Home > Articles

Director 8.5 Lingo Reference

  • Print
  • + Share This
This chapter is from the book

Appendix I: Lingo Reference

Whenever you have a large, complex programming language such as Lingo, it is useful to have an alphabetical reference. Every Director 8.5 owner already has one in the form of the Lingo Dictionary book that comes with the program, or the Lingo Dictionary in the online help.This appendix is meant to be a complement to the official documents. In many cases I have simpler entries for quick reference, and in some cases I have more detailed entries. I also tried to do a better job of categorizing and cross-referencing than the official manuals.

Here is a description of what each entry contains:

  • Topic—Which part of Director the keyword relates to. This is truly a "topic," not a "type." For instance, the systemDate is shown relating to the topic "Date & Time" rather than as a "system property."

  • Type—Command, function, property, and so on.

  • Description—A short sentence or paragraph to give you an idea of what the keyword is and how to use it.

  • Syntax Sample—A segment of Lingo code that shows the keyword in use. Sometimes it's a complete example, and other times it's a code snippet. The purpose is to quickly relay to the readers how the syntax works. Sometimes I use an ... to show a space where you can insert other code into the example. Other times, I use the put command to show the syntax in use in the Message window.

  • See Also—References to other keywords.

  • See Chapter/Appendix—If the keyword is specifically discussed in a chapter, that chapter is listed here. I also refer to chapters that deal with similar keywords or the same topic, even if that specific keyword does not appear in that chapter.

This list also contains some undocumented keywords. Keep in mind that these are unsupported by Macromedia, which means they could disappear in an updated version very easily, and might not work in some situations.


# Symbols Special Character

Used as the first character of any symbol. Symbols are commonly used as properties in lists. They are also used by Lingo to identify properties of sprites and members. Also used as an optional character in front of hexadecimal color values in the rgb function.

addProp myList, #mySymbol, 7
if member(7).type = #vectorShape then...
sprite(7).color = rgb("#FFFFFF")

See Also: symbol, rgb


& Strings Special Character

Concatenates two strings.

myString = "abc"&"def"
myString = stringOne&stringTwo

See Also: &&, after, before, into

See Chapter/Appendix: 16


&& Strings Special Character

Concatenates two strings and places a space between them.

myString = "abc"&&"def"
myString = wordOne&&wordTwo

See Also: &, after, before, into

See Chapter/Appendix: 16


( ) Logic Special Character

Used to set order of precedence in operations. Also used to surround parameters with objects or function calls.

(5+6)*6
sprite(7).member = member("my member")
addTwoNumbers(a,b)

* Math Operator

Multiplies two numbers. When given a number and list, each item in the list will be multiplied by that number. When given two lists, each item in the first list will be multiplied by the corresponding item in the second list. When given two 3D vectors, this will return the dot product of the two vectors. If you multiply a 3D transform by a 3D vector, you will get a new vector that is the original vector with the changes specified in the transform. If you multiply a number by a vector, you will get a new vector with the appropriate change in magnitude.

n = 4*5
n = a*b

See Also: +, -, /

See Chapter/Appendix: 13


+ Math Operator

Adds two numbers. When given a number and a list, the number will be added to each item in the list. When given two lists, each item in the list will added to its corresponding item in the second list. When given two vectors, this will add the components of the vectors.

n = 4+5
n = a+b

See Also: *, -, /

See Chapter/Appendix: 13


, Misc Special Character

Used to separate items in various Lingo syntax such as function calls, handler definitions, global and property statements, lists, and so on.

n = addTwoNumbers(a,b)
m = member(memberNumber,castLibNumber)
list = [1,2,3,4]

- Math Operator

Subtracts two numbers. When given a number and a list, the subtraction will be performed using the number and each item of the list, and a new list returned. If given two lists, then a new list will be returned with the subtraction performed on each corresponding item. If given two 3D vectors, then this will subtract the components of the vectors.

n = 4-5
n = a-b

See Also: +, *, /

See Chapter/Appendix: 13


. Misc Special Character

Used in syntax that refers to the properties of an object. Also used as a decimal point in numbers.

n = text.length
m = member(1).type
p = sprite(7).loc
n = 4.5

.. Strings Special Character

Used to refer to a consecutive run of items in chunk expressions.

t = myText.word[3..7]
t = myText.char[1..80]
t = myText.item[4..6]

See Also: char, word, line, item

See Chapter/Appendix: 16


/ Math Operator

Divides two numbers. If given two lists, then each item in the first list will be divided by the corresponding item in the second list and a new list returned. If given a number and list, then the division will be performed using the number and each item in the list and a new list will be returned. If given a 3D vector and a number, this will divide each of the components of the vector by the number and return a new vector. You cannot divide two vectors.

n = 4/5
n = a/b

See Also: +, -, *

See Chapter/Appendix: 13


: Misc Special Character

Used in property lists to separate the property name from its value. Used in case statements.

list = [#a: 1, #b: 2]

See Also: [], case


< Logic Operator

Less than operator.

If 4 < 5 then...
if a < b then...

See Also: <=, >, =, <>

See Chapter/Appendix: 13


<= Logic Operator

Less than or equal to operator.

If 4 <= 5 then...
if a <= b then...

See Also: <, =, >, <>

See Chapter/Appendix: 13


<> Logic Operator

Not equal operator.

If 4 <> 5 then...
if a <> b then...

See Also: =, <, <=, >, >=

See Chapter/Appendix: 13


= Logic Operator

Equals operator.

If 4 = 5 then...
if a = b then...

See Also: <>, <, <=, >, >=

See Chapter/Appendix: 13


> Logic Operator

Greater than operator.

If 4 > 5 then...
if a > b then...

See Also: <, >=, =, <>

See Chapter/Appendix: 13


>= Logic Operator

Greater than or equal to operator.

If 4 >= 5 then...
if a >= b then...

See Also: >, <, =, <>

See Chapter/Appendix: 13


[ ] List Special Character

Used to surround a list declaration or to refer to an item in a list.

[4,5,6], [#a: 1, #b: 2], text.char[1], myList[5]

See Also: :

See Chapter/Appendix: 13


\ Misc Special Character

Used to continue a command on the next line.

if member("myMember").text = "test" then go to frame 1

See Also: ¬

See Chapter/Appendix: 12


¬ Misc Special Character

Used to continue a command on the next line. Obsolete. Use \ instead.

See Also: \


abbr, abbrev, abbreviated Date & Time Modifier

Modifies the date and time properties to return shorter versions.

put the date
— "3/7/00"
put the long date
— "Tuesday, March 7, 2000"
put the abbr date
— "Tue, Mar 7, 2000"

See Also: date, time

See Chapter/Appendix: 21


abor Programming Command

Exits the handler and also terminates the handler that called the current one, and so on back to the original event handler, exiting that as well.

on myHandler param
 if gMyGlobal = #idle then abort
 ...
end

See Also: exit, exit repeat, halt


abs Math Function

Returns the absolute value of a number. Has the effect of removing the negative sign from negative numbers.

put abs(-7)
—7

See Chapter/Appendix: 13


activateApplication Movie, MIAW Event Handler

Handler gets called when the projector or Director is brought from the background to the foreground. You need to set your preferences to "Animate in Background" while in Director. This is useful when you make a projector and need to check system properties after the user has switched applications and has come back to your projector.

on activateApplication
 alert "Welcome back!"
end

See Also: deactivateApplication, activateWindow


activateWindow MIAW Event Handler

Called when a window is made active by first appearing, or by a user action such as clicking on the window.

on activateWindow
 go to frame "Window Init"
end

See Also: deactivateWindow, openWindow, closeWindow

See Chapter/Appendix: 24


active3DRenderer 3D, Misc Property

Returns the sytem 3D rendering engine currently being used to display 3D members. In Shockwave, users can right+Click the movie and change this on the fly. Possible values are #openGL, #directX7_0, #directX5_2, and #software. The #software value means that the user is not using 3D drivers at all. You can always get this value, but you can only attempt to set it if no 3D sprite is on the Stage at the moment.

on startMovie
 if the active3Drenderer = #software then
  alert "You may want to install DirectX or OpenGL before viewing this movie."
 end if
end

See Also: renderDeviceList, getRendererServices

See Chapter/Appendix: 39


activeCastLib Score Recording Property

The number of the most recently accessed cast library. Useful for building authoring tools that need to perform an action based on the author's member selection.

put the activeCastLib
— 1

See Also: castLib, selectedMembers

See Chapter/Appendix: 26


activeWindow MIAW Property

The active window object. Returns (the stage) if it is the Stage.

forget(the activeWindow)

See Also: open, activateWindow, activeWindow, close, forget, frontWindow, moveWindow

See Chapter/Appendix: 24


actor OOP Function

Undocumented Lingo. It seems that the value of actor(1) returns the memory location of the next object to be added to the actorList. Unconfirmed.

put actor(1)
— <actor 1 a96fce4>

See Also: actorList, new

See Chapter/Appendix: 26


actorList OOP Property

A special list of child objects to which you can make additions. Each object in the list receives a "stepFrame" message each frame.

myChild = new(script "myParent")
add the actorList, myChild

See Also: new, actor

See Chapter/Appendix: 24


add List Command

Adds an item to a linear list. If the list has been sorted with the sort command, the item is added in the proper location. Otherwise, it is added at the end of the list.

list = [1,2,3]
put list
— [1, 2, 3]
add list, 4
put list
— [1, 2, 3, 4]
list.add(5)
put list
— [1, 2, 3, 4, 5]

See Also: append, addProp, deleteAt, setAt, sort

See Chapter/Appendix: 13


add See textureLayer


addAtList Command

Adds an item to a linear list at a specific location.

list = [1,2,3]
put list
— [1, 2, 3]
addAt list, 2, 99
put list
— [1, 99, 2, 3]
list.addAt(4,999)
put list
— [1, 99, 2, 999, 3]

See Also: add, append, addProp, deleteAt

See Chapter/Appendix: 23


addBackdrop 3D, Cameras Command

Adds a 2D bitmap graphic as a background to a 3D sprite when viewed through that camera. You can add more than one backdrop to a camera view. The first parameter should be a texture reference, the second parameter a location, and the third parameter a rotation.

myTexture = member("my3Dmember").newTexture("My Texture",#fromCaqstMemmber,member("my texture bitmap"))
member("my3Dmember").camera[1].addBackdrop(myTexture,point(100,0),90)

See Also: newTexture, removeBackdrop, backdrop, insertBackdrop, overlay


addCamera 3D, Cameras Command

Takes a camera that exists inside a 3D member and adds it to the list of cameras associated with that sprite. If you give this command a second parameter, then the camera will be inserted into the list of cameras at that position.

sprite(1).addCamera(sprite(1).member.camera("myCamera"))

See Also: newCamera, deleteCamera, cameraCount


addChild 3D, Grouping Command

This command will attach a model or other object to another model or other object. From then on, when the "parent" object moves, the child will too.

You can add an optional second parameter to this command. If you use #preserveWorld, then the model remains in the same place as it is attached to its parent. If you use #preserveParent, then the world coordinates of the model are changed taking the new parent as the center of the world for that model.

sprite(1).member.model("parent model").addChild(sprite(1).member.model("child model"))

See Also: parent, child

See Chapter/Appendix: 39


addModifier 3D, Models Command

This will add a modifier to a model. Modifiers can be used for collision detection, ink effects, mesh deform or animation.

sprite(1).member.model("my model").addModifier(#meshDeform)

See Also: bonesPlayer, collision, inker, keyFramePlayer, lod, meshDeform, sds, toon, removeModifier

See Chapter/Appendix: 39


addOverlay 3D, Cameras Command

This command takes a texture and creates a layer that floats above the 3D image when viewed through that camera. This can be used to create a 2D layers meant to be in front of the 3D view, like the bars between window panes in a cockpit.

sprite(1).camera.addOverlay(sprite(1).member.texture("my texture"))

See Also: removeOverlay, addBackdrop

See Chapter/Appendix: 39


addProp List Command

Adds a property name and a value to a property list. If the list has been sorted, the property is added at the proper location.

list = [#a: 1, #b: 2, #c: 3]
put list
— [#a: 1, #b: 2, #c: 3]
addProp list, #d, 4
put list
— [#a: 1, #b: 2, #c: 3, #d: 4]
list.addProp(#e,5)
put list
— [#a: 1, #b: 2, #c: 3, #d: 4, #e: 5]

See Also: add, deleteProp, getProp, getAProp, setProp, setAProp, sort

See Chapter/Appendix: 13


addToWorld 3D, Models Command

Models can be removed and added back to the 3D world. This is different than removing or adding a model to the 3D member. Models can be in the 3D member, but not be present in the member's world for display. You can use the removeFromWorld command to remove a model and speed up the member, and then use the addToWorld command to make it appear again.

sprite(1).member.model("my model").addToWorld()

See Also: removeFromWorld


addVertex Vector Command

Inserts a vertex point into a vector shape member. After the vertex number and the vertex point, you can optionally add two lists that have the x and y position of the curve handles.

addVertex(member ("myVector"), 5, point(50,50))
member("myVector").addVertex(5,point(50,50))
member("myVector").addVertex(5,point(50,50),[5,5],[10,10])

See Also: deleteVertex, moveVertex, vertexList, newCurve

See Chapter/Appendix: 20


after Strings Expression

Enables you to use the put command to append one string onto another.

myString = "Hello"
put "." after myString
put myString
— "Hello."

See Also: put, before, into

See Chapter/Appendix: 13


alert Misc, Debug Command

Brings up a dialog box that shows a string of text and an OK button. Movie stops while the box is present.

alert "Danger!"

See Chapter/Appendix:

20, 24


alertHook Debug Event Handler, Property

Enables you to set a script member as the one that handles error messages when they occur. Also the name of the event handler that must be in that script to receive the error messages.

When the on alertHook handler is called, it should return a value. A value of -1 halts the movie with no dialog box in Director and shows a stop/continue dialog box in projectors. A value of 0 presents an error message, halts the movie in Director, and shows a stop/continue dialog box in projectors. A value of 1 halts the movie and brings up the debug window if in Director but continues the movie in projectors. A value of 2 brings up the script window in Director but quits projectors. In practice, I have never been able to get a value of 1 to actually bring up the debug window. Instead, it brings up the script window.

Warning: When you use the alertHook, it also captures alert commands, so you cannot use them normally. However, alert commands inside the on alertHook handler work as expected.

on startMovie
 the alertHook = script("Error Handler")
end

on alertHook me, err, msg
 alert "Error:"&&msg
 return 1
end

See Chapter/Appendix: 33


alignment Text, Field Property

Text or field member property that determines text alignment. Possible values for a field are "left", "right", and "center", while the possible values for a text member are #left, #right, #center, and #full.

member("myText").alignment = #center

See Also: text, lineHeight, font, fontSize, fontStyle, fi XEdLineSpace

See Chapter/Appendix: 16


allowCustomCaching Playback Property

For future use.


allowGraphicMenu Playback Property

If this is set to FALSE, Shockwave context menus will be text-only. If TRUE, the default, Shockwave may use graphics in the context menu.

on prepareMovie
 the allowGraphicMenu = FALSE
end

allowSaveLocal Playback Property

If set to FALSE, the user should not be able to save the movie through context menus in Shockwave. Although this property exists, it is questionable whether it will ever be used to override the HTML tag properties that allow and disallow saving. Better to use those to be safe.

on prepareMovie
 the allowSaveLocal = FALSE
end

See Chapter/Appendix: 36


allowTransportControl Playback Property

For future use.


allowVolumeControl Playback Property

When set to FALSE, disables volume controls in Shockwave.

on prepareMovie
 the allowVolumeControl = FALSE
end

allowZooming Playback Property

When set to FALSE, your movie cannot be stretched in Shockwave or in ShockMachine.

on prepareMovie
 the allowZooming = FALSE
end

alphaThreshold Bitmap Property

A value from 0 to 255 that tells Director when to detect a click on a bitmap according to the value in the Alpha channel. A 0 makes all pi XEls detect hits, where a 255 makes only opaque pi XEls detect hits.

member("my32bitimage").alphaThreshold = 128

See Also: useAlpha


ambient 3D, Shader Property

The ambient property of a shader determines how ambient lights reflect off of the surface.

sprite(1).member.shader("my shader").ambient = rgb("FF0000")

See Also: diffuse, specular, ambientColor

See Chapter/Appendix: 39


ambientColor 3D, Light Property

This is the color and intensity of the ambient light in the 3D member. The ambient light appears to come from all directions and shine on all objects evenly.

sprite(1).member.ambientColor = rgb("CCCCCC")

See Also: directionalColor


ancestor OOP Property

Defines an ancestor to a parent script. All instances of that parent have the handlers of its ancestor made available for use.

the ancestor of me = new(script "myAncestor")

See Also: new, me

See Chapter/Appendix: 23


and Logic Operator

Returns TRUE if both expressions are TRUE; returns FALSE otherwise.

if (a = 1) and (b = 2) then...

See Also: or, not

See Chapter/Appendix: 13


angle 3D, Particle System Property

This emitter property will determine how far away from the direction of emission that a particle might shoot out from. The default value of 180 degrees means that the particle could come from any direction. A value of 90 degrees would mean that the particle would come out of only one hemisphere, while a value of 0 would mean that all particles would be emitted from exactly the same direction.

sprite(1).member.modelResource("my particle system").emitter.angle = 90

See Also: emitter, direction

See Chapter/Appendix: 39


angleBetween 3D, Math Function

Returns the angle in degrees between two vectors.

v1 = vector(25,0,0)
v2 = vector(0,25,0)
put v1.angleBetween(v2)
— 90.0000 

animationEnabled 3D, Animation Property

If set to FALSE, then any animation in the 3D member will be disabled.

member("my 3D member").animationEnabled = FALSE

antiAlias Text, Vector, Flash Property

Determines whether a text, Flash, or vector member is drawn to the screen with anti-aliasing to smooth edges. Can be used as a sprite property for Vector Shape sprites.

member("myVector").antiAlias = TRUE

See Also: Quality

See Chapter/Appendix: 20


append List Command

Adds a value to a linear list. Adds the value to the end, even if the list has been sorted.

list = [1,2,3]
put list
— [1, 2, 3]
append list, 4
put list
— [1, 2, 3, 4]
list.append(5)
put list
— [1, 2, 3, 4, 5]

See Also: add

See Chapter/Appendix: 13


applicationPath System Property

Returns the full path to the Director application or the projector. The returned path ends with a path delimiter, either a colon (:) on the Mac or a slash (\) in Windows.

put the applicationPath
— "Powerbook HD:Director 8:"

See Also: moviePath, movie, fileName


appMinimize System Command

This command minimizes the projector. On the Mac, it moves the application to the background.

on mouseUp
 appMinimize
end

See Also: activateApplication


atan Math Function

Returns the arctangent of a number in radians.

put atan(3.0/6.0)
— 0.4636

See Also: sin, cos, tan


attenuation 3D, Lights Property

A property of 3D point and spot lights. This oddly-formatted property determines how fast the light fades as it gets further from the source. The vector format is used not as a vector, but the three values define the constant, linear or quadratic amount of fading. Use one value and set the others to 0. If using linear or quadratic, then set the value to something very small, like .00001.

sprite(1).member.light("my light").attenuation = vector(1,0,0)

See Also: color


auto 3D, LOD Property

When set to TRUE, the level of detail in a model will automatically change to reflect processor speed. This requires that targetFrameRate is set to TRUE. If not, the LOD will be determined by the distance of the model from the camera.

sprite(1).member.model("my model").lod.auto = TRUE

See Also: bias, lod


autoBlend 3D, Animation, Bones Property

When turned on, this allows 3D member animations to blend from one animation to another. Can be used with the keyframePlayer or bonesPlayer.

sprite(1).member.model("my model").keyframePlayer.autoblend = TRUE

See Also: blendFactor, blendTime, keyframePlayer


autoCameraPosition 3D, Text Property

When turned on, the camera in a 3D text member will adjust itself to show all of the text.

sprite(1).member.autoCameraPosition = TRUE

See Also: displayMode


autoMask Cursor Property

Determines whether the white pi XEls in an animated cursor are transparent.

member("cursor").autoMask = TRUE

See Also: cursor


autoTab Text, Field Property

Determines whether users can press the Tab key in an editable field or text member and automatically move the insertion point to the next field or text member.

member("text").autoTab = TRUE

See Also: keyboardFocusSprite

See Chapter/Appendix: 16


axisAngle 3D, Math Function

Returns the axis, as a vector, and the amount of rotation of a 3D transform. This is just another way of representing a transform that could be useful in mathematical calculations. This gives you more control over a rotation, whereas the rotate command will always perform a rotation first on the x, then on the y and then on the z axis. This allows you to define an arbitrary axis to rotate around.


back 3D, Primitives Property

Whether the back side of a 3D box primitive is present or not.

sprite(1).member.modelResource("my box resource").back = FALSE

See Also: front, left, right, top, bottom, topCap, bottomCap, newModelResource


backcolor Sprite, Text, Field Property

Old syntax enabling you to specify the background color of a sprite, or the background color of a text or field member. The color number must be between 0 and 255 and correspond to the movie's palette. Use bgColor instead.

sprite(1).backcolor = 35

See Also: bgColor, color

See Chapter/Appendix: 18


backdrop 3D, Camera Property

Refers to one of the backdrops applied to a camera. A backdrop appears as a 2D image behind the 3D world. It remains steady as the camera might swing around to show other parts of the world.

sprite(1).camera.backdrop[1].source = myTexture

See Also: loc, source, scale, rotation, regPoint, blend, count, overlay


BACKSPACE Strings Constant

The equivalent of the character generated by the Delete key on the Mac and the Backspace key in Windows. It is also numtoChar(8).

on keyDown
 if the key = BACKSPACE then
  beep()
  dontpassevent
 end if
end

See Chapter/Appendix: 16


beep Misc, Sound Command

Creates a number of system beeps. The sound depends on the user's system settings. If a number is included, that is the number of beeps created; otherwise, just one beep is performed.

on mouseUp
 beep(3)
end

See Chapter/Appendix: 17


beepOn Misc, Sound Property

If set to TRUE, a beep occurs when the user tries to click where there is no active sprite. Default is FALSE. An active sprite is one that has a script attached to it.

on startMovie
 the beepOn = TRUE
end

before Strings Expression

Enables you to use the put command to place a string at the beginning of another string.

myString = "Hello!"
put "Well, " before myString
put myString
— "Well, Hello!"

See Also: put, after, into

See Chapter/Appendix: 13, 16


beginRecording Score Recording Command

Signifies the start of a Score-recording session.

beginRecording
 sprite(7).loc = 100
 updateFrame
endRecording

See Also: endRecording, updateFrame

See Chapter/Appendix: 26


beginSprite Behaviors Event Handler

This handler is e XEcuted immediately before the sprite first appears.

on beginSprite me
 pMyProperty = 1
 sprite(me.spriteNum).ink = 36
end

See Also: endSprite, prepareFrame

See Chapter/Appendix: 14


bevelDepth 3D, Text Property

The amount of beveling on the chacters in a 3D text member. The bevelType of the member must be #miter or #round.

member("my 3D text").bevelDepth = 7

See Also: bevelType, extrude3D


bevelType 3D, Text Property

The type of beveling to use on a 3D text member. The options are #none, #miter or #round.

member("my 3D text").bevelType = #miter

See Also: bevelDepth, extrude3D


bgColor Sprite, Text, Field, Vector, Movie, Color Property

Enables you to specify the background color of a sprite, or the background color of a text, field, or vector shape member. You can set it to an rgb structure or a paletteIndex. You can also set the bgColor of the Stage.

sprite(1).bgColor = rgb(255,0,0)
 (the stage).bgColor = rgb("FF0000")

See Also: rgb, paletteIndex, color

See Chapter/Appendix: 18


bias 3D, LOD Property

This is the percentage of polygons that must stay in a model when the lod.auto property is set to TRUE.

sprite(1).member.model("my model").lod.bias = 50

See Also: auto, lod


birth OOP Command

Old syntax for creating an object from a parent script. Use new instead.

See Also: new

See Chapter/Appendix: 23


bitAnd Math Function

Takes two numbers and performs a logical AND on the bits and returns the result.

a = 5 — 5=0101
b = 4 — 4=0100
put bitAnd(a,b)
— 4

See Also: bitOr, bitXor, bitNot


bitmapSizes Font Property

Returns a list of bitmap sizes included with a font cast member.

put member("myFont").bitmapSizes
— [9, 10, 12, 14, 18, 24]

See Also: recordFont, characterSet, originalFont

See Chapter/Appendix: 16


bitNot Math Function

Takes two numbers and performs a logical NOT on the bits and returns the result. Numbers are 32-bit, so the operation reverses all 32 bits and often returns a negative number as a result.

a = 1
put bitNot(a)
— -2

See Also: bitOr, bitXor, bitAnd


bitOr Math Function

Takes two numbers and performs a logical OR on the bits and returns the result.

a = 5 — 5=0101
b = 6 — 6=0110
put bitOr(a,b)
— 7

See Also: bitAnd, bitXor, bitNot


bitRate Shockwave Audio Property

Returns the bitrate, in Kbps, of a streaming sound. Returns 0 when not streaming.

if member("mySWA").bitRate > 16 then...

See Also: bitsPerSample


bitsPerSample Shockwave Audio Property

Returns the original bit depth of the sound. Works only while streaming. Typical values are 8 and 16.

if member("mySWA").bitsPerSample then...

See Also: bitRate


bitXor Math Function

Takes two numbers and performs a logical "exclusive or" on the bits and returns the result.

a = 5 — 5=0101
b = 6 — 6=0110
put bitXOr(a,b)
— 3

See Also: bitOr, bitAnd, bitNot


blend Sprite Property

A value of 0 to 100 determines how much the sprite's pi XEls should blend with the ones behind it. Works with many inks, particularly the Blend ink.

sprite(7).blend = 50

See Also: ink, blendLevel

See Chapter/Appendix: 18


blend 3D, Shader Property

The blend percentage for a 3D shader. The transparent property of the shader must be turned on. This also works for overlays and backdrops.

sprite(1).member.shader("my shader").blend = 50

See Also: transparent


blendLevel Sprite Property

A value of 0 to 255 determines how much the sprite's pi XEls should blend with the ones behind it. Same as blend but with a different scale.

sprite(7).blendLevel = 128

See Also: ink, blend

See Chapter/Appendix: 18


blue Color Property

Extracts the blue property from an rgb color object.

myColor = rgb("336699")
put myColor
— rgb( 51, 102, 153 )
put myColor.blue
— 153

See Also: green, red, color, rgb

See Chapter/Appendix: 18


blendConstant,


blendConstantList 3D, Shader Property

The blendConstantList contains eight values that determine how up to eight textures blend together to create the shader. Using blendConstant will affect only the first layer.

sprite(1).member.model("my model").blendConstantList[2] = 50

See Also: blendSource, blendFunction


blendFactor 3D, Animation, Bones Property

If you wish to blend bones player animation in a non-linear manner, set autoblend to FALSE and use the blendFactor property of the bones player to determine how much the current animation acts like the previous, rather than the current, animation. This can be used with either the keyframesPlayer or the bonesPlayer objects.

sprite(1).member.model("my model").keyframePlayer.blendFactor = 50

See Also: autoblend, keyframePlayer


blendFunction, blendFunctionList 3D, Shader Property

A shader can have up to eight different textures that blend with each other. The belndFunctionList defines what type of blending to use on each of these texture layers. Possible values are #multiply, #add, #replace, and #blend.

sprite(1).member.shader("my shader").blendFunctionList[2] = #add

See Also: blendConstant, blendSource


blendRange 3D, Particle System Property

The amount of opacity that a particle starts its life with (blendRange.start) and ends its life with (blendRange.end).

sprite(1).member.model("my particles").blendRange.start = 100
sprite(1).member.model("my particles").blendRange.end = 0

See Also: colorRange, emitter


blendSource, blendSourceList 3D, Shader Property

A shader can have up to eight textures that blend together. The blendSourceList defines whether any of these texture use the alpha channel information to further define the blend. The possible values for each item in this list are #alpha or #constant. If #constant, then the blendConstantList is used to define a uniform blend over the entire texture.

sprite(1).member.shader("my shader").blendSourceList[2] = #alpha

See Also: blendFunction, blendConstant


blendTime 3D, Animation, Bones Property

The time between motions in the play list of bones player animation. This can be used with either the keyframesPlayer or the bonesPlayer objects.

sprite(1).member.model("my model").keyframePlayer.blendTime = 500

See Also: autoBlend, blendFactor


bone 3D, Bones Object

Refers to a bone embedded into a model when it was made with a 3D program.

