> Firstly it needs to utilise a 'simple' paintbox type affair where
> the user can copy a simple picture already on screen.

< ideas off the top of my head >

For the drawing & copying, look into these imaging-lingo commands, provided
you're using D8:

image()
copyPixels()
crop()
draw()
fill()
getPixel()
setPixel()

Depending on the complexity of shapes you want to fill with color and/or the
number of actual pictures users can draw, you might want to consider
DrawXtra instead of imaging lingo.  From your description though, it sounds
like imaging lingo will suffice.

For lots of good info on using imaging lingo, search for "imaging" on
http://www.director-online.com.  You may also be interested to check out the
behaviors in the 'Paintbox' secion of the Behaviors Library.

> When the user is finished they click a button to save the image
> and which replaces the original image to be copied with their 
> new one. The next user then has the first users image to copy

To create a new bitmap for each new user and place it into a cast reserved
for them:

newBitmap = new( #bitmap, "UserBitmapCast" )

This expects a linked cast by the name of UserBitmapCast - a place to store
the pictures.

> This would go on for for say 15 different users.

Try incorporating a variable that tracks how many times your program has
run, or more specifically, how many times a user has painted a picture. Look
into setPref() and getPref() for storing this value on disk (if you need to
store data on disk in specific places, look into FileIO Xtra). Read this
value from disk each time a new user begins a new painting, and increment
it.  Use this value to determine which bitmap in the UserBitmapCast to
display on screen.

</ ideas >

Hope this enough to get you thinking.
Rob

/*********************************
* Rob Wingate, Software Human    *
* http://www.vingage.com         *
* mailto:[EMAIL PROTECTED] *
*********************************/

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