OK!
Have checked that! But what about making a sprite snap to another sprite??
Thanx
----- Original Message -----
From: "Buzz Kettles" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Cc: "Sofia Hjulin" <[EMAIL PROTECTED]>
Sent: Tuesday, September 18, 2001 10:42 PM
Subject: Re: <lingo-l> drag and snap...
> first thing you better do is add some parentheses
> for example, this:
> set the locV of sprite 6 to the locV of sprite 3-34
> should probably be this:
> set the locV of sprite 6 to (the locV of sprite 3) - 34
>
> otherwise Lingo may try to set the loc of sprite 6 to the loc of sprite
(3-34)
>
> hth
>
> -Buzz
>
> At 5:44 PM +0200 9/18/01, Sofia Hjulin wrote:
> >I have this script on the sprite to make it draggable and intersect with
> >another sprite:
> >on mousedown
> >repeat while the mouseDown=true
> >set the locV of sprite 3 to the mouseV
> >set the locH of sprite 3 to the mouseH
> >set the locV of sprite 6 to the locV of sprite 3-34
> >set the locH of sprite 6 to the locH of sprite 3+44
> >updateStage
> >end repeat
> >if sprite 6 intersects 5 then
> >go to "bang"
> >end if
> >end
> >
> >Now I also want the same sprite to snapp at the sprite it�s dragged to. I
> >have this script but what of I do i use and how? Please help me!!
> >: aStartLoc = sprite(ScrollMem2).member.regPoint --sets the
dragSprites
> >current regpoint as startPoint (could be called on museUp
> > aGoalLoc = point(x,y)--the snap to point
> > movePoint = aStartLoc - aGoalLoc --defines the distance to move the
> >sprite hor/vert
> > partMove = movePoint / 4 --set 4 waypoints
> > partMove = partMove--dunno why i included this =)
> > if sprite(ScrollMem2).member.regPoint <> aGoalLoc then --checks to
see
> >if ur done
> > sprite(ScrollMem2).member.regPoint =
> >sprite(ScrollMem2).member.regPoint - partMove
> > updateStage --updates stage to be sure it�s showing
> > end if
> >
> >/Sofia from sweden
> >
> >
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>
>
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>
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