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- on startMovie
- set centerStage to 1
- end
-
- on init
- global flipOut, slipOut
- set the mouseUpScript to EMPTY
- set the stageColor to 8
- set flipOut to EMPTY
- set slipOut to EMPTY
- installMenu(0)
- end
-
- on flipNull
- global flipOut, slipOut
- set flipOut to EMPTY
- set slipOut to EMPTY
- end
-
- on flipRightArrow
- flip("arrow")
- end
-
- on slipLeftArrow
- slip("arrow")
- end
-
- on flip fromWhat
- global flipOut, globalAction, keyBuff
- set globalAction to "flip" & fromWhat
- if flipOut = EMPTY then
- if the frame <> 43 then
- go(the frame + 1)
- end if
- else
- go(marker(flipOut))
- end if
- if the key <> ENTER then
- set keyBuff to the key
- else
- set keyBuff to EMPTY
- end if
- set the keyDownScript to EMPTY
- end
-
- on slip fromWhat
- global slipOut, globalAction
- set globalAction to "slip" & fromWhat
- if slipOut = EMPTY then
- if the frame > 2 then
- go(the frame - 1)
- end if
- else
- go(marker(slipOut))
- set slipOut to EMPTY
- end if
- end
-
- on menuFlipCheck whichMenu
- global activeMenu
- if whichMenu = activeMenu then
- flip()
- end if
- end
-
- on flipSlip f, s
- global flipOut, slipOut
- set flipOut to f
- set slipOut to s
- end
-
- on setOrigin
- global origin
- set origin to the frame
- end
-
- on returnOrigin
- global origin
- if origin <> 0 then
- go(origin)
- end if
- end
-
- on NextBullet
- if the key <> RETURN then
- set the castNum of sprite 12 to the number of cast "diamondBullet"
- else
- flip()
- end if
- end
-
- on checkDataForm
- if the key = RETURN then
- flip()
- end if
- copyText("enterText")
- end
-
- on copyText whichCastField
- global whichCell, lastText
- if the text of cast whichCastField <> EMPTY then
- if the number of chars in the text of cast whichCastField > 4 then
- set the text of cast whichCastField to lastText
- end if
- set lastText to the text of cast whichCastField
- updateStage()
- if the key = BACKSPACE then
- set charsTyped to the number of chars in the text of cast whichCell
- set the text of cast whichCell to chars(the text of cast whichCell, 1, charsTyped - 1)
- else
- set the text of cast whichCell to the text of cast whichCastField & the key
- end if
- else
- set the text of cast whichCell to the key
- end if
- end
-
- on checkKey whatKey
- global whatAction
- if the key = whatKey then
- whatAction()
- end if
- end
-
- on puppetize fromSprite, toSprite, state
- repeat with channel = fromSprite to toSprite
- puppetSprite(channel, state)
- end repeat
- end
-
- on checkRollOver fromSprite, toSprite
- global currentSprite, oldRollover
- repeat with channel = fromSprite to toSprite
- if rollOver(channel) = 1 then
- if currentSprite <> channel then
- set currentSprite to channel
- popMenu()
- end if
- end if
- end repeat
- end
-
- on popMenu
- global oldRollover, currentSprite
- set the ink of sprite currentSprite to 2
- if oldRollover <> currentSprite then
- set the ink of sprite oldRollover to 36
- end if
- set oldRollover to currentSprite
- updateStage()
- end
-
- on fixit
- if the mouseCast = 327 then
- cleanupmenu()
- else
- repeat while the mouseDown = 0
- checkRollOver(5, 12)
- end repeat
- end if
- end
-
- on fixitmore
- if the mouseCast = 327 then
- cleanupmenu()
- else
- repeat while the mouseDown = 0
- checkRollOver(6, 14)
- end repeat
- end if
- end
-
- on cleanupmenu
- global flipOut
- set the mouseUpScript to EMPTY
- set flipOut to EMPTY
- flip()
- updateStage()
- end
-
- on flipKey
- set the keyDownScript to EMPTY
- flip()
- end
-
- on showBullet vSprite, state
- set the visible of sprite vSprite to state
- end
-
- on checkKeyCode whatKeyCode
- put the keyCode
- if the keyCode = whatKeyCode then
- flip()
- end if
- end
-
- on clickFlip buttDown, buttUp, Action1
- set the castNum of sprite the clickOn to the number of cast buttDown
- repeat while the stillDown
- if the mouseCast = the number of cast buttUp then
- set the castNum of sprite the clickOn to the number of cast buttDown
- updateStage()
- end if
- if the mouseCast = the number of cast buttDown then
- nothing()
- else
- set the castNum of sprite the clickOn to the number of cast buttUp
- updateStage()
- end if
- updateStage()
- end repeat
- if the mouseCast = the number of cast buttDown then
- set the castNum of sprite the clickOn to the number of cast buttUp
- updateStage()
- do(Action1)
- end if
- end
-
- on hoofItHome
- go(1, the pathName & "Home")
- end
-
- on hoofItT4
- go(1, the pathName & "T4cust")
- end
-
- on hoofItOut
- unLoadCast()
- clearGlobals()
- quit()
- end
-