set the cursor of sprite s to [the number of member "pushCursor", the number of member "pushMask"]
end if
end if
end repeat
end
on doRoll
repeat with whichbtn in gBtnList
if (the memberNum of sprite the myS of whichbtn = the myUpState of whichbtn) or (the memberNum of sprite the myS of whichbtn = the myRollState of whichbtn) then
doRoll(whichbtn)
end if
end repeat
end
on doRollAnim
repeat with whichbtn in gBtnList
if (the memberNum of sprite the myS of whichbtn = the myUpState of whichbtn) or (the memberNum of sprite the myS of whichbtn = the myRollState of whichbtn) then
doRollAnim(whichbtn)
end if
end repeat
end
on getBtnObj s
repeat with whichbtn in gBtnList
if s = the myS of whichbtn then
return whichbtn
end if
end repeat
alert("Problem locating this button object. Check 'initbtns' handler. Is sprite " & s & " in the list?")
end
on goPlay
set the movieRate of sprite 6 to 1
set the loc of sprite 10 to the loc of sprite 9
set the loc of sprite 9 to point(-500, -500)
updateStage()
end
on goPause
set the movieRate of sprite 6 to 0
set the loc of sprite 9 to the loc of sprite 10
set the loc of sprite 10 to point(-500, -500)
updateStage()
end
on goRewind
if the movieTime of sprite 6 <> 0 then
set the movieTime of sprite 6 to 0
set the movieRate of sprite 6 to 0
set the loc of sprite 9 to point(320, 240)
set the loc of sprite 10 to point(-500, -500)
updateStage()
end if
end
on activeLoop startMember, stopMember, s
global gLoopCount
if not (the puppet of sprite s) then
puppetSprite(s, 1)
end if
if the name of member the memberNum of sprite s <> stopMember then
set the memberNum of sprite s to the number of member startMember + gLoopCount
set gLoopCount to gLoopCount + 1
updateStage()
return 0
else
return 1
end if
end
on castLoop n, snd, ticks, start, end
if not integerp(start) then
set start to the number of member start
end if
if not integerp(end) then
set end to the number of member end
end if
preLoadCast(start, end)
set puppetState to the puppet of sprite n
puppetSprite(n, 1)
if snd <> 0 then
puppetSound(snd)
end if
repeat with i = start to end
set the castNum of sprite n to i
updateStage()
if ticks > 0 then
wait(ticks)
end if
end repeat
unLoadCast(start, end - 1)
puppetSprite(n, puppetState)
end
on backLoop n, snd, ticks, start, end
if not integerp(start) then
set start to the number of member start
end if
if not integerp(end) then
set end to the number of member end
end if
preLoadCast(start, end)
set puppetState to the puppet of sprite n
puppetSprite(n, 1)
if snd <> 0 then
puppetSound(snd)
end if
repeat with i = start down to end
set the castNum of sprite n to i
updateStage()
if ticks > 0 then
wait(ticks)
end if
end repeat
unLoadCast(start, end)
puppetSprite(n, puppetState)
end
on apeLoop n, snd, ticks, start, end
preloadMember("apeThud", "wiff")
if not integerp(start) then
set start to the number of member start
end if
if not integerp(end) then
set end to the number of member end
end if
preLoadCast(start, end)
puppetSound(snd)
updateStage()
set puppetState to the puppet of sprite n
set flag to 0
puppetSprite(n, 1)
set counter to 1
repeat with i = start to end
set the castNum of sprite n to i
if (counter = 10) or (counter = 20) then
puppetSound("apeThud")
else
if (counter > 25) and (counter < 36) and not flag then
puppetSound("wiff")
set flag to 1
else
if counter = 36 then
puppetSound("woodKnock")
end if
end if
end if
updateStage()
set counter to counter + 1
if ticks > 0 then
wait(ticks)
end if
end repeat
unLoadCast(start, end - 1)
puppetSprite(n, puppetState)
end
on goMovie movieNum
init(1, 48, 0, 0)
go(gCurrentFrame & movieNum)
end
on goClip clipNum
init(1, 48, 0, 0)
if clipNum = "making of" then
if the memberNum of sprite 6 > 0 then
if the type of member the memberNum of sprite 6 = #digitalVideo then
if not (the puppet of sprite 6) then
puppetSprite(6, 1)
end if
set the memberNum of sprite 6 to the number of member "matte left"
set the loc of sprite 6 to point(320, 240)
updateStage()
end if
end if
init(1, 48, 0, 0)
go("making of")
else
go(gCurrentFrame & clipNum)
end if
end
on goPic picNum
init(1, 48, 0, 0)
if not (the puppet of sprite 32) then
puppetSprite(32, 1)
end if
set the memberNum of sprite 32 to the number of member ("Print" & picNum)
updateStage()
go(the frame + 1)
end
on flasher
repeat with s = 16 to 21
if the name of member the memberNum of sprite s = "roll" then
set g to 1
exit repeat
next repeat
end if
set g to 0
end repeat
if g = 0 then
if not (the puppet of sprite 23) then
puppetSprite(23, 1)
end if
set the memberNum of sprite 23 to the number of member ("flash" & random(5))
updateStage()
wait(20)
set the memberNum of sprite 23 to the number of member "dot"