主题:  Lingo术语遗漏的部分!

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#162001/12/10 22:47:53
marker()

Syntax

marker(integerExpression)
marker("string")
Description

Function; returns the frame number of markers before or after the current frame. This function is useful for implementing a Next or Previous button or for setting up an animation loop.

The argument integerExpression can evaluate to any positive or negative integer or 0. For example:

marker(2)—Returns the frame number of the second marker after the current frame.

marker(1)—Returns the frame number of the first marker after the current frame.

marker(0)—Returns the frame number of the current frame if the current frame is marked, or the frame number of the previous marker if the current frame is not marked.

marker(-1)—Returns the frame number of the first marker before the marker(0).

marker(-2)—Returns the frame number of the second marker before the marker(0).



If the argument for marker is a string, marker returns the frame number of the first frame whose marker label matches the string.

Example

This statement sends the playback head to the beginning of the current frame if the current frame has a marker, otherwise it sends the playback head to the previous marker:

go to marker(0)
Example

This statement sets the variable nextMarker equal to the next marker in the Score:

nextMarker = marker(1)
See also

go, frame() (function), frameLabel, label(), labelList

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#172001/12/10 22:48:54
margin

Syntax

member(whichCastMember).margin
the margin of member whichCastMember
Description

Field cast member property; determines the size, in pixels, of the margin inside the field box.

Example

The following statement sets the margin inside the box for the field cast member Today's News to 15 pixels:

member("Today's News").margin = 15

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#182001/12/10 22:49:13
mapStageToMember()

Syntax

sprite(whichSpriteNumber). mapStageToMember(whichPointOnStage)
mapStageToMember(sprite whichSpriteNumber, whichPointOnStage)
Description

Function; uses the specified sprite and point to return an equivalent point inside the dimensions of the cast member. This properly accounts for any current transformations to the sprite using quad, or the rectangle if not transformed.

This is useful for determining if a particular area on a cast member has been clicked even if there have been major transformations to the sprite on the Stage.

If the specified point on the Stage is not within the sprite, this function returns VOID.

See also

map(), mapMemberToStage()



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#192001/12/10 22:50:07
mapMemberToStage()

Syntax

sprite(whichSpriteNumber). mapMemberToStage(whichPointInMember)
mapMemberToStage(sprite whichSpriteNumber, whichPointInMember)
Description

Function; uses the specified sprite and point to return an equivalent point inside the dimensions of the Stage. This properly accounts for the current transformations to the sprite using quad, or the rectangle if not transformed.

This is useful for determining if a particular area of a cast member has been clicked, even if there have been major transformations to the sprite on the Stage.

If the specified point on the Stage is not within the sprite, a VOID is returned.

See also

map(), mapStageToMember()



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#202001/12/10 22:50:33
map()

Syntax

map(targetRect, sourceRect, destinationRect)
map(targetPoint, sourceRect, destinationRect)
Description

Function; positions and sizes a rectangle or point based on the relationship of a source rectangle to a target rectangle.

The relationship of the targetRect to the sourceRect governs the relationship of the result of the function to the destinationRect.

Example

In this behavior, all of the sprites have already been set to draggable. Sprite 2b contains a small bitmap. Sprite 1s is a rectangular shape sprite large enough to easily contain sprite 2b. Sprite 4b is a larger version of the bitmap in sprite 2b. Sprite 3s is a larger version of the shape in sprite 1s. Moving sprite 2b or sprite 1s will cause sprite 4b to move. When you drag sprite 2b, its movements are mirrored by sprite 4b. When you drag sprite 1s, sprite 4b moves in the opposite direction. Resizing sprite 2b or sprite 1s will also produce interesting results.

on exitFrame
    sprite(4b).rect = map(sprite(2b).rect, sprite(1s).rect, sprite(3s).rect)
    go the frame
end



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#212001/12/10 22:50:56
machineType

Description

This property is obsolete. Use platform instead



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#222001/12/10 22:52:14
loopsRemaining

Syntax

sound(channelNum).loopsRemaining

the loopsRemaining of sound(channelNum)
Description

Read-only property; the number of times left to play a loop in the current sound playing in sound channel channelNum. If the sound had no loop specified when it was queued, this property is 0. If this property is tested immediately after a sound starts playing, it returns one less than the number of loops defined with the #loopCount property in the queue() or setPlayList() command.

