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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