> My second question is about the cursor change. On mouseEnter I change
> the cursor to a finger and on mouseLeave it goes back to arrow but of
> cousre when the sprite is clicked and movie goes to another frame the
> cursor remains a finger (no mouseLeave executed). Should I add a score
> script to on prepareFame to go back to arrow? or some other way.
You should not use cursor to change the cursor, if at all possible.
Instead, use the cursor of sprite property.
--
property spriteNum, my, orgMem, rollMem, myCursor
on beginSprite me
my = sprite(spriteNum)
orgMem = my.member.name
rollMem = orgMem & "_roll"
myCursor = [member("mycurs"),member("mycursmask")]
end
on mouseEnter me
my.cursor = myCursor
end
on mouseLeave me
my.cursor = -1
end
on endSprite me
my.cursor = -1
end
--
This code is, of course, rudimentary, but it's a good example
of how to use cursor of sprite. It cleans itself up, too.
The endSprite script is there in case the mouseUp navigates,
although you could easily put that script in the mouseUp handler.
Using the cursor command causes undue strain on the OS, whereas
the cursor of sprite does not. I remember there being a pretty
in-depth discussion about this subject on this list or Direct-L
awhile back, and it was said that using cursor of sprite was more
stable than using cursor, especially if you're changing the cursor
quite a bit. Something about cursor changing it on a system level
and the cursor of sprite changing it on a Director level.
I'm a big fan of declaring spriteNum as a property and also declaring
another property to keep track of the sprite itself, in this case "my".
I used to use "mySprite", but "my" does just as good a job, and saves
keystrokes. It's also faster than using me.spriteNum each time you need
the spriteNum. Note that you don't need to set spriteNum when you declare
it as a property. Just a cool tip for all the people out there who didn't
know about it. :)
HTH,
Steven
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