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<channel>
	<title>ADOBE DIRECTOR WEBLOG</title>
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	<link>http://directormx.wordpress.com</link>
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		<title>ADOBE DIRECTOR WEBLOG</title>
		<link>http://directormx.wordpress.com</link>
	</image>
	<atom:link rel="search" type="application/opensearchdescription+xml" href="http://directormx.wordpress.com/osd.xml" title="ADOBE DIRECTOR WEBLOG" />
	<atom:link rel='hub' href='http://directormx.wordpress.com/?pushpress=hub'/>
		<item>
		<title>Link con ejemplos de juegos.</title>
		<link>http://directormx.wordpress.com/2011/06/13/link-con-ejemplos-de-juegos/</link>
		<comments>http://directormx.wordpress.com/2011/06/13/link-con-ejemplos-de-juegos/#comments</comments>
		<pubDate>Mon, 13 Jun 2011 21:18:17 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/?p=228</guid>
		<description><![CDATA[Aquí les dejo un link donde podrán encontrar ejemplos de algunos juegos creados en director…. http://mediamacros.com/list/type-6/ espero les sirva, saludos a todos. Osmel Lazo<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=228&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Aquí les dejo un link donde podrán encontrar ejemplos de algunos juegos creados en director….</p>
<p><a href="http://mediamacros.com/list/type-6/" title="http://mediamacros.com/list/type-6/" target="_blank">http://mediamacros.com/list/type-6/</a></p>
<p>espero les sirva, saludos a todos.</p>
<p>Osmel Lazo</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/directormx.wordpress.com/228/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/directormx.wordpress.com/228/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/directormx.wordpress.com/228/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/directormx.wordpress.com/228/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/directormx.wordpress.com/228/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/directormx.wordpress.com/228/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/directormx.wordpress.com/228/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/directormx.wordpress.com/228/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/directormx.wordpress.com/228/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/directormx.wordpress.com/228/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/directormx.wordpress.com/228/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/directormx.wordpress.com/228/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/directormx.wordpress.com/228/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/directormx.wordpress.com/228/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=228&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">EROS</media:title>
		</media:content>
	</item>
		<item>
		<title>Actualizar un miembro de texto desde internet con lingo.</title>
		<link>http://directormx.wordpress.com/2009/12/13/actualizar-un-miembro-de-texto-desde-internet-con-lingo/</link>
		<comments>http://directormx.wordpress.com/2009/12/13/actualizar-un-miembro-de-texto-desde-internet-con-lingo/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 00:08:29 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/?p=219</guid>
		<description><![CDATA[Con este Script podemos mostrar o actualizar el contenido de un miembro de texto desde un fichero que esté en la internet. Creado por BrentMoseley y tomado de mediamacros.com property mymember property updated &#8211;boolean property mynet &#8211;getnettext instance property fileloc &#8211;file location property loadtext &#8211;text displayed while loading on beginsprite me mymember = the member [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=219&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Con este Script podemos mostrar o actualizar el contenido de un miembro de texto desde un fichero que esté en la internet. Creado por BrentMoseley  y tomado de mediamacros.com<br />
<span id="more-219"></span><br />
property mymember<br />
property updated  &#8211;boolean<br />
property mynet    &#8211;getnettext instance</p>
<p>property fileloc   &#8211;file location<br />
property loadtext &#8211;text displayed while loading</p>
<p>on beginsprite me<br />
  mymember = the member of sprite the spritenum of me<br />
  the text of member mymember = loadtext<br />
  mynet = getNetText (fileloc)<br />
end</p>
<p>on exitframe me<br />
  if updated = false then<br />
    if netdone(mynet)  then<br />
      the text of member mymember = netTextResult(mynet)<br />
      updated = true<br />
    end if<br />
  end if<br />
end</p>
<p>on getPropertyDescriptionList me<br />
  set pdlist to [:]<br />
  addprop pdlist, #fileloc, [#comment:"text file location", #format:#string,#default:"http://myserver.com/text.txt"]<br />
  addprop pdlist, #loadtext, [#comment:"text to display while loading",#format:#string, #default:"Downloading, Please wait."]<br />
  return pdlist<br />
end getPropertyDescriptionList</p>
<p>on getBehaviorDescription<br />
  return &#8220;Update a text cast member from a remote file on the internet.&#8221; &amp;return &amp; return &amp;&#8221;Created by Brent Moseley&#8221; &amp; return &amp; &#8220;brentmoseley@yahoo.com&#8221;<br />
end</p>
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			<media:title type="html">EROS</media:title>
		</media:content>
	</item>
		<item>
		<title>Spritexpander, script para agrandar un sprite en el evento mouseEnter</title>
		<link>http://directormx.wordpress.com/2009/12/13/spritexpander-script-para-agrandar-un-sprite-en-el-evento-mouseenter/</link>
		<comments>http://directormx.wordpress.com/2009/12/13/spritexpander-script-para-agrandar-un-sprite-en-el-evento-mouseenter/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 22:17:04 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/2009/12/13/spritexpander-script-para-agrandar-un-sprite-en-el-evento-mouseenter/</guid>
		<description><![CDATA[Este script es util por ejemplo cuando usamos abatares o alguna imagen que mostremos pequeña, al colocar el cursor encima de esta la imagen se agrandará hasta el tamaño indicado y a la velocidad indicada. Creado por KurtKoenig y tomado de mediamacros.com &#8212;&#8212;&#8212; SPRITEXPANDER _____________________________________________________________________ &#8211;___________________________________________________________________________________________ &#8211; &#8211; this behavior expands the size of a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=218&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Este script es util por ejemplo cuando usamos abatares o alguna imagen que mostremos pequeña, al colocar el cursor encima de esta la imagen se agrandará hasta el tamaño indicado y a la velocidad indicada. Creado<br />
por KurtKoenig  y tomado de mediamacros.com</p>
<p><span id="more-218"></span></p>
<p>&#8212;&#8212;&#8212; SPRITEXPANDER _____________________________________________________________________<br />
&#8211;___________________________________________________________________________________________<br />
&#8211;<br />
&#8211; this behavior expands the size of a vector, or bitmap-sprite when the mousecursor<br />
&#8211; is over this sprite. It can be used as RollOver-Expander in a single frame.<br />
&#8211;<br />
