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Cursor Trails
Added on 9/17/1999
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Drop on a sprite and it"s "follow" sprites
Download PC Source Download Mac Source
-- edited by gMatter@cranialinteractive.com
-- Original by ||a d r i a n | w o o d s||
property pMySprite
property pImMovin
property pStartPauseAmount --amount of frames needed to pass until I begin chugging through the list
property pStartPauseAmountCounter --the pauseAmount counter
property pListCounter
property pMouseList
on beginSprite me
pMySprite = me.spriteNum
pImMovin = FALSE
pStartPauseAmountCounter = 0
pListCounter = 0
pMouseList = []
end beginSprite
on exitFrame me
append pMouseList, the mouseH
append pMouseList, the mouseV
if pImMovin <> TRUE then
if pStartPauseAmountCounter = pStartPauseAmount then
pImMovin = TRUE
pStartPauseAmountCounter = 0
end if
pStartPauseAmountCounter = pStartPauseAmountCounter + 1
end if
if pImMovin = TRUE then
pListCounter = pListCounter + 1
sprite(pMySprite).locH = pMouseList[pListCounter]
pListCounter = pListCounter + 1
sprite(pMySprite).locV = pMouseList[pListCounter]
updateStage
end if
end exitFrame
on getPropertyDescriptionList me
pdList = [:]
setaProp pdList, #pStartPauseAmount, [#comment: "Delay in frames", ¬
#format: #integer, #default: 3, #range: [#min: 1, #max: 11]]
return pdList
end getPropertyDescriptionList
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