castNum of sprite getAt(getAt(sectionList, sectioncount), 1) to the number of member getAt(getAt(sectionList, sectioncount), 2)
- set the blend of sprite getAt(getAt(sectionList, sectioncount), 1) to 10
- set the loc of sprite getAt(getAt(sectionList, sectioncount), 1) to point(492, 388)
- updateStage()
- repeat with t = 1 to 3
- set the blend of sprite getAt(getAt(sectionList, sectioncount), 1) to the blend of sprite getAt(getAt(sectionList, sectioncount), 1) + 30
- updateStage()
- end repeat
- set sectioncount to 1 + sectioncount
- 200:
- repeat with t = 1 to 3
- set the blend of sprite getAt(getAt(sectionList, whichnum), 1) to the blend of sprite getAt(getAt(sectionList, whichnum), 1) - 30
- updateStage()
- end repeat
- set the blend of sprite getAt(getAt(sectionList, whichnum), 1) to 10
- set blendCounterOne to 0
- updateStage()
- end case
- set blendCounterOne to 1 + blendCounterOne
- repeat with t = 1 to count(sectionList)
- if rollOver(getAt(getAt(sectionList, t), 1)) then
- if whichnum <> getAt(getAt(sectionList, t), 1) then
- set the blend of sprite getAt(getAt(sectionList, whichnum), 1) to 10
- end if
- set the blend of sprite getAt(getAt(sectionList, t), 1) to 100
- set blendCounterOne to 0
- set the blend of sprite 6 to 50
- set the castNum of sprite 8 to the number of member getAt(getAt(sectionTextboxList, t), 1)
- set the locH of sprite 8 to getAt(getAt(sectionTextboxList, t), 2)
- set the locV of sprite 8 to getAt(getAt(sectionTextboxList, t), 3)
- set the ink of sprite 8 to getAt(getAt(sectionTextboxList, t), 4)
- updateStage()
- puppetSound("click.aif")
- updateStage()
- repeat while rollOver(getAt(getAt(sectionList, t), 1))
- end repeat
- set the blend of sprite getAt(getAt(sectionList, t), 1) to 10
- set the castNum of sprite 8 to -1
- set the locH of sprite 8 to 2000
- updateStage()
- end if
- if rollOver(48) then
- set the castNum of sprite 48 to the castNum of sprite 48 + 1
- updateStage()
- repeat while rollOver(48)
- if the mouseDown then
- repeat with t = 1 to 48
- set the locH of sprite t to 2000
- end repeat
- updateStage()
- set the stageColor to 255
- updateStage()
- play done
- end if
- end repeat
- set the castNum of sprite 48 to the castNum of sprite 48 - 1
- updateStage()
- end if
- end repeat
- end repeat
- end
-