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- on returnSwitch theSound
-
- set channel = the clickon
- puppetsprite channel, true
- if theSound <> "none" then
- puppetSound theSound
- end if
- set the blend of sprite channel = 60
- updateStage
- --see navswitch, below
- -- repeat while soundBusy(1)
- -- end repeat
- -- puppetSound (0)
- repeat while the mousedown
- end repeat
- set the blend of sprite channel = 20
- updateStage
- puppetsprite channel, false
-
- end returnSwitch
-
- -------------------------------------------------------------------
-
- on navSwitch theSound
-
- set channel = the clickon
- puppetsprite channel, true
- if theSound <> "none" then
- puppetSound 1 theSound
- end if
- set the blend of sprite channel = 60
- updateStage
- --some sounds seem to spontaneously loop in Dir 7, so
- --this repeat/puppet(0) is commented out.
- -- repeat while soundBusy(1)
- -- end repeat
- -- puppetSound (0)
- repeat while the mousedown
- nothing
- end repeat
- set the blend of sprite channel = 20
- updateStage
- puppetsprite channel, false
-
- end navSwitch
- ------------------------------------------------------------------------
-
- on quickSwitch theSound
-
- -- assign the sprite channel where the mouse click occured
- set channel = the clickOn
-
- -- make the sprite a puppet, contolled by this lingo
- puppetsprite channel, true
-
- -- check to see if passed argument
- if theSound <> "none" then
- -- make the sound channel a puppet, overriding any sound in the
- -- sound channel of the score and play the arg castmember sound
- puppetSound theSound
- end if
-
- -- set the puppet to a cast member with the name of the puppet concat 'B'
- set theCast = the name of cast( the castNum of sprite channel )
- set the castNum of sprite channel to (the number of cast(theCast & "B"))
- updateStage
-
- --see navswitch comment
- -- loop during the time sound plays in channel 1
- -- repeat while soundBusy(1)
- -- end repeat
-
- -- stop sound from playing
- --puppetSound (0)
-
- -- ignore multiple mouse downs
- repeat while the stilldown
- end repeat
-
- -- reset the puppet to its original cast number
- set the castNum of sprite channel to ( the number of cast theCast )
- updateStage
-
- -- make the sprite a nonpuppet, contolled by the score
- puppetsprite channel, false
-
- end quickSwitch
-
- ------------------------------------------------------------------------
-