See also

breakLoop(), loopCount, loopEndTime, loopStartTime, queue()



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#232001/12/10 22:52:58
loopStartTime

Syntax

sound(channelNum).queue([#member: member(whichmember), {#startTime: milliseconds, #endTime: milliseconds, #loopStartTime: milliseconds, #loopEndTime: milliseconds, #loopCount: numberOfLoops, #preloadTime: milliseconds, #rateShift: shiftAmount}])
sound(channelNum).loopStartTime
Description

Cast member property; the start time, in milliseconds, of the loop for the current sound being played by soundObject. Its value is a floating-point number, allowing you to measure and control sound playback to fractions of a millisecond. The default is the startTime of the sound if no loop has been defined.

This property can only be set when passed as a property in a queue(), play(), or setPlaylist() command.

Example

This handler queues and plays two sounds. The first sound, cast member Chimes, is played in its entirety. The second sound, cast member introMusic, is played starting at its 3-second point, with a loop repeated 5 times from the 8-second point to the 8.9 second point, and stopping at the 10-second point. 4 seconds of the sound will be preloaded and it will be played back with a rateShift of 1, or at one half-step higher pitch than normal.

on playMusic
    sound(2).queue([#member: member("Chimes")])
    sound(2).queue([#member: member("introMusic"), #startTime: 3000,\
    #endTime: 10000, #loopStartTime: 8000, #loopEndTime: 8900, #loopCount: 5, \
    #preloadTime: 4000, #rateShift: 1])
    sound(2).play()
end
Example

This handler plays sound cast member introMusic in sound channel 2. Playback loops five times between two points 8 seconds and 8.9 seconds into the sound.

on playMusic
    sound(2).play([#member:member("introMusic"), #startTime:3000,\
    #loopCount:5,#loopStartTime:8000, #loopEndTime:8900])
end
Example

This handler causes the text field TimWords to read "Help me, I'm stuck!" when the currentTime of sound channel 2 is between its loopStartTime and loopEndTime:

on idle
    if sound(2).currentTime > sound(2).loopStartTime and \
    sound(2).currentTime < sound(2).loopEndTime then
        member("TimWords").text = "Help me, I'm stuck!"
    else
        member("TimWords").text = "What's this sticky stuff?"
    end if
end
See also

breakLoop(), setPlaylist(), loopCount, loopEndTime, loopsRemaining, queue(), play() (sound), stop() (sound), getPlaylist()

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#242001/12/10 22:55:41
interval

语法:

member(whichCursorCastMember).interval
the interval of member whichCursorCastMember
描述:

Cursor cast member property; specifies the interval, in milliseconds (ms), between each frame of the animated color cursor cast member whichCursorCastMember. The default interval is 100 ms.

The cursor interval is independent of the frame rate set for the movie using the tempo channel or the puppetTempo Lingo command.

This property can be tested and set.

例如:

In this sprite script, when the animated color cursor stored in the cast member named Butterfly enters the sprite, the interval is set to 50 ms to speed up the animation. When the cursor leaves the sprite, the interval is reset to 100 ms to slow down the animation.

on mouseEnter
    member("Butterfly").interval = 50
end
on mouseLeave
    member("Butterfly").interval = 100
end



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#252001/12/11 15:03:24
applicationName

Syntax

the applicationName
Description

Global property; indicates the file name of the projector or the Director authoring application.

Example

This statement displays in a field the file name of the projector that is playing:

member("field").text = the applicationName
See also

environment, productVersion

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#262001/12/11 15:04:28
clickLoc

Syntax

the clickLoc
Description

Function; identifies as a point the last place on the screen where the mouse was clicked.

