Making dynamic sprites from a cast member

Hello ,realy I am making a movie that it has the words and
the meanings and the pronounciation and the image of the word of 20
lessons ,realy I make a propertly list for the words and the
meanings for each chapter in a text document for each lesson and
retrievet the words and the meanings on the stage and assign the
them into separate sprites made by a text cast member ,Now I have a
problem ,the number of words and new words are not equal for each
lesson ,there fore I look for a way to make the sprites same as the
number of the words of each lesson from the cast member , is it
realy possible ?
Thank you very much
Sincerely yours Mohsena

Hello and thank you for your attention ,yes as you mentioned
I should change the content of the text members ,in this way when I
want tthe words and the meanig of lesson 2 ,I should change the
content ,But my problem is in this phase exactly ,for example if
the lesson 1 has 30 words and meaning and lesson 2 has 20 meaning
,one way is to predefined 30 sprites froem the cast memeber and use
object oritented programming that make just 20 new object for
lesson 1 (I can do it) but realy what is in mind is that ,is it
possible to make the sprites as needed? for example for lesson 1
make 30 sprites ,the somehow destroy them ,and for lessson 2 make
20 sprites?
thank you very much for your attention sincerely yours
Mohsna

Similar Messages

  • Making dynamic links from report fields

    Is there a way to make report fields link to differnt websites? I can't use the 'link' tool in 'editing' option of making the report because the link will not be the same for each record in the database. The field itself is actually the address of the website I want to be able to link to. So essentially, what I want to do is something like: ..but this does not work. Does anyone know if this is possible??
    Thanks!

    You can use SQL report to do this:
    Suppose the column which contains the web addressed is called url_column, your SQL
    will be something like
    select htf.anchor(url_column, name) from the_table
    Then in the Column Formatting page,
    set the "Display as" for column url_column as HTML.
    Run the report and the values form that column will be a url which links to other web sites
    null

  • Change cast member images

    Hello:
    I need to change images in the stage from the cast member.
    The problem is that when I change the image, the previous
    image on the stage
    appears and quickly the new appears.
    How can I desappear the previous image before to show the
    new?
    Thank you very much

    Thank you:
    The problem is that I am stopped in frame 10 for example, in
    this frame I
    change the cast member image by Lingo and send the head to
    frame 1 and the
    image that I had before I see it and then change to the new.
    "JB" <[email protected]> escribi� en el
    mensaje
    news:[email protected]..
    > Not understanding exactly what your are doing, one can
    temporarily had
    > the sprite by setting the blend prop to 0 or by setting
    the vidoble of
    > >
    > A sprite triggered by an on EnerFrame handler could
    switch te member
    > before the score assigned mbmer makes it's initial
    appearance.

  • Simple import of PDF as cast member

    I believe that there used to be a method to import PDF and
    DOC files into Director Cast members. Does anyone remember if this
    did exist and where they may be currently found.
    I want to be able to hold the content of an exisiting PDF or
    DOC document inside a Director Cast (Dir 8.5) and then view / print
    from the cast member. This is as opposed to turning them into
    straight bitmap images. I am not wishing to have the user being
    able to access the output via either a PDF reader or Word.
    Thank you

    if you use the gotonetpage script and put your pdf in an
    external folder along with any videos etc it works e.g. for a
    button link
    on mouseUp me
    gotonetpage "xxx.pdf"
    end
    this worked for me:)
    Paula

  • Change cast member of another sprite on rollover?

    There is probably a really easy answer for this question but I just have NO IDEA how to approach it and am about ready to blow my brains out ... (new at this, yes) so ANY HELP would be greatly appreciated.
    When rolling over or "on mouseEnter me" of a certain sprite, I would like to change the cast member of ANOTHER sprite as well as the current one (having no problems with the current one as it's all set up in the behaviours lol) is this possible? and how would the lingo go for this?
    thanks

    Don't do what Multiduck suggests. Sprites should never change the properties of other sprites. That is a bad practice prone to creating nasty bugs.
    Create a behavior for the second sprite that has a handler for changing its member. You might call it "showRollOver". Then your first sprite simply calls that handler.
    sprite(x).showRollOver()
    If you want the second sprite to react to mouse overs, then just use the mouseEnter method and call that handler from the first sprite.
    sprite(x).mouseEnter()
    Note: You can directly call any handler that is added to a sprite, ie,
    sprite(x).mouseDown()
    sprite(x).beginSprite()
    sprite(x).setText()
    sprite(x).fadeOut()

  • Changing the cast member of a sprite

    Hi, I have the following code so that when a user clicks on a
    shape (acting as a button), it changes the cast member of an
    existing sprite called "base" on the stage to an image cast member
    called "Italian Lira". However the code does not work, any
    suggestions what I have done wrong?
    on mouseUp me
    currency = "Italian Lira"
    sprite("base").member = member(currency)
    end

