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Behavior Fade In and Out plus other commands

Added on 8/27/1999

 

Compatibilities:
behavior D7 D8 Mac PC Shockwave

This item has not yet been rated

Author: NeilMadsen

This allows any sprite to fade in and out in at a set rate,
trigger the fade in /out of aother sprites and call other lingo commands

-- Fade In and Out --
-- This causes any given sprite onScreen to fadeIn or fadeOut --
-- By Neil Madsen...nmadsen@tri-mediapro.com -- April 21, 1999 -- updated August 27, 1999 --
-- BrouHaHa Productions copyright 1999 --
-- This behavior is freely distributable as long as these ABOUT lines are kept in tact --
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
property pFadeInOut -- values are #fadeIn or #fadeOut or #stopFade
property pMySprite -- sprite that the script is attached to
property pBlendIncrement -- the amount that the sprite fades in and out by...(1 - 10)
property pCycle -- cycles blending in and out values are #yes or #no
property pInitBlendAmount -- sets the initial opaqueness of the sprite...(0 - 100)
property pMaxBlendAmount -- sets the maximum blend amount for the sprite...How opaque?...(0 - 100)
property pMinBlendAmount -- sets the minimum blend amount for the sprite...How transparent?...(0 - 100)
-- added on Aug.27 1999
property pNextSprite -- the sprite that is supposed to fade in or out next
property pNextSpriteInOrOut -- values are "in" or "out"
property pCallOtherLingo -- allows you to call to other lingo scripts in your movie scripts
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
on beginSprite me
  pMySprite = me.spriteNum
  initFading
end beginSprite
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
on initFading me
  -- sets the ink of the sprite to blend
  -- sets the initial opaqueness value of the sprite
  sprite(pMySprite).ink = 32 -- blend
  sprite(pMySprite).blend = pInitBlendAmount
end initFading
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-- if the property pCycle is TRUE (1) or FALSE(0) then it performs the
-- proper function to either cycle back and forth or do a one time fade
-- in or out.
on exitFrame me
  if pCycle = 1 then
    cycleFade
  else
    case pFadeInOut of
      #fadeIn:
        sprite(pMySprite).blend = sprite(pMySprite).blend + pBlendIncrement
        if sprite(pMySprite).blend >= pMaxBlendAmount then
          pFadeInOut = #stopFade
          -- added Aug.29/99
          if pNextSprite <> 0 then
            sendSprite(pNextSprite, #setFadeInOutValue, pNextSpriteInOrOut)
          end if
          if pCallOtherLingo <> "" then
            do pCallOtherLingo
          end if
          -- end added Aug.29/99
        end if
      #fadeOut:
        sprite(pMySprite).blend = sprite(pMySprite).blend - pBlendIncrement
        if sprite(pMySprite).blend <= pMinBlendAmount then
          pFadeInOut = #stopFade
          -- added Aug.29/99
          if pNextSprite <> 0 then
            sendSprite(pNextSprite, #setFadeInOutValue, pNextSpriteInOrOut)
          end if
          if pCallOtherLingo <> "" then
            do pCallOtherLingo
          end if
          -- end added Aug.29/99
        end if
    end case
  end if
end exitFrame
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-- this handler is used to capture a
-- sendSprite(x, #setFadeInOutValue, "in or out") call
-- sent from a button click to begin a fade in or out
on setFadeInOutValue me, inOrOut
  case inOrOut of
    "in": pFadeInout = #fadeIn
    "out": pFadeInOut = #fadeOut
  end case
end setFadeInOutValue
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-- cycles from the min to max (and back again) blend amounts by the amount
-- specified in pBlendIncrement
on cycleFade me
  case pFadeInOut of
    #fadeIn:
      sprite(pMySprite).blend = sprite(pMySprite).blend + pBlendIncrement
      if sprite(pMySprite).blend >= pMaxBlendAmount then --100 then
        pFadeInOut = #fadeOut
        -- added Aug.29/99
        if pNextSprite <> 0 then
          sendSprite(pNextSprite, #setFadeInOutValue, pNextSpriteInOrOut)
        end if
        if pCallOtherLingo <> "" then
          do pCallOtherLingo
        end if
        -- end added Aug.29/99
      end if
      
    #fadeOut:
      sprite(pMySprite).blend = sprite(pMySprite).blend - pBlendIncrement
      if sprite(pMySprite).blend <= pMinBlendAmount then --0 then
        pFadeInOut = #fadeIn
        -- added Aug.29/99
        if pNextSprite <> 0 then
          sendSprite(pNextSprite, #setFadeInOutValue, pNextSpriteInOrOut)
        end if
        if pCallOtherLingo <> "" then
          do pCallOtherLingo
        end if
        -- end added Aug.29/99
      end if
      
  end case
end cycleFade
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
on getPropertyDescriptionList me
  pdList = [:]
  setaProp pdList,#pFadeInOut,[#default:#fadeIn, #format:#symbol, #comment:"Fade In or Out?", ¬
#range:[#fadeIn, #fadeOut, #stopFade]]
  
  setaProp pdList, #pBlendIncrement, [#comment: "Blend Increment", ¬
    #format: #integer, #default: 5, #range: [#min: 1, #max: 10]]
  
  setaProp pdList, #pCycle, [#comment: "Cycle In and Out?", ¬
    #format: #boolean, #default: 1]
  
  setaProp pdList, #pInitBlendAmount, [#comment: "Blend Amount (How Opaque Is It?)", ¬
    #format: #integer, #default: 0, #range: [#min: 0, #max: 100]]
  
  setaProp pdList, #pMaxBlendAmount, [#comment: "Maximum Blend Amount (How Opaque Can It Get?)", ¬
    #format: #integer, #default: 100, #range: [#min: 0, #max: 100]]
  
  setaProp pdList, #pMinBlendAmount, [#comment: "Minimum Blend Amount (How Transparent Can It Get?)", ¬
    #format: #integer, #default: 0, #range: [#min: 0, #max: 100]]
  
  -- Next sprite to fade in or out property's
  setaProp pdList, #pNextSprite, [#comment: "Fade which sprite next", ¬
    #format: #integer, #default: 0, #range: [#min: 0, #max: 500]]
  
  setaProp pdList,#pNextSpriteInOrOut,[#default:"in", #format:#string, #comment:"Next sprite is to Fade In or Out?", ¬
#range:["in", "out"]]
  
  setaProp pdList,#pCallOtherLingo,[#default:"", #format:#string, #comment:"Any other calls you want to make?"]
  
  return pdList
end getPropertyDescriptionList

on getBehaviorDescription me
  gbDesc = "This allows any sprite to fade in and out in at a set rate, trigger the fade in /out of aother sprites and call other lingo commands."
  return gbDesc
end getBehaviorDescription

on getBehaviorTooltip me
  gbToolTip = "This allows any sprite to fade in and out in at a set rate, trigger the fade in /out of aother sprites and call other lingo commands."
  return gbToolTip
end getBehaviorTooltip
-------------------------------------------------------------------------------------------------
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