Example

The following on mouseDown handler displays the last mouse click location:

on mouseDown
    put the clickLoc
end mouseDown
If the click were 50 pixels from the left end of the Stage and 100 pixels from the top of the Stage, the Message window would display the following:

-- point(50, 100)



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#272001/12/11 15:04:50
clickMode

Syntax

sprite(whichFlashSprite).clickMode
the clickMode of sprite whichFlashSprite
member(whichFlashMember).clickMode
the clickMode of member whichFlashMember
Description

Flash cast member and sprite property; controls when the Flash movie sprite detects mouse click events (mouseUp and mouseDown) and when it detects rollovers (mouseEnter, mouseWithin, and mouseLeave). The clickMode property can have these values:

#boundingBox—Detects mouse click events anywhere within the sprite's bounding rectangle and detects rollovers at the sprite's boundaries.

#opaque (default)—Detects mouse click events only when the pointer is over an opaque portion of the sprite and detects rollovers at the boundaries of the opaque portions of the sprite if the sprite's ink effect is set to Background Transparent. If the sprite's ink effect is not set to Background Transparent, this setting has the same effect as #boundingBox.

#object—Detects mouse click events when the mouse pointer is over any filled (nonbackground) area of the sprite and detects rollovers at the boundaries of any filled area. This setting works regardless of the sprite's ink effect.



This property can be tested and set.

Example

This script checks to see if the sprite, which is specified with an ink effect of Background Transparent, is currently set to be rendered direct to Stage. If the sprite is not rendered direct to Stage, the sprite's clickMode is set to #opaque. Otherwise (because ink effects are ignored for Flash movie sprites that are rendered direct to Stage), the sprite's clickMode is set to #boundingBox.

Dot syntax:

on beginSprite me
    if sprite(the spriteNum of me).directToStage = FALSE then
        sprite(the spriteNum of me).clickMode = #opaque
    else
        sprite(the spriteNum of me).clickMode = #boundingBox
    end if
end
Verbose syntax:

on beginSprite me
    if the directToStage of sprite the spriteNum of me = FALSE then
        set the clickMode of sprite the spriteNum of me = #opaque
    else
        set the clickMode of sprite the spriteNum of me = #boundingBox
    end if
end



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#282001/12/11 15:05:05
clickOn

Syntax

the clickOn
Description

Function; returns the last active sprite clicked by the user. An active sprite is a sprite that has a sprite or cast member script associated with it.

When the user clicks the Stage, clickOn returns 0. To detect whether the user clicks a sprite with no script, you must assign a placeholder script to it ("--," for example) so that it can be detected by the clickOn function.

The clickOn can be checked within a repeat loop. However, neither clickOn nor clickLoc functions change value when the handler is running. The value that you obtain is the value from before the handler started.

Example

This statement checks whether sprite 7 was the last active sprite clicked:

if the clickOn = 7 then alert "Sorry, try again."
Example

This statement sets the foreColor property of the last active sprite that was clicked to a random color:

sprite(the clickOn).foreColor = random(255)-1
See also

doubleClick, the mouseDown (system property), mouseMember, the mouseUp (system property)



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#292001/12/11 15:05:17
closed

Syntax

member(whichCastMember).closed
Description

Vector shape cast member property; indicates whether the end points of a path are closed or open.

Vector shapes must be closed in order to contain a fill.

The value can be:

TRUE—the end points are closed.

FALSE—the end points are open.



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#302001/12/11 15:05:31
close window

Syntax

window(windowIdentifier).close()
close window windowIdentifier
Description

Window command; closes the window specified by windowIdentifier.

To specify a window by name, use the syntax close window name, where you replace name with the name of a window. Use the complete pathname.

To specify a window by its number in windowList, use the syntax close window number, where you replace number with the window's number in windowList.



Closing a window that is already closed has no effect.

Be aware that closing a window does not stop the movie in the window nor clear it from memory. This command simply closes the window in which the movie is playing. You can reopen it quickly by using the open window command. This allows rapid access to windows that you want to keep available.

If you want to completely dispose of a window and clear it from memory, use the forget window command. Make sure that nothing refers to the movie in that window if you use the forget window command, or you will generate errors when scripts try to communicate or interact with the forgotten window.

Example

This statement closes the window named Panel, which is in the subfolder MIAW Sources within the current movie's folder:

window("@/MIAW Sources/Panel").close()
Example

This statement closes the window that is number 5 in windowList:

window(5).close()
See also

forget window, open window, windowList

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