See Also: bonesPlayer


bonesPlayer 3D, Bones Object

Provides access to various bits of information about the bones embedded into a model when it was created in a 3D program. You cannot create a bonesPlayer modifier in Lingo. It must be added by a third-party 3D program.

x = sprite(1).member.model("my model").bonesPlayer.currentTime

See Also: autoBlend, blendTime, blendFactor, bone, currentLoopState, currentTime, lockTransition, playing, playlist, positionReset, rootLock, rotationReset


border Field Property

The size of the black line around a field member.

member("myField").border = 1

See Also: margin, boxType, boxDropShadow, dropShadow

See Chapter/Appendix: 16


bottom Sprite, Misc Property

The bottom vertical position of the sprite. Corresponds to the bottom of the rect of a sprite. Also a property of rect objects.

put sprite(1).rect
— rect(102, 143, 277, 233)
put sprite(1).bottom
— 233
put sprite(1).rect.bottom
— 233

See Also: top, left, right, height, rect

See Chapter/Appendix: 18


bottom 3D, Primitives Property

Whether the bottom side of a 3D box primitive is present or not.

sprite(1).member.modelResource("my box resource").bottom = FALSE

See Also: back, front, left, right, top, topCap, bottomCap, newModelResource


bottomCap 3D, Primitives Property

Whether the bottom side of a 3D cylinder primitive is present or not.

sprite(1).member.modelResource("my cylinder resource").bottomCap = FALSE

See Also: back, front, left, right, top, bottom, topCap, newModelResource


bottomRadius 3D, Primitives Property

The radius of the bottom circle in a cylinder primitive.

sprite(1).member.modelResource("my cylinder resource").bottomRadius = 10

See Also: topRadius, radius


bottomSpacing Text Property

A number indicating any extra spacing after a paragraph in a text member. Also works with negative values.

member("myText").line[2].bottomSpacing = 12

See Also: topSpacing, fi XEdLineSpace

See Chapter/Appendix: 16


boundary 3D, Inker Property

Whether or not a line is drawn at the edges of a model. Can also be used with the toon modifier.

sprite(1).member.model("my model").inker.boundary = TRUE

See Also: lineColor, lineOffset, silhouettes, creases, inker, toon


boundingSphere 3D, Math Function

Returns a list with the center of an object, a vector, and the radius of the object, a number value. This will give you an idea of how much space an object takes up and what other objects it may touch. You can also use it with groups.

s = sprite(1).member.model("my model").boundingSphere

boxDropShadow Field Property

The offset of the black drop shadow around a field member. Values from 0 to 255.

member("myField").boxDropShadow = 1

See Also: margin, boxType, border, dropShadow

See Chapter/Appendix: 16


boxType Text, Field Property

The type of text box used for text members and fields. Possible values are #adjust, #fi XEd, #scroll, and #limit. #adjust adjusts the bottom of the member to make sure all text is visible. #scroll shows a system scrollbar to the right side of the text. #limit limits editable text input to the size of the member.

member("myText").boxType = #fi XEd

See Also: editable, rect

See Chapter/Appendix: 16


breakLoop Sound Command

Tells a sound in a sound channel to play out the rest of its looping sequence and then continue with the rest of the sound. It works only when the sound playing has loopStartTime and loopEndTime set and the loop is in the process of occurring.

sound(1).breakLoop()

See Also: loopStartTime, loopEndTime, loopCount, loopRemaining

See Chapter/Appendix: 17


brightness 3D, Shader Property

The amount of white in a #newsprint or #engraver shader.

sprite(1).member.model("my model").shader.brightness = 10

See Also: newShader, engraver, newsprint


broadcastProps Flash, Vector Property

Determines whether changes made to a Flash or vector shape member are immediately shown in the sprites present on the Stage, or whether they are used the next time a sprite appears using that member.

member("myVector").broadcastProps = FALSE

See Chapter/Appendix: 20


browserName Network Command, Property, Function

As a command, enables you to set the default browser used by gotoNetPage. As a function, enables you to get the name of the default browser. In an alternate form, enables you to decide whether the browser launches automatically with the gotoNetPage command.

put browserName()
— "Powerbook HD:Netscape Communicator Folder:Netscape Communicator"
browserName(#enabled, TRUE)
browserName myNewBrowserPath

See Also: gotoNetPage

See Chapter/Appendix: 22


bufferSize Flash Property

Determines how many bytes of a linked Flash movie can be loaded into memory at any one time. Works only when the preload property of the member is FALSE. Default is 32,768. Setting it higher results in slower loading, but might improve performance.

member("myFlash").bufferSize = 64000

See Also: preload

See Chapter/Appendix: 20


build 3D, Mesh Command

This command completes the construction of a mesh model resource. To create a mesh model resource, you must first determine the vertex list, the color list, and the faces. Then, you must determine the normals of each face. Then you can use the build command to assemble the mesh.

See Also: generateNormals, newMesh, face, colorList


buttonsEnabled Flash Property

Determines whether the buttons in a Flash sprite are enabled.

sprite(7).buttonsEnabled = FALSE

See Also: actionsEnabled

See Chapter/Appendix: 20


buttonStyle System Property

If 0, users can click button members and roll over other members to highlight them. If FALSE, only the button first clicked is highlighted. Setting this to 1 means that on mouseUp handlers will not be called when the user clicked down on another space and then clicked up on the button.

the buttonStyle = 1

See Also: checkBoxAccess, checkBoxType, buttonType


buttonType Button Property

The type of button for a button member. Values can be #pushButton, #checkBox, or #radioButton.

member("myButton").buttonType = #checkBox

See Also: checkBoxAccess, checkBoxType, buttonStyle


bytesStreamed 3D, Streaming Function

Returns the number of bytes of a 3D member that have arrived

if sprite(1).member.bytesStreamed > sprite(1).member.streamsize then...

See Also: streamSize, state


call OOP Command

Can call a handler in a parent script instance or a sprite behavior instance. Can use a single instance or a list of instances. In the second case, no error message is sent when the handler does not exist. You can also send parameters. You can even use a variable as a reference to the handler.

call(#myHandler, myScriptInstance, param1)
call(#myHandler, [myScript1,myScript2], param1,param2)

See Also: callAncestor, sendSprite, sendAllSprites

See Chapter/Appendix: 23


callAncestor OOP Command

Same as call, but sends the message or messages directly to an object's ancestor(s).

See Also: call

See Chapter/Appendix: 23


callFrame Flash Command

This command will tell the Flash movie in a sprite to run the ActionScript code placed on the specified frame. It is similar to the Flash 4 call command.

sprite(1).callFrame(7)

See Also: tellTarget

See Chapter/Appendix: 20


camera 3D, Camera Object

Refers to a camera object in a member, or the single camera being used by a sprite.

sprite(1).camera = sprite(1).member.camera("my camera")

See Also: cameraCount, cameraPosition, cameraRotation, addCamera, deleteCamera


cameraCount 3D, Camera Function

Returns the number of cameras in the member used by the sprite.

See Also: camera, addCamera, deleteCamera


cameraPosition 3D, Camera Property

A shortcut to get and set the location of the default camera.

sprite(1).member.cameraPosition = vector(0,0,0)

See Also: camera, cameraRotation


cameraRotation 3D, Camera Property

A shortcut to get and set the orientation of the default camera.

sprite(1).member.cameraRotation = vector(90,0,0)

See Also: camera, cameraLocation


cancelIdleLoad Memory Command

Cancels loading of members with a specific tag number.

cancelIdleLoad(1)

See Also: idleLoadTag

See Chapter/Appendix: 34


case Programming Structure

Starts a case statement. Is followed by a test value and then of. Following lines list possible values, followed by a colon. Can use an otherwise statement to deal with all other possible values. The whole structure must end with an end case.

case a of
 1: beep
 2:
  beep
  go to frame 1
 3,4:
  halt
 otherwise:
  go to frame 7
end case

See Also: if

See Chapter/Appendix: 13


castLib Casts Object

Defines a cast object. Can accept a name or number.

put castLib(2)
— (castLib 2)
put castLib(2).name
— "Database"

See Also: castLibNum


castLibNum Member, Sprite Property

Returns the cast library number of the member or the member used by the sprite. You can set the sprite to use the member in the same position in a different cast library.

put member(1).castLibNum
— 1
sprite(7).castLibNum = 2

See Also: memberNum, member


castLibs Casts Function

When used as the number of castLibs, it returns the number of cast libraries.

put the number of castlibs
— 2

See Also: castLibNum


castMemberList Cursor Property

The list of members used by an animated cursor.

put member("myCursor").castMemberList

See Also: cursor

See Chapter/Appendix: 21


center Digital Video Property

A value of TRUE centers the video when the crop property is also TRUE.

member("myVideo").center = TRUE

See Also: crop


centerRegPoint Vector, Flash, Bitmap Property

When set to TRUE, the registration point is automatically centered when the sprite is resized.

member("myVector").centerRegPoint = FALSE

See Also: regPoint, originMode, originPoint

See Chapter/Appendix: 20


centerStage Movie Property

When TRUE, the Stage is centered on the monitor when the movie is opened.

on prepareMovie
 the centerStage = TRUE
end

See Also: fixStageSize


changeArea Transition Property

With this property you can set a transition member to affect either the whole Stage or just the changed area.

member("myTransition").changeArea = TRUE

See Also: transitionType, chunkSize


channelCount Sound Property

Returns the number of channels in a sound. Typical values are 1 and 2, with 2 usually meaning a stereo sound.

put member("mySound").channelCount

See Chapter/Appendix: 17


char Strings Expression

Used to specify a single character or range of characters in a string chunk.

myString = "Hello World."
put myString.char[7]
— "W"
put myString.char[4..8]
— "lo Wo"

See Also: word, line, item, chars

See Chapter/Appendix: 16


characterSet Font Property

This property returns a string that specifies the characters included with a font member. You can specify the characters when creating a font member.

put member("myFont").characterSet
— "1234567890.- "

See Also: recordFont, bitmapSizes, originalFont

See Chapter/Appendix: 16


charPosToLoc Text, Field Function

Returns the point location of a character in a text or field member. It is relative to the upper-left corner of the member.

put charPosToLoc(member("myText"),7)
— point(36, 9)

See Also: locToCharPos, locVToLinePos, linePosToLocV, mouseChar

See Chapter/Appendix: 16


chars Strings Function

Returns a range of characters in a string. Obsolete. Use char instead.

put chars("Hello World",4,8)
— "lo Wo"

See Also: char

See Chapter/Appendix: 16


charSpacing Text Property

Specifies additional or less spacing between characters in a text member. For instance, a value of 1 would be an additional point between characters.

put member("myText").char[5..9].charSpacing
— 0
member("myText").char[5..9].charSpacing = 5

See Also: fi XEdLineSpace

See Chapter/Appendix: 16


charToNum Strings Function

Converts a character to its ASCII character value.

put charToNum("A")
— 65

See Also: numToChar, integer, value

See Chapter/Appendix: 16


checkBoxAccess Button Property

A system property. When set to 0, users can check and uncheck check bo XEs and radio buttons. When set to 1, users can only check them. When set to 2, users can't do either.

the checkBoxAccess = 0

See Also: checkBoxType, hilite

See Chapter/Appendix: 15


checkBoxType Button Property

A system property. Enables you to determine what a checked check box looks like. 0 puts an "X" inside it, 1 puts a small black box inside it, and 2 fills the box completely.

the checkBoxType = 1

See Also: checkBoxAccess, hilite

See Chapter/Appendix: 15


checkMark Menu Property

A menu item property. It enables you to check and uncheck a single menu item.

the checkMark of menuitem 1 of menu 1 = TRUE

See Also: menuitem, installMenu

See Chapter/Appendix: 21


child 3D, Grouping Function

A way to refer to a model that is the child of another model.

sprite(1).member.model("my model").child[1].rotate(90,0,0)

See Also: addChild, parent


chunkSize Transition Property

Determines the smoothness of a transition member. Values are 1 to 128, with 1 being the smoothest, but slowest.

member("myTransition").chunkSize = 4

See Also: transitionType, changeArea, puppetTransition


clearAtRender 3D, Camera Property

If you set this property to FALSE, then models in the 3D world will leave trails as objects move or change.

sprite(1).camera.colorBuffer.clearAtRender = FALSE

See Also: colorBuffer, clearValue


clearValue 3D, Camera Property

If clearAtRender is set to TRUE, then this is the color used to clear the screen before each redraw. The default is black.

sprite(1).camera.colorBuffer.clearValue = rgb("FFFFFF")

See Also: colorBuffer, clearAtRender


clearCache Network Command

Clears Director's or a projector's network cache. This does not affect a browser's cache when used in Shockwave.

clearCache

See Also: cacheDocVerify, cacheSize


clearError Flash Command

Resets the error state of a streaming Flash movie.

clearError(member("myFlash"))

See Also: state, getError


clearFrame Score Recording Command

Clears all the sprites from the current frame during Score recording.

clearFrame

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


clearGlobals System Command

Sets the value of all globals to VOID.

clearGlobals

See Also: global, showGlobals


clickLoc Mouse Property

Returns a point with the location of the last mouse click. Works only from the object clicked, such as a sprite or frame, and inside an on mouseUp or on mouseDown handler.

on mouseUp me
 if (the clickLoc).locH < sprite(me.spriteNum).locH then
  — means that the user clicked to the left of the registration point
 end if
end

See Also: mouseLoc, clickOn


clickMode Flash Property

When set to #boundingBox, clicks and rollovers are detected anywhere in a Flash sprite's rectangle. When set to #object, clicks and rollovers are detected when over a filled portion of the sprite. When set to #opaque, the behavior is like #object if the sprite's ink is Background Transparent and is like #boundingBox otherwise.

member("myFlash").clickMode = #object

See Chapter/Appendix: 20


clickOn Mouse Property

Returns the number of the sprite that was last clicked. Returns a 0 if no sprite was clicked. Sprites must have some behavior applied to them, if even just a comment in an empty script, to effect a change to the clickOn when clicked.

if the clickOn = 7 then
 go to frame "other"
end if

See Also: clickLoc, rollover


clone 3D, Models Command

Creates an identical copy of a model in the same place. It shares the model resource, shaders, and textures with the original model.

sprite(1).member.model("my model").clone("my new model")

See Also: cloneDeep, cloneModelFromCastMember


cloneDeep 3D, Models Command

Creates a copy of a model, like the clone command, but also makes a copy of the model resources used and any children of the model.

sprite(1).member.model("my model").cloneDeep("my new model")

See Also: clone, cloneModelFromCastMember


cloneModelFromCastmember 3D, Models Command

Makes a copy of a model from another member inside the current member. Same as cloneDeep.

sprite(1).member.cloneModelFromCastmember("my new model", "my old model", member("old model member"))

See Also: clone, loadFile


cloneMotionFromCastmember 3D, Animation Command

Makes a copy of a motion from another cast member.

sprite(1).member.cloneMotionFromCastmember("my new motion", "my old motion", member("old model member"))

close MIAW Command

Hides a MIAW. The MIAW is still there; you need to use forget to really get rid of it.

on mouseUp
 close window ("myWindow")
end

See Also: open, forget

See Chapter/Appendix: 24


closed Vector Property

TRUE makes the vector shape closed, and fills it with a solid color or a gradient.

member("myVector").closed = TRUE

See Chapter/Appendix: 20


closeWindow MIAW Event Handler

Called when the movie is running as a MIAW and the window is closed.

on closeWindow
 forget(the activeWindow)
end

See Also: openWindow, activateWindow

See Chapter/Appendix: 24


closeXLib Xtras Command

Disposes of an Xtra that has been loaded into memory.

closeXlib "FileIO"

See Also: openXLib

See Chapter/Appendix: 25


collision 3D, Collision Detection Modifier

When you add the collision detection modifier to a model, handlers will be called in the event that another object with a collision modifier collides with this model. The #collideAny and #collideWith events must be run through registerForEvent before they are able to be recognized.

See Also: registerForEvent, addModifier

See Chapter/Appendix: 39


collisionData 3D, Collision Detection Special

Although collisionData is listed as an entry in Director 8.5's documentation, there is no such thing. They use it to define the one paramater returned to a handler set to handle collision callbacks by registerForEvent or registerScript. In fact, you could call this paramater anything you want, like "myCollisionInformation" for instance.

Whatever you call the parameter, you can get four sub-properties of this unusual object. The modelA and modelB properties are references to the two models involved in the collision. The pointOfContact is the location of the collision. The collisionNormal is a vector in the direction of the collision.

Oddly enough, you can also use this object to e XEcute two commands: resolveA and resolveB. You can set these to TRUE or FALSE to override the collision resolution settings and stop or not stop either model or both from moving after the collision.

on myCollisionHandler me, myCollisionData
 put myCollisionData.modelA, myCollisionData.modelB
end

See Also: registerForEvent, registerScript, setCollisionCallback

See Chapter/Appendix: 39


collisionNormal See collisionData color


Misc, Sprite, Text, Field, Vector, Color Object

A color object can be either an rgb structure or a paletteIndex structure. You can use the color function to create these objects as well. This keyword is also a property of sprites, 3D lights and fog, and of text, field, and vector shape members.

myColor = color(#rgb,255,255,255)
myColor = color(#paletteIndex,35)
sprite(7).color = rgb(255,0,0)

See Also: colorType, rgb, paletteIndex, red, green, blue, bgColor, foreColor

See Chapter/Appendix: 18


colorBufferDepth See getRendererServices colorDepth

System

Property

The current color depth of the user's monitor. Usually 8, 16, 24, or 32. You can set this property on a Mac and some Windows machines.

if the colorDepth < 16 then
 alert "You're still using 8-bit? Get with it!"
end if

See Also: switchColorDepth, depth

See Chapter/Appendix: 34


colorList 3D, Mesh Property

You can use this list to set the colors of the faces in a mesh model.

See Also: face, mesh


colorRange.start, colorRange.end 3D, Particle Systems Property

The starting and ending color of a particle.

sprite(1).member.modelResource("my particle system").colorRange.start = rgb("FF0000")

See Also: blendRange, sizeRange, tweenMode

See Chapter/Appendix: 39


colors 3D, Mesh Property

This is a reference to a color used to color in a face of a mesh model.

See Also: face, colorList


colorSteps 3D, Model, Shader Property

This property of a toon model or a painter shader lets you set the number of colors used to draw the model to either 2, 4, 8 or 16.

sprite(1).member.model("my model").toon.colorSteps = 2

See Also: highlightPercentage, shadowPercentage, toon, painter

See Chapter/Appendix: 39


colorType Misc, Color Property

A property of a color structure. Returns #rgb if it's an rgb structure and #paletteIndex if it's a paletteIndex structure. The best part is that you can set this property to convert between them.

mmyColor = rgb(255,0,0)
put myColor.colorType
— #rgb
myColor.colorType = #paletteIndex
put myColor
— paletteIndex( 35 )

See Also: color, rgb, paletteIndex

See Chapter/Appendix: 18


commandDown Keyboard Property

Returns TRUE if the user is holding down the key on the Mac or the Ctrl key in Windows.

if the commandDown then...

See Also: controlDown, optionDown, shiftDown, keyPressed

See Chapter/Appendix: 16


comments Member Property

Returns the comments text for the member. This text is entered in the property inspector by the movie creator. It usually is removed when a Shockwave movie is created, but you can choose to include comments in Shockwave movies in the Publish Settings.

if member("myMember").comments contains "alternative" then...

See Also: creationDate, modifiedBy, modifiedDate, name


compressed 3D, Shader Property

When a bitmap member is used as a texture, and the bitmap member is compressed, then the compressed property of the texture is TRUE until the texture is first used, as which point it will be decompressed. If you try to set it to FALSE, then the bitmap will be decompressed immediately. If it is FALSE and then set to TRUE again, the decompressed bitmap will be released from memory until it is needed again.

sprite(1).member.texture("my texture").compressed = FALSE

See Also: texture


constrainH Sprite Function

Takes a sprite number and an integer as parameters. If the number is outside the horizontal boundaries of the sprite, it returns the value of the left or right side. Otherwise, it returns the integer unchanged.

sprite(me.spriteNum).locH = constrainH(7,the mouseH)

See Also: constrainV


constraint Sprite Property

A value of greater than 0 constrains the location of a sprite to the bounding box of another sprite. A value of 0 means no constraint.

sprite(7).constraint = 6

constrainV Sprite Function

Takes a sprite number and an integer as parameters. If the number is outside the vertical boundaries of the sprite, it returns the value of the top or bottom side. Otherwise, it returns the integer unchanged.

sprite(me.spriteNum).locV = constrainV(7,the mouseV)

See Also: constrainV


contains Strings Operator

Determines whether a string is found anywhere inside another.

if myString contains ".com" then...

See Also: =, offset, starts

See Chapter/Appendix: 16


controlDown Keyboard Property

Returns TRUE if the user is holding down the Control key on the Mac or the Ctrl key in Windows.

if the controlDown then...

See Also: commandDown optionDown, shiftDown, keyPressed

See Chapter/Appendix: 16


controller Digital Video Property

Enables you to test for and turn on or off the control strip for a QuickTime video. Does not work with Video for Windows.

member("myVideo").controller = TRUE

See Also: directToStage

See Chapter/Appendix: 19


copyPi XEls Image Command

Enables you to copy a rectangle from one image to a rectangle or quad-defined area in another. The first parameter is the source image, the second is the destination source or rect, the third is the source rect, and the last is a list of properties that modify the copy. The properties you can specify in that list are #color, #bgColor, #ink, #blendLevel, #dither, #useFastQuads, #maskImage, and #maskOffset. These properties modify the copy in the same way they modify a sprite's appearance on the Stage.

myImage.copyPi XEls(myOtherImage,rect(50,50,150,150),rect(0,0,100,100))
myImage.copyPi XEls(myOtherImage,[point(50,50),point(150,50), point(170,150),point(70,150)])
myImage.copyPi XEls(myOtherImage,rect(50,50,150,150),rect(0,0,100,100),[#color: rgb("FF0000"),#ink: 41])

See Also: ink, color, fill, image

See Chapter/Appendix: 18


copyrightInfo Shockwave Audio Property

Returns the copyright information embedded into a Shockwave Audio file. Sound must be preloaded or playing first.

member("myText").text = member("mySWA").copyrightInfo

See Chapter/Appendix: 17


copyToClipBoard Member Command

Copies the media of a member to the computer's clipboard.

copyToClipBoard(member("myText"))

See Also: pasteClipBoardInto


cos Math Function

Returns the cosine of an angle. Angle must be in radians.

put cos(1.0)
— 0.5403
put cos(pi)
— -1.0000
put cos(2*pi)
— 1.0000

See Also: sin, tan, atan, pi

See Chapter/Appendix: 13


count List, Strings, Misc, 3D Property

Returns the number of items in a list. Returns the number of properties in a script object. Returns the number of globals with (the globals), and the number of chunks with strings.

list = [1,2,3,4,5]
put list.count
— 5
myText = "This is a test."
put myText.word.count
— 4

See Also: showGlobals, length

See Chapter/Appendix: 13


cpuHogTicks System Property

Works on the Mac only. Determines how often Director allows the CPU to process other tasks. Default is 20. Set lower to enable the computer to run more smoothly in general, higher to have Director hog the CPU, thereby producing smoother animation.

on startMovie
 the cpuHogTicks = 40
end

See Chapter/Appendix: 34


creaseAngle 3D, Inker Property

How sensitive inker and toon modifiers are to drawing lines at creases in the model. The range is -1 to 1.

sprite(1).member.model("my model").inker.creaseAngle = .5

See Also: creases, lineColor, lineOffset, useLineOffset


creases 3D, Inker Property

Whether lines are drawn at creases when a model is using the inker or toon modifier.

sprite(1).member.model("my model").inker.creases = TRUE

See Also: creaseAngle, lineColor, lineOffset, useLineOffset

See Chapter/Appendix: 39


createMask Image Function

Makes a gradient image from an image. This can then be used with the #maskImage modifier of the copyPi XEls command.

member("myImage").image.copyPi XEls(member("otherImage").image, rect(0, 0, 100, 100), member("Happy").rect, \ [#maskImage:member("myGradient").image.createMask()])

See Also: copyPi XEls, createMatte

See Chapter/Appendix: 18


createMatte Image Function

Makes a matte image from an image. This matte image can then be used with the #maskImage modifier of the copyPi XEls command. You need to use one parameter with createMatte—a value between 0 and 256 that determines how much of the Alpha channel to use as the matte.

member("myImage").image.copyPi XEls(member("otherImage").image, rect(0, 0, 100, 100), member("Happy").rect, \ [#maskImage:member("myMatte").image.createMatte(128)])

See Also: copyPi XEls, createMask

See Chapter/Appendix: 18


creationDate Member Property

Returns a date object that shows the creation date of the member.

put member(1).creationDate
— date( 2000, 1, 22 )

See Also: comments, modifiedDate, modifiedBy

See Chapter/Appendix: 26


crop Bitmap Command

Crops an image to the size of the rectangle specified. If used on a member, behaves like the Director 7 crop command and crops a bitmap member to a new rectangle.

myImage = member("picture").image
myImage.crop(rect(50,50,100,100))
member("picture").image = myImage

See Also: image, copyPi XEls, fill, picture

See Chapter/Appendix: 18


crop Digital Video Property

When FALSE, the digital video is scaled to fit the sprite rectangle. When TRUE, the video is presented at 100%, but is cropped by the sprite rectangle.

member("myVideo").crop = TRUE

See Also: center

See Chapter/Appendix: 19


cross, crossProduct 3D, Math Function

Takes two vectors and returns a vector that is perpendicular to them.