&#8211;  11/04/2000                       D 7 , D 8<br />
&#8211;<br />
&#8211;  Kurt Koenig * Belgium<br />
&#8211;<br />
&#8211;____________________________________________________________________________________________</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>property pTheWidth<br />
property pTheHeight<br />
property pLargeWidth<br />
property pLargeHeight<br />
property pExSpeed</p>
<p>on getPropertyDescriptionList<br />
  desclist = [:]<br />
  addprop desclist, #pLargeWidth,[#comment:\<br />
"The size (Width) in pixels when the mouse is over this sprite:",format: #integer , default: "20"]<br />
  addprop desclist, #pLargeHeight,[#comment:\<br />
"The size (Height) in pixels when the mouse is over this sprite:",format: #integer , default: "20"]<br />
  addprop desclist, #pExSpeed, [ #comment:  "The speed when the sprite's expanding:",#format: #integer, #range:[#min: 1, #max: 10],#default: &#8220;10&#8243;]<br />
  return desclist<br />
end getPropertyDescriptionList</p>
<p>on getBehaviorDescription<br />
  return &#8221; This behavior expands the size of a sprite on&#8221;&amp;return&amp;&#8221; \<br />
mousewithin,With parameters to change the width, &#8220;&amp;return&amp;&#8221;\<br />
height, and expanding speed. Use this behavior&#8221;&amp;return&amp;&#8221; \<br />
on a bitmap, or vectorshape-sprite          Kurt * Belgium&#8221;<br />
end getBehaviorDescription</p>
<p>on getBehaviorTooltip me<br />
  return &#8220;Increase the size of a sprite&#8221;&amp;return&amp;&#8221;\<br />
on RollOver in a single frame.&#8221;<br />
end getBehaviorTooltip</p>
<p>on beginsprite me<br />
  pTheWidth = sprite (me. spritenum) . width<br />
  pTheHeight = sprite (me. spritenum) . height<br />
end beginsprite</p>
<p>on mousewithin me<br />
  if sprite(me.spriteNum).width &lt;= pLargeWidth &#8211; pExSpeed then<br />
    sprite(me.spriteNum).width = sprite(me.spriteNum).width + pExSpeed<br />
  end if<br />
  if sprite(me.spriteNum).height &lt;= pLargeHeight &#8211; pExSpeed then<br />
    sprite(me.spriteNum).height = sprite(me.spriteNum).height + pExSpeed<br />
  end if<br />
  cursor 200<br />
end mousewithin</p>
<p>on mouseleave me<br />
  sprite(me.spriteNum).width = pTheWidth<br />
  sprite(me.spriteNum).height =  pTheHeight<br />
  cursor 0<br />
end </p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/directormx.wordpress.com/218/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/directormx.wordpress.com/218/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/directormx.wordpress.com/218/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/directormx.wordpress.com/218/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/directormx.wordpress.com/218/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/directormx.wordpress.com/218/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/directormx.wordpress.com/218/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/directormx.wordpress.com/218/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/directormx.wordpress.com/218/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/directormx.wordpress.com/218/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/directormx.wordpress.com/218/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/directormx.wordpress.com/218/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/directormx.wordpress.com/218/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/directormx.wordpress.com/218/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=218&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>1</slash:comments>
	
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			<media:title type="html">EROS</media:title>
		</media:content>
	</item>
		<item>
		<title>Animar sprite con lingo.</title>
		<link>http://directormx.wordpress.com/2009/12/13/animar-sprite-con-lingo/</link>
		<comments>http://directormx.wordpress.com/2009/12/13/animar-sprite-con-lingo/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 22:03:56 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/?p=216</guid>
		<description><![CDATA[Este script nos sirve para amimar un sprite, se puede escojer entre: &#8211;Mover a la izquierda &#8211;Mover a la derecha &#8211;Rotar &#8211;Fade (alejar) Creado por SunilBalan y tomado de mediamacros.com property pControl, pRange, pSpeed, spritenum on exitframe me Case (pControl) of &#8220;Move horizontally&#8221;: sprite(me.spritenum).loch = sprite(me.spritenum).loch + pRange &#8220;Move vertically&#8221; : sprite(me.spritenum).locv = sprite(me.spritenum).locv + [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=216&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Este script nos sirve para amimar un sprite, se puede escojer entre:<br />
&#8211;Mover a la izquierda<br />
&#8211;Mover a la derecha<br />
&#8211;Rotar<br />
&#8211;Fade (alejar)<br />
Creado por SunilBalan  y tomado de mediamacros.com<br />
<span id="more-216"></span></p>
<p>property pControl, pRange, pSpeed, spritenum</p>
<p>on exitframe me<br />
  Case (pControl) of<br />
    &#8220;Move horizontally&#8221;:<br />
      sprite(me.spritenum).loch = sprite(me.spritenum).loch + pRange<br />
    &#8220;Move vertically&#8221; :<br />
      sprite(me.spritenum).locv = sprite(me.spritenum).locv + pRange<br />
    &#8220;Rotate&#8221;:<br />
      sprite(me.spritenum).rotation = sprite(me.spritenum).rotation + pRange<br />
    &#8220;Zoom&#8221;:<br />
      the Width of sprite(me.spritenum) = the Width of sprite(me.spritenum )+ (the Width of sprite(me.spritenum )* (pSpeed/100.0))<br />
      the Height of sprite(me.spritenum) = the Height of sprite(me.spritenum) + (the Height of sprite(me.spritenum) * (pSpeed/100.0))<br />
  end case<br />
end</p>
<p>on getPropertyDescriptionList<br />
  description =[:]<br />
  addProp description, #pControl,[#comment: "Select your option:", #format:#String,#range:["Move horizontally", "Move vertically", "Rotate", "Zoom"], #default:&#8221;Move horizontally&#8221;]<br />
  addProp description, #pRange, [#comment: "Speed for rotate and move:", #format:#Integer, #range:[#min:-30,#Max:30],#default:1]<br />
  addprop description, #pSpeed,[#comment:"Speed to zoom (- to zoom in, + to zoom out):",#format:#integer, #default: -10, #range:[#min:-30,#max:30]]<br />
  return description<br />
end </p>
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			<media:title type="html">EROS</media:title>
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	</item>
		<item>
		<title>Efecto transparencia con lingo, el parametro es la distancia del cursor&#8230;</title>
		<link>http://directormx.wordpress.com/2009/12/13/efecto-transparencia-con-lingo-el-parametro-es-la-distancia-del-cursor/</link>
		<comments>http://directormx.wordpress.com/2009/12/13/efecto-transparencia-con-lingo-el-parametro-es-la-distancia-del-cursor/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 21:57:21 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/?p=214</guid>
		<description><![CDATA[Este script crea un efecto de tranparencia pero dependiendo de la distancia a la que se encuentre el cursor del sprite con el que se use el código. Creado por Gerry Orkin y tomado de mediamacros.com &#8211; gerry orkin &#8211;gorkin@coombs.anu.edu.au &#8211;if you use this let me know and acknowledge in your credits &#8211;if you improve [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=214&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Este script crea un efecto de tranparencia pero dependiendo de la distancia a la que se encuentre el cursor del sprite con el que se use el código. Creado por Gerry Orkin y tomado de mediamacros.com<br />
