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- on hValidClick01
- set tUpState to the number of member the memberNum of sprite the clickOn of castLib the castLibNum of sprite the clickOn
- set tDownState to tUpState + 1
- set the memberNum of sprite the clickOn to tDownState
- updateStage()
- repeat while the stillDown
- set tMemberNumber to the number of member the memberNum of sprite the clickOn of castLib the castLibNum of sprite the clickOn
- if (tMemberNumber = the mouseCast) and (rollOver(the clickOn) = 1) then
- set the memberNum of sprite the clickOn to tDownState
- hChangeCursor("finger cursor")
- else
- set the memberNum of sprite the clickOn to tUpState
- hChangeCursor("arrow")
- end if
- updateStage()
- end repeat
- set tMemberNumber to the number of member the memberNum of sprite the clickOn of castLib the castLibNum of sprite the clickOn
- if (tMemberNumber = the mouseCast) and (rollOver(the clickOn) = 1) then
- set tButtonDown to 1
- else
- set tButtonDown to 0
- end if
- set tDelayTimer to the ticks + (60 / 4)
- repeat while the ticks < tDelayTimer
- end repeat
- set the memberNum of sprite the clickOn to tUpState
- updateStage()
- return tButtonDown
- end
-
- on hValidClick02
- set tRolloverState to the number of member the memberNum of sprite the clickOn of castLib the castLibNum of sprite the clickOn
- set tDownState to tRolloverState + 1
- set tUpState to tRolloverState - 1
- set the memberNum of sprite the clickOn to tDownState
- updateStage()
- repeat while the stillDown
- set tMemberNumber to the number of member the memberNum of sprite the clickOn of castLib the castLibNum of sprite the clickOn
- if (tMemberNumber = the mouseCast) and (rollOver(the clickOn) = 1) then
- set the memberNum of sprite the clickOn to tDownState
- hChangeCursor("finger cursor")
- else
- set the memberNum of sprite the clickOn to tUpState
- hChangeCursor("arrow")
- end if
- updateStage()
- end repeat
- set tMemberNumber to the number of member the memberNum of sprite the clickOn of castLib the castLibNum of sprite the clickOn
- if (tMemberNumber = the mouseCast) and (rollOver(the clickOn) = 1) then
- set tButtonDown to 1
- set tDelayTimer to the ticks + (60 / 4)
- repeat while the ticks < tDelayTimer
- end repeat
- set the memberNum of sprite the clickOn to tRolloverState
- updateStage()
- else
- set tButtonDown to 0
- set tDelayTimer to the ticks + (60 / 4)
- repeat while the ticks < tDelayTimer
- end repeat
- set the memberNum of sprite the clickOn to tUpState
- updateStage()
- end if
- return tButtonDown
- end
-