myVector = vector(1,0,0).cross(vector(0,1,0))
put myVector
— vector( 0.0000, 0.0000, 1.0000 )

See Also: crossProduct, perpendicularTo


cuePassed Sound Event Handler

This handler is called when a cue point is passed in a sound. It sends the sound channel number, the number of the cue point, and the name of the cue point into the handler. If used by a frame behavior, you can insert the me parameter as the first parameter.

on cuePassed channelNum, cuePointNum, cuePointName
 member("lyrics").text = cuePointName
end

See Also: cuePointNames, cuePointTimes, isPastCuePoint

See Chapter/Appendix: 17


cuePointNames Sound, Digital Video Property

Returns a list of cue point names in a sound member.

myCues = member("mySound").cuePointNames

See Also: cuePointTimes, cuePassed, isPastCuePoint

See Chapter/Appendix: 17


cuePointTimes Sound, Digital Video Property

Returns a list with the time of each cue point, in milliseconds. Each item corresponds to the same item in the cuePointNames list.

myCueTimes = member("mySound").cuePointTimes

See Also: cuePointNames, cuePassed, isPastCuePoint

See Chapter/Appendix: 17


currentLoopState 3D, Animation Property

Whether the keyframePlayer or the bonesPlayer animation loops.

sprite(1).member.model("my model").keyframePlayer.currentLoopState = TRUE

See Also: loop, play, queue, playList


currentSpriteNum Behaviors Property

Returns the number of the sprite whose script is currently running. Works only in behaviors or cast scripts. It is obsolete and me.spriteNum should be used instead.

sprite(the currentSpriteNum).ink = 36

See Also: spriteNum, me


currentTime Sound, Digital Video, 3D Property

Returns the current time, in milliseconds, of a sound or digital video sprite. This also works for animation in a 3D member.

if sprite(1).currentTime = sprite(1).member.duration then go next

See Also: movieTime, duration

See Chapter/Appendix: 17, 19


cursor Cursor Command

Enables you to use a number, 1-bit bitmap, pair of 1-bit bitmaps, or animated cursor member as a cursor.

cursor(4)
cursor([member("myCursor")])
cursor([member("myCursor"), member("myMask")])
cursor(member("myAnimatedCursor"))

See Chapter/Appendix: 21


cursor Sprite Property

Enables you to set a cursor to be used when the cursor is over a sprite. To remove this property, set it to -1.

on beginSprite me
 sprite(me.spriteNum).cursor = 3
end

See Chapter/Appendix: 21


cursorSize Cursor Property

For animated cursor members, enables you to set the cursor size to 16 or 32.

member("myAnimatedCursor").cursorSize = 32

See Also: cursor

See Chapter/Appendix: 21


curve Vector Property

This property extracts a single continuous line from a vertexList of a vector shape member. It enables you to get and set this line. You can also use the vertexList property, which returns a list of all the continuous lines in a vector shape, separated by #newcurve items.

put member("myVector").curve[1]
— [[#vertex: point(3.0000, -20.0000)], [#vertex: point(141.0000, -20.0000)], 
[#vertex: point(141.0000, 110.0000)], [#vertex: point(3.0000, 110.0000)]]

See Also: vertex, vertexList

See Chapter/Appendix: 20


date System Property

Reads the user's computer clock and returns the date in various formats. You can use "abbr", "long", and "short" as modifiers. The actual result depends on the date settings on the user's computer.

put the date
— "3/18/00"
put the short date
— "3/18/00"
put the long date
— "Saturday, March 18, 2000"
put the abbr date
— "Sat, Mar 18, 2000"

See Also: abbr, long, short, time, systemDate

See Chapter/Appendix: 21


date Date & Time Object

An object type. Can accept an integer, a string, or three integers initially. Object converts to a series of three integers: year, month, and day.

d = date(20000312)
put d
— date( 2000, 3, 12 )
d = date(2000,3,17)
put d.year
— 2000
put d.day
— 17

See Also: day, month, year, seconds, systemDate

See Chapter/Appendix: 21


day Date & Time Property

A property of a date object.

d = date(2000,3,17)
put d.day
— 17

See Also: date, month, year, seconds, systemDate

See Chapter/Appendix: 21


deactivateApplication Movie, MIAW Event Handler

Handler gets called when the projector or Director is sent to the background. You need to set your preferences to "Animate in Background" while in Director. This is useful when you make a projector and need to check system properties when the user has switched applications.

on deactivateApplication
 alert "Goodbye!"
end

See Also: activateApplication, activateWindow


deactivateWindow MIAW Event Handler

Called when a window is the active window, but is then deactivated because the user clicks on another window or another window opens.

on deactivateWindow
sound(1).play(member("close window sound"))

See Also: activateWindow, openWindow, closeWindow

See Chapter/Appendix: 24


debug 3D, Misc Property

If TRUE, then a bounding sphere and a XEs of a model will be shown. This wil not work in software rendering mode.

sprite(1).member.model("my model").debug = TRUE

See Also: boundingSphere

See Chapter/Appendix: 39


decayMode 3D, Camera Property

Defines how fog density builds. Values can be either #linear, #exponential or #exponential2.

sprite(1).camera.fog.decayMode = #linear

See Also: camera, fog

See Chapter/Appendix: 39


defaultRect Flash, Vector Property

The default size for sprites created using that Flash or vector shape member, or for existing sprites that have not been stretched. Works only when the defaultRectMode is set to #fi XEd. This property automatically changes defaultRectMode to #fi XEd when it is changed.

member("myFlash").defaultRect = rect(0,0,100,100)

See Also: defaultRectMode

See Chapter/Appendix: 20


defaultRectMode Flash, Vector Property

Either #Flash or #fi XEd. The first means that the real size of the member will be used in nonstretched sprites. The second means that the defaultRect property will be used.

member("myFlash").defaultRectMode = #Flash

See Also: defaultRect

See Chapter/Appendix: 20


delay Navigation Command

Place in an on exitFrame or on enterFrame handler to extend the playback time of a frame by a number of ticks.

on exitFrame
 if pMyProperty = 2 then
  delay 60
 end if
end

See Also: ticks


delete Strings Command

Deletes a chunk expression from a string.

delete myString.word[2].char[5]

See Also: char, word, line, item

See Chapter/Appendix: 16


deleteAll List Command

Removes all items from a list.

deleteAll myList

See Also: deleteAt

See Chapter/Appendix: 13


deleteAt List Command

Removes a single item from a linear or property list.

deleteAt(myList,7)
myList.deleteAt(7)

See Also: addAt, getAt

See Chapter/Appendix: 13


deleteCamera 3D, Camera Command

Removes a camera from the member.

sprite(1).member.deleteCamera("my camera")

See Also: camera, newCamera

See Chapter/Appendix: 39


deleteFrame Score Recording Command

Removes the current frame and moves all frames after the current frame down one during Score recording.

beginRecording
 deleteFrame
endRecording

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


deleteGroup 3D, Groups Command

Deletes a group from the 3D member. The models in the group are removed from the world, but still exist in the member and may be added back to the world.

sprite(1).member.deleteGroup("my group")

See Also: newGroup

See Chapter/Appendix: 39


deleteLight 3D, Lights Command

Removes the light from the 3D member,

sprite(1).member.deleteLight("my light")

See Also: newLight

See Chapter/Appendix: 39


deleteModel 3D, Models Command

Removes a model from the 3D world and from the member.

sprite(1).member.deleteModel("my model")

See Also: deleteModelResource, newModel, removeFromWorld

See Chapter/Appendix: 39


deleteModelResource 3D, Models Command

Deletes a model resource from the member. Models that use the resource lose their geometry so they become invisible.

sprite(1).member.deleteModelResource("my model resource")

See Also: deleteModel, removeFromWorld

See Chapter/Appendix: 39


deleteMotion 3D, Animation Command

Removes a motion from the member.

sprite(1).member.removeMotion("my motion")

See Also: newMotion


deleteOne List Command

Removes the first value in the list that matches the value given to this command.

deleteOne myList, valueToDelete
myList.deleteOne(valueToDelete)

See Also: deleteAt, deleteProp

See Chapter/Appendix: 13


deleteProp List Command

Removes the first property in a property list that matches the property given to this command.

deleteProp myList, propToDelete
myList.deleteProp(propToDelete)

See Also: deleteAt

See Chapter/Appendix: 13


deleteShader 3D, Shader Command

Removes a shader from the member.

sprite(1).member.deleteShader("my shader")

See Also: newShader, shaderList, deleteTexture

See Chapter/Appendix: 39


deleteTexture 3D, Shader Command

Removes a texture from the member.

sprite(1).member.deleteTexture("my texture")

See Also: deleteShader, newTexture

See Chapter/Appendix: 39


deleteVertex Vector Command

Removes a vertex point from a Vector shape member.

deleteVertex(member("myVector"), 2)
member("myVector").deleteVertex(2)

See Also: addVertex, moveVertex, vertexList, curve

See Chapter/Appendix: 20


density 3D, Shader Property

The number of lines or dots used by an engraver or newsprint shader.

sprite(1).member.shader("my shader").density = 20

See Also: newShader

See Chapter/Appendix: 39


depth Bitmap Property

Returns the bit depth of a bitmap member.

if member("myBitmap").depth > 8 then...

See Also: colorDepth

See Chapter/Appendix: 18


depth 3D, Subdivision Surfaces Property

The maximum resolution (depth of recursion) that a model can display when using subdivision surfaces.

sprite(1).member.model("my model").sds.depth = 2

See Also: sds, tension

See Chapter/Appendix: 39


deskTopRectList System Property

Returns a list of rectangles that corresponds to the monitor(s) connected to the computer.

put the desktopRectList
— [rect(0, 0, 1024, 768)]

See Also: rect, sourceRect, drawRect

See Chapter/Appendix: 21


diffuse 3D, Shader, Lights Property

The color of a shader surface as used by diffuse lighting. Along with ambient, this setting determines the color of a model.

sprite(1).member.shader("my shader").diffuse = rgb("FF0000")

See Also: ambient, diffuseColor, useDiffuseWithTexture, specular

See Chapter/Appendix: 39


diffuseColor 3D, Lights Property

The color blended with the first texture of the first shader in a member.

sprite(1).member.diffuseColor = rgb("FF0000")

See Also: diffuse, useDiffuseWithTexture

See Chapter/Appendix: 39


3D, See Also:

See Chapter/Appendix:


diffuseLightMap 3D, Shader Property

The texture to use for diffuse light mapping in a shader.

sprite(1).member.shader("my shader").diffuseLightMap = sprite(1).member.texture("my texture")

See Also: textureModeList, glossMap, reflectionMap, specularLightMap


digitalVideoTimeScale Digital Video Property

A system property that contains a units-per-second timescale that Director uses to track video. A value of 0 means that Director uses the scale of the currently playing video.

on beginSprite me
 the digitalVideoTimeScale = 0
end

See Also: movieTime, duration, movieRate

See Chapter/Appendix: 19


digitalVideoType Digital Video Property

Returns #quickTime or #videoForWindows.

put member("myVideo").digitalVideoType
— #quickTime

See Chapter/Appendix: 19


direction 3D, Particle System Property

The direction in which particles are emitted. The angle must be set to something less than 180 degrees or the direction really doesn't matter.

sprite(1).member.modelResource("my particle system").emitter.direction = vector(0,1,0)

See Also: angle

See Chapter/Appendix: 39


directionalColor 3D, Light Property

The color of the default directional light in a 3D member.

sprite(1).member.directionalColor = rgb("CCCCCC")

See Also: ambientColor, directionalPreset


directionalPreset 3D, Lights Property

The direction of the default directional light in a member. Possible values are: #topLeft, #topRight, #topCenter, #bottomLeft, #bottomRight, #bottomCenter, #middleLeft, #middleRight, #middleCenter, or #none.

sprite(1).member.directionalPreset = #topRight

See Also: directionalColor


directToStage Flash, Vector, Digital Video, Animated GIF, 3DF Property

Whether the member or sprite is drawn directly to the Stage, speeding up playback, but not using sprite inks. Sprites using this appear on top of other sprites, regardless of their ordering in the Score.

member("myVideo").directToStage = TRUE
sprite(7).directToStage = TRUE

See Chapter/Appendix: 19, 20


displayFace 3D, Text Property

Which of the three parts of 3D text to show. A complete list would include #font, #back and #tunnel.

sprite(1).member.displayFace = [#front, #tunnel, #back]

See Also: extrude3D, displayMode

See Chapter/Appendix: 4


displayMode 3D, Text Property

For a text member, set this to #Mode3D to display the text as 3D, #ModeNormal is the default.

sprite(1).member.displayMode = #Mode3D

See Also: displayFace, extrude3D

See Chapter/Appendix: 4


distanceTo 3D, Math Function

Returns the distance between two vector points.

v1 = vector(9,14,7)
v2 = vector(4,1,-6)
put v1.distanceTo(v2)
— 19.0526

See Also: magnitude

See Chapter/Appendix: 39


distribution 3D, Particle System Property

How particles are emitted over time. The possible values are #linear or #gaussian.

sprite(1).member.modelResource("my particle system").emitter.distribution = #gaussian

See Also: region

See Chapter/Appendix: 39


dither Bitmap Property

If TRUE, a 16-bit or higher bitmap is dithered when shown on an 8-bit screen. This results in a better image, but slower performance.

member("myBitmap").dither = TRUE

See Also: depth

See Chapter/Appendix: 18


do Programming Command

This powerful command takes a string and e XEcutes it as a Lingo command. You can include any Lingo syntax, including calls to your own handlers.

myString = "gMyGlobal = 7 + 2"
do myString
put gMyGlobal
— 9

See Also: value


dontPassEvent Programming Command

Made obsolete by stopEvent. Prevents an event, such as a mouseUp, from passing to the next message level. For instance, a behavior can prevent the message from passing to the movie script. This is considered obsolete because messages are never passed on, unless the pass command is used.

See Also: stopEvent, pass


dot, dotProduct 3D, Math Function

Returns a number that is the sum of the products of two vectors. If both vectors have the length of 1, then the result is the cosine of the angle between the vectors.

v1 = vector(1,1,0)
v2 = vector(0,1,1)
put v1.dot(v2)
— 1.0000

See Also: getNormalized, crossProduct


doubleClick Mouse Property

Returns a TRUE if the last two mouse clicks were very close together. An odd property, because a true double-click needs to occur on the same object, whereas this property can return TRUE if the two clicks occurred on different sprites.

if the doubleClick then...

See Also: mouseDown, mouseUp


downloadNetThing Network Command

Transfers a file from an Internet location to the local disk. Use netDone to see whether the operation is complete. Does not work in Shockwave for security reasons.

gNetID = downloadNetThing("http://clevermedia.com/images/cmad3.gif", "temp.gif")

See Also: netDone

See Chapter/Appendix: 22


drag 3D, Particle System Property

How much momentum is lost for each step in the particle system movement. This must be set to some value for wind to have any affect.

sprite(1).member.modelResource("my particle system").drag = 50

See Also: wind, gravity

See Chapter/Appendix: 39


draw Image Command

Draws a line, rectangle, or oval in an image object. You need to specify a starting x and y location, an ending x and y location, and an optional set of parameters. These parameters include #lineSize, #color, and #shapeType. The #shapeType can be #line, #oval, #rect, or #roundRect. These are unfilled shapes. Use the fill command to draw filled shapes.

myImage = member("picture").image
myImage.fill(10,20,50,60,[#color: rgb("FF0000"), #shapeType: #line, #lineSize: 2])

See Also: image, fill, copyPi XEls, setPi XEl

See Chapter/Appendix: 18


drawRect MIAW Property

Returns the rectangle of a window. You can set this property too, which results in the scaling of bitmaps and some other sprites.

put window("myMIAW").drawRect
put (theStage).drawRect

See Also: sourceRect

See Chapter/Appendix: 24


dropShadow Field Property

The offset of the black shadow under text in a field member.

member("myField").dropShadow = 4

See Also: margin, boxType, boxDropShadow, border

See Chapter/Appendix: 16


duplicate Member Command

Creates a copy of a member. It places it in the next available member slot, or in a specific slot if specified.

duplicate member("myMember")
duplicate member("myMember"),member("newMember","otherCast")

See Also: new, erase


duplicate List, Image, 3D Function

Returns a new list, identical to the one it is given. This is needed because lists are objects, so setting a variable equal to a list creates only another pointer to the same list, rather than a new list. It will also create a new, duplicate image from an image object. It also works with 3D vectors.

newList = duplicate(myist)

duplicateFrame Score Recording Command

During Score recording, this creates a new frame, identical to the current one, and places it after the current one. It also advances the playback head one frame.

on beginRecording
 duplicateFrame
end

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


duration Transition, Digital Video, Shockwave Audio, 3D Property

The length of the transition (milliseconds), video (ticks), SWA (ticks, only while streaming), or 3D motion.

if sprite(7).movieTime = sprite(7).member.duration then...

See Also: percentPlayed, movieTime, movieRate

See Chapter/Appendix: 19


editable Text, Field, Sprite Property

When TRUE, the text or field member can be edited by the users. If not TRUE as a member property, the member can still be edited if the sprite property is TRUE.

Member("myText"). editable = TRUE
sprite(7).editable = TRUE

See Also: autoTab

See Chapter/Appendix: 16


editShortCutsEnabled Text Property

If set to TRUE, this enables users to use standard cut, copy, and paste shortcuts while typing in editable text members. Default is TRUE.

the editShortCutsEnabled = FALSE

See Also: editable

See Chapter/Appendix: 18


elapsedTime Sound Property

Returns the time, in milliseconds, that the sound has been playing. This time includes any looping.

if sound(1).elapsedTime > 60000 then...

See Also: currentTime

See Chapter/Appendix: 17


else Programming Structure

Enables alternative conditions to be set up inside an if statement.

if a = 4 then
 go to frame "this"
else if a = 7 then
 go to frame "that"
else
 go to frame "other"
end if

See Also: if

See Chapter/Appendix: 13


emissive 3D, Sahder Property

This property will add light to the surface used by the shader. The light won't be coming from any source, but the surface will act as if the light is there anyway. This is a good way to brighten a model's surface independent of the lighting in a scene.

sprite(1).member.shader('my shader").emissive = rgb("FF0000")

See Also: shininess

See Chapter/Appendix: 39


emitter 3D, Particle System Object

The emitter keyword must be used to access various particle system properties.

sprite(1).member.modelResource("my particle system").emitter.angle = 5

See Also: angle, numParticles, mode, loop, minSpeed, maxSpeed, region, distribution, path, pathStrength

See Chapter/Appendix: 39


EMPTY Strings Constant

Any empty string with 0 length. Same as "".

if myString = EMPTY then...

See Also: SPACE, VOID, voidP, length

See Chapter/Appendix: 16


emulateMultiButtonMouse Mouse Property

If TRUE, a Control+click on the Mac acts like a right mouse button click on Windows.

the emulateMultiButton Mouse = TRUE

See Also: rightMouseDown, rightMouseUp


enabled Menu Property

A menu item property that allows you to enable or disable a single menu item.

the enabled of menuitem 1 of menu 1 = TRUE

See Also: menuitem, installMenu

See Chapter/Appendix: 21


enabled 3D Property

The enabled property can be used to turn on or off fog, collision detection or subdivision surfaces.

sprite(1).member.model("my model").collision.enabled = FALSE

See Also: collision, fog, sds

See Chapter/Appendix: 39


enableHotSpot QTVR Command

Allows you to enable or disable a hotspot in a QTVR movie.

EnableHotSpot(sprite(7),myHotSpot,TRUE)

end Programming Misc

The line that marks the end of a handler. Also used as end if, end case, and end repeat to mark the end of those structures.

See Also: if, case, repeat


endAngle 3D, Primitives Property

Together with startAngle, this indicates the amount of a sphere or cylinder primitive to draw.

sprite(1).member.modelResource("my sphere resource").endAngle = 180

See Also: startAngle

See Chapter/Appendix: 39


endColor Vector Property

Destination color of a gradient. Has an effect only when the fillMode is set to #gradient.

Member("myVector").endColor = rgb(255,0,0)

See Also: fillMode, fillColor, fillCycles, fillDirection, fillOffset, fillScale, closed

See Chapter/Appendix: 20


endFrame Sprite Property

Returns the last frame of a sprite span.

put sprite(7).endFrame

See Also: startFrame


endRecording Score Recording Command

Used to signify the end of a Score recording session.

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


endSprite Behaviors Event Handler

This event handler is called when the movie moves out of a frame, and on to one that does not contain the sprite.

on endSprite me
 gScore = 0
end

See Also: beginSprite


endTellTarget Flash Command

This command will end the targeting begun by tellTarget.

See Also: tellTarget

See Chapter/Appendix: 20


endTime Sound Property

The duration of a sound, in milliseconds.

if sound(1).endTime > 60000 then...

See Also: startTime

See Chapter/Appendix: 17


ENTER Strings Constant

Represents the character generated by the Enter key on the numeric keypad.

on keyUp me
 if the key = ENTER then beep
end

See Also: RETURN

See Chapter/Appendix: 16


enterFrame Behaviors Event Handler

This handler is called just after Director draws the current frame, but before any idle time occurs.

on enterFrame me
 if sprite(me.spriteNum).locH > 640 then...
end

See Also: prepareFrame, exitFrame, idle

See Chapter/Appendix: 13


environment System Property

Returns a list containing platform, runMode, colorDepth, and other information.

put the environment
— [#shockMachine: 0, #shockMachineVersion: "", #platform: "Macintosh,PowerPC", 
#runMode: "Author", #colorDepth: 32, #internetConnected: #online, #uiLanguage: "English",
#osLanguage: "English", #productBuildVersion: "178"]

See Also: platform, runMode, colorDepth

See Chapter/Appendix: 21


erase Casts Command

Enables you to remove a member from a Cast.

erase member("myUselessMember")

See Also: duplicate, new, move

error 3D, Subdivision Surfaces Property

The amount of error allowed when rendering the model using subdivision surfaces.

sprite(1).member.model("my model").sds.error = 0

See Also: sds

See Chapter/Appendix: 39


EvalScript Shockwave Event Handler

Receives events sent by the browser from JavaScript or VBScript "EvalScript()" functions. Accepts parameters as well. Can also use a return command to send a value back to the browser when it is done.

on EvalScript myParam
 if myParam = "Jump Button" then
  go next
 end if
end

See Also: externalEvent

See Chapter/Appendix: 22


eventPassMode Flash Property

Determines how events such as mouse clicks are passed through a Flash sprite or member to the sprite's behavior. Possible values are #passAlways, #passButton, #passNotButton, and #passNever. The #passButton and #passNotButton buttons refer to when a button in the Flash movie is clicked.

on beginSprite me
sprite(me.spriteNum).eventPassMode = #passNever

See Chapter/Appendix: 20


exit Programming Command

Exits the current handler without e XEcuting any more commands. The handler that called the current one, if any, continues.

on myHandler
 if gMyGlobal > 7 then exit
 gMyGlobal = gMyGlobal + 1
 myOtherHandler(gMyGlobal)
end

See Also: abort


exit repeat Programming Command

Ends the current repeat loop immediately, skipping any code left in that instance of the loop and starting with the first line of code after the loop.

repeat while myVar < 7
 if myVar = 3 then exit repeat
 myVar = myOtherHandler(myVar)
end repeat

See Also: repeat

See Chapter/Appendix: 13


exitFrame Behaviors Event Handler

This handler is called just before Director leaves the current frame.

on exitFrame me
 sprite(me.spriteNum).locH = sprite(me.spriteNum).locH + 1
end

See Also: enterFrame, beginSprite, endSprite, idle

See Chapter/Appendix: 13, 14


exitLock Navigation Property

If this system property is set to TRUE, users cannot use the keys such as +Q, Ctrl+Q, +., Ctrl+., or Esc to quit a projector.

the exitLock = TRUE

See Chapter/Appendix: 21


exp Math Function

Returns the natural logarithm base, e, to the power given.

put exp(3)
— 20.0855

See Also: log

See Chapter/Appendix: 13


externalEvent Shockwave Command

Sends a string to the browser, which it interprets with JavaScript or VBScript.

externalEvent("myJavaScriptFunction()")

See Also: EvalScript

See Chapter/Appendix: 22


externalParamCount Shockwave Function

Returns the number of parameters in the <EMBED> or <OBJECT> tag for a Shockwave movie.

numParams = externalParamCount()

See Also: externalParamName, externalParamValue

See Chapter/Appendix: 22


externalParamName Shockwave Function

Returns the name of a specific parameter from the <EMBED> or <OBJECT> tag in the browser.

paramName = externalParamName(2)

See Also: externalParamName, externalParamCount

See Chapter/Appendix: 22


externalParamValue Shockwave Function

Returns the value of a specific parameter from the <EMBED> or <OBJECT> tag in the browser.

paramName = externalParamValue(2)

See Also: externalParamCount, externalParamValue

See Chapter/Appendix: 22


extractAlpha Image Function

Returns an 8-bit image that corresponds to the Alpha channel of the image specified.

myAlpha = member("myImage").image.extractAlpha()

See Also: setAlpha, useAlpha

See Chapter/Appendix: 18


extrude3D 3D, Text Command

Creates a 3D model resource from a text member and then places it in a 3D member.

my3Dtext = member("my text member"). extrude3D(member("my 3D member"))
member("my 3D member").newModel("my 3D text model",my3Dtext)

See Also: displayMode

See Chapter/Appendix: 4, 39


face 3D, Mesh Object

Use the face object to work with properties of an individual face in a mesh object. This can also be used as a list that identifies the vertices in a face in a mesh deform.

sprite(1).member.modelResource("my model resource").face.shader = myShader

See Also: colors, normals, shader, texture, vertices, newMesh, meshDeform

See Chapter/Appendix: 39


fadeIn Sound Command

Silences the sound, and then gradually brings it up to its previous setting over a period of time in milliseconds.

sound(1).play(member("mySound"))
sound(1).fadeIn(2000)

See Also: fadeOut, fadeTo

See Chapter/Appendix: 17


fadeOut Sound Command

Gradually lowers a sound to a volume of 0 over a period of time in milliseconds.

sound(1).play(member("mySound"))
sound(1).fadeOut(2000)

See Also: fadeIn, fadeTo

See Chapter/Appendix: 17


fadeTo Sound Command

Gradually brings a sound from its current volume to a new one over a period of time in milliseconds. Volume is a number from 0 to 255.

sound(1).fadeTo(128,2000)

See Also: fadeIn, fadeOut

See Chapter/Appendix: 17


FALSE Logic Constant

Logical false. Use in if, repeat, case, or other logic statements. Equivalent to 0.

if myVar = FALSE then...

See Also: if, repeat, case, TRUE

See Chapter/Appendix: 13


far 3D, Camera Property

The distance from the camera where the fog reaches its maximum density.

sprite(1).camera.fog.far = 1000

See Also: near, fog

See Chapter/Appendix: 39


field Field Object

Old syntax that can be used to refer to field members the same way as member in many cases. It really refers to the text of the member, so it cannot be used as a member reference.

if field("myField") = "done" then...