<span id="more-214"></span></p>
<p>&#8211; gerry orkin<br />
&#8211;gorkin@coombs.anu.edu.au<br />
&#8211;if you use this let me know and acknowledge in your credits<br />
&#8211;if you improve it, send me a copy <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
&#8211; initial blend for the sprite<br />
property startBlend</p>
<p>&#8211; how far away should the fade begin?<br />
property StartFadePoint</p>
<p>&#8211; how far away should the fade stop<br />
&#8211; (at which point the blend should = 100) ?</p>
<p>property EndFadePoint</p>
<p>on beginSprite me &#8212; sets initial blend<br />
  puppetsprite  the spriteNum of me, 1<br />
  set the blend of sprite the spriteNum of me = startBlend<br />
  updatestage<br />
end</p>
<p>on exitFrame me &#8212; provides the trigger for the blend updates<br />
  sendSprite  (the spritenum of me, #blendit)<br />
end</p>
<p>on blendSprite which, what &#8212; does the blending <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
  set the blend of sprite which = what<br />
  updatestage<br />
end  </p>
<p>on blendit me<br />
  set dv = abs((the locV of sprite the spriteNum of me) &#8211; the mousev)<br />
  set  dH = abs((the locH of sprite the spriteNum of me) &#8211; the mouseh)<br />
  set distance = sqrt( dV * dV + dH * dH )<br />
  if distance &lt; EndFadePoint then<br />
    blendSprite the spriteNum of me,100<br />
    exit<br />
  end if<br />
  if distance &lt; StartFadePoint then<br />
    set percentage = (distance*100/StartFadePoint)<br />
    set blendToValue =  (100-percentage)<br />
    if blendToValue &lt; startBlend then set blendToValue =  startBlend<br />
    blendSprite the spriteNum of me,blendToValue<br />
  else<br />
    blendSprite the spriteNum of me,startBlend<br />
  end if<br />
  updatestage<br />
end</p>
<p>on getPropertyDescriptionList<br />
  set p_list = [#startBlend: [ #default:0, #format:#integer, #comment:&quot;Initial Blend&quot;,#range: [#min:0,#Max:100]] ,\<br />
                             #StartFadePoint: [ #default:100, #format:#integer, #comment:&quot;Trigger Point&quot;, #range:[#min:0,#Max:500]],\<br />
                             #EndFadePoint: [ #default:0, #format:#integer, #comment:&quot;End Trigger Point&quot;, #range:[#min:0,#Max:50]] \<br />
                          ]<br />
  return p_list<br />
end</p>
<p>on getBehaviorDescription<br />
  return  &quot;Creates sprites that fade in and out (using the sprite blend property) depending how far they are from the mouse. &quot; &amp;return&amp;return&amp;\<br />
                          &quot;Try different inks for your sprites &#8211; different images require different settings. Also, there appears to be a bug in Director 6 that prevents sprites with a blend of 0 from being totally hidden. &quot;<br />
end </p>
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		<title>Efecto transparencia en un x tiempo con lingo, permite varios parámetros.</title>
		<link>http://directormx.wordpress.com/2009/12/13/efecto-transparencia-en-un-x-tiempo-con-lingo-permite-varios-parametros/</link>
		<comments>http://directormx.wordpress.com/2009/12/13/efecto-transparencia-en-un-x-tiempo-con-lingo-permite-varios-parametros/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 19:25:11 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/?p=211</guid>
		<description><![CDATA[Este script nos permite cambiar la propiedad blend de un sprite de 0 a 100 ó 100 a 0, u otra elección que usted haga, debe especificar un tiempo en ticks para la duración del efecto, y además puede esperar o no en un frame a que se complete el efecto. Creado por LukeWigley y [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=211&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Este script nos permite cambiar la propiedad blend de un sprite de 0 a 100  ó 100 a 0, u otra elección que usted haga, debe especificar un tiempo en ticks para la duración del efecto, y además puede esperar o no en un frame a que se complete el efecto. Creado por LukeWigley  y tomado de mediamacros.com<br />
Nota: revise los posibles rompimientos de linea en el código a causa del formato del blog&#8230;<br />
<span id="more-211"></span><br />
&#8211; Sprite Blender<br />
&#8211; By luke@medialight.com.au<br />
&#8211; July 99</p>
<p>property spriteNum, spriteRef, TicksForTransition, startTicks, endTicks, sBlend, eBlend, blendChange, holdForCompletion</p>
<p>on beginSprite me<br />
  spriteRef = sprite(me.spriteNum)<br />
  spriteRef.blend = sBlend<br />
  blendChange = eBlend &#8211; sBlend<br />
  startTicks = the ticks<br />
  endTicks = startTicks + TicksForTransition<br />
end</p>
<p>on endSprite me<br />
  spriteRef.blend = eBlend<br />
end</p>
<p>on exitframe me<br />
  myProgress = (float(the ticks &#8211; startTicks)/TicksForTransition)<br />
  if myProgress &gt; .95 then myProgress = 1<br />
  myBlend = sBlend + integer( blendChange * myProgress )<br />
  spriteRef.blend = myBlend<br />
  if holdForCompletion and (myProgress  0 then defaultStartBlend = the blend of sprite(the currentSpriteNum)<br />
  else  defaultStartBlend = 0<br />
  defaultEndBlend = 100 &#8211; defaultStartBlend<br />
  p_list = [:]<br />
  addProp p_list, #TicksForTransition, [ #comment: "Number of ticks for the transition:", #format: #integer, #default: 120, #range: [#min:1, #max:1200]]<br />
  addProp p_list, #sBlend, [ #comment: "Start blend:", #format: #integer, #default: defaultStartBlend, #range: [#min:0, #max:100]]<br />
  addProp p_list, #eBlend, [ #comment: "Ending blend:", #format: #integer, #default: defaultEndBlend, #range: [#min:0, #max:100]]<br />
  addProp p_List, #holdForCompletion, [ #comment: "Hold on frame until completion?:", #format: #boolean, #default: 0]<br />
  return p_list<br />
end</p>
<p>on getBehaviorDescription<br />
  msg = &#8220;Fades the sprite in or out using blends over a specified time span. &#8221;  &amp; return &amp; return<br />
  put &#8221; &#8211; Specify the timespan for the transition&#8221; &amp; return after msg<br />
  put &#8221; &#8211; Specify the starting and ending blend values&#8221; &amp; return after msg<br />
  put &#8221; &#8211; Specify whether to hold on the frame until the transition complete&#8221; after msg<br />
  return msg<br />
end</p>
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		<title>Efecto tipo marquesina con lingo.</title>
		<link>http://directormx.wordpress.com/2009/12/13/efecto-tipo-marquesina-con-lingo/</link>
		<comments>http://directormx.wordpress.com/2009/12/13/efecto-tipo-marquesina-con-lingo/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 18:58:34 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/2009/12/13/efecto-tipo-marquesina-con-lingo/</guid>
		<description><![CDATA[Este script nos sirve para crear un efecto tipo marquesina, creado por LorenMork y tomado de mediamacros.com &#8211; SimpleSpriteMover &#8211; This simple behavior moves a sprite &#8211; across the screen either &#8211; left to right &#8211; or &#8211; right to left &#8211; or &#8211; top to bottom &#8211; or &#8211; bottom to top, &#8211; and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=209&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Este script nos sirve para crear un efecto tipo marquesina, creado por LorenMork y tomado de mediamacros.com<br />
