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Computer Buyer 1995 November
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SHOWCASE.ISO
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shared.dir
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05282_Script_Shared Movie Scripts
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1995-06-14
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--òò-- Shared Movie Script --òò--
global demoQTstate, cDemoQT
-- this routine is used to control the audio and is called with two possible arguments:
-- #up or #down (actually only #up is used)
--
on volumeLevel changeType
global whichSprite, cAudioLevel, gSoundlevel
put the clickOn into whichSprite
puppetSprite whichSprite, TRUE
set the castnum of sprite whichSprite = ¼
the number of cast (the name of cast(the castnum of sprite whichSprite) && "lit")
puppetSprite cAudioLevel, TRUE
-- do we increase or decrease the volume?
if changeType = #up then
if gSoundlevel < 6 then
set gSoundlevel = gSoundlevel + 1
end if
else
if gSoundlevel > 1 then
set gSoundlevel = gSoundlevel - 1
end if
end if
set the castnum of sprite cAudioLevel = the number of cast ("sound level" && gSoundlevel)
puppetSound "click"
updatestage
repeat while the stillDown
-- do we increase or decrease the volume?
if changeType = #up then
if gSoundlevel < 6 then
set gSoundlevel = gSoundlevel + 1
end if
else
if gSoundlevel > 0 then
set gSoundlevel = gSoundlevel - 1
end if
end if
set the castnum of sprite cAudioLevel = the number of cast ("sound level" && gSoundlevel)
updateStage
waitFor .1 -- delay so the volume changes at a reasonable pace
end repeat
puppetSprite whichSprite, FALSE
set the soundlevel = gSoundlevel
end volumeLevel
on volumeLevelUp
global whichSprite, cAudioLevel, gSoundlevel
put the clickOn into whichSprite
puppetSprite whichSprite, TRUE
set the castnum of sprite whichSprite = the number of cast "Volume up lit"
puppetSprite cAudioLevel, TRUE
if gSoundlevel < 6 then
set gSoundlevel = gSoundlevel + 1
end if
set the castnum of sprite cAudioLevel = the number of cast ("sound level" && gSoundlevel)
puppetSprite whichSprite, FALSE
set the soundlevel = gSoundlevel
updateStage
-- if the machineType <> 256 then puppetSound "click"
end volumeLevelUp
on volumeLevelDown
global whichSprite, cAudioLevel, gSoundlevel
put the clickOn into whichSprite
puppetSprite whichSprite, TRUE
set the castnum of sprite whichSprite = the number of cast "Volume down lit"
puppetSprite cAudioLevel, TRUE
if gSoundlevel > 0 then
set gSoundlevel = gSoundlevel - 1
end if
set the castnum of sprite cAudioLevel = the number of cast ("sound level" && gSoundlevel)
puppetSprite whichSprite, FALSE
set the soundlevel = gSoundlevel
updateStage
-- if the machineType <> 256 then puppetSound "click"
end volumeLevelDown
on volumeLevelUpQT QTSprite
global whichSprite, cAudioLevel, gSoundlevel
put the clickOn into whichSprite
puppetSprite whichSprite, TRUE
set the castnum of sprite whichSprite = the number of cast "Volume up lit"
puppetSprite cAudioLevel, TRUE
if gSoundlevel < 6 then
set gSoundlevel = gSoundlevel + 1
end if
set the castnum of sprite cAudioLevel = the number of cast ("sound level" && gSoundlevel)
puppetSprite whichSprite, FALSE
set the soundlevel = gSoundlevel
set the volume of sprite QTSprite = (gSoundlevel*32) + 32
updateStage
-- if the machineType <> 256 then puppetSound "click"
end volumeLevelUp
on volumeLevelDownQT QTSprite
global whichSprite, cAudioLevel, gSoundlevel
put the clickOn into whichSprite
puppetSprite whichSprite, TRUE
set the castnum of sprite whichSprite = the number of cast "Volume down lit"
puppetSprite cAudioLevel, TRUE
if gSoundlevel > 0 then
set gSoundlevel = gSoundlevel - 1
end if
set the castnum of sprite cAudioLevel = the number of cast ("sound level" && gSoundlevel)
puppetSprite whichSprite, FALSE
set the soundlevel = gSoundlevel
set the volume of sprite QTSprite = (gSoundlevel*32) + 32
updateStage
-- if the machineType <> 256 then puppetSound "click"
end volumeLevelDown
on waitFor seconds
put the timer into now
repeat while the timer < now + (seconds * 60)
if the mouseDown then exit
end repeat
end waitFor
on timeoutProcedure
go to movie "Intro"
end
--=============================================--
-- INTRO.DIR movie script handlers --
--=============================================--
-- called in Intro.DIR to take the user to the first spot in tools
on mainButtonSelect whichFrame
go to frame whichFrame of movie "Tools"
end mainButtonSelect
--=============================================--
-- VISION movie script handlers --
--=============================================--
on visionSelect whichDirection
global gpressed
put the clickOn into whichSprite
puppetSprite whichSprite, TRUE
set caster = the name of cast(the castnum of sprite whichSprite) && "lit"
set the castnum of sprite whichSprite = the number of cast caster
repeat with n = 2 to 3
if n <> whichSprite then puppetSprite n, FALSE
end repeat
puppetSound "click"
puppetTransition 3,128,0
updateStage
waitFor .1
puppetSprite whichSprite, FALSE
set gpressed = whichSprite
if whichDirection = #next then
go to next
else
if the frameLabel = EMPTY then
go to marker(-3)
else
go to marker(-2)
end if
end if
end visionSelect
--=============================================--
-- GENERAL movie script handlers --
--=============================================--
on clearPuppets
repeat with x = 1 to 24
puppetSprite x, 0
end repeat
end
on picSwitcher howMany
put the clickon into whichSprite
put the mouseCast into whichCast
puppetSprite whichSprite, 1
put (the name of cast whichCast) into myName
put word 1 of myName into whichPic
put integer(word 2 of myName) into whichNum
set whichNum = (whichNum + 1)
if whichNum = (howMany + 1) then set whichNum = 1
set the castNum of sprite whichSprite = the number of cast (whichPic && string(whichNum))
updateStage
end
on checkDepth
repeat with x = 1 to 6000
if the casttype of cast x = # bitmap then
if the depth of cast x > 8 then put "Bad cast at cast number" && string(x)
end if
end repeat
beep 3
end
-- Not used in this movie, but a handy-dandy way to find out where castmembers are in the score.
on checkitout maxScoreFrame, whichCast
repeat with x = 1 to maxScoreFrame
go to frame x
repeat with y = 1 to 48
if the castnum of sprite y = whichCast then put "Cast" && string(whichCast) && "found in sprite"&& string(y)&&"at frame"&& string(x)
end repeat
end repeat
end
on bitdepther howmany
repeat with x = 1 to howmany
if the castType of cast x = #bitmap then
if the depth of cast x > 8 then put "Castmember"&& string(x)&& "has a color depth of"&& the depth of cast x
end if
end repeat
end