At 11:15 PM +0000 12/1/00, Rees, Jonathan wrote:
>I have 3 castmembers called leftgrass 1,leftgrass 2 + leftgrass 3.
>Initialy leftgrass 1 is on the stage and is scrolling down sweetly.
>I am tryinging to get it to rotate through the casts. I believe what
>I have done should work, but something is wrong which I cant figure!
>
>
>property pgrass
>property grass
>
>
>on beginsprite
>
>   grass="leftgrass"
>   pgrass =1
>   sprite(2).member = member(grass&&pgrass)
>end
>
>
>on exitFrame
>
>   if  the locV of sprite 2 > 1890 then
>   
>     pgrass=pgrass+1
>   
>     if pgrass >3 then pgrass =1
>
>    -------------grass--------------------


Jonathon,

I don't see anything wrong with this (except you don't show how you 
display a new "grass" in your exitframe).  But here's an alternative 
behavior that rotates through 3 castmembers which must be in 
consecutive positions in a castlib.  It assumes that the first of the 
3 is on stage at the beginning (which is what you are saying, I 
think).  This uses member numbers and offsets instead of names.

property pMemberBase
property pCurrentOffset
property spriteNum

on beginSprite me
   pMemberBase = sprite(spriteNum).member.number
   pCurrentOffset = 0
end

on exitframe
   if sprite(spriteNum).locV <= 1890 then
     return
   end if
   pCurrentOffset = pCurrentOffset + 1
   if pCurrentOffset = 3 then
     pCurrentOffset = 0
   end if
   sprite(spriteNum).member = pMemberBase + pCurrentOffset
end


Irv
-- 
Lingo / Director / Shockwave development for all occasions.

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