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Behavior De-Xplode that text random

Added on 5/20/2000

 

Compatibilities:
behavior D6_5 D7 D8 Mac PC Shockwave

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Author: Noisecrime

Explode text randomPart of the Xploding Text behaviors. Full set includes Xploding Text Prepare Movie, De-Xplode Text position relative, De-Xplode

Download PC Source    Download Mac Source
-- Xplodingtext by Noisecrime 14 Sept 1999 @ NOISECRIME PRODUCTIONS

-- EMAIL: simtek@dircon.co.uk

-- THIS BEHAVIOUR IS FREE TO USE
-- IF YOU USE ALL OR ANY PART OF THESE BEHAVIOURS, YOU MUST LEAVE IN THE ACKNOWLEDGEMENT TO NOISECRIME PRODUCTIONS WITHIN THE BEHAVIOURS
-- ALSO YOU MUST ACKNOWLEDGE ADDITIONAL PROGRAMING BY NOISECRIME IN THE CREDITS

on getBehaviorDescription me
  return ("This behaviour written by NoiseCrime 14 sept 1999")
end

property NCchannel
property NCfinalLOC
property NClocX
property NClocY
property NCXplodeTime
property NCdx
property NCdy
property NCarrivedFLAG

property NClastmilli
property NCendTIME

on getPropertyDescriptionList me
  set description = [:]  
  addprop description, #NCXplodeTime, [#comment: "XplodeTime in seconds",#format:  #integer ,#range:  [#min: 1, #max: 20], #default:  3]  
  
  --  addprop description, #castEnd,       [#comment: "Roll On: Sequence member End",#format: #integer, #default: 0]  
  --  addprop description, #castlist,      [#comment: "Roll On: Sequence list of member numbers",#format:  #string, #default:  ""]  
  return description
end


on beginsprite me
  -- set up other varibles
  set NCXplodeTime to (NCXplodeTime *1000)              -- convert time from seconds to milliseconds
  set NCXplodeTime to NCXplodeTime + (random(10)*50)    -- Comment out this line to have the word formed at the same time. Better to leave it in.
  
  set NClastmilli to the milliseconds                   -- Used to determine time elapsed, and therefore distance to move  dist = (speed*time)
  set NCendTIME to NClastmilli + NCXplodeTime           -- Used to determine if the letter should have arrive at final position
  set NCarrivedFLAG to 0                                -- Flag to indicate that the letter  has arrived
  
  set NCchannel  to the spritenum of me                 -- store this sprite channel
  set NCfinalLOC to  the loc of sprite NCchannel        --  store the target position
  
  -- set up a random position
  set xtemp to random(50)
  set ytemp to random(50)
  
  if random(10) > 5  then
    set xtemp to the stageright + xtemp
  else
    set xtemp to -xtemp
  end if
  
  if random(10) > 5  then
    set ytemp to the stagebottom + ytemp
  else
    set ytemp to -ytemp
  end if
  
  -- set current offscreen location
  set NClocX to xtemp
  set NClocY to ytemp
  
  -- determine the movement increments
  set NCdx to (NClocX-NCfinalLOC[1])/float(NCXplodeTime)  
  set NCdy to (NClocY-NCfinalLOC[2])/float(NCXplodeTime)
  
  -- move the sprite to its offscreen position
  set the loc of sprite NCchannel to point(NClocX,NClocY)
end



on exitframe me
  if NCarrivedFLAG then exit
  
  -- calculate time has passed
  set NCtimelapsed to the milliseconds - NClastmilli
  if NCtimelapsed > 200 then set NCtimelapsed to 200  -- fixes time for slow machines
  
  set NClastmilli to the milliseconds
  
  set NClocX = NClocX - (NCdx*NCtimelapsed)
  set NClocY = NClocY - (NCdy*NCtimelapsed)
  
  -- Check if the the letter has been moving for set time peroid. If yes then fix its position to the final position
  if NCendTIME < NClastmilli then
    set NCarrivedFLAG to 1
    set NClocX to NCfinalLOC[1]
    set NClocY to NCfinalLOC[2]
  end if
  
  set the loc of sprite NCchannel to point(integer(NClocX),integer(NClocY))
end

on checkArrived me
  return NCarrivedFLAG
end

 


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