<span id="more-209"></span></p>
<p>&#8211; SimpleSpriteMover</p>
<p>&#8211; This simple behavior moves a sprite<br />
&#8211; across the screen either<br />
&#8211; left to right &#8211; or<br />
&#8211; right to left &#8211; or<br />
&#8211; top to bottom &#8211; or<br />
&#8211; bottom to top,<br />
&#8211; and after the sprite<br />
&#8211; vanishes it reappears<br />
&#8211; and goes across again;<br />
&#8211; ie it &#8220;wraps&#8221;.</p>
<p>&#8211; It moves at<br />
&#8211; any &#8220;speed&#8221; you wish,<br />
&#8211; on each enterframe event.</p>
<p>&#8211; Attach this behavior to a sprite.</p>
<p>&#8211; Hacked by<br />
&#8211; Loren Mork   1997<br />
&#8211; Seattle, Washington<br />
&#8211; LMork@aol.com<br />
&#8211; LMork@accessone.com</p>
<p>&#8211; properties</p>
<p>property  pi_theSprite     &#8212; Contains the number of the sprite we are moving &#8211; integer<br />
property  pi_theLocH       &#8212; Contains the LocH of the sprite we are moving &#8211; integer<br />
property  pi_theLocV       &#8212; Contains the LocV of the sprite we are moving &#8211; integer<br />
property  pi_stageWidth    &#8212; Contains the width of the stage we are on &#8211; integer<br />
property  pi_stageHeight   &#8212; Contains the height of the stage we are on &#8211; integer<br />
property  pi_AmountToMove  &#8212; Contains the amount to move each time &#8211; integer<br />
property  ps_Direction     &#8212; Contains a string indicating the direction to move in   &#8211; string</p>
<p>on beginsprite me<br />
  set pi_theSprite   = the spritenum of me<br />
  set pi_theLocH     = the loch of sprite the spritenum of me<br />
  set pi_theLocV     = the locv of sprite the spritenum of me<br />
  set pi_stageWidth  = the stageright &#8211; the stageleft<br />
  set pi_stageHeight = the stagebottom &#8211; the stagetop</p>
<p>  if pi_AmountToMove  pi_stageHeight then<br />
      set pi_theLocV = -1 * ( the height of sprite pi_theSprite / 2 )<br />
      set the locv of sprite pi_theSprite = pi_theLocV<br />
    end if<br />
  end if</p>
<p>  if ps_Direction = &#8220;up&#8221; then<br />
    set pi_theLocV = pi_theLocV + pi_AmountToMove<br />
    set the locv of sprite pi_theSprite = pi_theLocV<br />
    if the bottom of sprite pi_theSprite  pi_stageWidth then<br />
       set pi_theLocH = -1 * ( the width of sprite pi_theSprite / 2 )<br />
      set the loch of sprite pi_theSprite = pi_theLocH<br />
    end if<br />
  end if</p>
<p>  if ps_Direction = &#8220;left&#8221; then</p>
<p>    set pi_theLocH = pi_theLocH + pi_AmountToMove<br />
    set the loch of sprite pi_theSprite = pi_theLocH<br />
    if the right of sprite pi_theSprite &lt; 0 then<br />
            set pi_theLocH =  ( the width of sprite pi_theSprite / 2 ) + pi_stagewidth<br />
      set the loch of sprite pi_theSprite = pi_theLocH<br />
    end if<br />
  end if<br />
end enterframe</p>
<p>on getPropertyDescriptionList me<br />
  set pl_proplist = [:]</p>
<p>  addProp pl_proplist,#ps_Direction,[#default:&quot;right&quot;, #format:#string,#range:[&quot;Left&quot;,&quot;Right&quot;, &quot;Up&quot;,&quot;Down&quot;] ,#comment:&quot;Which direction should the sprite move?&quot;]</p>
<p>  addProp pl_proplist,#pi_AmountToMove,[#default:10,#format:#integer,#comment:&quot;Amount of pixels to move each move?&quot;&amp;return&amp;&quot;Note :this should be a positive number &quot;]</p>
<p>  return pl_proplist</p>
<p>end getPropertyDescriptionList</p>
<p>on getBehaviorDescription me<br />
  set ps_string  to &quot;SimpleSpriteMover&quot;&amp;RETURN&amp;&quot;By Loren Mork, LMork@aol.com, LMork@accessone.com, Seattle/ Washington/ USA&quot;&amp;RETURN&amp;&quot;This behavior moves a sprite across the screen left to right &#8211; or &#8211; right to left &#8211; or &#8211; top to bottom &#8211; or &#8211; bottom to top &#8211; and after the sprite vanishes it reappears on the other side of the screen and goes across (or up/down ) again; ie it wraps.&quot;&amp; RETURN &amp;&quot;It moves at any speed you wish, on each enterframe event.&quot; &amp; RETURN &amp;&quot;Parameters are direction and amount to move (speed). Amount to move should be a positive number. A higher number will result in a faster speed&quot;<br />
return  ps_string<br />
end getBehaviorDescription </p>
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		<title>Simatrix Menu con lingo.</title>
		<link>http://directormx.wordpress.com/2009/12/13/simatrix-menu-con-lingo/</link>
		<comments>http://directormx.wordpress.com/2009/12/13/simatrix-menu-con-lingo/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 18:41:55 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/?p=207</guid>
		<description><![CDATA[Este es un ejemplo de un menu muy bueno y útil para nuestras aplicaciones, si tienen el shockwave player pueden ver el ejemplo aquí. Creado por Simatrix y tomado de mediamacros.com &#8211; SIMATRIX MENU Behavior &#8211; the menu voices follow the double_click and slow down &#8211; 01/07/2001 &#8211; simatrix@libero.it www.baboni.com &#8211; example shocked movie at [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=207&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Este es un ejemplo de un menu muy bueno y útil para nuestras aplicaciones, si tienen el shockwave player pueden ver el ejemplo <a href="http://mediamacros.com/item_files/994626245/the_SimatrixMenu.dir">aquí.</a><br />
Creado por Simatrix y tomado de mediamacros.com<br />
<span id="more-207"></span></p>
<p>&#8211; SIMATRIX MENU Behavior<br />
&#8211; the menu voices follow the double_click and slow down</p>
<p>&#8211; 01/07/2001<br />
&#8211; simatrix@libero.it  www.baboni.com<br />
&#8211; example shocked movie at http://www.baboni.com/simatrixMenu/simatrixMenu.htm</p>
<p>&#8211; Instructions: drop the &#8220;Simatrix Menu behavior&#8221; to the Menu Label sprite.<br />
&#8211; Put the other 3 voices in the right order in the channels below.<br />
&#8211; If you want a rollover effect on the Menu Label:<br />
&#8211; dispose a rollover member in the slot<br />
&#8211; after the one that contains the Menu Label.<br />
&#8211; If you do not want a rollover effect on the Menu Label:<br />
&#8211; delete the lines of code in the mouseEnter and mouseLeave handler<br />
&#8211; For the voices of the menu attach them the behaviors you want,<br />
&#8211; such as &#8220;rollover member change&#8221; of the behavior library/animation/interactive<br />
&#8211; and any other navigation behaviors.</p>
<p>property my, myMember, myMemberRollover<br />
property  ptempo<br />
property  Voice01, voice02, voice03<br />
Property  over</p>
<p>on beginSprite me<br />
  my = sprite(me.spriteNum)</p>
<p>  voice01 = sprite(me.SpriteNum &#8211; 1)<br />
  voice02 = sprite(me.SpriteNum &#8211; 2)<br />
  voice03 = sprite(me.SpriteNum &#8211; 3)</p>
<p>  pTempo = 10</p>
<p>  &#8212; delete the next 2 line of code if you do not want a rollover effect<br />
  myMember = (sprite me.spriteNum).member</p>
<p>  myMemberRollover = member(myMember.number + 1)</p>
<p>end</p>
<p>on mouseEnter me<br />
  &#8212; delete the next line of code if you do not want a rollover effect<br />
