I've probably come at this at the wrong time and thus missing a large chunk
of info, but why exactly are you doing a repeat loop inside a mouseDown
handler to constantly change the sprite's member?
Can't you just switch the members once in the mouseDown handler and be done
with it? Here's a whole new script for you...
property pSprite
property pBaseMember, pOverMember, pDownMember
property pBaseCursor, pClickCursor
on beginSprite me
pSprite = sprite(me.spriteNum)
pBaseMember = pSprite.member
pBaseCursor = pSprite.cursor
end
on mouseEnter
pSprite.member = pOverMember
end
on mouseLeave
pSprite.member = pBaseMember
end
on mouseDown
pSprite.member = pDownMember
pSprite.cursor = pClickCursor
puppetsound 3, "QuikSwch"
end
on mouseUp
pSprite.member = pOverMember
pSprite.cursor = pBaseCursor
end
on mouseUpOutside
pSprite.member = pBaseMember
pSprite.cursor = pBaseCursor
end
No loops, no jamming, just switch the sprite's members about to the required
film loops and job done. Or am I missing the point?
Ross
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