At 9:43 PM +0000 12/27/00, Jonathan Rees wrote:
>cheers irv,
>the location that you dont understand is : Each door will set the
>position of the charecter in the next room. I cannot make it work
>I have tried:
>on the door :
>global gListOfInformation
>
>on enterFrame me
> if sprite 41 intersects sprite(me.spriteNum) then
> gListOfInformation = [point(41:200,42:300)]
> go to "room02"
> end
>end
>
>on the frame(room)
>global gListOfInformation
>
>on prepareFrame me -- use prepare frame to only do this once
> sprite(41).loc = gListOfInformation[41,42]
> gListOfInformation = [:] -- clear info
>end
Try this:
on enterFrame me
if sprite 41 intersects sprite(me.spriteNum) then
gListOfInformation = ["41": point(200,300)]
go to "room02"
end
end
on the frame(room)
global gListOfInformation
on prepareFrame me -- use prepare frame to only do this once
sprite(41).loc = gListOfInformation["41"]
gListOfInformation = [:] -- clear info
end
Using a list, the above gives you a general way to store and retrieve
information. But if you only need to store a single point, then you
could do it using a single global with a better name:
global gCharacterNextLoc
on enterFrame me
if sprite 41 intersets sprite(me.spriteNum) then
gCharacterNextLoc = point(200, 300)
go to "room2"
end if
end
on the frame script:
global gCharacterNextLoc
on prepareFrame me
sprite(41).loc = gCharacterNextLoc
end
The lesson of what I was trying to demonstrate was that instead of
trying to send a message to a sprite that may or may not exist, store
a value in a global, or store values in a global list, then retrieve
the valueor values later from the global.
Irv
Irv
Irv
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