See Also: member


fieldOfView QTVR Property

The current field of view of a QTVR sprite in degrees.

sprite(7).fieldOfView = 60

fieldOfView 3D, Camera Property

The field of view determines how the 3D world is mapped on to the 2D screen. The projection property must be set to #perspective. The default setting is 30. This is similar to using different lenses on a real-life camera.

sprite(1).camera.fieldOfView = 60

See Also: projection

See Chapter/Appendix: 39


fileName Casts, Member, MIAW Property

Refers to the external file path of either a cast library, member, or MIAW. In many cases, can also be an Internet location.

member("myExternalVideo").fileName = "newvideo.mov"
castLib("myCast").fileName = "newcast.cst"

See Also: url, importFileInto


fileSaveMode 3D, Misc Property

This is an undocumented property of 3D members. Its default value is #saveOriginal, which means that any Lingo changes to the 3D models in a member will not be saved in the member permanently. However, if you use #saveMarked, then any models that are cloned will also be saved in the member. If you use #saveScene setting, then changes to existing models will be saved, but not new models created. If you use #saveAll, then all changes to the models will be saved.

sprite(1).member.fileSaveMode = #saveAll

fill Image Command

Creates a filled rectangle in an image. The first four parameters are the left, top, right, and bottom sides of the rectangle. The fifth parameter can either be a color, or a short list with #shapeType, #lineSize, #color, and #bgColor. The shape types can be #rect, #oval, #roundRect, or #line. The #bgColor property specifies the color of the line or border, whereas #color specifies the color of the fill.

myImage = member("picture").image
myImage.fill(10,10,50,50,rgb("FF0000"))
myImage.fill(25,25,35,35,[#shapeType: #oval, #color: rgb("FF0000"), #bgColor: rgb("0000FF"), #lineSize: 2])

See Also: image, draw, copyPi XEls, setPi XEl

See Chapter/Appendix: 18


fillColor Vector Property

The primary fill color for a closed vector shape member. Also the starting color if a gradient is used.

member("myVector").fillColor = rgb(0,0,255)

See Also: endColor, fillMode, fillCycles, fillDirection, fillOffset, fillScale, gradientType, closed

See Chapter/Appendix: 20


fillCycles Vector Property

The number of cycles in a gradient fill of a closed vector shape member.

member("myVector"). fillCycles = 2

See Also: endColor, fillColor, fillMode, fillDirection, fillOffset, fillScale, gradientType, closed

See Chapter/Appendix: 20


fillDirection Vector Property

The number of degrees of rotation of a gradient fill for a closed vector shape member.

member("myVector").fillDirection = 90

See Also: endColor, fillColor, fillMode, fillCycles, fillOffset, fillScale, closed

See Chapter/Appendix: 20


filled Shape Property

Whether the shape member is filled.

member("myOval").filled = TRUE

See Also: pattern, color

See Chapter/Appendix: 20


fillMode Vector Property

The type of fill used by a closed vector shape member. Possible values are #none, #solid, and #gradient.

member("myVector").fillMode = #gradient

See Also: endColor, fillColor, fillDirection, fillCycles, fillOffset, fillScale, gradientType, closed

See Chapter/Appendix: 20


fillOffset Vector Property

The position offset of a fill in a closed vector shape.

member("myVector").fillOffset = point(100,50)

See Also: endColor, fillColor, fillDirection, fillMode, fillCycles, fillScale, gradientType, closed

See Chapter/Appendix: 20


fillScale Vector Property

The scale of a gradient fill for a closed vector shape.

member("myVector").fillScale = 2

See Also: endColor, fillColor, fillDirection, fillMode, fillCycles, fillOffset, gradientType, closed

See Chapter/Appendix: 20


findEmpty Casts Function

When given a cast member, returns the next empty member in that Cast.

nextMemberToUse = findEmpty(member("myBitmap"))

See Also: erase, duplicate, move


findLabel Flash Function

Returns the frame number in a Flash movie that is associated with the label name. Warning: This function does not always work on a sprite the first instant that the sprite appears. You may have trouble trying to use it in an on beginSprite handler.

sprite(7).frame = findLabel(sprite(7),"myLabel")

See Also: frame

See Chapter/Appendix: 20


findPos List Function

Returns the position of a property in a property list, and returns VOID if it isn't in the property list.

put findPos(myList, #myProp)
put myList.findPos(#myProp)

See Also: findPosNear

See Chapter/Appendix: 13


findPosNear List Function

Returns the position of a property in a property list, or the value in a linear list. If the item isn't in the list, it returns the closest alphanumeric match. The list must be sorted first with the sort command.

put findPosNear(myList, myVal)
put myList.findPosNear(myVal)

See Also: findPos, sort

See Chapter/Appendix: 13


finishIdleLoad Memory Command

Forces idle loading to complete for members with a specific idle load tag.

finishIdleLoad 7

See Also: idleLoadTag

See Chapter/Appendix: 21


firstIndent Text Property

A property of a chunk inside a text member. It provides for a left indent at the start of new lines. Measured in pi XEls.

member("myText").line[1..3].firstIndent = 18

See Also: leftIndent, rightIndent

See Chapter/Appendix: 16


fi XEdLineSpace Text Property

The line height of a specific line or all the lines in a text member. A value of 0 enables the line height to be determined by the font and size.

member("myText").line[1..7].fi XEdLineSpace = 14

See Also: lineHeight

See Chapter/Appendix: 18


fi XEdRate Animated GIF, Flash Property

If the playbackMode property of a member or sprite is set to #fi XEd, this controls the frame rate. Default is 15 frames per second.

member("myGIF").fi XEdRate = 5

See Also: playbackMode

See Chapter/Appendix: 20


fixStageSize Movie Property

If TRUE, the Stage remains the same size when a new movie is loaded, even if that movie uses a different Stage size.

the fixStageSize = TRUE

See Also: centerStage, drawRect

See Chapter/Appendix: 21


flashRect Flash, Vector Property

Returns the original size of a Flash or vector shape member.

put member("myFlash").flashRect

See Also: defaultRect, defaultRectMode, state

See Chapter/Appendix: 20


flashToStage Flash Property

Returns the point on the Stage that matches a point in a Flash sprite.

put flashToStage(sprite(7),point(50,30))

See Also: stageToFlash, hitTest

See Chapter/Appendix: 20


flat 3D, Shader Property

When flat is set to TRUE, then only one color is used per face.

sprite(1).member.shader("my shader").flat = TRUE

See Chapter/Appendix: 39


flipH Sprite Property

If TRUE, the sprite appears flipped horizontally on the Stage.

sprite(7).flipH = TRUE

See Also: flipV

See Chapter/Appendix: 18


flipV Sprite Property

If TRUE, the sprite appears flipped vertically on the Stage.

sprite(7).flipV = TRUE

See Also: flipH

See Chapter/Appendix: 18


float Math Function

Converts an integer or string to a floating point number.

put float(5)
— 5.0000
put float(".5")
— 0.5000

See Also: floatPrecision, integer, value

See Chapter/Appendix: 13


floatP Math Function

Tests an expression and returns TRUE if it is a floating point number.

a = 5
put floatP(a)
— 0
a = 5.0
put floatP(a)
— 1

See Also: integerP, voidP, float

See Chapter/Appendix: 13


floatPrecision Math Property

This system property determines how many decimal places are to be returned in any floating point number math. Default is 4. Values can go up to 15. A 0 means that all floating point functions will round to an integer. A negative number is the same as a positive one, but all floating point math uses absolute (positive) values.

a = 5.5
put a
— 5.5000
the floatPrecision = 2
put a
— 5.50
the floatPrecision = 0
put a
— 6
the floatPrecision = 8
put a
— 5.50000000

See Also: float

See Chapter/Appendix: 13


flushInputEvents System, Mouse Command

E XEcuting this command flushes the system of any input events, such as mouse clicks or keyboard presses. This is useful if you have a pause in your program caused by a long transition, loading time, or a long repeat loop. You can then use this command to throw away events that users might have triggered while waiting. Works only in projectors and Shockwave, not in Director.

on getMemberList
 — long repeat loop here
 list = []
 repeat with i = 1 to 100000
  add list, member(i,2).name
 end repeat
 — clear any clicks from impatient user
 flushInputEvents()
 return list
end

fog 3D, Camera Object

Refers to the fog settings of a camera.

sprite(1).camera.fog.near = 100

See Also: near, far, color, decayMode, enabled

See Chapter/Appendix: 39


font Text, Field, Button Property

The name of the font used by a member, or a chunk in a member.

member("myText").font = "Times"
member("myText").char[6..12].font = "Courier"

See Also: fontSize, fontStyle

See Chapter/Appendix: 16


fontList Fonts Function

This undocumented property of a font member will return a list of all of the names of fonts on the computer.

put member("my font member").fontList()

See Also: outlineFontList


fontSize Text, Field, Button Property

The size of the font used by a member, or a chunk in a member.

member("myText").fontSize = 12
member("myText").char[6..12].fontSize = 14

See Also: font, fontStyle

See Chapter/Appendix: 16


fontStyle Text, Field, Button Property

The style(s) used by a member, or a chunk in a member. Field and buttons use a string such as "bold, italic," whereas text members use a list, such as [#bold, #italic].

member("myField").fontStyle = "Bold"
member("myText").fontStyle = [#bold]

See Also: font, fontSize

See Chapter/Appendix: 16


forecolor Text, Field, Sprite Property

Can be used to set the color of text in a field or text member to a palette index number. Can also be used to set the forecolor of a sprite. Made mostly obsolete by color.

member("myField").forecolor = 35
sprite(7).forecolor = 215

See Also: color, backcolor

See Chapter/Appendix: 18


forget MIAW, Timeout Command

Removes a MIAW or a timeout object from memory. If a variable refers to it, the forget command won't work until that variable is set to 0.

forget window("myMIAW")
timeout("myTimeout").forget()

See Also: close, timeout

See Chapter/Appendix: 24


frame Movie Property

The number of the current frame that is playing.

if the frame = 7 then...
go to the frame + 2

See Also: frameLabel, marker, label, go

See Chapter/Appendix: 13


frame Flash Property

The number of the current frame in the Flash movie sprite.

sprite(7).frame = 6

See Also: findLabel, frameCount

See Chapter/Appendix: 20


frameCount Flash Property

Returns the number of frames in a Flash member.

sprite(7).frame = sprite(7).member.frameCount

See Also: frame, findLabel

See Chapter/Appendix: 20


frameLabel Movie, Score Recording Property

Returns the label of the frame that is currently playing. If there is no label on the current frame, it returns a 0. Can be set during Score recording.

if the frameLabel = "Chapter 1" then...

See Also: frame, labelList

See Chapter/Appendix: 13


framePalette Movie, Score Recording Property

Returns the palette member used in the current frame. Can be set during Score recording.

the framePalette = -1

See Also: puppetPalette, beginRecording, endRecording

See Chapter/Appendix: 26


frameRate Flash, Digital Video Property

You can use this to get, but not set, the frame rate of a Flash member. You can set the frame rate of a digital video member from 0 to 255. A value of -1 sets the video to play at a normal rate, and a value of -2 sets the video to play as fast as possible.

if member("myVideo").frameRate = -1 then...

See Also:fi XEdRate, movieRate, movieTime, playbackMode

See Chapter/Appendix: 19, 20


frameReady Shockwave Function

Returns TRUE if a frame or range of frames have been loaded in Shockwave streaming. If no parameters are passed in, it returns TRUE only if all the members used in the Score are ready.

on exitFrame me
 if frameReady(10,90) then
  go to the frame + 1
 else
  go to the frame
 end if
end

See Also: mediaReady

See Chapter/Appendix: 22


frameReady Flash Function

Returns TRUE if a Flash sprite's frame has been loaded and is ready to play.

if frameReady(sprite(7),25) then...

See Chapter/Appendix: 20


frameScript Movie, Score Recording Property

Returns the member used in the Frame Script channel of the current frame. Can be set during Score recording. Made somewhat obsolete by setScriptList.

the frameScript = member("myScript")

See Also: scriptInstanceList, setScriptList, beginRecording, endRecording

See Chapter/Appendix: 26


frameSound1 Movie, Score Recording Property

Returns the sound member used in the first sound channel of the current frame. Can be set during Score recording.

the frameSound1 = member("mySound")

See Also: puppetSound

See Chapter/Appendix: 26


frameSound2 Movie, Score Recording Property

Returns the sound member used in the second sound channel of the current frame. Can be set during Score recording.

the frameSound2 = member("mySound")

See Also: puppetSound

See Chapter/Appendix: 26


framesToHMS Misc Function

Takes a number of frames and tempo and returns a string with hours, minutes, and seconds, as in "00:01:30.X." It requires two other parameters: one set to TRUE only when you want to compensate for NTSC video frame timing, and one set to TRUE when the final portion (the X in the example string) is in frames or seconds.

put framesToHMS(2000,15,FALSE,FALSE)
— " 00:02:13.05 "

See Also: HMStoFrames


frameTempo Movie, Score Recording Property

Returns the tempo used in the current frame. Can be set during Score recording.

the frameTempo = 30

See Also: puppetTempo, beginRecording, endRecording

See Chapter/Appendix: 26


frameTransition Movie, Score Recording Property

Returns the transition member used in the current frame. Can be set during Score recording.

the frameTransition = member("myTransitionMember")

See Also: puppetTransition, beginRecording, endRecording

See Chapter/Appendix: 26


freeBlock System Function

Returns the largest free block of memory available to the movie in bytes.

put freeBlock()
— 12492960

See Also: freeBytes, memorySize, ramNeeded, size

See Chapter/Appendix: 21


freeBytes System Function

Returns the total number of bytes available to the movie.

put freeBytes()
— 54048052

See Also: freeBlock, memorySize, ramNeeded, size

See Chapter/Appendix: 21


front 3D, Primitives Property

Whether the front side of a 3D box primitive is present or not.

sprite(1).member.modelResource("my box resource").front = FALSE

See Also: back, left, right, top, bottom, topCap, bottomCap, newModelResource


frontWindow MIAW Property

Returns the frontmost window. If the frontmost window is the Stage, it returns (the stage). If a Director palette is frontmost, it returns VOID.

if the frontWindow = window("myWindow") then...

See Also: activeWindow, moveToFront

See Chapter/Appendix: 24


generateNormals 3D, Mesh Command

This command will create all the normals needed for a mesh object. You could create these yourself using the normalList as well. You can use #smooth or #flat as a parameter.

sprite(1).member.modelResource("my model resource").generateNormals(#smooth)

See Also: normalList, normals, build

See Chapter/Appendix: 39


generateOutlines Fonts Command

This undocumented command will take a font member and a text string and create a list of vertices from the text. You can then apply this list of vertices to a vector member to recreate the text as a vector member. However, this only seems to work with a few letters at a time as the letters created are very large and a vector member has size limits.

myVertexList = member("Arial *").generateOutlines("ABC")
member("my vector").vertexList = myVertexList

getaProp List Function

Returns the value of a property in a property list. If the property is not present, it returns VOID.

list = [#a: 4, #b: 6, #c: 9]
put getAProp(list,#b)
— 6
put getAProp(list,#d)
— <Void>

See Also: getAt, getProp

See Chapter/Appendix: 13


getAt List Function

Returns the value at a specific position in a linear or property list. If the position is beyond the end of the list, it generates an error message.

list = [4,6,9]
put getAt(list,2)
— 6
put list.getAt(2)
— 6
put list[2]
— 6

See Also: getProp

See Chapter/Appendix: 13


getBehaviorDescription Behaviors Event Handler

The string returned from this behavior is used in the Behavior Inspector.

on getBehaviorDescription me
 return "This is my behavior."
end

See Also: getBehaviorToolTip

See Chapter/Appendix: 14


getBehaviorTooltip Behaviors Event Handler

Used to generate a ToolTip when the behavior is made part of a library.

on getBehaviorTooltip me
 return "My Behavior"
end

See Also: getBehaviorDescription

See Chapter/Appendix: 14


getBoneID 3D, Bones Function

Returns the number of a named bone in a model resource.

myBoneNumber = sprite(1).member.modelResource("my model resource").getBoneID("my bone")

See Also: bone


getError Shockwave Audio, Flash Function

Returns an error code of a Shockwave audio member. 0 is okay, 1 is a memory error, 2 is a network error, 3 is a playback error, and 99 is another error. For Flash members, it returns symbols: #memory, #fileNotFound, #network, #fileFormat, and #other.

if getError(member("mySWA")) = 0 then...

See Also: getErrorString, clearError, state

See Chapter/Appendix: 17, 20


getErrorString Shockwave Audio Function

Takes a Shockwave audio error code from getError and returns a string that describes the error.

alert getErrorString(mySWAerror)

See Also: getError

See Chapter/Appendix: 17


getFlashProperty Flash Function

Acts like a "getProperty" action command in Flash and returns the property value from the Flash movie. Possible properties are #posX, #posY, #scaleX, #scaleY, #visible, #rotate, #alpha, #name, #width, #height, #target, #url, #dropTarget, #totalFrames, #currentFrame, and #lastframeLoaded. The first parameter is the target name, which you can leave as an empty string if you want to get a property at the global level. The second parameter is the property name.

ballX = sprite(7).getFlashProperty("bouncing ball",#posX)

See Also: setFlashProperty, getVariable

See Chapter/Appendix: 20


getFrameLabel Flash Function

Returns the name of a label in a Flash sprite, given the frame number.

if sprite(7).getFrameLabel(22) = "Section 2" then...

See Also: findLabel, frame

See Chapter/Appendix: 20


getHotSpotRect QTVR Function

Returns the rectangle of a QTVR hotspot on the Stage.

if the mouseLoc = getHotSpot(sprite(7),2) then...

getLast List Function

Returns the last value in a linear or property list.

list = [4,6,9]
put getLast(list)
— 9
put list.getLast()
— 9

See Also: getAt, getOne, count

See Chapter/Appendix: 13


getLatestNetID Network Function

Returns the network ID number of the most recent network command. This can then be used in functions such as netDone. This is obsolete because network ID numbers are now returned by the functions themselves.

getNetText("http://clevermedia.com")
gNetID = getLatestNetID()

See Also: getNetText, postNetText, netAbort, netDone, netError

See Chapter/Appendix: 22


getNetErrorString Network Function

Takes a network error code from netError and returns a short string description.

alert getNetErrorString(myNetError)

See Also: netError

See Chapter/Appendix: 22


getNetText Network Function

Starts retrieving a text file from the Internet. It returns a network ID for the operation.

gNetID = getNetText("http://clevermedia.com")

See Also: netTextResult, netDone

See Chapter/Appendix: 22


getNormalized 3D, Math Function

Takes a vector and returns a vector of length 1 that points in the same direction.

v = vector(5,5,0)
put v.getNormalized()
— vector( 0.7071, 0.7071, 0.0000 )

See Also: normalize


getNthFileNameInFolder Misc Function

When given a valid file path and a number, it returns the filename. If the number is greater than the number of files in the folder, it returns an empty string.

on getAllFiles
 list = []
 i = 1
 repeat while TRUE
  filename = getNthFileNameInFolder(the pathname,i)
  if filename = "" then exit repeat
  add list, filename
  i = i + 1
 end repeat
 return list
end

See Also: @

See Chapter/Appendix: 29


getOne List Function

For a linear list, returns the position of the first item that is equal to the given value. For a property list, it returns the property. A 0 is returned if the value is not found.

list = [4,6,9]
put getOne(list,6)
— 2
put list.getOne(6)
— 2
put list.getOne(8)
— 0

See Also: getAt, getProp, getPos

See Chapter/Appendix: 13


getPi XEl Image Function

Returns a color that corresponds to the color of the pi XEl at a coordinate in a bitmap image. The first parameter can be a point structure, or you can make the first parameter the horizontal location and the second parameter the vertical location. If a final parameter, #integer, is included, a number is returned instead of a color. This number contains both color and Alpha channel information and can be used in setPi XEl to set another pi XEl to the same color. A 0 is returned if the location is outside the image area.

myImage = member("picture").image
myColor = myImage.getPi XEl(point(50,30))

See Also: setPi XEl

See Chapter/Appendix: 18


getPlaylist Sound Function

Returns the list of members queued to play in a sound channel, excluding any sound currently playing. The returned value is a list of property lists, each containing information about the sound member and how it is to be played.

myList = sound(1).getPlayList()
if myList[1].member = member("mySound") then...

See Also: setPlayList, queue, play

See Chapter/Appendix: 17


getPos List Function

Like getOne, but returns a position for property lists, not a property.

list = [#a: 7, #b: 9, #c: 14]
put getPos(list,9)
— 2
put list.getPos(9)
— 2

See Also: getOne, findPos, findPosNear

See Chapter/Appendix: 13


getPref Shockwave Function

Gets a preference file's contents. Preference files are used in Shockwave to store "cookies" of information without creating a security risk. Returns a VOID if that preference file does not exist.

myPref = getPref("clevermediaGame1")

See Also: setPref

See Chapter/Appendix: 22


getProp List Function

Returns the value of a property in a property list. If the property is not present, it generates an error message.

list = [#a: 4, #b: 6, #c: 9]
put getProp(list,#b)
— 6
put list.getProp(#b)
— 6
put list.b
— 6
put list[#b]
— 6

See Also: getAt, getaProp

See Chapter/Appendix: 13


getPropAt List Function

Returns the property at a specific position in a property list.

list = [#a: 6, #b: 19, #c: 22]
put getPropAt(list,2)
— #b
put list.getPropAt(2)
— #b

See Also: getProp, getAProp, getAt

See Chapter/Appendix: 13


getPropertyDescriptionList Behaviors Event Handler

Called when the behavior is dropped on or added to a sprite. The list returned is used to generate the Parameters dialog box.

on getPropertyDescriptionList me
 list = [:]
 addProp list, #pMyProp, [#comment: "My Prop", #format: #integer, #default: 7]
 return list
end

See Also: getBehaviorDescription

See Chapter/Appendix: 14


getRendererServices 3D, Misc Function

Returns an object that contains all sorts of information about the computer's video software and the capabilities of the Director 3D engine. See the sample below for a list of all properties in Director 8.5.

put getRendererServices().renderer
— #openGL
put getRendererServices().rendererDeviceList
— [#openGL, #software]
put getRendererServices().textureRenderFormat
— #rgba5551
put getRendererServices().depthBufferDepth
— 24
put getRendererServices().colorBufferDepth
— 32
put getRendererServices().modifiers
— [#collision, #bonesPlayer, #keyframePlayer, #toon, #lod, #meshDeform, #sds, #inker]
put getRendererServices().primitives
— [#sphere, #box, #cylinder, #plane, #particle]

See Also: active3Drenderer, preferred3Drenderer

See Chapter/Appendix: 39


getStreamStatus Network Function

When given a network ID or URL, this function returns a list with information about the progress of streaming. The list includes #URL, #state, #bytesSoFar, #bytesTotal, and #error.

list = getStreamStatus(gNetID)
if list.bytesSoFar > list.bytesTotal/2 then
 member("status").text = "Half done!"
end if

See Also: tellStreamStatus

See Chapter/Appendix: 22


getVariable Flash Function

Returns the value of the variable from a Flash sprite.

myVar = sprite(7).getVariable("myVar")

See Also: getFlashProperty, setVariable

See Chapter/Appendix: 20


getWorldTransform 3D, Models Function

This returns the transform of a model or other object relative to the world center. It differs from just getting the transform because the transform is dependent on the parent if the model happens to be grouped as a child of another model. The getWorldTransform is always relative to the whole 3D scene.


go Navigation Command

Moves the playback head to a new frame or to a frame in another movie. You can use a frame number or label.

go to frame "newFrame"
go toframe 7
go to frame "into" of movie "newmovie"
go to movie "newMovie"

See Also: go loop, go next, go prev, play

See Chapter/Appendix: 13


go loop Navigation Command

Sends the playback head back to the most recent frame label.

on exitFrame
 go loop
end

See Also: go, go next, go previous, marker

See Chapter/Appendix: 13


go next Navigation Command

Sends the playback head to the next frame with a frame label.

on mouseUp
 go next
end

See Also: go, go loop, go previous, marker

See Chapter/Appendix: 13


go previous Navigation Command

Sends the playback head to the frame with a frame label that is before the current frame label. This usually means sending the playback head back two labels.

on mouseUp
 go previous
end

See Also: go, go loop, go next, marker

See Chapter/Appendix: 13


goToFrame Flash Command

Starts playing a Flash sprite from the frame number or name.

goToFrame(sprite(7),"intro")

See Also: frame

See Chapter/Appendix: 20


gotoNetMovie Shockwave Command

Gets a new movie from the Internet and replaces the current one with it. The first movie continues playing until the second one loads.

gotoNetMovie("http://clevermedia.com/arcade/cleverdots.dcr")

See Also: gotoNetPage, netDone

See Chapter/Appendix: 22


gotoNetPage Shockwave, Network Command

In Shockwave, it loads a new URL in the current browser window or another window or frame. You can also use a second parameter as a browser target. In projectors, it launches the user's browser and loads the URL.

gotoNetPage("http://clevermedia.com")
gotoNetPage("http://clevermedia.com","_top")

See Also: netDone, browserName, gotoNetMovie

See Chapter/Appendix: 22


gradientType Vector Property

Either #linear or #radial to specify the type of gradient to use. Vector shape member must be closed and have its fillType set to #gradient.

member("myVector").gradientType = #radial

See Also: endColor, fillColor, fillDirection, fillMode, fillCycles, fillOffset, fillScale, closed

See Chapter/Appendix: 20


gravity 3D, Particle System Property

The amount of gravity to apply to the particles. This is represented as a vector, so it also specifies which direction gravity pulls.

sprite(1).member.modelResource("my particle system").gravity = vector(0,2,0)

See Also: drag, wind

See Chapter/Appendix: 39


green Color Property

Extracts the green property from an rgb color object.

myColor = rgb("336699")
put myColor
— rgb( 51, 102, 153 )
put myColor.green
— 102

See Also: green, red, color, rgb

See Chapter/Appendix: 18


group 3D, Grouping Object

A group is like a model, but it contains nothing but other models and objects. Once you define a group, you can add models and then move them all by referring to the group instead of the individual models.

sprite(1).member.newGroup("my group")
sprite(1).member.group("my group").addChild(sprite(1).member.model("my model"))

See Also: addChild, child, parent, deleteGroup, newGroup

See Chapter/Appendix: 39


halt Navigation Command

In Director, the current handler, all other handlers, and the movie stops. Projectors quit.

on mouseUp
 halt
end

See Also: abort, exit, quit

See Chapter/Appendix: 21


handler Programming Function

This function tells you whether a handler of a certain name exists in a script object.

if script("myScript").handler("test") then...

See Also: handlers, script, new


handlers Programming Function

Returns a list of all the handler names in a script.

put script(1).handlers()
— [#transfer, #makenames, #myhandler]

See Also:handler, script


height Sprite, Member Property

Returns the height of most members and sprites. Can also be used as a property of rect objects.

if sprite(7).height > 200 then...
if myRect.height > 100 then...