    Thanks for keeping me sane Mike. I've always used a global
    list with sprite
    assignments so I never had to deal with whether or not the
    sprite names
    feature worked. But I guess you've dispelled the myth.
    Thanks.
    I guess we still don't know whether "base" is a sprite name
    or mistakenly
    and cast member name. I see that we haven't heard back from
    pete_484 on
    this.
    Craig Wollman
    Lingo Specialist
    Word of Mouth Productions
    212-928-9581
    www.wordofmouthpros.com
    "Mike Blaustein" <[email protected]> wrote in
    message
    news:enthgu$22c$[email protected]..
    > Yes they did. I am not sure why so many people are
    saying not to do it,
    > because I name sprites in practically every project I do
    these days.
    > Assuming that you sprite is named correctly, this should
    work (I just
    > removed the word member in the 2nd line):
    >
    > on mouseUp me
    > currency = "Italian Lira"
    > sprite("base").member = currency
    > end

  • Load flash cast member in the root of flash sprite (is possible?)

    load flash cast member in the root of flash sprite, is
    possible?

    i explain better, the user must download the projector from
    internet and i
    want protect the swf files include these in one exe
    application
    this is what my client want
    tnanks
    "Rob Dillon - Adobe Community Expert"
    <[email protected]> ha
    scritto nel messaggio
    news:[email protected]..
    > I'm not sure when or where you would need this
    functionality. If you are
    > creating a projector, then how are you distributing it?
    If you are using
    > a CD, then it doesn't matter how many files you have.
    >
    > If you want to bundle everything together for a
    download, then just use
    > an installer.
    >
    > --
    > Rob
    > _______
    > Rob Dillon
    > Adobe Community Expert
    >
    http://www.ddg-designs.com
    > 412-243-9119
    >
    >
    http://www.macromedia.com/software/trial/

  • How to intersect with any sprite of a certain cast member?

    Hi. I am trying to script a simple 2d platformer engine for a larger University project. I have movement sorted with W and A and gravity. I can get collision detection with the floor by doing
    if sprite 1 intersects sprite 2 then
         gvGrav = 0
    end if
    Sprite 1 is the player and sprite 2 is an instance of the cast member called ground. How would I get this to work with any sprite that is ground? Ill paste the full code below.
    global gvRight
    global gvLeft
    global gvGrav
    global gvDown
    on enterFrame
      -----------MOVE LEFT---------------------
      if keyPressed("a") then
        sprite(4).locH=sprite(4).locH+gvLeft
        _movie.updateStage()
        gvLeft = gvLeft - .5
        if gvLeft < - 15 then
          gvLeft = -15
        end if
      end if
      if not keypressed("a") then
        gvLeft = 0
      end if
      -----------MOVE RIGHT--------------------
      if keyPressed("d") then
        sprite(4).locH=sprite(4).locH+gvRight
        _movie.updateStage()
        gvRight = gvRight + .5
        if gvRight > 15 then
          gvRight = 15
        end if
      end if
      if not keypressed("d") then
        gvRight = 0
      end if 
      -----------GRAVITY-------------------------
      gvGrav = gvGrav
      sprite(4).locV=sprite(4).locV+gvGrav
      _movie.updateStage()
      gvGrav = gvGrav +.5
      if gvGrav > 30 then
        gvGrav = 30
      end if
      -------------GravityCollision----------------------
      if sprite 4 intersects sprite 1 then
        gvGrav = 0
      end if
      if sprite 4 intersects sprite 2 then
        gvGrav = 0
      end if
    end if

    I dare say there's a better way to do this, but an easy way is to set a global variable, do a sendallsprites message, and check the global variable again.
    So, if you had an extra global in your man control script:
    global hitman
    then in your collision checking part you would say this:
      hitman = false
      sendallsprites #checkcollision 4
      if hitman = true then
        gvGrav = 0
      end if
    The #checkcollision message would get sent to all sprites, and if you had a behavior placed on the floor sprites, that was like this:
    global hitman
    property mysprite
    on beginsprite me
      mysprite = the spritenum of me
    end
    on checkcollision me,s
      if sprite s intersects sprite mysprite then
        hitman = true
      end if
    end
    any one of those sprites that intersected with the sprite you ask about would then change the global 'hit man' variable to be true. To make a sprite behave like floor, you would just attach that behavior script.
    Notice how the floor sprite makes a note of its sprite number when it first shows up on the stage, you could do the same with your other script, if it's attached to the man character. Then you wouldn't have to have it hard coded to '4', which would save some headaches later if you have to change the sprite layers.

