This content has been marked as final. Show 2 replies
There is a variety of ways to accomplish this ("is" agreeing with "a
variety" not "of ways"). You can puppet as many sprite channels as you need
and assign the one cast member to each. Each will function independently
although any modification to the cast member itself will be reflected in
each sprite instance.
The following code takes the first cast member in the first castLib and
places it on the stage 10 times using channels 1-10. It places the sprites
side by side horizontally. The position is not important but I showed that
each sprite can be treated independently, in this case by setting the loc
property. Of course you can do this with any sprite property. The
significant lines are 2 and 3.
repeat with x = 1 to 10
sprite (x).puppet = TRUE
sprite (x).member = member (1)
xPos = member (1).width * (x - 1) + (member (1).width / 2)
sprite (x).loc = point (xPos, member (1).height / 2)
"ytlevine" <firstname.lastname@example.org> wrote in message
>I want to create an instance of a cast member on stage, that will not exist
> a new member in the cast.
> I read some stuff about child objects, but I wasn't successful in getting
> to work.
> I also want to be able to create more than one instance, and to be able to
> manipulate them separately.
> Can someone help?
> Thanks a lot,
So that's what it's called - puppeting?