See Also: width, rect

See Chapter/Appendix: 18


height 3D, Primitives Property

The height of a box or cylinder primitive. This is also the property of a texture.

sprite(1).member.modelResource("my box").height = 15

See Also: newModelResource, width, length, radius

See Chapter/Appendix: 39


heightVertices 3D, Primitives Property

The number of vertices used to create the side of a box primitive. The more vertices, the more polygons. The more polygons, the better the light detail.

sprite(1).member.modelResource("my box").heightVertices = 8

See Also: widthVertices, lengthVertices

See Chapter/Appendix: 39


highlightPercentage 3D, Shader Property

Used with the toon modifier and the painter shader. This is the percent of available colors used for highlights.

sprite(1).member.shader("my shader").highlightPercentage = 25

See Also: highlightStrength


highlightStrength 3D, Shader Property

How bright to make highlights in the toon modifier or painter shader.

sprite(1).member.shader("my shader").highlightStrength = .5

See Also: highlightStrength

See Chapter/Appendix: 39


hilite Field Command

Enables you to select a chunk portion of a field member.

hilite member("myField").word[5]

See Also: selStart, selEnd

See Chapter/Appendix: 16


hilite Button Property

A radio button or check box property that determines whether the button is checked.

if member("myButton").hilite then...

See Also: checkBoxAccess, checkBoxType

See Chapter/Appendix: 15


hither 3D, Camera Property

The distance from the camera where objects begin to be drawn. Setting this further away makes objects near the camera invisible.

sprite(1).camera.hither = 3

See Also: yon

See Chapter/Appendix: 39


hitTest Vector, Flash Function

Returns either #background, #normal, or #button depending on what the point specified is positioned over.

if hitTest(sprite(7),point(50,25)) then...

See Chapter/Appendix: 20


HMStoFrames Misc Function

Opposite of framesToHMS; takes a string rather than a number and converts it to a number of frames.

put HMStoFrames("00:05:20.05", 15, FALSE, FALSE)
— 4805

See Also:framesToHMS


hold Flash Command

Stops a Flash sprite.

hold sprite(7)

See Chapter/Appendix: 20


hotSpot Cursor Property

A point that represents the hotspot within an animated cursor.

member("myCursor").hotSpot = point(7,13)

See Also: cursor

See Chapter/Appendix: 21


hotSpotEnterCallback QTVR Property

Set this to the name of the handler to be called when the cursor enters the hotspot of a QTVR movie. The first parameter is me, and the second is the ID of the hotspot.

sprite(7).hotSpotEnterCallBack = "myHotSpotHandler"

See Also: hotSpot ExitCallback, nodeEnterCallback, triggerCallback


hotSpotExitCallback QTVR Property

Set this to the name of the handler to be called when the cursor exits the hotspot of a QTVR movie. The first parameter is me, and the second is the ID of the hotspot.

sprite(7).hotSpotExitCallBack = "myHotSpotHandler"

See Also: hotSpot EnterCallback, nodeExitCallback, triggerCallback


HTML Text Property

The HTML code that corresponds to the text in a text member.

member("myText").html = "<HTML><BODY><P>Hello</P></BODY></HTML>"

See Also: text, rtf

See Chapter/Appendix: 16


hyperlink Text Property

The hyperlink string for a specific chunk in a text member.

member("myText").word[6..7].hyperlink = "myLink"

See Also: hyperlinkClicked, hyperlinkRange, hyperlinkState

See Chapter/Appendix: 16


hyperlinkClicked Text Event Handler

Called when a hyperlink is clicked in the text member.

on hyperlinkClicked me, data, range
 if data = "link1" then...
end

See Also: hyperlink, hyperlinkRange, hyperlinkState

See Chapter/Appendix: 16


hyperlinkRange Text Property

Takes the first character of the chunk and returns the full range of any hyperlink that contains it. Returns a pair of 0s if no hyperlink is there.

put member("myText").char[6].hyperlinkRange
— [5, 8]
put member("myText").char[10].hyperlinkRange
— [0, 0]

See Also: hyperlinkClicked, hyperlink, hyperlinkState

See Chapter/Appendix: 16


hyperlinks Text Property

Returns a list with all the character ranges for hyperlinks in a text member.

put member("myText").hyperlinks
— [[5, 8]]

See Also: hyperlinkClicked, hyperlinkRange, hyperlink

See Chapter/Appendix: 16


hyperlinkState Text Property

Given a chunk, it returns #normal, #active, or #visited for the hyperlink that contains it.

if member("myText").char[5].hyperlinkState = #visited then...

See Also: hyperlinkClicked, hyperlink, hyperlinkRange

See Chapter/Appendix: 16


identity 3D, Models Command

Resets a tranform, such as the transform of a model. The position and rotation vectores are set to 0,0,0 and the scale vector is set to 1,1,1.

sprite(1).member.model("my model").transform.identity()

See Also: transform

See Chapter/Appendix: 39


idle Behaviors, System Event Handler

The on idle event handler is called one or more times between the enterFrame and the exitFrame messages.

on idle me
 if the shiftDown then...
end

See Also: idleHandlerPeriod

See Chapter/Appendix: 14


idleHandlerPeriod System Property

The number of ticks between calls to the on idle handler. Default is 1.

the idleHandlerPeriod = 2

See Also: idle


idleLoadDone Memory Function

Given an idle load tag, it returns TRUE if the loading has been completed.

if idleLoadDone(7) then...

See Also: idleLoadTag

See Chapter/Appendix: 21


idleLoadMode Memory Property

Determines how preload commands use idle time to load members. 0 = no idle loading, 1 = only in free time between frames, 2 = during idle events, 3 = as frequently as possible.

the idleLoadMode = 1

See Also: idleHandlerPeriod, idleLoadTag

See Chapter/Appendix: 21


idleLoadPeriod Memory Property

The number of ticks the movie should wait before doing idle loading. Default is 0.

the idleLoadPeriod = 1

See Also: idle idleLoadTag

See Chapter/Appendix: 21


idleLoadTag Memory Property

A system property that gives the members cued for loading an ID number that can be used in functions such as idleLoadDone.

the idleLoadTag = 7

See Also: idleLoadDone

See Chapter/Appendix: 21


idleReadChunkSize Memory Property

The maximum size, in bytes, of data that can be read during an idle period. Default is 32,768.

the idleReadChunkSize = 60000

See Also: idleLoadTag

See Chapter/Appendix: 21


if Programming Structure

Checks a statement to see whether it is TRUE. It e XEcutes line(s) of code if so. The else if and else statements can be used to further modify the statement.

if (a = b) then
 — run these lines
else if (c = d) then
 — run these lines
else
 — run these lines
end if

See Also: case

See Chapter/Appendix: 13


ilk Programming Function

Takes any variable and returns a symbol to describe its type. Possible values include #integer, #float, #list, #proplist, #color, #date, and so on. Can also be used with two parameters as a test.

if ilk(myVariable) = #list then...
if ilk(myVariable, #list) then...

See Also: integerP, floatP, stringP, objectP


image Image Property, Function

Refers to the image object inside a bitmap member. It is on this object that you can use image Lingo to alter the member. You can also use it to create a new image with width, height, bit depth, and optional "alphaDepth" and "palette" parameters.

myImage = member("picture").image
myImage.setPi XEl(50,50,rgb("FF0000"))
myNewImage = image(200,200,32)

See Also: setPi XEl, getPi XEl, draw, fill, copyPi XEls, duplicate

See Chapter/Appendix: 18


imageCompression Bitmap Property

The value of this property describes how it will be compressed when saved in a Shockwave movie. Possible values are #moveSetting, #standard, and #jpeg.

member("picture").imageCompression = #jpeg

See Also: imageQuality, movieImageCompression, movieImageQuality

See Chapter/Appendix: 18


imageEnabled Flash, Vector Property

If set to FALSE, the member or sprite is invisible.

sprite(7).imageEnabled = FALSE

See Chapter/Appendix: 20


imageQuality Bitmap Property

The amount of JPEG compression to be used on the bitmap when it is saved inside a Shockwave movie. This property is used only when imageCompression is set to #jpeg for the member. Valid values are 0 to 100.

member("picture").imageQuality = 80

See Also: imageCompression, movieImageCompression, movieImageQuality

See Chapter/Appendix: 18


immovable 3D, Collision Detection Property

If a model's collision modifier is set to be immovable, then collision detection is faster. However, you should not move the object in the world anymore or collision detection will not work properly.

sprite(1).member.model("my model").collision.immovable = TRUE

See Also: collision

See Chapter/Appendix: 39


importFileInto Member Command

Imports new media from an external file or Internet location into a member.

importFileInto member("myMember"), "newimage.pct"

See Also: downloadNetThing, fileName, preLoadNetThing


in Programming Structure

Refers to an element in a chunk expression. Used with other Lingo. Obsolete now that the count function can be used in dot syntax.

t = "abcdef"
put the number of chars in t
— 6
put t.char.count
— 6

See Also: number, count


inflate Math Function

Takes a rectangle and a width and height change and returns a new rectangle inflated from the center.

put inflate(rect(10,10,20,20),2,5)
— rect(8, 5, 22, 25)

See Also: map, offset, union


ink Sprite Property

The ink that is used by the sprite.

sprite(7).ink = 8

See Also: blend, color, bgColor

See Chapter/Appendix: 18, D


inker 3D, Inker Object

By adding the inker modifier to a model, you can set inker properties like silhouettes and creases.

sprite(1).member.model("my model").addModifier(#inker)
sprite(1).member.model("my model").inker.creases = TRUE

See Also: addModifier, lineColor, silhouettes, creases, creaseAngle, boundary, lineOffset, useLineOffset

See Chapter/Appendix: 39


inlineImeEnabled Text Property

If TRUE, users can enter multibyte characters, such as those used in non-English language fonts, into text and field members.

the inlineImeEnabled = TRUE

See Also: romanLingo


insertBackdrop 3D, Camera Command

Like addBackdrop, but inserts the backdrop in the list at a specific position.


insertOverlay 3D, Camera Command

Like addOverlay, but the overlay is inserted in the list at a specific position.


insertFrame Score Recording Command

During Score recording, this command duplicates the current frame.

on beginRecording
 insertFrame
endRecording

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


inside Math Function

Returns TRUE if the point is inside the rectangle.

if inside(myPoint,myRect) then...

See Also: intersects


installMenu Menu Command

Takes a field member and uses it to create a system menu bar.

installMenu member("myMenu")

See Also: menuItem

See Chapter/Appendix: 21


integer Math Function

Converts a floating point number or a string to an integer.

put integer(5.3)
— 5
put integer("5")
— 5

See Also: float, integerP

See Chapter/Appendix: 13


integerP Math Function

Returns TRUE if the number given is an integer.

myNumber = 5.3
put integerP(myNumber)
— 0
myNumber = 5
put integerP(myNumber)
— 1

See Also: floatP, integer


interface Xtras Function

Returns a string describing the Xtra and its use.

put interface(xtra "FileIO")

See Also: showXlib

See Chapter/Appendix: 25


interpolate interpolateTo 3D, Math Function

Takes two transforms and finds a transform in between them according to a percentage provided. For instance, 50 percent would return a transform halfway in between. The interpolate to function will actually change the first transform to the desired result.

transform1.interpolateTo(transform2,50)

intersect Math Function

Takes two rectangles and returns the rectangle intersection. If there is no intersection, a value of rect(0,0,0,0) is returned.

if intersect(myRect1,myRect2) <> rect(0,0,0,0) then...

See Also: inside, intersects


intersects Sprite Function

Determines whether two sprite rectangles overlap. Note the odd syntax.

if sprite 1 intersects 2 then...

See Also: intersect, inside


interval Cursor Property

Specifies the delay in milliseconds between frames of an animated cursor member.

member("myCursor").interval = 1000

See Also: cursor

See Chapter/Appendix: 21


into Programming Structure

Used with a put command to specify the destination of a text chunk.

myText = "Hello World."
put "!" into char 12 of myText
put myText
— "Hello World!"

See Also: put, before, after

See Chapter/Appendix: 16


inverse, invert 3D, Math Function

Takes a transform and returns a new transform with both the position and the rotation reversed. The invert function will change the transform to the desired result rather than just return the value.

t1 = transform()
t1.position = vector(5,0,0)
t2 = t1.inverse()
put t2.position
— vector( -5.0000, 0.0000, 0.0000 )

invertMask Digital Video Property

If a QuickTime movie is using a mask, setting this to TRUE reverses the mask.

member("myQuickTime").invertMask = TRUE

See Also: mask

See Chapter/Appendix: 19


isBusy Sound Function

Returns a TRUE if a sound is playing in the sound channel.

on exitFrame
 if sound(1).isBusy() then
 go to the frame
 end if
end

See Also: status

See Chapter/Appendix: 17


isInWorld 3D, Models Function

Will return TRUE if the model or other object is in the world. The object could be present in the member, but not present in the world if it has been removed from the world.

if sprite(1).member.model("my model").isInWorld() then...

See Also: addToWorld, removeFromWorld


isOKToAttach Behaviors Event Handler

When used in a behavior, this handler determines whether the behavior can be attached to sprites in certain situations. After the me parameter, the sprite type and sprite number are passed in as parameters. The handler is called when the behavior is dropped onto the Score. If a FALSE is returned, the sprite is not attached.

on isOKToAttach me, spriteType, spriteNum
 if spriteType = #bitmap then
 return TRUE
 else
 return FALSE
 end if
end

See Chapter/Appendix: 14


isPastCuePoint Sound Function

Returns TRUE if the cue point (number or name) has been passed. Can use a sprite or sound object. If a cue point name is used, the returned value is the number of cue points that have been passed with that name.

if sound(1).isPastCuePoint("blip") then...

See Chapter/Appendix: 17


isVRMovie Digital Video Property

TRUE if the QuickTime movie is a QTVR movie.

if member("myQuickTime").isVRMovie then...

See Chapter/Appendix: 19


item Strings Expression

Identifies a chunk in a string, as broken up by the itemDelimiter character.

myString = "one, two, three"
put myString.item[2]
— " two"

See Also: itemDelimiter

See Chapter/Appendix: 16


itemDelimiter Strings Property

This system property determines which character is used by the item chunk expression to break up strings. Default is a comma.

the itemDelimiter = ";"

See Also: itemDelimiter

See Chapter/Appendix: 16


kerning Text Property

If TRUE, the text in a text member is automatically spaced when text is changed.

member("myText").kerning = FALSE

See Also: kerningThreshold

See Chapter/Appendix: 16


kerningThreshold Text Property

If kerning is TRUE, this property represents the font size where kerning is to begin. Smaller characters are not adjusted.

member("myText").kerningThreshold = 14

See Also: kerning

See Chapter/Appendix: 16


key Keyboard Property

This system property can be accessed in on keyUp and on keyDown handlers to determine which key has been pressed.

on keyUp
 if the key = "a" then...
end

See Also: keyCode, keyDown, keyUp, keyPressed

See Chapter/Appendix: 16


keyboardFocusSprite Keyboard Property

Used to set focus for keyboard input on a given text sprite.

the keyboardFocusSprite = 3

See Chapter/Appendix: 16


keyCode Keyboard Property

This system property can be accessed in on keyUp and on keyDown handlers and returns a keyboard code that can be used to detect arrow keys and function keys (123 = left, 124 = right, 125 = down, 126 = up).

on keyUp
 if the keyCode = 123 then...
end

See Also: key, keyDown, keyUp, keyPressed

See Chapter/Appendix: 16


keyDown Keyboard Event Handler

This handler is called when the user presses a key on the keyboard. The properties the key and the keyCode can be used inside this handler to determine the key pressed.

on keyDown
 if the key = "A" then...
end

See Also: keyDown, keyUpScript, keyPressed, key, keyCode

See Chapter/Appendix: 16


keyDownScript Keyboard Property

Can be set to the name of a handler or a simple Lingo statement. It is e XEcuted first when the user presses down on a key, before any on keyDown handlers. Set it to an empty string to turn it off.

the keyDownScript = "myKeyHandler"

See Also: keyDown

See Chapter/Appendix: 16


keyframePlayer 3D, Animation Object

This object refers to any motions built into the model by the 3D graphics program that created it.

sprite(1).member.model("my model").keyframePlayer.playing = TRUE

See Also: playing, playlist, currentTime, playRate, rootLock, currentLoopState, blendTime, blendFactor, autoBlend, lockTranslation, positionReset, rotationReset, pause, play, playNext, queue

See Chapter/Appendix: 39


keyPressed Keyboard Function

This function tests a character or keyboard code to determine whether it is currently being pressed. (123 = left, 124 = right, 125 = down, 126 = up)

on exitFrame me
 if keyPressed("a") then...
end

See Also: keyDown, keyUp

See Chapter/Appendix: 16


keyPressed Keyboard Property

Returns the character or key code of the last key pressed.

if the keyPressed = 123 then...

See Also: keyDown, keyUp

See Chapter/Appendix: 16


keyUp Keyboard Event Handler

This handler is called when a user lifts a finger off a key on the keyboard. The properties the key and the keyCode can be used inside it to determine the key pressed.

on keyUp
 if the key = "A" then...
end

See Also: keyDown, keyUpScript, keyPressed, key, keyCode

See Chapter/Appendix: 16


keyUpScript Keyboard Event Handler

Can be set to the name of a handler or to a simple Lingo statement. This handler is e XEcuted when the user lifts up a key, before any on keyUp handlers. Set it to an empty string to turn it off.

the keyUpScript = "myKeyHandler"

See Also: keyUp

See Chapter/Appendix: 16


label Movie Function

Given a frame label, it returns the frame number. If the label does not exist, 0 is returned.

go to frame label("intro")+1

See Also: frameLabel, labelList, marker


labelList Movie Property

Returns a string with each frame label in the Score on a line. Made somewhat obsolete by the markerList property.

put the labelList
— "one
two
three
"

See Also: markerList, frameLabel, label, marker


last Strings Expression

Modifies a chunk expression. Can be used only with old (not dot) syntax.

myString = "one two three"
put the last word of myString
— "three"

See Also: char, word, item, line


lastChannel Movie Property

The number of channels in the Score, as set in the Movie Properties dialog box.

put the lastChannel
— 150

See Also: lastFrame


lastClick Timeout, Mouse Property

Returns the number of ticks since the last mouse click.

if the lastClick > 600 then
 go next
end if

See Also: lastEvent, lastKey, lastRoll

See Chapter/Appendix: 21


lastEvent Timeout, Mouse Property

Returns the number of ticks since the last mouse click, rollover, or key press.

if the lastEvent > 600 then
 go next
end if

See Also: lastClick, lastKey, lastRoll

See Chapter/Appendix: 21


lastFrame Movie Property

Returns the number of the last frame in the movie.

put the lastFrame
— 72

See Also: lastChannel


lastKey Timeout Property

Returns the number of ticks since the last key was pressed.

if the lastKey > 600 then
 go next
end if

See Also: lastEvent, lastClick, lastRoll

See Chapter/Appendix: 21


lastRoll Timeout, Mouse Property

Returns the number of ticks since the mouse was last moved.

if the lastRoll > 600 then
 go next
end if

See Also: lastEvent, lastClick, lastKey

See Chapter/Appendix: 21


left Sprite, Misc Property

Returns the left side location of a sprite. Can also be used as a property of rect objects.

put sprite(1).rect
— rect(102, 143, 277, 233)
put sprite(1).left
— 102
put sprite(1).rect.left
— 102

See Also: width, right, top, left, rect

See Chapter/Appendix: 18


left 3D, Primitives Property

Whether the left side of a 3D box primitive is present or not.

sprite(1).member.modelResource("my box resource").left = FALSE

See Also: back, front, right, top, bottom, topCap, bottomCap, newModelResource


leftIndent Text Property

Sets the number of pi XEls for a left indent of a whole text member, or a chunk inside a text member.

member("myText").line[5..6].leftIndent = 18

See Also: rightIndent, firstIndent

See Chapter/Appendix: 16


length Strings Property

Returns the number of characters in a string.

myString = "abcdefgh"
put length(myString)
— 8
put myString.length
— 8

See Also: count

See Chapter/Appendix: 16


length 3D, Primitives Property

The length of a box or plane primitive.

sprite(1).member.modelResource("my box").length = 7

See Also: height, width

See Chapter/Appendix: 39


lengthVertices 3D, Primitives Property

The number of vertices used to create the side of a box primitive. The more vertices, the more polygons. The more polygons, the better the light detail.

sprite(1).member.modelResource("my box").heightVertices = 8

See Also: widthVertices, heightVertices

See Chapter/Appendix: 39


level 3D, Level of Detail Property

The exact level of detail when the auto property is set to FALSE.

sprite(1).member.model("my model").lod.auto = FALSE
sprite(1).member.model("my model").lod.level = 50

See Also: lod, auto

See Chapter/Appendix: 39


lifetime 3D, Particle System Property

The number of milliseconds that a particle exists after it has been emitted.

sprite(1).member.modelResource("my particle system").lifetime = 5000

See Also: emitter, numParticles

See Chapter/Appendix: 39


light 3D, Lights Object

This keyword is used to refer to one of lights used in a 3D world.

sprite(1).member.light("my light").color = rgb("FF0000")

See Also: newLight, deleteLight, color, spotAngle, attenuation, specular, spotDecay, pointAtOrientation, type

See Chapter/Appendix: 39


line Strings Expression

Identifies a chunk in a string, as broken up by the RETURN character.

myString = "abc"&RETURN&"def"&RETURN&"ghi"
put myString.line[2]
— "def"

See Also: paragraph

See Chapter/Appendix: 16


lineColor 3D, Inker Property

The color of the lines when using the inker or toon modifiers.

sprite(1).member.model("my model").inker.lineColor = rgb("FF0000")

See Also: creases, creaseAngle, silhouettes, boundary, lineOffset

See Chapter/Appendix: 39


lineCount Field Property

Gives you the number of visible lines, taking into account word wrapping, of a field.

if member("myField").lineCount

See Also: wordWrap

See Chapter/Appendix: 16


lineDirection Shape Property

Is a 0 if the line shape goes from upper left to lower right, and a 1 if the line shape goes from upper right to lower left.

member("myLine").lineDirection = 1

See Also: lineSize

See Chapter/Appendix: 20


lineHeight Field Function

When given a field member and a line number, returns the line height of that line.

put lineHeight(member("myField"),4)

See Also: fi XEdLineSpace

See Chapter/Appendix: 16


lineHeight Field Property

Enables you to set the line height of an entire text field.

member("myField").lineHeight = 16

See Also: fi XEdLineSpace

See Chapter/Appendix: 16


lineOffset 3D, Inker Property

The distance from the surface where the lines will be drawn when using the inker or toon modifier. The range is from -100 to 100.

sprite(1).member.model("my model").inker.lineOffset = 5

See Also: lineColor, creases, creaseAngle, silhouettes, boundary

See Chapter/Appendix: 39


linePosToLocV Text, Field Function

Determines the vertical location of a line in a text or field member. The location is relative to the top of the member.

put linePosToLocV(member("myText"),7)

See Also: locVtoLinePos, charPosToLoc

See Chapter/Appendix: 16


lineSize Shape Property

Determines the thickness of the border in a shape member.

member("myShape").lineSize = 2
sprite(7).lineSize = 2

See Chapter/Appendix: 16


linkAs Script Command

Enables you to save a script member as a text file. The file is then linked to the member as a linked script.

member("myScript").linkAs()

See Also: linked


linked Flash, Animated GIF, Script Property

Determines whether the member is internal or linked to an external file.

if member("myFlash").linked = TRUE then...

See Also: fileName

See Chapter/Appendix: 20


list List Function

Takes any number of parameters and returns a linear list containing them all.

put list(1,2,3,4,5)
— [1, 2, 3, 4, 5]

See Also: []


listP List Function

Returns TRUE if the value given is a valid list.

if listP(myVariable) then...

See Also: ilk


loaded Memory Property

Returns TRUE if the member has been loaded into memory.

if member("myMember").loaded then...

