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Thanks for the reply and samples.
I actually thought of using a film loop and exchanging cast members like:
What I was thinking (comparing to the above example), is you move the cursor over
the black, and then the 'wipe right' appears and then starts animating. I guess the
film loop could be made to include the black (larger background).
I didn't know you could fade a film loop. I've tried changing the Blend in the
Property Inspector. It doesn't work can you explain how your film loop fade works?
I'm not very Lingo savvy. I don't know what 'the actorList' is that you used.
What's the difference between 'blend' and 'blendLevel'?
On your last example, swapping one sprite when you rollover another, from what I
understand, you're switching the cast member associated with the sprite right? The
problems I've seen when trying to switch say an invisible shape member with a film
- sometimes you don't get alignment right
- sometimes the film loop stretches so does not maintain its correct proportions.
Anyway, with your demos, I think I can get the rollover animation happening. Could
probably make the fade happen on a rollover off, but still not all the way yet.
What I want to happen is
- you rollover, and the film loop animation starts I can do this.
- you move off and it starts fading out. Guess I could have a static version behind
the film loop and make it fade out to that.
- Once it's fully faded out, it switches to the static version. This is needed so
you don't have a looping faded out animation happening.
Maybe, the best way would be to somehow have the film loop on screen but paused on
the first frame. First frame would not show animated part. Then when you rollover
it, it unpauses, animation appears and starts playing. When you move off, the film
loop fades out. Then I guess I'd need a static version of the graphic behind so it
fades to the right background. Once it is faded out, pauses. Once you rollover the
film loop a second time, it jumps to frame 1, resets (not faded out) and starts
Is it possible to pause and play and jump to a frame in a film loop? If so, how?
Sorry my reply was long. Was thinking and testing your files while writing. Thanks
again for your help.
1. You can't fade a film loop directly. You need to set the blend or blendLevel of the sprites within the film loop.
2. BlendLevel gives you 255 steps. Blend uses only 100 of the 255 steps, so it makes you feel that it works in 100 steps, but they are of unequal sizes. I recommend that you always use blendLevel.
3. Look up the actorList in the on-line documentation.
4. The registration point of a shape sprite is at its top left. The registration point of a film loop is at its centre. This would explain your alignment issues. You could make your shape sprite 1x1 pixel.
5. You can't pause a film loop at the beginning. It will always play all the way through at least once. That's why you need to swap out a static bitmap member.
6. If you want more control, you should look at using an externally-linked #movie member (Linked Director Movie or LDM) rather than a film loop.
That 'actorlist' link was very confusing. Sounded like it was written for people who
are already quite advanced in programming. It was very technical and hard to
With your fade demo, would it be possible to do something when the fade has
completed? So, you move the cursor off the area, it fades out, once done, switches
to a static sprite. Maybe I'll try that.
Are LDMs used much for thinsg liek this - aimated buttons and other interface