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- on mouseDown
- repeat while the stillDown
- if the castNum of sprite 6 < the number of cast "last wheel" then
- set the castNum of sprite 6 to the castNum of sprite 6 + 1
- else
- set the castNum of sprite 6 to the number of cast "first wheel"
- end if
- updateStage()
- end repeat
- end
-
- on mouseUp
- global gBackPack
- if the castNum of sprite 6 = the number of cast "correct wheel" then
- set the cursor of sprite 6 to 0
- if getOne(gBackPack, #noForceps) = 0 then
- add(gBackPack, #noForceps)
- end if
- go("end")
- end if
- end
-