At 02:30 -0800 03/12/2002, nitin sharma wrote:

>can anybody tell me how i can put cast member to stage
>by scripting. (but don't replace any sprite)

I do it all the time with a monster mammoth piece of code that likely 
will eventually swallow my brain. You've seen another suggestion, and 
making things visible/not visible is another option, but if you're 
talking about having *nothing* in the channel initially, you'd create 
the sprite on the fly.

I puppet the sprite first, then set its member and type, then the 
scriptInstanceList (if I want behaviors) and finally its loc.

Let's assume your circle is sprite 1. You can attach a behavior like 
this to it:

   on mouseUp me
     puppetSprite 2, TRUE
     sprite(2).member = "box"
     sprite(2).loc = point ( 100, 100 ) -- or wherever you want
     sprite(2).ink = 36 -- bg transparent
     oCode = new ( script "boxBehavior" )
     sprite(2).scriptInstanceList = [ oCode ]
   END mouseUp

The oCode reference is to anoter behavior you have resident in your 
Cast, named "boxBehavior". It can go something like this:

   on mouseUp me
     sprite(me.spriteNum).member = 0
     sprite(me.spriteNum).scriptInstanceList = []
   END mouseUp

...in *theory* this will make the box go away again when it is 
clicked. This is off the top of my head though so I'd recommend you 
toy with it a little and use it with some caution. With some 
modification you can test for empty channels and make assignments 
based on that, perhapos randomly setting the loc and color for the 
boxes, allowing a large variety of sprites to appear without any of 
them actually being coded into your score.

-- 

              Warren Ockrassa | http://www.nightwares.com/
  Director help | Free files | Sample chapters | Freelance | Consulting
        Author | Director 8.5 Shockwave Studio: A Beginner's Guide
                    Published by Osborne/McGraw-Hill
          http://www.osborne.com/indexes/beginners_guides.shtml
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