  (sprite my).member = myMemberRollover<br />
end</p>
<p>on mouseLeave me<br />
  &#8212; delete the next line of code if you do not want a rollover effect<br />
  (sprite my).member = myMember<br />
end</p>
<p>on mouseDOwn me<br />
  over = 1<br />
end</p>
<p>on mouseUp me<br />
  over = 2<br />
end<br />
on mouseUpOutside me<br />
  over = 2<br />
end</p>
<p>on exitFrame me<br />
  if the doubleClick then<br />
    over = 3<br />
  else<br />
    my.loc = my.loc</p>
<p>  end if<br />
  case over of</p>
<p>    1: menuDown<br />
    2: menuUp<br />
    3: start<br />
  end case</p>
<p>end</p>
<p>on start</p>
<p>  &#8212;- The Menu Label goes to the double-click point &#8212;-</p>
<p>  CurrentLoc = my.loc</p>
<p>  speed = ( the clickLoc &#8211; currentLoc)/ptempo/0.5</p>
<p>  my.loc = my.loc + speed</p>
<p>  &#8212;- First Voice follows the Menu Label &#8212;-</p>
<p>  voice01Loc = voice01.loc</p>
<p>  speed01 = (the clickLoc &#8211; voice01loc)/ptempo*0.6</p>
<p>  voice01.loc = voice01.loc + speed01</p>
<p>  &#8212;- Second Voice follows the first one &#8212;-</p>
<p>  pLag = (random(2) + 1) * .1</p>
<p>  voice02loc = voice02.loc</p>
<p>  diff02 = (voice01loc &#8211; voice02loc)</p>
<p>  voice02.loc = voice02loc + diff02 *pLag</p>
<p>  &#8212;- Third Voice follows the second one &#8212;-</p>
<p>  voice03loc = voice03.loc</p>
<p>  diff03 = (voice02loc &#8211; voice03loc)</p>
<p>  voice03.loc = voice03loc + diff03 *pLag</p>
<p>end</p>
<p>on menuDown</p>
<p>  &#8212; vertical distance between the voices<br />
  distance = 22 &#8212; change this value if needed</p>
<p>  &#8212;&#8212;&#8212;&#8212;&#8212;- voice 01 goes down &#8212;&#8212;&#8212;</p>
<p>  if voice01.locV &lt; my.locV + distance then<br />
    voice01.locV = voice01.locV + pTempo*0.5<br />
  end if</p>
<p>  if voice02.locV &lt; voice01.locV + distance then<br />
    voice02.locV = voice02.locV + pTempo*0.4<br />
  end if<br />
  if voice03.locV  my.locH  then<br />
    voice01.locH = voice01.locH &#8211; pTempo*0.4<br />
  end if</p>
<p>  if voice01.locH  my.locV  then<br />
    voice01.locV = voice01.locV &#8211; pTempo*0.5<br />
  end if</p>
<p>  if voice01.locV  my.locH  then<br />
    voice02.locH = voice02.locH &#8211; pTempo*0.4<br />
  end if</p>
<p>  if voice02.locH  my.locV  then<br />
    voice02.locV = voice02.locV &#8211; pTempo*0.4<br />
  end if</p>
<p>  if voice02.locV  my.locH  then<br />
    voice03.locH = voice03.locH &#8211; pTempo*0.4<br />
  end if</p>
<p>  if voice03.locH  my.locV  then<br />
    voice03.locV = voice03.locV &#8211; pTempo*0.3<br />
  end if</p>
<p>  if voice03.locV &lt; my.locV  then<br />
    voice03.locV = voice03.locV + pTempo*0.3<br />
  end if</p>
<p>end</p>
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		<media:content url="http://1.gravatar.com/avatar/5ec3553f37322b2d19fa4d51460b09ae?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">EROS</media:title>
		</media:content>
	</item>
		<item>
		<title>Efecto cambio de página con lingo&#8230;</title>
		<link>http://directormx.wordpress.com/2009/12/10/efecto-cambio-de-pagina-con-lingo/</link>
		<comments>http://directormx.wordpress.com/2009/12/10/efecto-cambio-de-pagina-con-lingo/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 02:31:11 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

		<guid isPermaLink="false">http://directormx.wordpress.com/2009/12/10/efecto-cambio-de-pagina-con-lingo/</guid>
		<description><![CDATA[Es un script para generar un efecto de cambio de página, descargar demo Aqui. &#8211; Page Turn Behaviour (using sprite quad property) &#8211; Julian de Saxe &#8211; catchTheBaddies@mothcity.com &#8211; Sorry the documentation is so sparse. &#8211; Planned for next time I visit this script: &#8211; Add function to turn the page back again. &#8211; Add [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=205&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Es un script para generar un efecto de cambio de página, descargar demo <a href="http://mediamacros.com/files/pageturn.zip">Aqui.</a><br />
<span id="more-205"></span></p>
<p>&#8211; Page Turn Behaviour (using sprite quad property)</p>
<p>&#8211; Julian de Saxe<br />
&#8211; catchTheBaddies@mothcity.com<br />
&#8211; Sorry the documentation is so sparse.</p>
<p>&#8211; Planned for next time I visit this script:<br />
&#8211; Add function to turn the page back again.</p>
<p>&#8211; Add functionality to animate on mouseUp;<br />
&#8211; (detecting which corner of the sprite was closest to the mouse event and<br />
&#8211; calculating the lead-in distance based on the distance from the vertical centre of the sprite)<br />
&#8211; ie. The closer to the middle of the page the less the lead-in.</p>
<p>&#8211; Add isOkToAttach handler.</p>
<p>&#8211; This behaviour doesn&#8217;t work on Flash sprites.<br />
&#8211; But wouldn&#8217;t it be so cool to do this with an animated flash movie.<br />
&#8211; Dream up a whole children&#8217;s story book with every page a lushman&#8217;s Flash movie<br />
&#8211; sitting in a .dxr on a web page with narration and a soundtrack. Click on the corner to turn the page.<br />
&#8211; Write to Macromedia and beg them to support the quad property of a Flash sprite in their next version of Director!</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on getBehaviorTooltip<br />
  return &#8220;This behavior makes a sprite animate&#8221; &amp; RETURN &amp; ¬<br />
    &#8220;in a simulated page turn (left or right).&#8221;<br />
end getBehaviorTooltip</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on getBehaviorDescription<br />
  vDesc = &#8220;PAGE TURN&#8221;&amp;RETURN&amp;RETURN<br />
  vDesc = vDesc &amp;&#8221;A bitmap sprite with this behavior attached will&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;be animated to simulate a page turning.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;Drop it on a sprite and indicate the direction&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;you wish the page to turn (left to right OR&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;right to left).&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;Then choose the corner that should begin turning first (TOP or BOTTOM).&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;This gives the animation the appearance of being turned from&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;one of the corners.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;Select the distance that this corner will travel before the other&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;corner begins to turn.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;This is expressed as a percentage of the total width of&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;the sprite.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;Choose the amplitude of the arc of the curve for the top and bottom&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;of the page.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;ie. how high or low the locus of the corner rises or falls below the top or bottom.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;of the page.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;The higher the value the further the page appears to rise out of the stage (towards your nose).&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;Select the speed of the animation.