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- global gSlowMachine, gFortuneFrame, gFortuneCategory, gFortuneTeller, gTokens, gTokenSprite, gOkaySprite, gFortuneCategorySprite, gMainMenuCursor, gNavigationCursor, gGeneralCursor, gForwardCursor, gBackwardCursor, gLeftCursor, gRightCursor, gScoreCursor, gAboutCursor, gHotCursor, gWaitCursor, gHot, gHotMask, cMainMenuCursor, cNavigationCursor, cGeneralCursor, cForwardCursor, cBackwardCursor, cLeftCursor, cRightCursor, cScoreCursor, cAboutCursor, cHotCursor, cWaitCursor, gBDropSprite, gWhichSpotlight, gDot, gMainBDropCast, gMainBDropPICT, gOldSpot, gPupSound, gUserName, gSpotlightCast, gSpotlightSprite, gSpotlightList, gSpotlightBDropList, gSpotLightFrame, gBalloons, gBalloonsList, gBigCursor1, gBigCursor2, gBigCursor3, gBigCursor4, gBigCursor5, gBigCursor6, gBigCursor7, gBigCursor8, gMouseClick1, gMouseClick2, gMouseClick3, gMouseClick4, gCursorSprite
-
- on startMovieCursor
- if the frame = 1 then
- end if
- setProp(1, 48, "visibility", 1)
- puppetSound(0)
- set the volume of sound 1 to 255
- set the volume of sound 2 to 255
- set gHot to the number of cast "Hot"
- set gHotMask to the number of cast "HotMask"
- set gSlowMachine to the machineType = 256
- defineHotSpots([0, 0], [0, 0], [0, 0], [0, 0], [0, 0], [0, 0], [0, 0], [0, 0], [0, 0], [0, 0], [0, 0])
- set gBigCursor1 to the number of cast "Big Cursor 1"
- set gBigCursor2 to the number of cast "Big Cursor 2"
- set gBigCursor3 to the number of cast "Big Cursor 3"
- set gBigCursor4 to the number of cast "Big Cursor 4"
- set gBigCursor5 to the number of cast "Big Cursor 5"
- set gBigCursor6 to the number of cast "Big Cursor 6"
- set gBigCursor7 to the number of cast "Big Cursor 7"
- set gBigCursor8 to the number of cast "Big Cursor 8"
- set gMouseClick1 to the number of cast "Mouse Click 1"
- set gMouseClick2 to the number of cast "Mouse Click 2"
- set gMouseClick3 to the number of cast "Mouse Click 3"
- set gMouseClick4 to the number of cast "Mouse Click 4"
- cursor(200)
- set gCursorSprite to 47
- activate(gCursorSprite, gBigCursor3, 1, 36, -100, -100, EMPTY, EMPTY, EMPTY)
- when keyDown then checkKey
- when mouseDown then checkMouse
- end
-
- on checkMouse
- set userH to the mouseH
- set userV to the mouseV
- set the loc of sprite gCursorSprite to point(userH, userV)
- updateStage()
- set castList to [gBigCursor3, gBigCursor4, gBigCursor5, gBigCursor6, gBigCursor7, gBigCursor8]
- repeat with x = 2 to 5
- set the castNum of sprite gCursorSprite to getAt(castList, x)
- updateStage()
- delayFor(2)
- end repeat
- if gCursorSprite < 48 then
- activate(gCursorSprite + 1, gMouseClick1, 1, 37, userH, userV, EMPTY, EMPTY, EMPTY)
- set castList2 to [gMouseClick1, gMouseClick2, gMouseClick3, gMouseClick4]
- repeat with x = 2 to 4
- set the castNum of sprite (gCursorSprite + 1) to getAt(castList2, x)
- updateStage()
- delayFor(3)
- end repeat
- repeat while the mouseDown
- updateStage()
- end repeat
- delayFor(5)
- repeat with x = 3 down to 1
- set the castNum of sprite (gCursorSprite + 1) to getAt(castList2, x)
- updateStage()
- delayFor(3)
- end repeat
- deactivate([gCursorSprite + 1])
- updateStage()
- else
- repeat while the mouseDown
- updateStage()
- end repeat
- end if
- delayFor(3)
- repeat with x = 4 down to 1
- set the castNum of sprite gCursorSprite to getAt(castList, x)
- updateStage()
- delayFor(4)
- end repeat
- returnCursor()
- end
-
- on defineHotSpots cuMainMenu, cuNavigation, cuGeneral, cuForward, cuBackward, cuLeft, cuRight, cuScore, cuAbout, cuHot, cuWait
- set gMainMenuCursor to cuMainMenu
- set gNavigationCursor to cuNavigation
- set gGeneralCursor to cuGeneral
- set gForwardCursor to cuForward
- set gBackwardCursor to cuBackward
- set gLeftCursor to cuLeft
- set gRightCursor to cuRight
- set gScoreCursor to cuScore
- set gAboutCursor to cuAbout
- set gHotCursor to cuHot
- set gWaitCursor to cuWait
- setProp(1, 48, "visibility", 1)
- end
-
- on checkHotSpots
- if checkHotSpot(gHotCursor, cHotCursor) then
- cursor([gHot, gHotMask])
- exit
- end if
- cursor(-1)
- end
-
- on checkHotSpot whichSprites, whichCursor
- set theResult to 0
- set startSprite to getAt(whichSprites, 1)
- set stopSprite to getAt(whichSprites, 2)
- if startSprite > 0 then
- repeat with x = stopSprite down to startSprite
- if the type of sprite x > 0 then
- if rollOver(x) then
- set theResult to 1
- exit repeat
- end if
- end if
- end repeat
- end if
- return theResult
- end
-