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- on mouseDown me
- set L0 to the left of sprite 2
- set r0 to the right of sprite 2
- set the floatPrecision to 1
- set the cursor of sprite the spriteNum of me to [member "Closed Hand", member "Closed Hand Mask"]
- repeat while the stillDown
- if (the mouseH < r0) and (the mouseH > (L0 + 8)) then
- set the locH of sprite 3 to the mouseH
- put 0 + float((the locH of sprite 3 - L0) / 82.0) into field "A"
- end if
- updateStage()
- end repeat
- end
-
- on mouseUp me
- set the trails of sprite 19 to 1
- if the foreColor of sprite 19 >= 6 then
- set the foreColor of sprite 19 to 0
- else
- set the foreColor of sprite 19 to the foreColor of sprite 19 + 1
- end if
- set the cursor of sprite the spriteNum of me to [member "Hand", member "Hand Mask"]
- updateStage()
- set x0 to the locH of sprite 12 + 1
- set y0 to the locV of sprite 12
- repeat with n = 0 to 240
- set the locH of sprite 19 to (2.39999999999999991 * n) + x0
- if the hilite of cast "Sine" then
- set the locV of sprite 19 to y0 - (50.0 * float(sin(float(field "A") * n * 3.0 * PI / 180.0)))
- end if
- if the hilite of cast "Cosine" then
- set the locV of sprite 19 to y0 - (50.0 * float(cos(float(field "A") * n * 3.0 * PI / 180.0)))
- end if
- if the hilite of cast "Tangent" then
- set the locV of sprite 19 to y0 - (50.0 * float(tan(float(field "A") * n * 3.0 * PI / 180.0)))
- end if
- updateStage()
- end repeat
- set the locV of sprite 19 to 900
- end
-
- on beginSprite me
- set the cursor of sprite the spriteNum of me to [member "Hand", member "Hand Mask"]
- put "2" into field "A"
- set the locH of sprite 3 to the left of sprite 2 + (84 * 2)
- set the hilite of cast "Sine" to 1
- set the hilite of cast "Cosine" to 0
- set the hilite of cast "Tangent" to 0
- end
-
- on endSprite me
- set the cursor of sprite the spriteNum of me to 0
- end
-