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;This will vary according to whether you choose to play the animation in a frame&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;based animation or a repeat loop.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;If you wish to change castmembers half way through the animation&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;check the box and select a bitmap castmember from the pop-up menu.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;NB. This is useful to have the page look as though the other side of the page&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;is authentic. However, the image of the castmember needs to be reversed in the vertical axis&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;because the quad property of the sprite at this stage in the animation will reverse the image.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;back to it&#8217;s proper appearance.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;Choose whether you want the animation to be frame based or occur in a repeat loop.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;Choosing repeat loop makes the animation much faster and smoother and is more consistent&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;over a range of machines.&#8221;<br />
  vDesc = vDesc &amp;RETURN&amp; &#8220;ps. This behaviour contains no error checking.&#8221;<br />
  return vDesc<br />
end getBehaviorDescription</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
property pSprite              &#8212; sprite object reference<br />
property pSpriteRect         &#8212; original rect of sprite</p>
<p>property pCurrentQuad         &#8212; quad point reference<br />
property pOrigQuad              &#8212; original sprite quad values</p>
<p>property pSwitch              &#8212;  initially FALSE. Set to TRUE to begin animation<br />
property pFrameOrRpt      &#8212; allows designer to decide to execute animation in repeat loop or frame based<br />
property pMyAnimFactor   &#8212; factor of pi to calculate quad points</p>
<p>property pTurnPage          &#8212; left to right or right to left?<br />
property pLeadCorner      &#8212; leading corner is th corner that starts turning first (top or bottom?)<br />
property pTurnDirection</p>
<p>property pTotalX</p>
<p>property pLeadInTime        &#8212; distance that the first corner travels before the second corner begins to animate.</p>
<p>property pSpeed            &#8212; number of steps<br />
property pTotalDistance          &#8212; the counter ( = 2 * sprite.width)<br />
property pDistance</p>
<p>property pTopAmplitude  &#8212;  height (amplitude) of curve (top of page)<br />
property pBottomAmplitude  &#8212;  height (amplitude) of curve (bottom of page)</p>
<p>property pOtherPage<br />
property pChangeMember<br />
property pAdvanceWhenFinished</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on getPropertyDescriptionList me</p>
<p>  if the currentSpriteNum = 0 then exit<br />
  theMember       = sprite(the currentSpriteNum).member<br />
  theMemberNumber = theMember.number</p>
<p>  vPDList = [:]<br />
  setaProp vPDList, #pTurnDirection, [#comment: "direction of page turn : ", #format: #string, #range:["LeftToRight","RightToLeft"], #default: &#8220;LeftToRight&#8221;]<br />
  addProp vPDList, #pLeadCorner, [#comment: "leading corner : ", #format: #string, #range:["Top","Bottom"], #default: &#8220;top&#8221;]<br />
  addProp vPDList, #pLeadInTime,  [#comment: "lead in time : ", #format: #float, #range:[#min:0,#max:1], #default: 0.25]<br />
  addProp vPDList, #pTopAmplitude, [#comment: "amplitude of top curve : ", #format: #float, #range:[#min:0.0000,#max:1.000], #default: 0.07]<br />
  addProp vPDList, #pBottomAmplitude, [#comment: "amplitude of bottom curve : ", #format: #float, #range:[#min:0,#max:1], #default: 0.22]<br />
  addProp vPDList, #pSpeed, [#comment: "speed of animation : ", #format: #integer, #range:[#min:1,#max:150], #default: 1]<br />
  addProp vPDList, #pChangeMember, [#comment: "change member half way ?  ", #format: #boolean, #default: 0]<br />
  addProp vPDList, #pOtherPage, [#comment: "other side of page (image) : ", #format: #graphic, #default: theMemberNumber+1]<br />
  addProp vPDList, #pFrameOrRpt, [#comment: "how do you want to execute the animation : ", #format: #string, #range:["frame based", "repeat loop"], #default: &#8220;frame based&#8221;]<br />
  addProp vPDList, #pAdvanceWhenFinished, [#comment: "advance to the next frame when finished : ", #format: #boolean, #default: TRUE]<br />
  return vPDList<br />
end getPropertyDescriptionList</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on beginSprite me</p>
<p>  mInitialise(me)<br />
end</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on enterFrame me</p>
<p>  if pSwitch then</p>
<p>    if pDistance = pTotalDistance then<br />
      set pDistance = pTotalDistance<br />
      do pTurnPage<br />
      pSprite.quad = pCurrentQuad    &#8212; draw sprite<br />
      updateStage<br />
      if pAdvanceWhenFinished then<br />
        go to the frame + 1<br />
      end if<br />
      pSwitch = FALSE<br />
    end if</p>
<p>    if pChangeMember then<br />
      if pDistance &gt; pTotalDistance/2 then<br />
        pSprite.member = pOtherPage<br />
        pChangeMember = FALSE<br />
      end if<br />
    end if<br />
  end if<br />
end enterFrame</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on endSprite me</p>
<p>  puppetSprite pSprite.spriteNum, FALSE<br />
  updateStage<br />
end</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on mLeftToRightBottom me</p>
<p>  vTopPoint = pOrigQuad[1]<br />
  vBottomPoint = pOrigQuad[4]<br />
  &#8212; move bottom point<br />
  if pDistance  pTotalX then<br />
    vXb = pTotalX<br />
    vYb = pBottomAmplitude*sin((vXb-pTotalX)*pMyAnimFactor)<br />
    vBottomPoint.locH = pSpriteRect.left + abs(vXb)<br />
    vBottomPoint.locV = pSpriteRect.bottom + vYb        &#8212; change operator to alter view.<br />
  end if</p>
<p>  &#8212; move top point<br />
  if pDistance &gt;= pLeadInTime AND pDistance &lt;= pTotalDistance then<br />
    set vXt = pDistance &#8211; pLeadInTime<br />
    vYt = pTopAmplitude*sin((vXt-pTotalX)*pMyAnimFactor)<br />
    vTopPoint.locH = pSpriteRect.left + abs(vXt)<br />
    vTopPoint.locV = pSpriteRect.top + vYt     &#8212; change operator to alter view.<br />
  end if</p>
<p>  pCurrentQuad[1] = vTopPoint<br />
  pCurrentQuad[4] = vBottomPoint</p>
<p>end</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on mLeftToRightTop me</p>
<p>  vTopPoint = pOrigQuad[1]<br />
  vBottomPoint = pOrigQuad[4]<br />
  &#8212; move top point<br />
  if pDistance  pTotalX then<br />
    vXt = pTotalX<br />
    vYt = pTopAmplitude*sin((vXt-pTotalX)*pMyAnimFactor)<br />
    vTopPoint.locH = pSpriteRect.left + abs(vXt)<br />
    vTopPoint.locV = pSpriteRect.top + vYt      &#8212; change operator to alter view.<br />
  end if</p>
<p>  &#8212; move bottom point<br />
  if pDistance &gt;= pLeadInTime AND pDistance &lt;= pTotalDistance then<br />
    vXb = pDistance &#8211; pLeadInTime<br />
    vYb = pBottomAmplitude*sin((vXb-pTotalX)*pMyAnimFactor)<br />
    vBottomPoint.locH = pSpriteRect.left + abs(vXb)<br />
    vBottomPoint.locV = pSpriteRect.bottom + vYb     &#8212; change operator to alter view.<br />
