At 09:31 -0400 06/12/2002, Garman 222 Herigstad wrote:

>Thanks for the replies.

>I'm just having trouble understanding the basic correct syntax for:
>
>1) importing a file to the cast

In general you first create a member of the type you want, then 
import the file into that member, then set its name. Optionally you 
can specify another Cast library than the internal one, but probably 
most of the time you will want this internal -- especially if the 
files are to be self-contained:

   mMem = new ( #bitmap )
   -- or
   -- mMem = new ( #bitmap, castLib "someOtherCast" )

   mMem.importFileInto ( pathToFile )
   mMem.name = "someString"

>2) the path name to the external (linked) audio file (Mac and WIN)

That's almost the same, but you set the member's fileName instead:

   member(someSoundPlaceHolder).fileName = pathToFile

In the case of both importFileInto and fileName, Director accepts UNC 
and relative path notation. So if the file you want is in a folder 
named "media" alongside your Director movie, the path would be 
something like:

   "@/media/theFile"

>3) Positioning the text in the correct location.

#text and #field members do not have their registration ponts 
centered. Director assumes the "center" of the member is in fiact the 
upper-left corner, not hte visual center of the member as it appears 
on the Stage. Thus a #text member that is 200 pixels wide by 200 
pixels tall does not have a regPoint of (100, 100); it's still (0, 
0). Calculating the actual location of such an item requires 
determining the width and height of the member, then offsetting the 
locH and V of the item onscreen based on those values:

   nHCenter = member(whatever).width / (-2)
   nVCenter = member(whatever).height / (-2)
   pOffsetPoint = point ( nHCenter, nVCenter )
   sprite(yourFieldSprite).loc = theDesiredLoc + pOffsetPoint

>4) Then, most importantly, when I get a very simple script to work, do I
>execute that script in the message window to run it?

That's one way. You can also use buttons, for instance, to activate 
the code. You might want to look over my hello sample on nightwares; 
it includes relatively minimal steps for script activation.

>on buildScore numberOfFrames
>
>     beginRecording
>         horizontal = 20
>         vertical = 20
>             go to frame 1
>             sprite(20).member = member "music_1"
>             sprite(20).locH = horizontal
>             sprite(20).locV = vertical

Actually that won't work because sprite members associated with music 
files don't really have much meaning in Director terms. There are 
sound channels used for handling audio; sprite channels are more 
characteristically reserved for dealing with items that exist 
onscreen.

This is why I was advising you to look over Director's actual UI. If 
you have an understanding of how the Score, Cast and Stage operate, 
you will be able to make files that are "legitimate" as far as 
Director is concerned.

Look at this another way. Would you create an HTML generator without 
any knowledge whatsoever of how HTML should be written or parsed, but 
based only on what you see in browsers and what you've read in some 
HTML forum someplace? Or would you, instead, experiment a bit wht 
HTML formattng yourself first, perhaps playing about with other HTML 
generators, to see how the different tags behave, how they work in 
browsers and so on?

It seems to me that generating Director movies from Lingo without 
knowing how Director movies are made sans Lingo is a similar thing.

-- 

              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://shop.osborne.com/cgi-bin/osborne/0072195622.html
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