See Also: preLoad

See Chapter/Appendix: 21


loadFile 3D, Misc Command

This command will load a Shockwave 3D file (.w3d) into a cast member. The second parameter, with a default of TRUE, determines whether the entire member is overwritten by the contents of the file. If set to FALSE, then the models in the file are added to the member instead. If a third parameter is set to TRUE, then if two models have the same name, the model to be loaded is given a new name so that both models can exist in the member. If this third parameter is FALSE, then models with the same name are overwritten.

sprite(1).member.loadFile("mymodels.w3d",FALSE,FALSE)

See Also: state

See Chapter/Appendix: 39


loc Sprite Property

The location of the sprite on the Stage, as a point.

sprite(1).loc = point(50,20)

See Also: rect, locH, locV

See Chapter/Appendix: 18


loc 3D, Camera Property

The loc property of an overlay or a backdrop indicates where the bitmap is positioned from the upper left corner of the 3D member sprite.

sprite(1).camera.backdrop[1].loc = point(10,10)

See Also: overlay, backdrop, regPoint

See Chapter/Appendix: 39


locH Sprite Property

The horizontal location of the sprite on the Stage.

sprite(1).locH = 50

See Also: rect, loc, locV

See Chapter/Appendix: 18


lockTransition 3D, Bones Property

This property allows you to lock bones movement in one or more directions. Possible values are #x, #y, #z, #xy, #xz, #yz, #all and #none.

sprite(1).member.model("my model").bonesPlayer.lockTranslation = #x

locToCharPos Text, Field Function

Takes a member and a location and returns the character number at that location. It is relative to the upper-left corner of the member.

p = locToCharPos(member("myText"),point(50,0))

See Also: charPosToLoc, locVtoLinePos

See Chapter/Appendix: 16


locV Sprite Property

The vertical location of the sprite on the Stage.

sprite(1).locV = 50

See Also: rect, loc, locH

See Chapter/Appendix: 18


locVToLinePos Text, Field Function

Takes a member and a vertical location and returns the line number at that location. It is relative to the top of the member.

n = locVToLinePos(member("myText"),24)

See Also: linePosToLocV, locToCharPos

See Chapter/Appendix: 16


locZ Sprite Property

Determines the draw order of a sprite. Each sprite starts with a locZ of its own channel number. You can set it to values from about -2 billion to 2 billion. Lower-numbered sprites appear under higher ones. If a tie results, the sprite number determines the draw position.

sprite(7).locZ = 1001

See Chapter/Appendix: 16


lod 3D, Level of Detail Modifier

The lod, or level of detail, modifier allows you to subtract polygons from a model as it is rendered. This will improve performance, but degrade quality. Normally, Director will handle this for you, but if you set the lod.auto to FALSE, you can control the lod.level directly. Alternatively, you can leave the lod.auto at TRUE, but adjust the lod.bias to make Director more aggressive about removing polygons.

sprite(1).member.model("my model").addModifier(#lod)
sprite(1).member.mode("my model").lod.auto = FALSE
sprite(1).member.mode("my model").lod.level = 20

See Also: auto, bias, level, sds

See Chapter/Appendix: 39


log Math Function

Returns the natural logarithm of a number.

put log(5)
— 1.6094

See Also: exp, log

See Chapter/Appendix: 13


long Date & Time Modifier

Modifies date or time to return a string in long format.

put the long date
— "Sunday, March 19, 2000"
put the long time
— "8:34:20 PM"

See Also: date, time

See Chapter/Appendix: 21


loop Navigation Modifier

Refers to the marker on the current frame or the most recent marker.

go loop

See Also: go, next, previous

See Chapter/Appendix: 13


loop Flash, Digital Video, Sound, 3D Property

Determines whether a Flash movie, video, sound, or 3D animation loops back to the beginning when it reaches the end. This property can also be used with 3D particle system emitters to determine whether they loop.

member("mySound").loop = TRUE

See Also: loopBounds

See Chapter/Appendix: 17, 19, 20


loopBounds Digital Video Property

The start time and end time for a loop in a QuickTime video. It is a list of two integers that correspond to time in ticks.

sprite(7).loopBounds = [60,240]

See Also: loop

See Chapter/Appendix: 19


loopCount Sound Property

Enables you to specify the number of times that a queued sound will loop.

sound(1).queue([#member: member("mySound"), #loopCount: 3])
sound(1).play()

See Also: loopStartTime, loopEndTime, breakLoop, loopsRemaining

See Chapter/Appendix: 17


loopEndTime Sound Property

Loops in sounds can be defined by stating the loopStartTime, loopEndTime, and loopCount.

sound(1).play([#member: member("mySound"), #loopStartTime: 1000, #loopEndTime: 4000, #loopCount: 3])
put sound(1).loopEndTime
— 4000

See Also: loopStartTime, loopCount, breakLoop, loopsRemaining

See Chapter/Appendix: 17


loopsRemaining Sound Property

Loops in sounds can be defined by stating the loopStartTime, loopEndTime, and loopCount. This function returns the number of loops remaining to be heard if the sound is currently looping.

sound(1).play([#member: member("mySound"), #loopStartTime: 1000, #loopEndTime: 4000, #loopCount: 3])
put sound(1).loopsRemaining()
— 2

See Also: loopEndTime, loopStartTime, loopCount, breakLoop, loopsRemaining

See Chapter/Appendix: 17


loopStartTime Sound Property

Loops in sounds can be defined by stating the loopStartTime, loopEndTime, and loopCount.

sound(1).play([#member: member("mySound"), #loopStartTime: 1000, #loopEndTime: 4000, #loopCount: 3])
put sound(1).loopStartTime
— 1000

See Also: loopStartTime, loopCount, breakLoop, loopsRemaining

See Chapter/Appendix: 17


machineType System Property

This obsolete system property returns the Macintosh system ID number. For instance, 69 is a PowerMac 8500. For all Windows machines, it returns 256. In almost all cases, it is better to use the platform.

put the machineType
— 406

See Also: platform

See Chapter/Appendix: 21


magnitude 3D, Math Function

Returns the length of a vector.

v = vector(5,5,0)
put v.magnitude
— 7.0711

See Also: identity, distanceTo


map Math Function

Takes a target rectangle, a source rectangle, and a destination rectangle or point. It returns a new destination rectangle or point that corresponds to the source rectangle mapped to the target rectangle. Used for advanced Lingo positioning.

newRect = map(myTargetRect,mySourceRect,myDestPoint)

See Also: inflate, offset, union


map 3D, Animation Command

Maps one 3D motion onto another.


mapMemberToStage Sprite, Math Function

Takes a sprite and a point in the member and returns the location on the Stage that corresponds to the point in the member. Works even with flipH, flipV, rotation, and skew.

loc = mapMemberToStage(sprite(7),point(50,50))

See Also: mapStageToMember


mapStageToMember Sprite, Math Function

Takes a sprite and a point on the Stage and returns the location in the member that corresponds to the point on the Stage. Works even with flipH, flipV, rotation, and skew.

loc = mapStageToMember(sprite(7),the mouseLoc)

See Also: mapMemberToStage


margin Field Property

The size of the space between the edge of a field and the text in the field.

member("myField").margin = 1

See Also: border, boxType, boxDropShadow, dropShadow

See Chapter/Appendix: 16


marker Movie Function

Returns the frame number of the frame with the current label (0), the preceding label (-1), the next label (1), or any other labeled frame relative to the current frame.

go to frame marker(-2)

See Also: label, labelList, frame

See Chapter/Appendix: 13


markerList Movie Property

Returns a property list with the frame numbers as properties and the frame labels as values.

put the markerList
— [1: "one", 2: "two", 3: "three"]

mask Digital Video Property

Set this to a 1-bit member to be used as a mask for a QuickTime video. Set to 0 to have no mask.

member("myQuickTime").mask = member("Video Mask")

See Also: invertMask

See Chapter/Appendix: 19


max Math Function

Compares two or more numbers and returns the highest.

put max(4,5)
— 5
put max(5,3,8,23,3,5,12)
— 23

See Also: min


maxInteger Math Property

This system property returns the largest integer supported by the computer. Usually a number just over 2 billion.

put the maxInteger
— 2147483647

maxSpeed 3D, Particle System Property

The maximum speed of a particle emitted from a particle system. The actual speed is a random amount between minSpeed and maxSpeed.

sprite(1).member.modelResource("my particle system").emitter.maxSpeed = 100

See Also: minSpeed, emitter

See Chapter/Appendix: 39


mci Misc Command

Sends a command string to the Windows Media Control Interface. This enables you to send commands to PC cards and hardware. This is obsolete, but still works in some cases. Using Xtras is the recommended option.

mci "play midi1"

me OOP, Behaviors Misc

Special variable name used in parent scripts and behaviors. Enables handlers to be associated with the object to which they belong.

on beginSprite me...

See Also: new, ancestor

See Chapter/Appendix: 14


media Member Property

Represents the contents of a member. For instance, in a bitmap, it represents the image. You can use this property to copy member contents between members.

member("myMember").media = member("other").media

See Also: image, picture, type

See Chapter/Appendix: 18


mediaReady Network, Memory Property

For a linked member, Cast library, or sprite. Returns TRUE if the member has been loaded from the Internet.

if sprite(7).mediaReady then...

See Also: frameReady

See Chapter/Appendix: 22


member Member Object

Defines a member object. The first parameter is the name or number of the member. The optional second parameter is the name or number of a Cast library.

myMember = member("this")
myMember = member("thisMember","thatCastLib")

See Also: castLib

See Chapter/Appendix: 13


member Sprite, Sound Property

The member associated with the sprite or sound.

sprite(7).member = member("myMember")
if sound(1).member = "mySound" then...

See Also: memberNum,castLibNum

See Chapter/Appendix: 13


member 3D, Texture Property

The bitmap member used for a texture. You can get and set this property. You can even set it to different textures quickly, allowing for animated textures.

myMember = sprite(1).member.texture("my texture").member

See Also: shader, texture, newTexture

See Chapter/Appendix: 39

memberNum Sprite Property

The number of the member associated with the sprite.

sprite(7).memberNum = 12

See Also: memberNum, castLibNum

See Chapter/Appendix: 13


Member members Expression

This plural expression can be used only with number to get the number of members in a cast library.

put the number of members of castLib "mylib"
— 832

See Also: number


memorySize System Property

The total number of bytes available to the movie.

put the memorySize
— 201326592

See Also: freeBytes, freeBlock

See Chapter/Appendix: 21


menuItem Menu Property

Enables you to refer to a menu item in a menu that was installed with installMenu. Requires old (not dot) syntax.

set menuItem 4 of menu 1 = "Test"

See Also: installMenu


mesh 3D, Mesh Deform Object

Refers to the mesh of a model that has been given the mesh deform modifier.

n = sprite(1).member.model("my model").meshdeform.mesh.face.count

See Also: colorList, vertexList, normalList, textureCoordinateList, textureLayer, face

See Chapter/Appendix: 39


meshDeform 3D, Mesh Deform Modifier

When you add this modifier to a model, you can then control the invidual vertices and faces of the model.

sprite(1).member.model("my model").addModifier(#meshDeform)

See Also: addModifier, face, mesh

See Chapter/Appendix: 39


milliSeconds Date & Time Property

Returns the time since the computer was started in milliseconds.

put the milliseconds
— 27910847

See Also: ticks

See Chapter/Appendix: 21


min Math Function

Compares two or more numbers and returns the lowest one.

put main(4,5)
— 4
put min(5,3,8,32,5,12)
— 3

See Also: max


minSpeed 3D, Particle System Property

The minumum speed of a particle emitted from a particle system. The actual speed is a random amount between minSpeed and maxSpeed.

sprite(1).member.modelResource("my particle system").emitter.minSpeed = 100

See Also: maxSpeed, emitter

See Chapter/Appendix: 39


missingFonts Text Property

Returns a list of fonts used by a text member that are not available.

if member("myText").missingFonts.count > 0 then...

See Also: substituteFont


mod Math Operator

Takes a number and performs a modulus operation with a second number.

put 6 mod 4
— 2
put 4 mod 4
— 0

modal MIAW Property

This window property, when set to TRUE, prevents users from interacting with any other window, including the Stage, until the current window is gone.

window("myDialog").modal = TRUE

See Also: window

See Chapter/Appendix: 24


mode 3D, Particle Property

Particle systems can have a mode of #stream or #burst. The first will create a constant flow of particles while the second will emit all the particles at once.

sprite(1).member.modelResource("my particle system").emitter.mode = #burst

See Also: emitter, numParticles, lifetime

See Chapter/Appendix: 39


mode 3D, Collision Detection Property

When you attach the collision modifier, the default mode is #sphere, which looks for collisions against the bounding sphere of the model. You can also set this to #box to use the bounding box instead. Setting this to #mesh will mean more accurate collision detection, but slower performance.

sprite(1).member.model("my model").collision.mode = #mesh

See Also: collision

See Chapter/Appendix: 39


model 3D, Models Object

The model syntax is used to refer to a model in a 3D member. You can refer to it as a list or as a named object.

sprite(1).member.model[1].transform.position = vector(0,0,0)
sprite(1).member.model("my model").transform.position = vector(0,0,0)

See Also: modelResource

See Chapter/Appendix: 39


modelA, modelB See collisionData modelResource 3D, Model

Object

Before creating a model in Lingo from scratch, you must first create a model resource. This defines the geometry of the model. You can create bo XEs, spheres, cylinders and planes. You can also create model resources to represent particle systems.

sprite(1).member.newModelResource("my resource",#sphere)
sprite(1).member.modelResource("my resource").radius = 5
sprite(1).member.newModel("my model", sprite(1).member.modelResource("my resource")

See Also: newModelResource, model, newModel

See Chapter/Appendix: 39


modelsUnderRay 3D, Collision Detection Function

This function will return a list of models that are intersected by a ray drawn from one point in the world in a specified direction.

The first parameter is the location of the starting point of the ray. The second parameter is the direction of the ray. The third parameter is the number of models to return. If you do not use this parameter, then you will get a complete list of models that the ray passes through.

A fourth parameter determines how much information to return for each model. A value of #simple will return only model references. A value of #detailed will return a list with #model, #distance, #isectPosition, #isectNormal, #meshID, #faceID, #vertices, and #uvCoord.

This function is fast, so it is a good way to determine collision detection. You can simply cast a ray from the location of your moving object in the direction it is moving to see what objects it will hit and how far away they are at the moment.

modelList = sprite(1).member.modelsUnderRay(vector(50,50,0),vector(1,0,0),3,#detailed)

See Also: modelUnderLoc

See Chapter/Appendix: 39


modelUnderLoc, modelsUnderLoc 3D, Selection Function

The first function will return the first model found at a 2D location on the sprite. The second function will return a list of models found at a 2D location on the sprite. It can be used to determine which model a user has clicked on.

With modelsUnderLoc, the first parameter is the 2D location within the sprite that you are interested in. The second parameter is the number of models to return. If you do not use this parameter, then you will get a complete list of models found at that point.

A third parameter determines how much information to return for each model. A value of #simple will return only model references. A value of #detailed will return a list with #model, #distance, #isectPosition, #isectNormal, #meshID, #faceID, #vertices, and #uvCoord.

m = sprite(1).camera.modelUnderLoc
m = sprite(1).camera.modelsUnderLoc(point(160,120),1,#simple)

See Also: modelsUnderRay

See Chapter/Appendix: 39


modified Member Property

Returns TRUE if the member has changed since the file was last saved.

if member("myMember").modified then...

See Also: modifiedBy, modifiedDate


modifiedBy Member Property

Returns the name of the last person to modify the member. This name is taken from the name used to register the copy of Director that made the modification.

put member("myMember").modifiedBy
— "Gary Rosenzweig"

See Also: modified, modifiedDate


modifiedDate Member Property

Returns the time that the member was last modified.

put member("myMembe").modifiedDate
— date( 2000, 2, 16 )

See Also: modified, modifiedBy


modifier 3D, Models Function

Returns a list of all of the modifiers that have been assigned to a model. Alternatively, you could use this as a list to get a single modifier.

myMods = sprite(1).member.model("my model").modifier
theFirstMode = sprite(1).member.model("my model").modifer[1]

See Also: collision, bonesPlayer, keyframePlayer, toon, inker, lod, sds, meshDeform

See Chapter/Appendix: 39


modifiers See getRendererServices


month Date & Time Property

A property of a date object.

d = date(2000,3,17)
put d.month
— 3

See Also: date, month, year, seconds, systemDate

See Chapter/Appendix: 21


mostRecentCuePoint Sound, Digital Video Property

Returns the name of the most recent cue point that was passed.

if sound(1).mostRecentCuePoint() = "section2" then...

See Also: cuePointNames, isPastCuePoint, cuePassed


motion 3D, Animation Object

Refers to a motion object that was put in the 3D member when it was created in a 3D graphics program. Can also refer to motions create by cloning or mapping other motions.

myMotion = sprite(1).member.motion("my motion")

See Also: duration, map


motionQuality QTVR Property

Enables you to set the motion quality of a QTVR movie. Possible values are #minQuality, #maxQuality, or #normalQuality.

sprite(7).motionQuality = #normalQuality

mouseCast Mouse Property

Obsolete. Returns the number of the member under the cursor on the Stage. Returns a single cast-specific number if not in cast library 1.

if the mouseCast = 7 then...

See Also: mouseMember, rollover


mouseChar Field, Mouse Property

Returns the number of the character in a field that is currently under the cursor.

if the mouseChar > 20 then...

See Also: mouseWord, mouseItem, mouseLine


mouseDown Behaviors, Mouse Event Handler

Responds to events created by the user clicking the mouse on a sprite (behaviors) or the Stage (frames, movie scripts).

on mouseDown me
 go to frame "myFrame"
end

See Also: mouseUp, mouseDownScript

See Chapter/Appendix: 14


mouseDown Mouse Property

Returns TRUE if the mouse button is currently being pressed.

if the mouseDown then...

See Also: mouseStillDown


mouseDownScript Movie, Mouse Property

Enables you to set a handler to be called first when the user clicks.

the mouseDownScript = "myClickHandler"

See Also: mouseDown, mouseUpScript


mouseEnter Behaviors, Mouse Event Handler

Responds to the situation in which the cursor enters the sprite's area.

on mouseEnter me
 sprite(me.spriteNum).member = member("rollover")
end

See Also: mouseLeave, mouseWithin

See Chapter/Appendix: 14


mouseH System, Mouse Property

Returns the horizontal location of the cursor on the Stage.

if the mouseH < 320 then...

See Also: mouseLoc, mouseV, clickLoc


mouseItem Field, Mouse Property

Returns the number of the item in a field that is currently under the cursor.

if the mouseItem = 1 then...

See Also:mouseChar, mouseWord, mouseLine


MouseLeave Behaviors, Mouse Event Handler

Responds to the situation in which the cursor leaves the sprite's area.

on mouseLeave me
 sprite(me.spriteNum).member = member("normal")
end

See Also: mouseEnter, mouseWithin

See Chapter/Appendix: 14


mouseLevel QTVR, Mouse Property

This QTVR sprite property determines how mouse clicks are sent to the QTVR movie. Possible values are #all, #none, #controller (sent only when the control bar is present), and #shared (sent to both QTVR and the movie).

sprite(7).mouseLevel = #shared

mouseLine Field, Mouse Property

Returns the number of the line in a field that is currently under the cursor.

if the mouseLine = 3 then...

See Also: mouseChar, mouseWord, mouseItem


mouseLoc System, Mouse Property

Returns the point location of the cursor on the Stage.

currLoc = the mouseLoc

See Also: mouseH, mouseV, clickLoc


mouseMember System, Mouse Property

Returns the member under the cursor on the Stage.

if the mouseMember = 56 then...

See Also: mouseCast, rollover


mouseOverButton Flash, Mouse Property

Returns TRUE if the cursor is over a button in the Flash movie sprite.

if sprite(7).mouseOverButton then...

See Also: hitTest

See Chapter/Appendix: 20


mouseUp Behaviors, Mouse Event Handler

Responds to events created by the user clicking the mouse, and then lifting up over a sprite (behaviors) or the Stage (frames, movie scripts).

on mouseUp me
 go to frame "myFrame"
end

See Also: mouseDown, mouseUpScript

See Chapter/Appendix: 14


mouseUp Mouse Property

Returns TRUE if the mouse button is not pressed.

if the mouseUp then...

See Also: mouseStillDown


mouseUpOutSide Behaviors, Mouse Event Handler

Responds to events created by the user clicking the mouse down on a sprite, but then lifting up outside the sprite.

on mouseUpOutside me
 alert "Action cancelled."
end

See Also: mouseUp

See Chapter/Appendix: 14


mouseUpScript Movie, Mouse Property

Enables you to set a handler to be called first when the user clicks down and then releases.

the mouseUpScript = "myClickHandler"

See Also: mouseUp, mouseDownScript


mouseV Mouse Property

Returns the vertical location of the cursor on the Stage.

if the mouseV < 240 then...

See Also: mouseH, mouseLoc, clickLoc


mouseWithin Behaviors, Mouse Event Handler

Called once per frame when the cursor is inside the sprite's area.

on mouseWithin me
 member("Timer").text = the time
end

See Also: mouseEnter, mouseLeave, rollover

See Chapter/Appendix: 14


mouseWord Field, Mouse Property

Returns the number of the word in a field that is currently under the cursor.

if the mouseWord = 1 then...

See Also: mouseChar, mouseItem, mouseLine

See Chapter/Appendix: 16


move Member Command

Enables you to move a member from one location in the Cast to another. If no second parameter is used, the member moves to the first vacant spot.

move member("myMember"),member(7,"picture cast")

See Also: erase, duplicate, new

See Chapter/Appendix: 26


moveableSprite Sprite Property

Corresponds to the moveable property of the sprite. When TRUE, users can drag the sprite around on the Stage.

sprite(7).moveableSprite = TRUE

moveToBack MIAW Command

Sends a MIAW behind all other MIAWs.

moveToBack window("myMIAW")

See Also: moveToFront

See Chapter/Appendix: 24


moveToFront MIAW Command

Moves a MIAW in front of all other MIAWs.

moveToFront window("myMIAW")

See Also: moveToBack

See Chapter/Appendix: 24


moveVertex Vector Command

Moves a vertex point by a horizontal and vertical value.

moveVertex(member("myVector"),5,x,y)

See Also: addVertex, deleteVertex, moveVertexHandle, vertexList

See Chapter/Appendix: 20


moveVertexHandle Vector Command

Moves a vertex handle point by a horizontal and vertical value.

moveVertexHandle(member("myVector",5,1,x,y))

See Also: addVertex, deleteVertex, moveVertex, vertexList

See Chapter/Appendix: 20


moveWindow MIAW Event Handler

This event handler is called if the user moves a MIAW.

on moveWindow
 sound(1).play(member("drag"))
end

See Also: activeWindow

See Chapter/Appendix: 24


movie Movie Object

Used to modify a go or play command to refer to a movie.

go to movie "myMovie.dir"
go to frame 7 of movie "myMovie.dir"

See Also: movieName

See Chapter/Appendix: 13


movieAboutInfo Movie Property

Corresponds to the "about" text entered in the Movie Properties dialog box.

if the movieAboutInfo contains "new" then...

See Also: movieCopyrightInfo

See Chapter/Appendix: 21


movieCopyrightInfo Movie Property

Corresponds to the copyright text entered in the Movie Properties dialog box.

if the movieCopyrightInfo contains "1999" then...

See Also: movieAboutInfo


movieFileFreeSize Movie Property

The number of bytes that can be saved by using File, Save and Compact.

on stopMovie
 if the runMode = "Author" then
 if the movieFileFreeSize > 50000 then
  alert "Time to Save and Compact!"
 end if
 end if
end

See Also: movieFileSize


movieFileSize Movie Property

The size of the movie's file.

if the movieFileSize > 100000 then...

See Also: movieFileFreeSize


movieFileVersion Movie Property

Returns the version of Director that was used to last modify the movie.

put the movieFileVersion
— "800"

See Also: version


movieImageCompression Movie Property

Corresponds to the movie's setting in the Publish Settings dialog box. Can be either #standard or #jpeg.

the movieImageCompression = #jpeg

See Also: imageCompression, imageQuality, movieImageQuality

See Chapter/Appendix: 9


movieImageQuality Movie Property

Corresponds to the setting in the Publish Settings dialog box. Enables you to specify the amount of JPEG compression used when a Shockwave movie is created.

the movieImageQuality = 80

See Also: imageCompression, imageQuality, movieImageCompression

See Chapter/Appendix: 9


movieName Movie Property

Returns the name of the movie file.

put the movieName
— "mymovie.dir"

See Also: moviePath


moviePath Movie Property

Returns the full pathname of the movie file.

put the moviePath
— "Powerbook HD:My Projects:"

See Also: movieName


movieRate Digital Video Property

Controls the rate at which a digital video sprite plays. 1 is normal, 0 is still, -1 is backward, 2 is double speed, and so on.

sprite(7).movieRate = 2

See Also: duration, movieTime

See Chapter/Appendix: 19


movieTime Digital Video Property

Enables you to get and set the playback position in a digital video sprite. Measured in ticks.

sprite(7).movieTime = 0

See Also: duration, movieRate

See Chapter/Appendix: 19


movieXtraList Xtras Property

Returns a property list with the name and downloadable package information for all the movie's Xtras. This does not mean that those Xtras are available, but simply that the movie thinks that they are needed.

put the movieXtraList
— [[#name: "SWA Streaming PPC Xtra"], [#name: "TextXtra PPC"], [#name: "TextAsset PPC"], 
[#name: "Font Xtra PPC"], [#name: "Font Asset PPC"], [#name: "Sound Control"]]

See Also: xtraList

See Chapter/Appendix: 25


multiply 3D, Math Function

Takes a transform and applies all of the aspects of a second transform on it.

t1 = transform()
t1.rotation = vector(90,0,0)
t2 = transform()
t2.position = vector(10,10,10)
t2.multiply(t1)
put t2.position
— vector( 10.0000, -10.0000, 10.0000 )

See Also: dotProduct, crossProduct


multiSound System Property

Returns TRUE if the computer is capable of playing sound in more than one channel.

if the multiSound then...

See Chapter/Appendix: 17


name Member, Casts, MIAW, Xtras, 3D Property

Returns the name of the member, cast library, window, Xtra object, or 3D object.

memName = member(7).name
castName = castLib(2).name
3DmodelName = sprite(1).member.model[1].name
winName = myWindow.name

See Also: number

See Chapter/Appendix: 13


name Menu Property

Returns the name of a menu installed with installMenu. Cannot be set. Can get and set menuItems, however. Must use old (not dot) syntax.

the name of menuItem 5 of menu 1 = "Test"

See Also: menuItem, installMenu

See Chapter/Appendix: 21


near 3D, Camera Property

The distance from the camera where the fog starts at its minimum density.

sprite(1).camera.fog.near = 500

See Also: far, fog

See Chapter/Appendix: 39


nearFiltering 3D, Textures Property

Whether or not bilinear filtering is used when a texture needs to be rendered larger than its original bitmap size. The default setting is TRUE, which will smooth the texture.

sprite(1).member.texture("my texture").nearFiltering = FALSE

neighbor 3D, Mesh Deform Function

Returns a list of faces that are touching a face in a mesh deform.

myFaces = sprite(1).member.model("my model").meshDeform.mesh[1].face[1].neighbor

See Also: face, meshDeform

See Chapter/Appendix: 39


netAbort Network Command

Cancels a network operation.

netAbort(gNetID)

See Also: getNetText, postNetText

See Chapter/Appendix: 22


netDone Network Function

Returns TRUE if the network operation is complete.

if netDone(gNetID) then...

See Also: getNetText, postNetText

See Chapter/Appendix: 22


netError Network Function

Returns a 0 for no error, and an error code if there is a problem.

if netError(gNetID) <> 0 then...

See Also: getNetText, postNetText

See Chapter/Appendix: 22


netLastModDate Network Function

After netDone returns TRUE, this function returns the modification date of the item.

modDate = netLastModDate(gNetID)

See Also: getNetText, postNetText

See Chapter/Appendix: 22


netMIME Network Function

After netDone returns TRUE, this function returns the MIME type (file type) of the item.

mime = netMIME(gNetID)

See Also: getNetText, postNetText

See Chapter/Appendix: 22


netPresent Network Property

Returns TRUE if the network Xtras are present in a projector. Does not tell you whether there is a network connection, however.

if the netPresent then...

See Also: the environment

See Chapter/Appendix: 22


netStatus Shockwave Command

Places a string in the message area of Netscape Navigator.

netStatus("Shockwave movie ready.")

See Chapter/Appendix: 22


netTextResult Network Function

After netDone returns TRUE, this function returns the text of the item.

if netDone(gNetID) then
 myText = netTextResult(gNetID)
end if

See Also: getNetText, postNetText

See Chapter/Appendix: 22


netThrottleTicks Network Property

How frequently network operations are given processing time. Default is 15. Higher means less time spent processing network commands.

the netThrottleTicks = 30

See Chapter/Appendix: 22


new Xtras Function

Returns a new instance of an Xtra.

fileObj = new(xtra "FileIO")

See Chapter/Appendix: 25


new Member, Casts Command

Creates a new member at the next empty location in the Cast, or a specific location.

new(#bitmap) new(#text,member(7,2))

See Also: duplicate, erase, move, media

See Chapter/Appendix: 26


new OOP Function

Returns a new instance of a parent script.

myObj = new(script "myParent")

See Also: menuItem, installMenu

See Chapter/Appendix: 23


newCurve Vector Command

Appends a #newCurve property to a vector shape's vertex list. Points added to it thereafter are part of a new curve.

member("myVector").newCurve()

See Also: curve, vertexList

See Chapter/Appendix: 20


newCamera 3D, Camera Command

Creates a new default camera in the member.

myCamera = sprite(1).member.newCamera("my camera")

See Also: addCamera, deleteCamera

See Chapter/Appendix: 39


newGroup 3D, Groups Command

Creates a new empty group in the member.

myGroup = sprite(1).member.newGroup("my group")

See Also: deleteGroup, addChild

See Chapter/Appendix: 39


newLight 3D, Lights Command

Creates a new default light in a member. The second parameter can be either #ambient, #directional, #point or #spot.

myLight = sprite(1).member.newLight("my light",#spot)

See Also: deleteLight, type

See Chapter/Appendix: 39


newMesh 3D, Mesh Command

Creates a new mesh model. The second parameter is the number of faces. The third parameter is the number of vertices. The fourth parameter is the number of normals, the fourth parameter is the number of colors, and the last parameter is the number of texture coordinates.

