vertexList is the property you that you can control for a
vector member.
A quick demo at:
http://www.directoratnight.com/2006/08/22/vertexlists-go-morphing/
and here is a quick behavior that will tweak a rectangle
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property pSprite
property pMem
property pW, pH, pD, pTheta
property pCounter
on beginSprite me
pSprite = sprite(me.spriteNum)
pMem = pSprite.member
pW = 200.
pH = 100.
pD = 20.
pCounter = 0
end
on exitFrame me
pTheta = pCounter * pi() / 180.
me.setToShape()
pCounter = pCounter + 5
if pCounter > 180 then
pCounter = -180
end if
end
on setToShape me
p1 = point(-pW, -pH)/2
h11 = pD * point(cos(pTheta), -sin(pTheta))
h12 = pD * point(-cos(pTheta), sin(pTheta))
p2 = point(pW, -pH)/2
h21 = pD * point(cos(pTheta), sin(pTheta))
h22 = pD * point(-cos(pTheta), -sin(pTheta))
p3 = point(pW, pH)/2
h31 = pD * point(-cos(pTheta), sin(pTheta))
h32 = pD * point(cos(pTheta), -sin(pTheta))
p4 = point(-pW, pH)/2
h41 = pD * point(-cos(pTheta), -sin(pTheta))
h42 = pD * point(cos(pTheta), sin(pTheta))
aL1 = [#vertex:p1, #handle1:h11, #handle2:h12]
aL2 = [#vertex:p2, #handle1:h21, #handle2:h22]
aL3 = [#vertex:p3, #handle1:h31, #handle2:h32]
aL4 = [#vertex:p4, #handle1:h41, #handle2:h42]
myVertexList = [ aL1, aL2, aL3, aL4]
pMem.vertexList = myVertexList
end