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Last things Term Project Specs PLP Team Assignments Key control code Including Blackjack Including game prototype How to Lingo Sample How to Lingo Summary Blackjack project How to Lingo midterm Fallout Game, Part 1 Walker-scroller project Lingo Walker project Unique random selection Case assignment Scripted animation Hints for Part 3 Term project Timeline vs. scripting Materials from UB Course "How To Lingo" Project Syllabus |
Walking the Walk with Lingo1. Create a new movie called lingoWalker.1014. Go to the Tempo Channel in frame 1 and set the tempo to 5 frames per second. 2. Open the Movie Script for this movie. Enter the following: on startMovie global step step = 0 end startMovie 3. Import the following graphics from the usual place:
4. Following the order above, create a sprite for each image in channels 1 through 4. So lingoWalker R1 is in channel 1, lingoWalker R2 in channel 2, and so forth. When you have created each sprite, use the Property Inspector to set the length of the sprite to 2 frames. 5. Using the button tool, create a button. Give it the name "rightBtn" in your cast. Place a sprite of this button in channel 5. Give it the label "Right" on the stage and position it in the upper right corner. Extend the sprite to 2 frames. 6. Create a button with the name "leftBtn." Place a sprite of this button in channel 6. Give it the label "Left" on the stage and position it to the left of "rightBtn". Extend the sprite to 2 frames. 7. Write a Behavior Script on frame 1. Use the exitFrame handler that comes up by default. In this script, make sprite 1 visible and sprites 2, 3, and 4 invisible. Leave sprites 5 and 6 alone. 8. Write a Behavior Script on frame 2. Use the default exitFrame handler. The script consists of one line: "go to the frame". 9. Click on the button named "rightBtn" in your cast. Open its Cast Member Script and enter the following: on mouseDown global goRight goRight = true end mouseDown on mouseUp global goRight goRight = false end mouseUp 10. Write similar handlers in the Cast Member Script for "leftBtn," substituting the global variable goLeft for goRight. 11. Re-open the Behavior Script for frame 2 (NOT frame 1!). Add an enterFrame handler. Within that handler type the following script:
global goRight, goLeft, step
step = step + 1
-- MOVE RIGHT
if goRight = true then
sprite(3).visible = false
sprite(4).visible = false
if step = 1 then
sprite(1).visible = true
sprite(2).visible = false
else
sprite(1).visible = false
sprite(2).visible = true
end if
sprite(1).locH = sprite(1).locH + 5
sprite(2).locH = sprite(1).locH
sprite(3).locH = sprite(1).locH
sprite(4).locH = sprite(1).locH
end if
-- END MOVE RIGHT
-- more to come here
if step = 2 then step = 0
12. Look carefully at the lines between the comment "-- MOVE RIGHT" and the comment "-- END MOVE RIGHT". Figure out how to modify these lines to handle leftward character movement. You will need to make many small changes, but the framework of the script will be identical. Where you see the comment "-- more to come here", place the code that controls leftward movement. | ||
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