  • Loading sprites from files

    I'm sure this must crop up but I've been unable to find
    anything by searching...
    I am developing a catalogue browser - users scroll through
    thumbnails and click on them to view the product in a larger
    window. However, the catalogue changes frequently and ideally I'd
    like to load the items (sprites) at run time from a specified
    directory so that each 'release' of the catalogue only needs to
    have this directory replaced for it to be up to date.
    I'm thinking to use text files within the root of this
    product directory and subs to identify folder names and product
    names but I've been unable to find any advice on how to load
    sprites via lingo from a filepath.
    Can anyone help?
    Jon

    Hi Jon,
    Actually, you want to load in new members, not sprites. If
    this is an
    app that's on a CD or a hard drive then you can use
    downloadNetThing()
    to download the file to the user's hard drive. You can then
    import,
    open, or link that file to your movie. If this is a graphic,
    you can
    update a cast member using member.fileName(), if this is a
    text file
    then you can open the file and copy the contents into an
    existing, or
    new member.
    There are a number of data base Xtras that can pull in new
    content
    directly from a data base.
    Another option is keep, at least one, cast external and not
    protected.
    You can then update the cast and make it available for
    download. You can
    have this update done at runtime, or you could write another
    app to do
    the update.
    Rob
    Rob Dillon
    Adobe Community Expert
    http://www.ddg-designs.com
    412-243-9119
    http://www.macromedia.com/software/trial/

  • Create a child cast member

    Hi,
    I need to create a dynamic menu for an application. Right
    now I am creating every item as a new cast member:
    newMember = new(#text)
    member(newMember).name = "Item1"
    member(newMember).text = "Blabla"
    What I would like to do, is have an existing cast member with
    the good font, font size, color, etc... and in my lingo script,
    create all my new cast members based on the existing one, so I
    would only need to change the text it contains and not the color,
    size....
    It could also be usefull to do this since I could attach a
    behavior to the existing cast member and then all my new ones would
    have the same behavior attached to them.
    I hope this can be done, sorry if it is obvious, I'm in the
    process of learning Director and Lingo.
    Thanks,
    Pat

    Hi Pat, and welcome to the list.
    As for your question, I'd suggest you work with a single cast
    in general,
    unless it really helps organizing your project.
    Creating members on the fly -as it seems you are doing- is a
    much cleaner
    approach.
    Why don't you create a handler that would accept as arguments
    the formatting
    options and the member they should be applied to?
    Or e.g. two handlers that each would apply some fixed
    formatting to a member
    that is passed to it.
    The less the members, the smaller the project, btw.
    > It could also be useful to do this since I could attach
    a behavior to the
    > existing cast member
    I suppose you are talking about cast member scripts, not
    behaviors. Another
    thing you'd better avoid, since behaviors (scripts attached
    to sprites) are
    more flexible, receive notifications that script members
    don't (like e.g. on
    beginSprite), and are designed for oop (a reference to the
    script
    object -me- is passed as the first argument by the system
    when calling
    behaviors' handlers).
    "PDiLalla" <[email protected]> wrote in
    message
    news:f97p50$rh1$[email protected]..
    > Hi,
    >
    > I need to create a dynamic menu for an application.
    Right now I am
    > creating
    > every item as a new cast member:
    >
    > newMember = new(#text)
    > member(newMember).name = "Item1"
    > member(newMember).text = "Blabla"
    >
    > What I would like to do, is have an existing cast member
    with the good
    > font,
    > font size, color, etc... and in my lingo script, create
    all my new cast
    > members
    > based on the existing one, so I would only need to
    change the text it
    > contains
    > and not the color, size....
    >
    > It could also be usefull to do this since I could attach
    a behavior to the
    > existing cast member and then all my new ones would have
    the same behavior
    > attached to them.
    >
    > I hope this can be done, sorry if it is obvious, I'm in
    the process of
    > learning Director and Lingo.
    >
    > Thanks,
    > Pat
    >

  • Dragging sprites from a window to another???

    Hello,
    How can I drag moveable sprites from a window (miaw) to
    another? I have two layered windows. I want to drag a sprite from
    the window on bottom to the window on top (miaw). The problem is
    that the sprite stays behind the target window...
    - Stefu