  end if</p>
<p>  pCurrentQuad[1] = vTopPoint<br />
  pCurrentQuad[4] = vBottomPoint</p>
<p>end</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on mRightToLeftTop me</p>
<p>  vTopPoint = pOrigQuad[2]<br />
  vBottomPoint = pOrigQuad[3]<br />
  &#8212; move top point<br />
  if pDistance  pTotalX then<br />
    vXt = pTotalX<br />
    vYt = pTopAmplitude*sin(pMyAnimFactor*(vXt-pTotalX))<br />
    vTopPoint.locH = pSpriteRect.right &#8211; abs(vXt)<br />
    vTopPoint.locV = pSpriteRect.top + vYt      &#8212; change operator to alter view.<br />
  end if</p>
<p>  &#8212; move bottom point<br />
  if pDistance &gt;= pLeadInTime AND pDistance &lt;= pTotalDistance then<br />
    vXb = pDistance &#8211; pLeadInTime<br />
    vYb = pBottomAmplitude*sin(pMyAnimFactor*(vXb-pTotalX))<br />
    vBottomPoint.locH = pSpriteRect.right &#8211; abs(vXb)<br />
    vBottomPoint.locV = pSpriteRect.bottom + vYb     &#8212; change operator to alter view.<br />
  end if</p>
<p>  pCurrentQuad[2] = vTopPoint<br />
  pCurrentQuad[3] = vBottomPoint</p>
<p>end</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on mRightToLeftBottom me</p>
<p>  vTopPoint = pOrigQuad[2]<br />
  vBottomPoint = pOrigQuad[3]<br />
  &#8212; move bottom point<br />
  if pDistance  pTotalX then<br />
    vXb = pTotalX<br />
    vYb = pBottomAmplitude*sin((vXb-pTotalX)*pMyAnimFactor)<br />
    vBottomPoint.locH = pSpriteRect.right &#8211; abs(vXb)<br />
    vBottomPoint.locV = pSpriteRect.bottom + vYb        &#8212; change operator to alter view.<br />
  end if</p>
<p>  &#8212; move top point<br />
  if pDistance &gt;= pLeadInTime AND pDistance &lt;= pTotalDistance then<br />
    vXt = pDistance &#8211; pLeadInTime<br />
    vYt = pTopAmplitude*sin((vXt-pTotalX)*pMyAnimFactor)<br />
    vTopPoint.locH = pSpriteRect.right &#8211; abs(vXt)<br />
    vTopPoint.locV = pSpriteRect.top + vYt     &#8212; change operator to alter view.<br />
    &#8212; test else<br />
  else if pDistance = pTotalDistance then<br />
    vXt = pTotalDistance<br />
    vYt = pTopAmplitude*sin((vXt-pTotalX)*pMyAnimFactor)<br />
    vTopPoint.locH = pSpriteRect.right &#8211; abs(vXt)<br />
    vTopPoint.locV = pSpriteRect.top + vYt     &#8212; change operator to alter view.<br />
  end if</p>
<p>  pCurrentQuad[2] = vTopPoint<br />
  pCurrentQuad[3] = vBottomPoint</p>
<p>end</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on mInitialise me</p>
<p>  pSprite = sprite (me.spriteNum)<br />
  pSpriteRect = pSprite.rect</p>
<p>  pOrigQuad = duplicate(pSprite.quad)<br />
  pCurrentQuad = duplicate(pOrigQuad)</p>
<p>  pTotalX = (pSprite.right &#8211; pSprite.left)*2 &#8212; twice the width of the sprite (ie total distance travelled in x)</p>
<p>  pLeadInTime = integer(pLeadInTime * pSprite.width) &#8212; the &#39;lead-in&#39; is expressed as a percentage of sprite.width</p>
<p>  pTotalDistance = pTotalX + pLeadInTime &#8212; total number of pixels in x (top and bottom)<br />
  pDistance = 0<br />
  pMyAnimFactor = pi/(pTotalX)</p>
<p>  pTopAmplitude = integer(pSprite.height * pTopAmplitude) &#8212;  amplitude of top corner arc<br />
  pBottomAmplitude = integer(pSprite.height * pBottomAmplitude) &#8212;  amplitude of bottom corner arc</p>
<p>  pTurnPage = &quot;m&quot;&amp;pTurnDirection&amp;pLeadCorner&amp;&amp;&quot;me&quot; &#8212; handler defined by author parameters<br />
  pSwitch = FALSE<br />
end</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
on animate me</p>
<p>  if pSwitch then<br />
    repeat while pDistance  pTotalDistance/2 then<br />
          pSprite.member = pOtherPage<br />
          updateStage<br />
          pChangeMember = FALSE<br />
        end if<br />
      end if<br />
    end repeat</p>
<p>    repeat while pDistance &gt;= pTotalDistance<br />
      set pDistance = pTotalDistance<br />
      do pTurnPage<br />
      pSprite.quad = pCurrentQuad    &#8212; draw sprite<br />
      updateStage<br />
      if pAdvanceWhenFinished then<br />
        go to the frame + 1<br />
      end if<br />
      pSwitch = FALSE<br />
      exit repeat<br />
    end repeat<br />
  end if<br />
  return<br />
end</p>
<p>on turnPage me</p>
<p>  case pFrameOrRpt of<br />
    &#8220;frame based&#8221;:<br />
      pSwitch = TRUE<br />
    &#8220;repeat loop&#8221;:<br />
      pSwitch = TRUE<br />
      animate me<br />
  end case<br />
end turnPage</p>
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		<title>Script de navegación con rollover, cambio de cursor (etc)</title>
		<link>http://directormx.wordpress.com/2009/12/10/script-de-navegacion-con-rollover-cambio-de-cursor-etc/</link>
		<comments>http://directormx.wordpress.com/2009/12/10/script-de-navegacion-con-rollover-cambio-de-cursor-etc/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 02:18:37 +0000</pubDate>
		<dc:creator>EROS</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[scripts]]></category>

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		<description><![CDATA[Un script que nos facilita la creación de botones por medio de rollovers, nos permite cambio de cursor y una acción al hacer click&#8230;. property pMarkerBoolean, pMarker, pCursorBoolean, pCursorSprite, pNormalCursor property pHideSpriteBoolean, pHideSprite, pShowSpriteBoolean, pShowSpriteLocBoolean property pShowSprite, pShowSpriteX, pShowSpriteY, pHideSpriteLoc, pAlreadyDown, pMouseDownCursor &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212; on getPropertyDescriptionList set pdlist = [:] addprop pdlist, #pMarkerBoolean, [#comment: "Go to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=directormx.wordpress.com&amp;blog=2607632&amp;post=204&amp;subd=directormx&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Un script que nos facilita la creación de botones por medio de rollovers, nos permite cambio de cursor y una acción al hacer click&#8230;.<br />
<span id="more-204"></span></p>
<p>property pMarkerBoolean, pMarker, pCursorBoolean, pCursorSprite, pNormalCursor<br />
property pHideSpriteBoolean, pHideSprite, pShowSpriteBoolean, pShowSpriteLocBoolean<br />
property pShowSprite, pShowSpriteX, pShowSpriteY, pHideSpriteLoc, pAlreadyDown, pMouseDownCursor<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
on getPropertyDescriptionList</p>
<p>  set pdlist = [:]</p>
<p>  addprop pdlist, #pMarkerBoolean, [#comment: "Go to a marker on mouseDown", #format: #boolean, #default: FALSE]<br />
  addprop pdlist, #pMarker, [#comment: "Marker to go to:", #format: #marker, #default: 1]<br />
  addprop pdlist, #pCursorSprite, [#comment: "Custom cursor sprite (0 = none):", #format: #integer, #range: [#min:0,  #max:120], #default: 0]<br />
  addprop pdlist, #pNormalCursor, [#comment: "Normal cursor for roll-OFF:", #format: #cursor, #default: 0]<br />
  addprop pdlist, #pMouseDownCursor, [#comment: "Cursor for after mouseDown:", #format: #cursor, #default: 200]<br />
  addprop pdlist, #pHideSprite, [#comment: "Hide sprite on rollover (0 = none):", #format: #integer, #range: [#min:0,  #max:120], #default: 0]<br />
  addprop pdlist, #pShowSprite, [#comment: "Show sprite on rollover (0 = none):", #format: #integer, #range: [#min:0,  #max:120], #default: 0]<br />
  addprop pdlist, #pShowSpriteLocBoolean, [#comment: "Show sprite in same location as hide sprite", #format: #boolean, #default: FALSE]<br />
