Hey all. 

I am starting to really appreciate the power of re-usable code as
embodied in Lingo, obviously this is one of the main strengths we have
found for using this tool as opposed to Flash for high complexity
applications.

In that vein, I am hoping we can find a behavior that will give us a
head start on our problem.

We need to put a vector shape sprite on the stage and when the user
clicks on it we need to enable handles (small squares or circles) that
allow for manipulation of the vertex points and the handles. This will
be used to draw your typical slope curve onto a graph.

I am thinking I need to have a small case member that will be the handle
marker sprites and another for the vertex points (so they can look
different)....

(in pseudocode)
-----------------

When the vector gets clicked on it puts an instance of the vertex handle
cast member at the location of each vertex - it then passes to that
sprite the information needed for the sprite to know what it is
controlling for later use.

The same is then done for the "handles"

When a handle is "dragged" it sends a custom message to the vector
sprite supplying the new location and the identifier it received earlier
when it was created

When the vector object gets a custom movement message it uses the ID tag
and location to update it's own vertex/handle list

When the stage or another sprite is clicked, the vector object dismisses
the sprites it created as handles and stays in it's new position

-----------------

Does that make any sense?

Thanks for any pointers or help! I have read the Macromendia file on
controlling vector shapes with Lingo - that's how I got this far :)

Soulhuntre
----------------
my site: www.soulhuntre.com
my mission: www.the-estate.com
my passion: www.girl2.com
my living: www.dotpublishing.com 





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