dear all
I am having fun (?) trying to get a random element to work on a project. I
had better explain.
Currently I have a mouseDown event that triggers at the same time
1. A random change in the foreColor of a series of squares on the stage
2. A random sound out of 64 small sound samples and
3. A random change in 4 images, out of about 50, overlaying the coloured
squares.
What I am trying to do is to a ripple effect, rather like throwing a stone
in water. So as the ripples disperse, one intersects a particular coloured
square sprite (that are still generated randomly) which in tern triggers the
radom sound and images. I have tried to generate a ripple effect swapping
cast members using 'memberNum' and I cannot get it to work properly. I have
also got the 3 points above to work....However I am unable to get all of it
to fit togeather.
Now it is likely that I am missing something incredibly obvious or something
similar, but can anyone help,...please. I am posting my rather messy lingo
below to give you some idea where I am coming from.
Please note that I recieve the digest form and that it is 2.30 am so I am
going to get some rest if my brain will allow. You can always email me off
list but I will post any success up.
on startMovie
-- puppetsprite 73, TRUE -- sprite 73 being the start of the ripple
aniamtion
-- set the visible of sprite 73 to false
end
on exitFrame
go to the frame
-- if the mouseDown = FALSE then
-- set the visible of sprite 73 to false
-- end if
end
-- the mouseUp handler generates the random images, squares and sounds
on mouseUp
set songno = random(66)
set imageno = random(8) -- coloured squares
set pictno = random(44) -- images
put songno
put imageno
put pictno
puppetSound ("song_" & songno)
set the member of sprite (1 + random(64)) to ("square_" & imageno)
set the member of sprite (67 + random(4)) to ("pict_" & pictno)
end
-- this was bought in from a movie that sort of worked in order to generate
a ripple. however I
-- have tried to mix this in with the above with litle success
on mouseDown
set the locH of sprite 73 to the mouseH
set the locV of sprite 73 to the mouseV
set the visible of sprite 73 to true
set the memberNum of sprite 73 to 121
set the memberNum of sprite 73 to the memberNum of sprite 73 + 1
if sprite 73 intersects 4 then puppetSound 4, "Bbom"
if the memberNum of sprite 73 = 125 then set the blend of sprite 73 to 30
if the memberNum of sprite 73 = 126 then set the blend of sprite 73 to 15
if the memberNum of sprite 73 = 127 then set the blend of sprite 73 to 5
if the memberNum of sprite 73 > 127 then set the visible of sprite 73 to
false
if the memberNum of sprite 73 > 127 then set the memberNum of sprite 73 to
121
if the memberNum of sprite 73 = 121 then set the blend of sprite 1 to 100
updateStage
end if
end
-- if the memberNum of sprite 73 = 121 then
cheers
Mike Gilmour
MA student Multimedia UWCN
[EMAIL PROTECTED]
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