Sounds like folks have largely answered this for you, Kerry, but I just
wanted to add 2 cents to what was discussed & finally contribute a bit to
this list.  I had forgotten about one point when we spoke earlier: you *can*
query the frame of the filmloop.  I remembered that I had done this once
using a 'tell' block on the filmloop.  Here's a behavior snippet (it works):

property pMySprite
property pInitialLoopMember -- assumes only one sprite in loop, in sprite
channel #1, for demo.


on beginSprite me
  pMySprite = sprite me.spriteNum
  
  tell pMySprite
    pInitialLoopMember = (sprite 1).member
  end tell
  
  append the actorlist, me
end


on stepFrame me
  tell pMySprite
    atEndOfLoop = (the frame = the lastFrame)
  end tell
  
  if atEndOfLoop then
    put "done!"
    pMySprite.member = pInitialLoopMember
    deleteOne the actorlist, me
  end if
end

Warning:  you should use the actorlist & stepFrame(), because atEndOfLoop
will always be true for the bitmap member you swap in, so you need to stop
checking at that point.

You may want something like this to help you track a button that may have
states in different button frames, and/or multiple important frames to query
about.  Don't know if it helps you to implement your buttons this way; you
can also just swap in the filmloops for when your buttons animate.  Just
thought this might be fun.  Anyhow, good luck!

-- Bill

PS - Thanks Kerry and Bhakti for the nice plugs.

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