  addprop pdlist, #pShowSpriteX, [#comment: "Show sprite X location:", #format: #integer, default: 416]<br />
  addprop pdlist, #pShowSpriteY, [#comment: "Show sprite Y location:", #format: #integer, default: 312]</p>
<p>  return pdlist</p>
<p>end getPropertyDescriptionList<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
on beginSprite me<br />
  &#8212; check to see if the user has kept holding the mouse button down from a previous screen:<br />
  if the mouseDown then<br />
    startTimer &#8212; we&#8217;ll fix the user in the mouseDown handler. Just you wait&#8230;<br />
  end if<br />
  &#8211;make sure the show sprite is visible if the mouse is already over this sprite<br />
  if (rollover(the currentSpriteNum)) then<br />
    &#8212; Show the Show Sprite<br />
    if (pShowSprite &gt; 0) then<br />
      puppetSprite pShowSprite, TRUE<br />
      &#8212; Either in same location as Hide Sprite:<br />
      if pShowSpriteLocBoolean then<br />
        set the loc of sprite pShowSprite = pHideSpriteLoc<br />
        updateStage<br />
        &#8212; or in custom location:<br />
      else<br />
        set the loc of sprite pShowSprite = point( pShowSpriteX, pShowSpriteY)<br />
        updateStage<br />
      end if<br />
    end if<br />
  end if &#8211;end of making sure the show sprite is visible if the mouse is already over this sprite<br />
end beginSprite<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
on mouseEnter me<br />
  &#8212;  Show the Custom Cursor:<br />
  if (pCursorSprite &gt; 0) then<br />
    cursor 200<br />
    puppetSprite pCursorSprite, TRUE<br />
    set the loc of sprite pCursorSprite to point( the mouseH, the mouseV )<br />
  end if<br />
  &#8212; Prevent user from hiding the main sprite itself, to avoid blinking.<br />
  if (pHideSprite = (the currentSpriteNum)) then<br />
    alert &#8220;You cannot hide the sprite that contains the &#8216;newRollOverJB&#8217; behavior! Please select a different sprite to hide, or apply this behavior to an invisible shape instead.&#8221;<br />
    exit<br />
  end if<br />
  &#8212;  Hide the Hide Sprite by pushing it off the stage:<br />
  if (pHideSprite &gt; 0) then<br />
    puppetSprite pHideSprite, TRUE<br />
    set pHideSpriteLoc = the loc of sprite pHideSprite<br />
    set the loc of sprite pHideSprite to point( 2222, 2222 )<br />
  end if<br />
  &#8212; Show the Show Sprite<br />
  if (pShowSprite &gt; 0) then<br />
    puppetSprite pShowSprite, TRUE<br />
    &#8212; Either in same location as Hide Sprite:<br />
    if pShowSpriteLocBoolean then<br />
      set the loc of sprite pShowSprite = pHideSpriteLoc<br />
      &#8212; or in custom location:<br />
    else<br />
      set the loc of sprite pShowSprite = point( pShowSpriteX, pShowSpriteY)<br />
    end if<br />
  end if<br />
  updateStage &#8212; make it so<br />
end mouseEnter<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
on mouseWithin me<br />
  &#8212;  Keep showing the Custom Cursor:<br />
  if (pCursorSprite &gt; 0) then<br />
    cursor 200<br />
    puppetSprite pCursorSprite, true<br />
    set the loc of sprite pCursorSprite to point( the mouseH, the mouseV )<br />
  end if<br />
  &#8212;  Hide the Hide Sprite by pushing it off the stage:<br />
  if (pHideSprite &gt; 0) AND (the loc of sprite pHideSprite  point(2222, 2222)) then<br />
    puppetSprite pHideSprite, TRUE<br />
    set pHideSpriteLoc = the loc of sprite pHideSprite<br />
    set the loc of sprite pHideSprite to point( 2222, 2222 )<br />
  end if<br />
  &#8212; Show the Show Sprite<br />
  if (pShowSprite &gt; 0) then<br />
    puppetSprite pShowSprite, TRUE<br />
    &#8212; Either in same location as Hide Sprite:<br />
    if pShowSpriteLocBoolean then<br />
      set the loc of sprite pShowSprite = pHideSpriteLoc<br />
      &#8212; or in custom location:<br />
    else<br />
      set the loc of sprite pShowSprite = point( pShowSpriteX, pShowSpriteY)<br />
    end if<br />
  end if<br />
  updateStage &#8212; make it so<br />
end mouseWithin<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
on mouseLeave me<br />
  &#8212;  Turn off the Custom Cursor:<br />
  if (pCursorSprite &gt; 0) then<br />
    cursor pNormalCursor<br />
    puppetSprite pCursorSprite, true<br />
    set the loc of sprite pCursorSprite to point( 2222, 2222 )<br />
    puppetSprite pCursorSprite, FALSE<br />
  end if<br />
  &#8212;  Show the Hide Sprite by returning it to the stage:<br />
  if (pHideSprite &gt; 0) then<br />
    puppetSprite pHideSprite, TRUE<br />
    set the loc of sprite pHideSprite = pHideSpriteLoc<br />
    puppetSprite pHideSprite, FALSE<br />
  end if<br />
  &#8212; Hide the Show Sprite<br />
  if (pShowSprite &gt; 0) then<br />
    puppetSprite pShowSprite, TRUE<br />
    set the loc of sprite pShowSprite = point( 2222, 2222 )<br />
    puppetSprite pShowSprite, FALSE<br />
  end if<br />
  updateStage &#8212; make it so<br />
end mouseLeave<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
on mouseDown me<br />
  &#8212; if the mouse is already down from another screen, then get the hell out of this handler!!!<br />
  if the timer  0) then<br />
      puppetSprite pCursorSprite, TRUE<br />
      set the loc of sprite pCursorSprite to point( 2222, 2222 )<br />
      cursor pMouseDownCursor<br />
      puppetSprite pCursorSprite, FALSE<br />
      updateStage<br />
    end if<br />
    &#8212;  Show the Hide Sprite by returning it to the stage:<br />
    if (pHideSprite &gt; 0) then<br />
      &#8212;    puppetSprite pHideSprite, TRUE<br />
      &#8212;    set the loc of sprite pHideSprite = pHideSpriteLoc<br />
      puppetSprite pHideSprite, FALSE<br />
    end if<br />
    &#8212; Hide the Show Sprite<br />
    if (pShowSprite &gt; 0) then<br />
      puppetSprite pShowSprite, TRUE<br />
      set the loc of sprite pShowSprite = point( 2222, 2222 )<br />
      puppetSprite pShowSprite, FALSE<br />
    end if<br />
    go to pMarker<br />
    updatestage &#8212; make it so<br />
  end if</p>
<p>end mouseDown<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>on getBehaviorDescription<br />
  return &#8220;This button behavior can do 4 different things, all optional:&#8221; &amp; RETURN &amp; &#8220;1) Go to a marker on mouse click. 2) Show a custom cursor while rolling over the sprite that contains this behavior. 3) Hide a second sprite 4) Show a third sprite.&#8221; &amp; RETURN &amp; &#8220;Make sure you put the custom cursor image (and/or the third sprite to be shown) OFF the stage somewhere. You can choose the cursor to replace the custom cursor when the user rolls OFF the sprite. If you have not selected a custom cursor sprite, you do not need to set the normal cursor. You can also choose the cursor for after the user has clicked the mouse to go to another marker. This would usually be set to a BLANK cursor if there is another button in the same position on the next screen. Make sure that the screen to which to are going has a &#8216;cursorWithinJB&#8217; behavior on an invisible sprite on every empty area of the screen, otherwise the cursor may disappear!&#8221; &amp; RETURN &amp; RETURN &amp; &#8220;Joseph Brabet, 22/5/99.&#8221; &amp; RETURN &amp; &#8220;joseph@zkm.de&#8221; &amp; RETURN &amp; &#8220;josephbrabet@hotmail.com&#8221;<br />
end getBehaviorDescription</p>
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