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- on exitFrame
- global gMagnitude, gGreyBack, gX
- repeat while gMagnitude > 98
- repeat with count = 0 to 499
- if rollOver(4) = 0 then
- set the foreColor of sprite 1 to 0
- updateStage()
- go(2)
- abort()
- next repeat
- end if
- set gMagnitude to gMagnitude * 0.998
- set the locH of sprite 1 to integer(the locH of sprite 2 + (gMagnitude * cos(count * ((2 * PI) + gX))))
- set the locV of sprite 1 to integer(the locV of sprite 2 + (gMagnitude * sin(count * ((2 * PI) + gX))))
- set the foreColor of sprite 1 to the foreColor of sprite 1 + 1
- if gGreyBack = 1 then
- set the foreColor of sprite 2 to 255
- set gGreyBack to 0
- else
- set the foreColor of sprite 2 to 244
- set gGreyBack to 1
- end if
- updateStage()
- end repeat
- end repeat
- set gMagnitude to 100
- repeat while gMagnitude > 98
- if rollOver(4) = 0 then
- go(2)
- abort()
- next repeat
- end if
- repeat with count = 0 to 499
- if rollOver(4) = 0 then
- go(2)
- abort()
- next repeat
- end if
- set gMagnitude to gMagnitude * 0.998
- set the locH of sprite 1 to integer(the locH of sprite 2 + (gMagnitude * cos(count * ((2 * PI) + gX))))
- set the locV of sprite 1 to integer(the locV of sprite 2 + (gMagnitude * sin(count * ((2 * PI) + gX))))
- set the foreColor of sprite 1 to 0
- if gGreyBack = 1 then
- set the foreColor of sprite 2 to 255
- set gGreyBack to 0
- else
- set the foreColor of sprite 2 to 244
- set gGreyBack to 1
- end if
- updateStage()
- end repeat
- end repeat
- set gMagnitude to 100
- go(2)
- end
-