Lingo Dictionary > G-K > ink

 

ink

Syntax

sprite(whichSprite).ink
the ink of sprite whichSprite

Description

Sprite property; determines the ink effect applied to the sprite specified by whichSprite, as follows:

0—Copy

32—Blend

1—Transparent

33—Add pin

2—Reverse

34—Add

3—Ghost

35—Subtract pin

4—Not copy

36—Background transparent

5—Not transparent

37—Lightest

6—Not reverse

38—Subtract

7—Not ghost

39—Darkest

8—Matte

40—Lighten

9—Mask

41—Darken


For a movie that plays back as an applet, valid values for the ink sprite property vary for different sprites, as follows:

For bitmap sprites, the ink sprite property can be 0 (Copy), 8 (Matte), 32 (Blend), or 36 (Background transparent).

For Flash and shape sprites, the ink sprite property can be 0, 8, or 36.

For Vector shape sprites, the ink can be 0, 32, or 36.

For field sprites, the ink sprite property can be 0 or 36. The player treats Blend and Matte inks as Background transparent.

In the case of 36 (background transparent), you select a sprite in the score and select a transparency color from the background color box in the Tools window. You can also do this by setting the backColor property.

If you set this property within a script while the playback head is not moving, be sure to use the updateStage command to redraw the Stage. If you change several sprite properties—or several sprites—use only one updateStage command at the end of all the changes.

This property can be tested and set.

Example

This statement changes the variable currentInk to the value for the ink effect of sprite (3):

currentInk = sprite(3).ink

Example

This statement gives sprite (i + 1) a matte ink effect by setting the ink effect of the sprite property to 8, which specifies matte ink:

sprite(i + 1).ink = 8

See also

backColor, foreColor