See Also: face, generateNormals, build


newModel 3D, Models Command

Creates a new model from a model resource.

sprite(1).member.newModel("my model", sprite(1).member.modelResource("my resource"))

See Also: newModelResource, deleteModel

See Chapter/Appendix: 39


newModelResource 3D, Models Command

Creates a new model resource, usually a primitive or a particle system. The first parameter is the name of the resource. The second parameter is the type of resource. The third parameter, used for primitives, can be #back, #front, or #both depending on which sides of the faces should reflect light.

sprite(1).member.newModelResource("my box", #box)

See Also: newModel, deleteModelResource

See Chapter/Appendix: 39


newMotion 3D, Animation Command

Creates a new motion object in a member. You cannot program the motion directly, but you can use map to combine other motions in this new object.

sprite(1).member.newMotion("my motion")

See Also: map, deleteMotion

See Chapter/Appendix: 39


newShader 3D, Shaders Command

Creates a new shader. The second parameter is the type fo shader, usually #standard. It can also be #painter, #engraver, or #newsprint if you desire a special effect.

sprite(1).member.newShader("my shader", #standard)

See Also: deleteShader, shader

See Chapter/Appendix: 39


newTexture 3D, Texture Command

Creates a new texture object in the member. You could apply this texture ot a shader, backdrop or overlay.

The second parameter can be #fromCastmember or #fromImageObject. The third parameter is the member or image reference.

sprite(1).member.newTexture("my texture",#fromCastmember,member("my bitmap"))

See Also: texture, deleteTexture

See Chapter/Appendix: 39


next Navigation Modifier

Refers to the very next labeled frame when used after a go command.

go next

See Also: previous, marker

See Chapter/Appendix: 13


next repeat Programming Command

Ignores the rest of the lines in a repeat loop and proceeds to the next loop iteration.

repeat with i = 1 to 10
 if list[i] > 100 then next repeat
 put list[i]
end repeat

See Also: repeat

See Chapter/Appendix: 13


node QTVR Property

The current node being shown by a QTVR sprite.

if sprite(7).node = 1 then...

nodeEnterCallback QTVR Property

Set this to the name of a handler to get called when the QTVR movie switches nodes. The first parameter is me, and the second is the ID of the node.

sprite(7).nodeEnterCallback = "myNodeSwitchHandler"

See Also: HotSpotEnterCallback, nodeExitCallback, triggerCallback


nodeExitCallback QTVR Property

Set this to the name of a handler to be called just before the QTVR movie switches nodes. The first parameter is me, and the second is the ID of the node.

Sprite(7).nodeExitCallback = "myNodeSwitchHandler"

See Also: HotSpotExitCallback, nodeEnterCallback, triggerCallback


nodeType QTVR Property

Returns the type of node that the QTVR sprite is showing. Possible values are #object, #panorama, or #unknown (not a QTVR sprite).

if sprite(7).nodeType = #object then...

See Also: node


normalize 3D, Math Function

Normalizes a vector. This simply means that the vector's magnitude or length is reduced to the length of 1, but the direction of the vector remains the same.

v = vector(5,5,5)
v.normalize()
put v
— vector( 0.5774, 0.5774, 0.5774 )

See Also: getNormalized, magnitude

See Chapter/Appendix: 39


normalList 3D, Mesh Property

The list of normals in a mesh model.

myNormals = sprite(1).member.modelResource("my mesh").normalList

See Also: face, meshDeform

See Chapter/Appendix: 39


normals 3D, Mesh Property

This list refers, by number, to the normals in the normalList for a mesh model resource. So a value of 1 in the normals maps the to first value in the normalList.

See Also: normalList

See Chapter/Appendix: 39


not Logic Operator

Reverses the Boolean value of the expression. TRUE becomes FALSE and FALSE becomes TRUE.

If not myCondition then...

See Also: and, or


nothing Programming Command

Performs no action. Useful for filling segments of if statements to make them easier to read, or for placing debugging break points.

if a = 1 then
 nothing
else
 go to frame "myframe"
end if

number Member, Casts, MIAW, Xtras, Strings, Misc Property

Used throughout Lingo to identify the number of various objects such as members or Cast libraries. Can also be used as an alternative to count with old syntax to find the total number of items in string chunks. Can also tell you the number of some objects with syntax, such as "the number of members" or "the number of Xtras". You can use it to tell whether a member exists with "if the number of member("myMember") > 0 then...".

if member("myMember").number < 10 then...
if castLib("myCast").number = 1 then...
n = the number of words in myString

See Also: name, count

See Chapter/Appendix: 13


numChannels Shockwave Audio Property

Returns the number of channels used by a Shockwave audio member.

if member("mySWA").numChannels = 1 then...

See Also: multiSound

See Chapter/Appendix: 17


numParticles 3D, Particle Systems Property

The number of particles emitted by the particle system.

sprite(1).member.modelResource("my particle system").emitter.numParticles = 5000

See Also: lifetime, emitter, mode, loop

See Chapter/Appendix: 39


numSegments 3D, Primitives Property

The number of segments used to create the body of a cylinder.

sprite(1).member.modelResource("my cylinder").numSegments = 15

See Also: topCap, bottomCap, resolution

See Chapter/Appendix: 39


numToChar Strings Function

Converts an ASCII character value to a string character.

put numtochar(65)
— "A"

See Also: charToNum

See Chapter/Appendix: 16


obeyScoreRotation Flash Property

If TRUE, the Flash sprite can be rotated on the Stage.

member("myFlash").obeyScoreRotation = TRUE

See Also: rotation

See Chapter/Appendix: 20


objectP Logic Function

Returns TRUE if the value is some sort of object, such as a list, script instance, Xtra instance, or window.

if objectP(myObject) then...

See Also: ilk, symbolP

See Chapter/Appendix: 25


offset Strings Function

Takes two parameters: a search string, and a string to search. If it finds the search string in the second string, it returns the position of the first character. Otherwise, it returns 0.

p = offset("wor","Hello World.")

See Also: contains, starts

See Chapter/Appendix: 16


offset Math Function

Takes a rectangle, a horizontal offset, and a vertical offset, and returns a rectangle moved by the offset.

myNewRect = offset(myRect,x,y)

See Also: rect, inflate, map, union


on Programming Misc

Used before a message name, such as "mouseDown" or "exitFrame", to declare the start of a handler in a script member.

on mouseUp
 go to frame 1
end

See Chapter/Appendix: 12, 13, 14


open Misc Command

Launches an external application from a projector. Note that this command is far from perfect. If you need a reliable way to open external files, use an Xtra such as the MasterApp Xtra.

open "notepad.e XE "
open "mytext.txt" with "notepad.e XE "

See Chapter/Appendix: 21


open MIAW Command

Opens a MIAW with the movie specified in the filename. Also opens a new window, which you must then assign a movie to by setting the window's fileName property.

open window("myMIAW.dir")

See Also: fileName, name, visible

See Chapter/Appendix: 24


openWindow MIAW Event Handler

This event handler is called when the MIAW is first opened.

on openWindow
 sound(1).play(member("opensound"))
end

See Also: closeWindow, activateWindow

See Chapter/Appendix: 24


openXLib Xtras Command

Manually opens an Xtra. Usually, Xtras are automatically included by bundling them with a projector or placing them in an Xtras folder. This command enables you to open Xtra files elsewhere.

openXlib (the moviePath)&"Other Xtras:FileIO"

See Also: closeXlib

See Chapter/Appendix: 25


optionDown Keyboard Property

Returns TRUE if the user is holding down the Option key on the Mac or the Alt key in Windows.

if the optionDown then...

See Also: commandDown, controlDown, shiftDown, keyPressed

See Chapter/Appendix: 16


or Logic Operator

Returns TRUE if either of two expressions is TRUE, and FALSE only if both are FALSE.

if (a = 1) or (b = 2) then...

See Also: and, not

See Chapter/Appendix: 13


organizationName System Property

Returns the company name to which the copy of Director is registered.

if the organizationName = "CleverMedia" then...

See Also: serialNumber, userName


originalFont Font Property

Returns the name of the original font that was used to create the font member.

put member("myFont").originalFont
— "Courier"

See Also: recordFont

See Chapter/Appendix: 16


originH Flash, Vector Property

Sets the horizontal location of the point in a vector shape, Flash member, or sprite in which rotation and scaling occur.

member("myVector").originH = 45

See Also: originMode, originV

See Chapter/Appendix: 20


originMode Flash, Vector Property

Sets the location in a vector shape, Flash member, or sprite in which rotation and scaling occur. Possible values are #center, #topleft, and #point. The last value relies on originPoint for the location.

member("myVector).originMode = #point

See Also: originPoint, originH, originV

See Chapter/Appendix: 20


originPoint Flash, Vector Property

Sets the location of the point in a vector shape, Flash member, or sprite in which rotation and scaling occur.

member("myVector").originPoint = point(45,34)

See Also: originMode

See Chapter/Appendix: 20


originV Flash, Vector Property

Sets the location of the point in a vector shape, Flash member, or sprite in which rotation and scaling occur.

member("myVector").originV = 34

See Also: originMode, originH

See Chapter/Appendix: 20


orthoHeight 3D, Camera Property

If you set the camera's projection to #othrographic, this property can be used to adjust the amount of the 3D world that appears in the sprite. The default value is 200.

sprite(1).camera.orthoHeight = 300

See Also: projection

See Chapter/Appendix: 39

orthoHeight


otherwise Programming Structure

An optional final portion of a case statement that e XEcutes only when no other case value is matched.

case myVariable of
 1:
 go to frame 1
 2:
 go to frame 7
 otherwise:
 go to frame 9
end case

See Also: case, else

See Chapter/Appendix: 13


outlineFontList Fonts Function

This undocumented property of a font member will return a list of all of the names of outline fonts on the computer.

put member("my font member").outlineFontList()

See Also: fontList


overlay 3D, Camera Property

Refers to one of the overlays applied to a camera. An overlay appears as a 2D image in front the 3D world. It remains steady as the camera might swing around to show other parts of the world.

sprite(1).camera.overlay[1].source = myTexture

See Also: loc, source, scale, rotation, regPoint, blend, count, backdrop


pageHeight Field, Text Property

Returns the height, in pi XEls, of the visible area of a field or text member.

member("myText").scrollTop = member("myText").scrollTop + member("myText").pageHeight

See Also: scrollTop

See Chapter/Appendix: 16


palette Bitmap Property

The palette used by a bitmap member. Negative numbers correspond to built-in palettes and positive numbers correspond to palette members.

if member("myBitmap").palette = - 1 then

See Also: paletteRef

See Chapter/Appendix: 18


paletteIndex Color Object

A color object that is specified by the number in the movie's palette.

c = paletteIndex(35)
put c
— paletteIndex( 35 )
c.colorType = #rgb
put c
— rgb( 255, 0, 0 )

See Also: color, rgb

See Chapter/Appendix: 18


paletteMapping Movie Property

Enables Director to remap a member's palette to the closest colors if its palette is different from the one being used by the Stage.

the paletteMapping = TRUE

paletteRef Bitmap Property

Returns the palette symbol, such as #systemMac, for bitmaps that use built-in palettes, and member references for members that use a custom palette.

put member(2).paletteRef
— #systemWin

See Also: palette


pan QTVR Property

The current viewing angle of a QTVR sprite, in degrees.

sprite(7).pan = 60

See Also: fieldOfView


pan Sound Property

Enables you to change the stereo balance of a sound. A value of -100 means that the sound comes completely from the left speaker. A value of 100 means the sound comes completely out of the right speaker. A value of 0 is the default.

sound(1).pan = -100

See Also: volume

See Chapter/Appendix: 17


paragraph Strings Expression

Equivalent to line. It enables you to reference a chunk expression broken up by Return characters.

put myString.paragraph[5]

See Also: line

See Chapter/Appendix: 16


param Programming Function

Enables you to get a parameter of a handler by number.

on myHandler
 if param(1) = #test then...
end

See Also: paramCount


paramCount Programming Property

Returns the number of parameters sent to the current handler.

on myHandler
 if the paramCount < 2 then...
end

See Also: param


parent 3D, Grouping Property

Refers to the parent of a 3D object. You can make the object a child of another object by assigning its parent property that value. If you set the parent property to VOID, it is the same as usinf removeFromWorld. You can also set the parent to group("world") to get the same result as using addToWorld.

sprite(1).member.model("my child model").parent = sprite(1).member.model("my parent model")

See Also: addChild, addToWorld, removeFromWOrld, child

See Chapter/Appendix: 39


pass Programming Command

Enables the current event, such as a "mouseDown", to be passed to the next level of the message hierarchy when the current handler is done.

on keyUp me
 if the key <> RETURN then
 pass
 end if
end

See Also: stopEvent


pasteClipBoardInto Member Command

Takes the current content of the Clipboard and places it in the member specified.

pasteClipBoardInto member("myMember")

See Also: copyToClipBoard


path 3D, Particle System Property

This is a list of vectors that define a path for particles to follow. How closely they follow the path depends on the pathStrength.

sprite(1).member.modelResource("my particle system").emitter.path = [vector(0,0,0), vector(10,10,0)]

See Also: pathStrength, emitter

See Chapter/Appendix: 39


pathName Flash Property

Specifies the location of the external file where the assets of Flash cast member are stored.

member(myFlashMember).pathName = (the moviePath)&"myFlashMovie.swf"

See Also: moviePath, fileName

See Chapter/Appendix: 20


pathStrength 3D, Particle System Property

This is how closely the particles follow the path defined by the path property. A value of 0 means that the particles will not follow the path at all. The default value is .1, but you can set it up as high as you need to get the effect you want.

sprite(1).member.modelResource("my particle system").pathStrength = .2

See Also: path, emitter

See Chapter/Appendix: 39


pattern Shape Property

The pattern used by the shape. A value of 0 is a solid; other values match positions in the pattern palette of the Tool palette.

member("myOval").pattern = 7

See Also: color, bgColor

See Chapter/Appendix: 20


pause Sound Command

Pauses a sound. The play command resumes the sound from the exact spot at which it was paused.

sound(1).pause()

See Also: sound, play

See Chapter/Appendix: 17


pause Animated GIF Command

Pauses an animated GIF sprite.

pause sprite(7)

See Also: resume, rewind


pause 3D, Animation Command

Pauses a bones player motion or key frame player animation.

sprite(1).member.model("my model").bonesPlayer.pause()

See Also: play

See Chapter/Appendix: 39


pause member Shockwave Audio Command

Pauses a Shockwave audio file.

pause member("mySWA")

See Also: play, stop

See Chapter/Appendix: 17


pausedAtStart Flash, Digital Video Property

Determines whether a video or Flash member starts playing when it appears on the Stage.

member("myVideo").pausedAtStart = FALSE

percentPlayed Shockwave Audio Property

Returns the percentage of a streaming audio sound that has played.

if member("mySWA").percentPlayed > 50 then...

See Also: percentStreamed

See Chapter/Appendix: 17


percentStreamed Shockwave Audio, Flash, 3D Property

Returns the percentage of a streaming audio sound, Flash member or 3D member that has loaded.

if member("mySWA").percentStreamed > 50 then...

See Also: percentPlayed

See Chapter/Appendix: 17


period Timeout Property

The number of milliseconds between events in a timeout object.

timeout("myTimeout").period = 5000

See Also: timeout

See Chapter/Appendix: 21


perpendicularTo 3D, Math Function

Takes the current vector plus another vector and returns a new vector that is perpendicular to both.

v1 = vector(1,0,0)
v2 = vector(0,1,0)
put v1.perpendicularTo(v2)
— vector( 0.0000, 0.0000, 1.0000 )

See Also: cross, dot, normalize

See Chapter/Appendix: 39


persistent Timeout Property

If TRUE, the timeout object persists beyond the life of the current movie. Another movie can then be jumped to with a go or play command without destroying the timeout object. The default is FALSE.

timeout("myTimeout").persistent = TRUE

See Also: timeout

See Chapter/Appendix: 21


PI Math Constant

Returns pi as a floating point number. Also works as a function: pi().

put PI
— 3.1416

See Also: sin, cos, tan, atan

See Chapter/Appendix: 13


picture Bitmap Property

Refers to the image inside a bitmap member.

member("myBitmap").picture = member("otherBitmap").picture

See Also: media, image

See Chapter/Appendix: 18


picture Image Property

The screen image of the Stage or a MIAW. Can be stored in a variable or assigned to a bitmap picture property.

member("myBitmap").picture = (the stage).picture

See Also: image

See Chapter/Appendix: 18


pictureP Image Function

Returns TRUE if the value is a picture.

If pictureP(myPicture) then...

See Also: picture

See Chapter/Appendix: 18


platform System Property

Returns either "Macintosh,PowerPC" or "Windows,32". In a Java applet, it returns "Java" plus the version, browser, and operating system.

if the platform contains "win" then...

See Also: runMode, environment

See Chapter/Appendix: 21


play Navigation Command

Jumps the playback head to a new location. It remembers the current frame, however, and enables the movie to return to it with a play done command.

play frame "myFrame"
play frame "myFrame" of movie "myMovie"

See Also: play done, go, gotoNetMovie

See Chapter/Appendix: 13


play Sound Command

Starts a queued sound, or enables you to queue a sound and start it in one shot.

sound(1).queue([#member: member("mySound"), #preloadTime: 7000, #startTime: 0, 
#endTime: 9000, #loopStartTime: 3000, #loopEndTime: 7000, #loopCount: 3]) sound(1).play() sound(2).play(member("mySound2"))

See Also: queue, setSoundList

See Chapter/Appendix: 17


play 3D, Animation Command

Unpauses a bones player motion or keyframe player animation. In addition, several parameters can be added that have to do with looping and scaling. In order, they are: looped, startTime, endTime, scale and offset. These are similar to the way that sounds are queued and played.

sprite(1).member.model("my model").bonesPlayer.play()

See Also: pause, queue, playNext, playList, playing

See Chapter/Appendix: 39


play done Navigation Command

After a play command has been used, you can use play done to return to the frame in which the play command was issued. You can stack as many play and play dones as you want.

play done

See Also: play

See Chapter/Appendix: 13


play member Shockwave Audio Command

Starts a Shockwave audio member streaming and playing.

play member("mySWA")

See Also: pause, stop

See Chapter/Appendix: 17


playBackMode Flash, Animated GIF Property

Flash and animated GIF members and sprites can be set to #normal, #lockStep, or #fi XEd. The #lockStep setting ties the tempo to the Director movie tempo. The #fi XEd setting uses the fi XEdRate property.

member("myFlash").playBackMode = #lockStep

See Also: fi XEdRate

See Chapter/Appendix: 20


playing Flash Property

Returns TRUE if the Flash sprite is playing.

if sprite(7).playing then...

See Also: play, frame

See Chapter/Appendix: 20


playing 3D, Animation Property

Returns TRUE if a key frame player or bones player animation is playing.

if sprite(1).member.model("my model").bonesPlayer.playing then...

See Also: play

See Chapter/Appendix: 39


playlist 3D, Animation Property

This property holds a list of all the motions queued for playback in a bones player or key frame player modifier. The list contains property lists with #name, #loop, #startTime, #endTime, and #scale properties of each animation. You can not set the entire list, but must use queue to add new motions.

myList = sprite(1).member.model("my model").bonesPlayer.playlist

See Also: queue, playNext

See Chapter/Appendix: 39


playNext Sound Command

Jumps directly to the next sound in the queue.

sound(1).playNext()

See Also: play, sound

See Chapter/Appendix: 17


playNext 3D, Animation Command

Skips the rest of the currently playing bones player or keyframe player animation and goes to the next in the queue.

sprite(1).member.model("my model").bonesPlayer.playNext()

See Also: queue, play

See Chapter/Appendix: 39


playRate 3D, Animation Property

By using the playRate property of a bones player or keyframe player animation, you can scale up or down the speed of an animation.

sprite(1).member.model("my model").bonesPlayer.playRate = 2.0

See Also: play, queue

See Chapter/Appendix: 39


point Misc Object

An object with a horizontal and vertical position. It has the properties locH and locV.

p = point(50,30)
put p
— point(50, 30)
put p.locH
— 50
if sprite(7).loc = p then...

See Also: rect, loc

See Chapter/Appendix: 13


pointAt 3D, Models Command

This rotates a model so that it points at a point in the 3D world. A second, alternate parameter defines the direction of "up" for the repositioned model. If this is left out, then the y-axis is used as "up".

sprite(1).member.camera(my camera").pointAt(sprite(1).member.model("my model"))

See Also: pointAtOrientation

See Chapter/Appendix: 39


pointAtOrientation 3D, Models Property

This is a list of two vectors that defines what an object considers to be its front direction and its up direction. This is used by the pointAt command.

sprite(1).member.model("my model").pointAtOrientation = [vector(1,0,0), vector(0,-1,0)]

See Also: pointAt

See Chapter/Appendix: 39


pointInHyperLink Text Function

Takes a sprite and a Stage location and returns TRUE if the mouse location is over a hyperlink in that sprite.

put pointInHyperLink(sprite(7),the mouseLoc)

See Also: hyperlink, hyperlinkRange

See Chapter/Appendix: 16


pointOfContact See collisionData pointToChar Text

Function

Takes a sprite and a Stage location and returns the character number to which the point corresponds, or -1 if the point is not over the text.

cnum = pointToChar(sprite(7),the mouseLoc)

See Also: pointToItem, pointToLine, pointToWord

See Chapter/Appendix: 16


pointToItem Text Function

Takes a sprite and a Stage location and returns the item number to which the point corresponds, or -1 if the point is not over the text.

iNum = pointToItem(sprite(7),the mouseLoc)

See Also: itemDelimiter, pointToChar, pointToLine, pointToWord

See Chapter/Appendix: 16


pointToLine Text Function

Takes a sprite and a Stage location and returns the character number to which the point corresponds, or -1 if the point is not over the text.

lnum = pointToLine(sprite(7),the mouseLoc)

See Also: pointToChar, pointToItem, pointToWord

See Chapter/Appendix: 16


pointToParagraph Text Function

Same as pointToLine.

pNum = pointToParagraph(sprite(7),the mouseLoc)

See Also: pointToLine

See Chapter/Appendix: 16


pointToWord Text Function

Takes a sprite and a Stage location and returns the word number to which the point corresponds, or -1 if the point is not over the text.

wNum = pointToWord(sprite(7),the mouseLoc)

See Also: pointToChar, pointToItem, pointToLine

See Chapter/Appendix: 16


position 3D, Models Property

This is one of the properties of a model's transform property. It relays the vector position of the model.

sprite(1).member.model("my model").transform.position = vector(0,0,0)

See Also: transform, rotation, scale

See Chapter/Appendix: 39


positionReset 3D, Animation Property

If TRUE, then the model will return to its starting position when a bones player animation or keyframe animation is complete.

sprite(1).member.model("my model").bonesPlayer.positionReset = TRUE

See Also: currentLoopState

See Chapter/Appendix: 39


posterFrame Flash Property

Determines which frame of a Flash member is the thumbnail image.

member("myFlash").posterFrame = 20

See Chapter/Appendix: 20


postNetText Network Command

This command uses the Internet POST protocol to contact the server and send it information. It accepts a URL and a specially formatted list.

postNetText(myURL,myList)

See Also: getNetText, netDone, netTextResult, netError

See Chapter/Appendix: 22


power Math Function

Returns the base number to the power of the exponent.

put power(6,3)
— 216.0000

See Also: sqrt

See Chapter/Appendix: 13


preferred3DRenderer 3D, Misc Property

This system property returns either #auto, #openGL, #directX7_0, #directX5_2 or #software. This is the method set by Director or the Shockwave player that the movie will try to use to render 3D members. The user can change this in Shockwave by Right+Clicking on the movie and choosing the preferred renderer from a list.

if the preferred3Drenderer = #software then...

