At 6:46 PM +0000 2/6/01, nik max wrote:
>dear all,
>
>how can i quickly and relyably check that all flash sprites have
>stopped playing on the stage (necessary before i can move on to the
>next frame)?
>
>i am using 'sprite(whichFlashSprite).playing',
>but do i put this in a loop or just check at very small intervals.
>what about sending a messge from the respective flash moveis to
>director? 'along the lines of "ok i am finished now"?
>
Not sure if you are looking for a dynamic solution (that is, figure
out which are the flash sprites automatically) or not. But if you
know which ones are flash sprites, you could do something like this
in a frame script (untested):
property plchFlash -- property which is a list of channels of Flash sprites
on beginSprite me
plchFlash = [2, 5, 7, 10] -- Which ever are flash sprites
end
on exitFrame me -- here's where to do the test
nChannels = count(plchFlash)
repeat with i = nChannels down to 1 -- go in reverse order,
because we will be deleting
ch = plchFlash[i]
if not(sprite(ch).playing) then -- this one is done, eliminate it
deleteAt(plchFlash, i)
end if
end repeat
if plchFlash = [] then
go to the frame + 1 -- we done
else
go to the frame -- there are still one or more playing
end if
end
There is probably is a simple way to run through all the sprites and
figure out which are flash, something like:
on beginSprite me
plchFlash = []
repeat with ch = 1 to the lastChannel
if sprite(ch).type = #flash then -- I don't know what the right
thing is here
append(plchFlash, ch)
end if
end repeat
end
Good luck
Irv
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