play makAll work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All
HBAM2016AUG95
Pro 3.0
All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dullCopyright 1984-1996 Claris Corporation
and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy.
HBAM3016AUG95@
frameE
frame
scriptE
handler
memberB
member
scriptB
movieC
movie
scriptC
scriptB
buttonA
button
pressedA
cursorE
hiliteC
iconE
cursorE
moveableB
moveable
spriteB
pressedA
rolloverC
rollover
hiliteC
spriteB
Handler
/22/96
riptJ
7/22/96
/22/96
t the name of a sprite (button) that is clicked.
V = the locV of sprite me
repeat while the stillDown
set the locH of sprite me = the mouseH - offsetH
set the locV of sprite me = the mouseV - offsetV
updateStage
add myList, list(the locH of sprite me, the locV of sprite me)
end repeat
9/6/96
Helvetica
Geneva
CREATED
FOUND
INFO ICON
INFO SHOW
LAYOUT
MODIFIED
NOTES
SYNTAX
TOTAL SCRIPTS
SyntaxB
TypeB
NotesB
A Info IconB
A Info ShowB
) = "Script & Notes"
) = "List View & Notes"
Script & Notes
List View & Notes
NameB
Total ScriptsB
CreatedB
ModifiedB
FoundB
Layout
Layout
Script Only
Script & Notes
@"A List View
List View & Notes
Splash
Script OnlyB
Script Type
NcCreated: <<
ABAJ>> Modified: <<
ABAK>> Found: <<
ABAL>> Total: <<
ABAI>>
Script & NotesB
otesB
button
About Lingo Database...
Opening Script
----------------------------------------------
New Script
Find Script
Show Notes
Copy Script
List View
Script View
----------------------------------------------
Go To: Script View
----------------------------------------------
Closing Script
New Script
Find Script
Helvetica
Geneva
Times
Monaco
nothing
end repeat
if vCastNam = 0 or vCastNam = EMPTY then
set the castNum of sprite vSprite to vCastNo
else
set the castNum of sprite vSprite to the number of cast vCastNam
This is a handler that will allow you to get the name of a sprite (button) that is clicked. It will decide which button was selected and if the user moves off of the button then the button will not perform its associated script.G
Button PressedJ
9/6/96
- This loop checks to see whether the sprite has a cast name.
-- If it has no name the down button must be
-- placed directly after the "up" in the cast
-- If it has a name the pressed button must be called "YourButtonName-down"
-- Note. A cast member with no name returns a 0. However a castmember that is assigned
-- a name that is subsequently deleted returns as an empty string