    You've given me a challenge. I'm going to try to program
    this. I don't
    think it would be too difficult. A mouse down on your
    moveable sprite
    should set a flag that would make the MIAW look for the mouse
    passing over
    it. When that flag is set and the mouse is over the MIAW, a
    sprite from the
    miaw can track the mouse movement just as it would in the
    main movie or
    other MIAW. You could also load the image of the member of
    the sprite from
    the first window into a variable and send it to the MIAW,
    create a cast
    member, assign that image to the member and assign it to a
    sprite so it can
    be set to the location of the mouse. A small detail: you need
    to save the
    offset of the mouse loc relative to the original sprite and
    use that offset
    to place the new sprite relative to the mouse.
    If you understand any of this you win the grand prize. But if
    I have time
    to do a mock up of this before you get another answer I'll
    post the code.
    It really should take that many lines. I vaguely remember
    having to do this
    on a project back in about '98 but it'd be easier to recreate
    it rather than
    search the archives to find it.
    Craig Wollman
    Lingo Specialist
    Word of Mouth Productions
    212-928-9581
    www.wordofmouthpros.com
    "Stefu80" <[email protected]> wrote in
    message
    news:ff5437$dem$[email protected]..
    > Hello,
    >
    > How can I drag moveable sprites from a window (miaw) to
    another? I have
    > two
    > layered windows. I want to drag a sprite from the window
    on bottom to the
    > window on top (miaw). The problem is that the sprite
    stays behind the
    > target
    > window...
    >
    > - Stefu
    >

  • Excel or table style grid in text cast member

    I copied an Excel style table out of MS Word and pasted it
    into a text cast member and to my surprise, the grid lines came
    with the text, nicely formatted and everything. Having a
    spreadsheet like grid (or something like an HTML table) that would
    auto fit the contents of each cell sure would help.
    Anyone know how to apply grid lines to text cast members I
    create from scratch? and are there any formatting options I can
    access from lingo to modify the grid?

    Check out the data grid in Inplicity, a fantastic set of
    add-ins for Director. All Lingo based. They kick butt.
    http://www.inplicitytoolkit.com/
    best,
    FBC

  • How can I save a cast member to the hard drive?

    Hi,
    I am using 'canvas' from the Paintbox library.
    I found a line of code on the forum to create a 'new' cast member.
    Now, I'd like to save that new cast member to the hard drive.
    BuddyApi doesn't have an option to do that, and I haven't had any luck with the Xtras lists I've found.
    How can I accomplish this?
    Thanks in advance for your assistance,
    BigDaddy

    To elaborate, this is how you would call the Xtra in your code:
    -- create the instance of the xtra
    objImg = xtra("ImgXtra").new()
    -- get the member's image we want to save
    imgToSave = member("foobar").image
    -- set the path and filename for the bitmap
    strFileName = the moviePath & "foobar.jpg"
    -- call the ix_saveImage method, with required parameters
    success = objImg.ix_saveImage(["image": imgToSave, "filename": strFileName])
    -- returns 1 if successful, 0 if not
    if success then
       -- something here
    else
       -- something else here
    end
    -- clear the xtra object instance
    objImg = VOID
    The other optional parameters such as format and flags can be set, if you like, and the info can be found in the imgXtra.txt document.

  • Creating a new instance of a cast member

    I want to create an instance of a cast member on stage, that
    will not exist as a new member in the cast.
    I read some stuff about child objects, but I wasn't
    successful in getting it 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,
    Isaac

    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)
    end repeat
    Craig
    "ytlevine" <[email protected]> wrote in
    message
    news:ggk8be$fr7$[email protected]..
    >I want to create an instance of a cast member on stage,
    that will not exist
    >as
    > a new member in the cast.
    > I read some stuff about child objects, but I wasn't
    successful in getting
    > it
    > 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,
    > Isaac
    >

  • Missing Cast member names in score

    Hi,
    I'm having a problem with the Score when I open Director.
    The names of the members on each sprite don't show up (see image), now I can work around this, but I'm editing someone else's document so locating each cast member on the score is turning into a time consuming and confusing issue.
    I'm on Director 2004 MX and I'm fairly new to Director so I haven't found anything in the help files or the forum

    Thank you!
    So obvious when you know how
    Cheers!

Maybe you are looking for

  • Stories and GOPs - Open or Closed

    Hi All, I'm currently working on a DVD which is going to make use of stories to play different versions of the main feature (one version playing a concert with interceding documentary sequences and one where the docs are skipped). I have been trying

  • How to create Master Detail Form in htmldb 2.0

    This option use to be available in 1.6 but I can't see it anywhere in 2.0.

  • Ipod video crashes when I attempt to eject after sync (Windows XP)

    My ipod video synced perfectly in itunes for first two months. About two weeks ago, however, the ipod started crashing four out of five times when I try to eject it in itunes or stop the disk from Windows' "remove hardware safely" dialog box. It also

  • IBooks 3 app and automatic optimisation?

    I have not upgraded yet but I have read that images are optimised automatically. Has anyone any more information about how this is achieved in the program or does it only happen when uploading. Is there any control over individual images? Ken

  • Big Green spot in center of both the front and rear camera's pictures

    My new iPhone 4 has a big green spot in pictures I take. It is visible on the LCD when framing the picture and also shows up in the saved picture after its taken. It is most noticeable when there is a light colored background. Restoring has no effect