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The Ultimate Frank Lloyd…ght - America's Architect
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Ultimate Frank Lloyd Wright, The - America's Architect (1994)(Microsoft Home).iso
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flw
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flwlt04.dir
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00022_Script_22
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1994-11-15
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5KB
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201 lines
on startMovie
global inFrame, nowFrame, nowMovie, currWorld, realWorld, currMM
global lastFrame, dialogOn, jmpFrame, nextLT, prevLT
cursor 4
set prevLT = "FLWLT03"
set nextLT = "FLWLT05"
set dialogOn = FALSE
set currMM = "FLWMM"
set nowFrame = "ltear882000°°°"
set inFrame = ""
puppetsprite 9, TRUE
puppetSprite 11, TRUE
puppetSprite 12, TRUE
set the immediate of sprite 11 to TRUE
set the immediate of sprite 12 to TRUE
puppetSprite 20, TRUE
puppetSprite 21, TRUE
puppetSprite 22, TRUE
puppetSprite 23, TRUE
set the immediate of sprite 20 to TRUE
set the immediate of sprite 23 to TRUE
end startMovie
on stepMovie
global nowFrame,currFrame
if nowFrame <> currFrame then
seeAlsoList
set currFrame = nowFrame
end if
end stepMovie
on stopMovie
put " " into field "seeAlsoText"
set the castNum of sprite 21 to 1050
puppetSprite 21, FALSE
updateStage
end stopMovie
on saveLocals
global lastFrame, nowFrame, lastMovie, origLocH
set lastMovie = the movie
set lastFrame = nowFrame
end saveLocals
on ltForStep
global inFrame, nextLT, ltQT
puppetSprite 4, FALSE
set ltQT = FALSE
set inFrame = ""
if the frame = 10 then
go to frame "ltear887001°°°" of movie nextLT
else
go to marker (+1)
updateStage
end if
end ltForStep
on ltBackStep
global inFrame, prevLT, ltQT
puppetSprite 4, FALSE
set ltQT = FALSE
set inFrame = ""
if the frame < 5 then
go to frame "ltear877005°°°" of movie prevLT
else
go to marker (-1)
updateStage
end if
end ltBackStep
on checkNav
if rollover(12) then
set the castNum of sprite 12 to the number of cast "leftUp"
else
set the castNum of sprite 12 to the number of cast "leftRt"
end if
if rollover(11) then
set the castNum of sprite 11 to the number of cast "rightUp"
else
set the castNum of sprite 11 to the number of cast "rightRt"
end if
cursor -1
updateStage
end checkNav
on buttonState
global FrankNav, bflag, nowFrame, noTx, dialogOn
if dialogOn = FALSE then
--sticking local call here for convenience
worldLite
if the mouseV > 200 or bFlag = TRUE then
set bFlag = FALSE
doState
end if
end if
end buttonState
on scrollRight
if the clickon = 11 then
sound stop 1
startTimer
repeat while the timer < 2
set the castNum of sprite 11 to the number of cast "rightDn"
updateStage
end repeat
timeRight
flush
end if
end scrollRight
on scrollLeft
if the clickon = 12 then
sound stop 1
startTimer
repeat while the timer < 2
set the castNum of sprite 12 to the number of cast "leftDn"
updateStage
end repeat
timeLeft
flush
end if
end scrollLeft
on timeLeft
global prevLt
puppetSprite 4, FALSE
go to movie prevLT
end timeLeft
on timeRight
global nextLt
puppetSprite 4, FALSE
go to movie nextLT
end timeRight
on worldLite
set the castNum of sprite 9 to 2
if rollover(9) then
set the castNum of sprite 9 to 21
end if
end worldLite
on jumpVLB4
global dialogOn
if dialogOn = FALSE then
sound stop 1
if the clickOn < 7 or the clickOn > 23 then
if the mouseH >168 and the mouseH < 290 and the mouseV > 142 and the mouseV < 225 then
puppetSprite 4, FALSE
go to frame "ltear882001°°°"
else if the mouseH > 292 and the mouseH < 409 and the mouseV > 104 and the mouseV < 198 then
puppetSprite 4, FALSE
go to frame "ltear882002°°°"
else if the mouseH > 410 and the mouseH < 519 and the mouseV > 130 and the mouseV < 225 then
puppetSprite 4, FALSE
go to frame "ltear882003°°°"
else if the mouseH > 512 and the mouseH < 618 and the mouseV > 75 and the mouseV < 164 then
puppetSprite 4, FALSE
go to frame "ltear882004°°°"
else
nothing
end if
end if
end if
flush
end jumpVLB4
on rollVLB4
if the mouseH >168 and the mouseH < 290 and the mouseV > 142 and the mouseV < 225 then
set the castNum of sprite 4 to 7
if the mouseDown then
set the castNum of sprite 4 to 4
end if
else if the mouseH > 292 and the mouseH < 409 and the mouseV > 104 and the mouseV < 198 then
set the castNum of sprite 4 to 8
if the mouseDown then
set the castNum of sprite 4 to 4
end if
else if the mouseH > 410 and the mouseH < 519 and the mouseV > 130 and the mouseV < 225 then
set the castNum of sprite 4 to 9
if the mouseDown then
set the castNum of sprite 4 to 4
end if
else if the mouseH > 512 and the mouseH < 618 and the mouseV > 75 and the mouseV < 164 then
set the castNum of sprite 4 to 10
if the mouseDown then
set the castNum of sprite 4 to 4
end if
else
set the castNum of sprite 4 to 4
end if
updateStage
end rollVLB4