there are two things:
one is "the cursor of sprite x" which takes automatically care to change the cursor if you roll over the sprite and reset it, if you roll out (at least this is the theory and the way it is supposed to work ;-) in the cases, where this doesn't work correctly (as sometimes too many different instances have "colliding interests" in setting the cursor) there is option 2.), where you set the cursor globally: "cursor 280", which sets the cursor independantly on what it rolls over at the moment.

as behaviors both look like:


-- option 1:

Property QueCursor

on getPropertyDescriptionList
  description = [:]
description[#queCursor] = [#format:#cursor, #default: 280, #comment:"Elegir cursor"]
  return description
end

on beginsprite me
  sprite(me.spritenum).cursor = QueCursor
end

on endsprite me
  sprite(me.spritenum).cursor = 0
end



---------------------


-- option 2:

Property QueCursor

on getPropertyDescriptionList
  description = [:]
description[#queCursor] = [#format:#cursor, #default: 280, #comment:"Elegir cursor"]
  return description
end

on mouseEnter me
  cursor QueCursor
end

on mouseLeave me
  cursor = 0 -- or cursor -1 to reset the cursor to its previous state
end





option 1 is supposed to be more easy to use, but makes problems sometimes, as it is one of these very ancient beasts, which are channel properties, rather than sprite properties and thus persist for the whole channel regardless if a spritespan ends, starts or the movie starts/stops, it is simply a sticky score property and sometimes leads to unexpected results.

HTH



---------------------------

  |||
a¿ex



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