I have a fill in the blank question with a text cast member.  On the
sprite of the text cast member I have the following code:

global gAnswer
global gEntryText
global gCount
global gKeyCount
global gMatch

on beginSprite me
  sprite(the currentSpriteNum).member.text = ""
  sprite(the currentSpriteNum).editable = 1 
  gAnswer = sprite(the currentSpriteNum).member.name
  gEntryText = sprite(the currentSpriteNum).member.text
  gCount = gAnswer.length
  gKeyCount = 0
  gMatch = 1
end 

on keyDown me
  case (the keyCode) of
    51: 
      delete the last char of member gAnswer
      if gKeyCount = 0 then
        nothing
      else
        gKeyCount = gKeyCount - 1
      end if
    117:  
      delete the last char of member gAnswer
      if gKeyCount = 0 then
        nothing
      else
        gKeyCount = gKeyCount - 1
      end if
    otherwise:
      gKeyCount = gKeyCount + 1
      pass
  end case
end

on keyUp me
  gEntryText = sprite(the currentSpriteNum).member.text
  gMatch = 0
  repeat with x = gEntryText.length down to 1
    if char x of gEntryText  = char x of gAnswer then
      gMatch = gMatch + 1
    end if
  end repeat
end

on exitFrame me  
  if gAnswer = gEntryText then
    if gMatch = gKeyCount then
      sprite(the currentSpriteNum).member.color = rgb(0, 0, 255)
    else
      sprite(the currentSpriteNum).member.color = rgb(0, 0, 0)
    end if   
    go to the frame + 1
    gEntryText = ""
  else
    go to the frame
    if gMatch = gKeyCount then
      sprite(the currentSpriteNum).member.color = rgb(0, 0, 255)
    else
      sprite(the currentSpriteNum).member.color = rgb(0, 0, 0)
    end if  
  end if
end

________________________________

The cursor disappears.  I want it to be blinking when the user gets to
the screen, and while the user is typing.  What am I missing?

Sharon Moeller 

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