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- on whichButton
- global gOriginalList, gButtonList
- repeat with channel = 20 to 24
- if the clickOn = channel then
- set the castNum of sprite channel to the number of member getAt(gOriginalList, channel - 19)
- puppetSprite(channel, 0)
- play frame getAt(gButtonList, channel - 19)
- end if
- end repeat
- end
-
- on whichbodypart
- global gMov, gCurrentSprite
- repeat with i = 7 to 18
- if the clickOn = i then
- smallbodypart(getAt(gBigBodyPartList, i - 6), i + 23)
- exit repeat
- next repeat
- end if
- if the clickOn = (i + 23) then
- getbigbodypart(getAt(gBigBodyPartList, i - 6), i + 23)
- exit repeat
- next repeat
- end if
- if the clickOn = 45 then
- putbigbodypart(getAt(gBigBodyPartList, i - 6), gCurrentSprite)
- exit repeat
- end if
- end repeat
- end
-
- on smallbodypart thisCast, thisSprite
- global gMov, gCurrentSprite
- if gMov = 0 then
- set gMov to 1
- set gCurrentSprite to thisSprite
- puppetSprite(45, 1)
- set the locH of sprite 45 to the mouseH
- set the locV of sprite 45 to the mouseV
- set the castNum of sprite 45 to the number of member thisCast
- updateStage()
- set the cursor of sprite 45 to 200
- set the cursor of sprite 1 to 200
- set the visible of sprite 45 to 1
- end if
- end
-
- on getbigbodypart thisCast, thisSprite
- global gMov, gCurrentSprite
- set gMov to 1
- set gCurrentSprite to thisSprite
- set the cursor of sprite 45 to 200
- set the cursor of sprite 1 to 200
- puppetSprite(45, 1)
- set the visible of sprite 45 to 1
- set the visible of sprite thisSprite to 0
- set the locH of sprite 45 to the mouseH
- set the locV of sprite 45 to the mouseV
- set the castNum of sprite 45 to the number of member thisCast
- updateStage()
- end
-
- on putbigbodypart thisCast, thisSprite
- global gMov, gCurrentSprite, gBigBodyTypeList
- repeat with i = 1 to 12
- if the visible of sprite (i + 29) = 1 then
- set placedSpriteType to getAt(gBigBodyTypeList, i)
- set thisSpriteType to getAt(gBigBodyTypeList, gCurrentSprite - 29)
- if placedSpriteType = thisSpriteType then
- set the visible of sprite (i + 29) to 0
- exit repeat
- end if
- end if
- end repeat
- set the visible of sprite 45 to 0
- set gMov to 0
- if sprite 45 intersects 26 then
- set the visible of sprite thisSprite to 1
- set thisFrame to getAt(gBigBodyPartList, thisSprite - 29)
- play frame thisFrame
- else
- set the visible of sprite thisSprite to 0
- end if
- set the cursor of sprite 45 to 0
- set the cursor of sprite 1 to 0
- end
-