Here's another variation, similar to Pekka's. To use this, you need
to assign a number of sprites (1 for each digit) each with a zero
pixel or one pixel cast member in them. Then, have cast members
representing the digits, "Digit0", "Digit1", "Digit2"... "Digit9",
and "Digit " (for blank character padding at the left). This is
completely untested, but should be close to working:
on DisplayScore score
channelOffset = ?? -- one before the channels used for the score
-- For example, if you assign
channels 40 throu 43, this should be 39
maxDigits = 4 -- or however many digits your maximum is
scoreAsString = string(score)
-- Left pad with blanks
repeat while (length(scoreAsString) < maxDigits)
put " " before scoreAsString
end repeat
-- Now show the appropriate digit bitmaps in the appropriate channels
repeat with i =1 to maxDigits
spriteChannel = channelOffset + i
thisDigit = char i of scoreAsString
thisDigitMemberName = "Digit" & thisDigit
sprite(spriteChannel).member = thisDigitMemberName
end repeat
end
Another completely different approach would be to have one sprite,
and use Imaging Lingo to build up a bitmap of the score on the fly.
I'll leave that code up to you ...
Irv
>
>
>
>-----Original Message-----
>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of
>Robert Knepher
>Sent: 27. kes�kuuta 2001 4:09
>To: [EMAIL PROTECTED]
>Subject: <lingo-l> Bitmap Numbers
>
>
>hi list, I am lost. I am working on a game that has score figured as a
>global and put into a field with lingo. Now I am to change this to the
>artists bitmap numbers. I hope this makes sense. Any help is greatly
>appreciated. thanks, robert
>
--
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