See Also: getRendererServices, renderDeviceList

See Chapter/Appendix: 39


preLoad Memory Command

Begins loading all the members of a frame, range of frames, or all members in the remaining frames.

preLoad
preLoad 3,4

See Also: preLoadMember

See Chapter/Appendix: 21


preLoad Flash, Digital Video Property

For video, it determines whether a movie should be preloaded before it starts playing. For Flash members, it determines whether a Flash member must be loaded into RAM before it starts playing.

member("myVideo").preLoad = TRUE

See Also: streamMode

See Chapter/Appendix: 19


preLoadBuffer Shockwave Audio Command

Prestreams the first few seconds of a Shockwave audio member.

preLoadBuffer member("mySWA")

See Also: preLoadTime

See Chapter/Appendix: 21


preLoadEventAbort Memory Property

If this system property is set to TRUE, preloading stops when the user clicks the mouse or presses a key.

the preLoadEventAbort = TRUE

See Also: preLoad, preLoadMember

See Chapter/Appendix: 21


preLoadMember Memory Command

Begins preloading a member, a range of members, or all remaining members.

preLoadMember
preLoadMember "myMember"

See Also: preLoad

See Chapter/Appendix: 21


preLoadMode Memory Property

This cast library property can be set to 0 (load when needed), 1 (load Cast before frame 1), or 2 (load Cast after frame 1).

castLib("myCast").preLoadMode = 1

See Chapter/Appendix: 21

preLoadMovie

Memory

Command

Preloads the members used in the first frame of another movie. This smoothes the transition when you use go or play to jump to another movie.

preLoadMovie("myOtherMovie.dir")

See Chapter/Appendix: 21


preLoadNetThing Shockwave Command

Tells the browser to load an item into its cache. This can smooth playback when using gotoNetMovie or linked media.

preLoadNetThing("http://clevermedia.com/sample.dcr/")

See Also: netDone, downloadNetThing

See Chapter/Appendix: 22


preloadRam Digital Video Property

This system property specifies how much memory is available for preloading video. Measured in KB.

the preLoadRAM = 300

See Chapter/Appendix: 19


preLoadTime Shockwave Audio Property

The number of seconds of audio that should be buffered before sound starts playing.

member("mySWA").preLoadTime = 15

See Also: preLoadBuffer, play member

See Chapter/Appendix: 17


preMultiply 3D, Math Command

Performs a multiply on the first transform, before applying any other rotation or repositioning already in the transfom. This means that the rotation will happen before any repositioning.


preRotate, preScale, preTransform 3D, Math Command

Applies one of the operations to a transform before it takes into account the other factors of the transform.

myVector.preRotate(1,0,0)

prepareFrame Behaviors Event Handler

This handler is called just before Director draws the current frame.

on prepareFrame me
 sprite(me.spriteNum).locV = sprite(me.spriteNum).locV + 1
end

See Also: enterFrame, exitFrame, idle

See Chapter/Appendix: 14


prepareMovie Movie Event Handler

This handler is called just before Director creates behavior instances and draws the first frame.

on prepareMovie
 gMyGlobal = 42
end

See Also: on startMovie

See Chapter/Appendix: 13


previous Navigation Modifier

Refers to the previously labeled frame when used after a go command. If the current frame is not labeled, the most recent frame before the current one is the current frame label, and the one before that is the previous label that will be used by this command.

go previous

See Also: next, marker

See Chapter/Appendix: 13


primitives See getRendererServices


print, printAsBitmap Flash Command

This command will send the print or printAsBitmap command to the Flash movie in a sprite. If any frames in the Flash movie have been labeled "#p" then they will be printed. If no frames have been labeled "#p", then the whole movie will be printed. You can specify a target movie clip to be printed, and either #bframe or #bmax as the print boundary. #bframe will print each frame to a custom size while #bmax will determine the print boundary after looking at all of the frames.

sprite(1).print("myMovieClip",#bmax)

See Chapter/Appendix: 20


printFrom Misc Command

Enables you to print the Stage. You can specify a range of frames and a percentage (100, 50, or 25).

printFrom firstFrame,lastFrame, percent

productName System Property

Undocumented Lingo. Returns "Director".

put the productName
— "Director"

See Chapter/Appendix: 21


productVersion System Property

Undocumented Lingo. Returns "8.0".

put the productVersion
— "8.0"

See Also: version

See Chapter/Appendix: 21


projection 3D, Camera Property

You can set the projection of a camera to #perspective or #orthographic. The latter means that objects that are further from the camera do not appear smaller.

sprite(1).camera.projection = #orthographic

See Also: fieldOfView, orthoHeight, projectionAngle

See Chapter/Appendix: 39


projectionAngle 3D, Camera Property

Same as fieldOfView.


property OOP, Behaviors Command

Defines variables as properties of behaviors or parent scripts. Place in handlers, or outside all handlers in a script to declare it for use in all handlers in that script.

property pMyProperty, pMyOtherProperty

See Also: global

See Chapter/Appendix: 14


proxyServer Network Command

Sets the values for a proxy server to be used in a projector.

proxyServer serverType, ipAddress, portNum

See Chapter/Appendix: 22


ptToHotSpot QTVR Function

Returns the ID of a hotspot at a specified point.

put ptToHotSpot(sprite(7),the mouseLoc)

puppet Sprite Property

Returns TRUE if the sprite is under Lingo control.

sprite(7).puppet = TRUE

See Also: puppetSprite


puppetPalette Movie Command

Gives Lingo control of the Palette channel in the Score and enables it to assign a new palette.

puppetPalette "Rainbow", speed, nFrames

See Also: framePalette

See Chapter/Appendix: 26


puppetSound Sound Command

Takes control of a Sound channel and plays a sound in it. If no Sound channel number is given, it uses the next available Sound channel, but waits for the next frame to begin, or an updateStage command, before it starts.

puppetSound 1, "mySound"

See Also: sound, play, queue, frameSound1, frameSound2

See Chapter/Appendix: 17


puppetSprite Sprite Command

If set to TRUE, the sprite is placed under Lingo control and does not respond to changes in the Score until set to FALSE.

puppetSprite 7, TRUE

See Also: sprite, puppet


puppetTempo Movie Command

Takes control of the Tempo channel and sets it to a speed in frames per second.

puppetTempo 15

See Also: frameTempo

See Chapter/Appendix: 26


puppetTransition Movie Command

Cues up a transition to be used between the current frame and whichever frame is next.

puppetTransition 1, time, chunkSize, changeArea

See Also: frameTransition


purgePriority Member Property

Sets the purge priority of the member to 0 (Never), 1 (Last), 2 (Next), or 3 (Normal).

member("myMember").purgePriority = 1

See Chapter/Appendix: 21


put Misc Command

Places the result of the expression into the Message window. Can also be used with before, after, and into to insert characters into a string.

t = "Hello world"
put "." after t
put t
— "Hello world."
put "I said, " before t
put t
— "I said, Hello world."
put ":" into char 7 of t
put t
— "I said: Hello world."

See Also: after, before, into

See Chapter/Appendix: 16


qtRegisterAccessKey Digital Video Command

Enables you to use the access keys for QuickTime movies.

qtRegisterAccessKey(categoryString,keyString)

See Also: qtUnRegisterAccessKey

See Chapter/Appendix: 19


qtUnRegisterAccessKey Digital Video Command

Enables you to use the access keys for QuickTime movies.

qtUnRegisterAccessKey(categoryString,keyString)

See Also: qtRegisterAccessKey

See Chapter/Appendix: 19


quad Sprite Property

A list containing the four points that correspond to the four corners of a bitmap or text sprite.

sprite(7).quad = [point(0,0),point(20,10),point(20,30),point(0,40)]

See Also: rect, rotation, skew

See Chapter/Appendix: 18


quality Flash Property

Sets the quality for a Flash sprite or member. Possible values are #autoHigh, #autoLow, #high, or #low.

member("myFlash").quality = #high

See Chapter/Appendix: 20


quality 3D, Textures Property

You can set the quality of a texture to #low, #medium or #high. The default is #low. The #medium setting enabled bilinear mapping while the #high setting enabled #trilinear mapping.

sprite(1).member.texture("my texture").quality = #medium

See Also: nearFiltering

See Chapter/Appendix: 39


queue Sound Command

Adds a sound to the queue. This is a list of sounds that will play one by one when triggered by the play command. The following example features a complete sampling of all the optional parameters.

sound(1).queue([#member: member("mySound"), #preloadTime: 7000, 
#startTime: 0, #endTime: 9000, #loopStartTime: 3000, #loopEndTime: 7000, #loopCount: 3]) sound(1).play

See Also: play, preloadTime, startTime, endTime, loopStartTime, loopEndTime, loopCount, setPlayList

See Chapter/Appendix: 17


queue 3D, Animation Command

This command adds a bones player motion or a key frame animation to the queue for a model. It uses the same optional parameters at play.

sprite(1).member.model("my model").bonesPlayer.queue("my motion")

See Also: play, playNext, playRate

See Chapter/Appendix: 39


quickTimeVersion Digital Video Function

Returns a number, either 3.0 or higher, or 2.12 if the version is earlier than QuickTime 3.

put quickTimeVersion()
— 4.0300

See Chapter/Appendix: 19


quit System Command

Exits Director or a projector. Usually better to use halt in most situations.

quit

See Also: shutdown, restart, halt

See Chapter/Appendix: 21


QUOTE Strings Constant

Represents the quote character.

myString = "I said:"&&QUOTE&"Hello World."&QUOTE
put myString
— "I said: "Hello World.""

See Also: TAB, RETURN, numToChar

See Chapter/Appendix: 16


radius 3D, Primitives Property

This property of a sphere primitive resource determines the size of the primitive.

sprite(1).member.modelResource("my sphere resource").radius = 20

See Also: topRadius, bottomRadius

See Chapter/Appendix: 39


ramNeeded Memory Function

Takes a range of frames and returns the number of bytes of free memory needed to display them.

if ramNeeded(1,10) > the freeBlock then...

See Also: freeBytes, freeBlock, size

See Chapter/Appendix: 21


random Math Function

Returns a random number from 1 to the number given. To get another range or a floating point range, use this command and then add, subtract, or divide the result.

put random(10)
— 2
put random(10)
— 8
put random(10)
— 5

See Also: randomSeed

See Chapter/Appendix: 32


randomSeed Math Property

Specifies the number seed from which the random function operates. Setting it to a constant number produces an identical series of results from identical random functions.

the randomSeed = 42

See Also: random


randomVector 3D, Math Function

This function returns a random vector with a length of 1.

v = randomVector()
put v
— vector( -0.9193, -0.3644, 0.1487 )
put v.magnitude
— 1.0000

See Also: normalize

See Chapter/Appendix: 39


rateShift Sound Property

This undocumented property enables you to shift the pitch of a sound up or down by semitones. So, a rateShift of 1 shifts the sound of a middle C piano note to C sharp. The duration also changes as a result.

sound(1).queue([#member: member("mySound"), #rateShift: 1])
sounmd(1).play()

See Also: queue, sound, play

See Chapter/Appendix: 30


rawNew OOP Function

Works like the new function to create a new script object from a parent script. However, rawNew does not call the on new handler in the script.

myObject = script("myParent").rawNew()

See Also: new

See Chapter/Appendix: 23


recordFont Font Command

Embeds a font present on the system into a member.

recordFont(member("myFont"),font,face,sizeList,characterString)

See Chapter/Appendix: 18


rect Misc Object

An object with four elements, meant to represent a rectangle. It has four direct properties: left, top, right, and bottom. It also has the indirect properties of width and height.

myRect = rect(10,10,50,50)

See Also: point

See Chapter/Appendix: 18


rect Member, Sprite, MIAW Property

Represents the rectangle of the sprite on the Stage, the member size, or the MIAW location and size. Also has the subproperties of left, top, right, bottom, width, and height.

sprite(7).rect = rect(10,10,50,50)

See Also: point


rect 3D, Camera Property

This property defines the rectangular area of the camera view inside the 3D sprite. Normally, it is exactly the same as the rect of the 3D member, but you can adjust it to only show the view in a portion of the 3D sprite.

sprite(1).camera.rect = rect(0,0,100,100)

See Also: cameraPosition, cameraRotation

See Chapter/Appendix: 39


red Color Property

Extracts the red property from an rgb color object.

myColor = rgb("336699")
put myColor
— rgb( 51, 102, 153 )
put myColor.red
— 51

See Also: green, red, color, rgb

See Chapter/Appendix: 18


Strings ref

Property

Provides an object that can be used to refer to a chunk in a member.

myRef = member("myText").word[1]
myRef.fontSize = 14

See Chapter/Appendix: 16


3D, Shader reflectionMap Property

The texture to use for reflection mapping in a shader.

sprite(1).member.shader("my shader").reflectionMap = sprite(1).member.texture("my texture")

See Also: textureModeList, glossMap, diffuseLightMap, specularLightMap


reflectivity 3D, Shader Property

Controls the shininess of the default shader for the member. The default is 0.

sprite(1).member.shininess = 50

See Also: diffuseColor, specularColor

See Chapter/Appendix: 39


region 3D, Particle System Property

This list of vectors defines the region where the particles eminate from. If it is a single vector, then the particles come from that single point. If it is two vectors, then the particles come from random positions along the line. If it is four vectors, then the particles come from inside the 3D space defined by the four vectors.

sprite(1).member.modelResource("my particle system").emitter.region = [vector(0,0,0)]

See Also: emitter

See Chapter/Appendix: 39


registerForEvent 3D, Collision Detection Command

This command sets the handler that will be called when a collision occurs. It can also be used to notify a handler when animation starts or stops.

The first parameter must be either #collideAny, #collideWith, #animationStarted, #animationEnded or #timeMS.

The second parameter is the name of the handler, represented as a symbol like #myHandler. The third parameters is a reference to a script object, like me when used in a behavior. Use 0 to have the callback contact a movie script handler.

If you are using the #collideWith event, then a fourth parameter is the reference to the model that the collision must take place with.

The #timeMS property will make this command work like a regular Lingo timeout. The fourth, fifth and sixth parameters will then be the beginning time for the first event, the period between subsequent events, and the number of events to generate. For instance, the values of 1000, 500 and 3 will mean that the handler will be called 1000 milliseconds after the command, then at 1,500 and 2,000 milliseconds. If the last parameter is 0, then the event continues to be called indefinitely.

sprite(1).member.registerForEvent(#collideAny,#myCollisionHandler,me)
sprite(1).member.registerForEvent(#timeMS,#myTimerHandler,0,1000,500,3)

See Also: registerScript, setCollisionCallback, unregisterAllEvents

See Chapter/Appendix: 39


registerScript 3D, Collision Detection Command

This is the same as registerForEvent except that a specific model is specified, rather than the whole member.

sprite(1).member.model("my model").registerScript(#collideAny,#myCollisionHandler,me)

See Also: registerForEvent, setCollisionCallback

See Chapter/Appendix: 39


regPoint Bitmap, Vector, Flash Property

The point in the member that corresponds to the location point on the Stage. It usually defaults to the center, but can be changed in editing windows and with this property.

member("myBitmap").regPoint = point(0,0)

See Also: centerRegPoint

See Chapter/Appendix: 18


regPoint 3D, Camera Property

You can set the registration point of a camera's backdrop or overlay.

sprite(1).camera.backdrop[1].regpoint = regPoint = point(10,10)

See Also: addBackdrop, addOverlay

See Chapter/Appendix: 39


regPointVertex Vector Property

If a nonzero value is used, that number is used as the vertex point in the vector shape that also represents the registration point.

member("myVector").regPointVertex = 7

See Also: regPoint, centerRegPoint

See Chapter/Appendix: 20


removeBackdrop 3D, Camera Command

Removes a backdrop from the camera.

sprite(1).camera.removeBackdrop(1)

See Also: addBackdrop

See Chapter/Appendix: 39


removeFromWorld 3D, Models Command

Removes a model or other object from the 3D world. The object remains in the member, but it is not visible. You can bring it back by using addToWorld.

sprite(1).member.model("my model").removeFromWorld()

See Also: addToWorld, deleteModel

See Chapter/Appendix: 39


removeLast 3D, Animation Command

Removes the last item from the queue of a bones player motion or keyframe player animation.

sprite(1).member.model("my model").bonesPlayer.removeLast()

See Also: play, queue

See Chapter/Appendix: 39


removeModifier 3D, Modifiers Command

Removes a modifer, such as inker, toon, mesh deform or collision detection, from a model.

sprite(1).member.model("my model").removeModifier(#collision)

See Also: addModifier

See Chapter/Appendix: 39


removeOverlay 3D, Camera Command

Removes an overlayfrom the camera.

sprite(1).camera.removeOverlay(1)

See Also: addOverlay

See Chapter/Appendix: 39


renderer See getRendererServices


rendererDeviceList See getRendererServices


renderFormat 3D, Texture Property

Allows you to set the color depth used to render the texture. The highest quality value is #rgba8888, which equals 8 bits of data for the red, green, blue and alpha channels. You can also use the values #rgba8880, #rgba5650, #rgba5550, #rgba5551, and #rgba4444. Using a lower setting will mean less memory is used for the texture.

sprite(1).member.texture("my texture").renderFormat = #rgba4444

See Also: getRendererServices

See Chapter/Appendix: 39


renderStyle 3D, Shader Property

You can set the shader to render using #wire for wireframe or #point for dots at each vertex. The default, #fill, is normal shading using colors and textures. #wire and #point are sometimes not available with different hardware or 3D drivers.

sprite(1).member.shader("my shader").renderStyle = #wire

See Chapter/Appendix: 39


repeat Programming Structure

Used to create a loop. Needs to use a while to repeat until a condition is FALSE, a with to repeat through a series of numbers, a with...down to to repeat backward, or a with... in to loop through a list of values.

repeat with i = 1 to 10
 ...
end repeat

repeat while x < 6
 ...
end repeat

repeat with i = 10 down to 1
 ...
end repeat

repeat with I in [5,8,3]
 ...
end repeat

See Also: exit repeat, next repeat

See Chapter/Appendix: 13


resetWorld 3D, Misc Command

This command reverts everything in the world to the original values stored in the 3D member. It will reset any changes you have made via Lingo or behaviors. The result is a 3D world that will look just like it would if you quit and restarted Director.

sprite(1).member.resetWorld()

See Also: revertToWorldDefautls

See Chapter/Appendix: 39


resizeWindow MIAW Event Handler

This handler is called when the MIAW is resized by the user.

on resizeWindow
 sound(1).play(member("resizeSound"))
end

See Also: drawRect, sourceRect, moveWindow

See Chapter/Appendix: 24


resolution 3D, Primitives Property

Allows you to adjust the number of polygons used in a sphere or cylinder primitive.

sprite(1).member.modelResource("my sphere resource").resolution = 20

See Also: numSegments

See Chapter/Appendix: 39


resolve 3D, Collision Detection Property

The default value of resolve is TRUE, which means that collisions through the collision modifier will stop the movement of both objects involved. Set this to FALSE to allow the objects to continue instead, although collision reporting will remain active.

sprite(1).member.mode("my model").collision.resolve = FALSE

See Also: addModifier, collision

See Chapter/Appendix: 39


resolveA, resolveB See collisionData

resource 3D, Primitives Property

You can access and even change the model resource used to create a model.

sprite(1).member.model("my model").resource = myModelResource

See Also: newModelResource, newModel

See Chapter/Appendix: 39


restart System Command

On the Mac, this restarts the computer. In Windows, it just quits the projector.

restart

See Also: quit, halt, shutDown

See Chapter/Appendix: 21 result

Programming


restart Property

This system property contains the return value of the last function called.

addTwoNumbers(4,5)
put the result
— 9

See Also: return


resume sprite Animated GIF Command

Resumes a stopped animated GIF.

resume sprite(7)

See Also: pause sprite, rewind sprite


return Programming Command

In a handler, this command exits the handler and returns a value to the command that called it.

return TRUE

See Also: on, result

See Chapter/Appendix: 12, 13


RETURN Strings Constant

Represents the return character. The same as numToChar(13).

myString = "Hello World."&RETURN

See Also: TAB, QUOTE, numToChar

See Chapter/Appendix: 16


revertToWorldDefaults 3D, Misc Command

Reverts the member to its original state. This will get rid of any changes made with Lingo or Behaviors, as well as any changes made through the property inspector.

sprite(1).member.revertToWorldDefaults()

See Also: resetWorld

See Chapter/Appendix: 30


rewind Sound Command

Restarts the current sound. If a list of sounds is queued, the current sound is restarted and the list continues from there.

sound(1).rewind()

See Also: play, queue

See Chapter/Appendix: 17 rewind sprite

Flash, Animated GIF

Command

Rewinds a Flash or animated GIF to its frame 1.

resume sprite(7)

See Also: pause sprite, rewind sprite

See Chapter/Appendix: 20


rgb Color Object

A color object that is specified by a red, green, and blue value. It can also take a string, such as "#FFFFFF" or "FFFFFF" and convert it to the normal format. Its properties can also be accessed with red, green, and blue properties.

myColor = rgb(255,255,255)
myColor = rgb("#FFFFFF")

See Also: color, paletteIndex,

See Chapter/Appendix: 18


right Sprite, Misc Property

Returns the right-side location of a sprite. Can also be used as a property of rect objects.

x = sprite(7).right
x = myRect.right

See Also: width, left top, bottom, rect

See Chapter/Appendix: 18


right 3D, Primitives Property

Whether the right side of a 3D box primitive is present or not.

sprite(1).member.modelResource("my box resource").right = FALSE

See Also: back, front, right, top, bottom, topCap, bottomCap, newModelResource


rightIndent Text Property

Used to set the number of pi XEls for a right indent for a whole text member, or a chunk inside one.

member("myText").line[5..6].rightIndent = 18

See Also: leftIndent, firstIndent

See Chapter/Appendix: 16


rightMouseDown Behaviors Event Handler

The same as mouseDown, but with the right mouse button in Windows. Can also be used as the rightMouseDown in the same way as the mouseDown.

on rightMouseDown me
 go to frame "help"
end

See Also: mouseDown, emulateMultiButtonMouse


rightMouseUp Behaviors Event Handler

The same as mouseUp, but with the right mouse button in Windows. Can also be used as the rightMouseUp in the same way as the mouseUp.

on rightMouseUp me
 go to frame "help"
end

See Also: mouseUp, emulateMultiButtonMouse


rollOver Mouse Function

When given a sprite number, it returns TRUE if the cursor is in the sprite's area.

if rollover(7) then...

See Also: mouseEnter, mouseLeave, mouseWithin

See Chapter/Appendix: 15


rollOver Mouse Property

Returns the number of the sprite directly under the cursor.

if the rollover = 7 then...

See Also: mouseEnter, mouseLeave, mouseWithin, mouseMember

See Chapter/Appendix: 15


romanLingo System Property

Usually set to FALSE. Needs to be set to TRUE to deal with special character sets, such as some Mac Japanese fonts.

the romanLingo = TRUE

See Also: inlineImeEnabled


rootLock 3D, Animation Property

If TRUE, then the model will not move as a result of a bones player motion or a keyframe player animation. Other actions, such as rotation, will still happen.

sprite(1).member.model("my model").bonesPlayer.rootLock = TRUE

rootNode 3D, Camera Property

This defines which models and other objects are shown by a camera. Typically, a camera's rootNode is group("world"), which means that everything is shown. But if you want to limit the camera to only show certain models, then you can assign another rootNode which means that only objects that are children of that model or group will be visible.

sprite(1).camera.rootNode = sprite(1).member.model("my model")

See Also: addChild

See Chapter/Appendix: 39


rotate 3D, Models Command

This command will rotate a model by a vector containing degrees of rotation. Alternatively, you can supply three parameters: the rotation amounts in all three a XEs. A parameter at the end can be set to #self, #parent, #world or any model or other object to define what the rotation is relative to.

sprite(1).member.model("my model").rotate(vector(90,0,0))
sprite(1).member.model("my model").rotate(90,0,0)

See Also: translate, rotation

See Chapter/Appendix: 39


rotation Sprite Property

Sets the rotation of a sprite, in degrees. Works with bitmaps, vectors, Flash, text, and some other types.

sprite(7).rotation = 60

See Also: skew, rect, quad

See Chapter/Appendix: 18


rotation 3D, Models, Camera, Shader Property

The rotation property of any transform will return the angle that the model or other object is facing. You can set this property as well. The camera backdrop and overlays, as well as the engraver shader, can also use this property to set their angle.

sprite(1).member.model("my model").transform.rotation = vector(0,90,0)

See Also: transform, position

See Chapter/Appendix: 39


rotationReset 3D, Animation Property

If TRUE, then the rotational changes during a bones player motion or keyframe player animation are reset when the animation is done.

sprite(1).member.model("my model").bonesPlayer.rotationReset= TRUE

See Also: positionReset

See Chapter/Appendix: 39


runMode System Property

Returns "Author", "Projector", "BrowserPlugin", or "Java Applet".

put the runMode

See Also: environment, platform

See Chapter/Appendix: 21


runPropertyDialog Behaviors Event Handler

This handler is called when the author adds a behavior to a sprite. If this handler is not there, the Parameters dialog box is presented instead.

on runPropertyDialog me
 alert "Remember to include all parameters!"
end

See Also: getPropertyDescriptionList

See Chapter/Appendix: 14


safePlayer Shockwave Property

When set to TRUE, Director simulates the security restrictions imposed on Shockwave in a browser.

the safePlayer = TRUE

See Chapter/Appendix: 22


sampleCount Sound Property

Returns the number of samples of the sound currently playing.

if sound(1).sampleCount > 22050 then...

See Also: sampleRate, sampleSize

See Chapter/Appendix: 17


sampleRate Sound Property

Returns the sample frequency of the sound currently playing.

if sound(1).sampleRate > 22050 then...

See Also: sampleCount, sampleSize

See Chapter/Appendix: 17


sampleSize Sound Property

Returns the bit depth of the SWA member. Usually 8 or 16.

if sound(1).sampleSize > 8 then...

See Also: sampleCount, sampleRate

See Chapter/Appendix: 17


save castLib Casts Property

Saves the external cast library specified. If a second parameter is used, it saves it to a new file.

save castLib("myCast"), myPath

See Also: saveMovie


savedLocal Movie Event Handler

For future use.

See Also: allowSaveLocal


saveMovie Movie Command

Saves the current movie. If a pathname is specified, it saves the movie to a new file.

saveMovie myNewPath

See Also: save castLib


scale Flash, Vector, Digital Video Property

For Flash or vector shapes, it uses a floating point number. For QuickTime sprites or members, it uses a list with horizontal and vertical scaling numbers.

sprite(7).scale = 1.5
member("myQuickTime").scale = [1.5,1.5]

See Also: scaleMode, originMode

See Chapter/Appendix: 19, 20


scale 3D, Models Property, Command

This is both a property and command for models and other objects. As part of the transform property, you can set the scale of an object. Or, you can issue the scale command to change the scaling of an object.

sprite(1).member.model("my model").transform.scale = vector(1,1,1)
sprite(1).member.model("my model").scale(2,2,2)

See Also: translate, rotate, transform, position, rotation

See Chapter/Appendix: 39


scale 3D, Camera Property

You can adjust the scale of a backdrop or overlay.

sprite(1).camera.backdrop[1].scale = .5

See Also: backdrop, overlay

See Chapter/Appendix: 39


scaleMode Flash, Vector Property

Controls how Flash and vector shape members scale. Possible values are #showAll, #noBorder, #exactFit, #noScale, and #autoSize.

member("myFlash").scaleMode = #autoSize

See Also: scale

See Chapter/Appendix: 20


score Movie Property

This property represents the Score itself. It's the same object type as the media property for a film loop member.

member("myFilmLoop").media = the Score

See Also: media

See Chapter/Appendix: 26


scoreColor Score Recording Property

Enables you to specify the color used by a sprite in the Score window. Values range from 0 to 5 and match the color chips in the Score window. Can be used during authoring and Score recording.

sprite(7).scoreColor = 1

See Chapter/Appendix: 26


scoreSelection Score Recording Property

This property returns a list of lists that contains all the sprites selected in the Score window. Channels above Channel 1, such as the Frame Script channel, are represented by numbers -5 to 0.

put the scoreSelection
— [[1, 1, 1, 1]]

See Also: selection

See Chapter/Appendix: 26


script Menu Property

The script associated with a menu item. You must use old (not dot) syntax to access this script.

set the script of menuItem 4 of menu 2 = "quit"

See Also: installMenu

See Chapter/Appendix: 21


scriptInstanceList Behaviors Property

Returns a list with all the behaviors attached to a sprite. You can use add to add a new behavior. This property is valid only when the movie is running.

add sprite(7).scriptInstanceList, new(script "myBehavior")

See Also: scriptNum, sendSprite, setScriptList, scriptList


scriptList Behaviors Property

Undocumented Lingo. Returns a list with the behaviors attached to a sprite and the parameter values.

put sprite(7).scriptList

See Also: scriptInstanceList, setScriptList

See Chapter/Appendix: 26


scriptNum Score Recording Property

Enables you to set one script to be used by a sprite during Score recording. Made obsolete by the setScriptList command.

sprite(7).scriptNum = 2

See Also: setScriptList, getScriptList

See Chapter/Appendix: 26


scriptsEnabled Linked Movies Property

If FALSE, the linked movie plays just as an animation, without using any of its scripts.

member("myLinkedMovie").scriptsEnabled = FALSE

See Chapter/Appendix: 24


scriptText Script Property

Returns the text of a script member. You can set this too.

myScript = member("myScript").scriptText

scriptType Script Property

Returns the script type, #movie, #score (behavior), or #parent.

if member("myScript").scriptType = #parent then...

scrollByLine Text, Field Command

Scrolls the text or field member up or down by lines. Use negative numbers to scroll up.

scrollByLine(member("myText"),2)

See Also: scrollTop, scrollByPage

See Chapter/Appendix: 16


scrollByPage Text, Field Command

Scrolls the text or field member up or down by pages. Use negative numbers to scroll up.

scrollByPage(member("myText"),2)

See Also: scrollTop, scrollByLine

See Chapter/Appendix: 16


scrollTop Text, Field Property

The number of pi XEls in a text or field member that are above the visible area on the Stage. A setting of 0 resets a scrolling member to the top.

member("myText").scrollTop = 0

See Also: scrollByLine, scrollByPage, pageHeight

See Chapter/Appendix: 16


sds 3D, Subdivision Surfaces Modifier

Once you add this modifier to a model, you can then access and use the subdivision surfaces property. You can use this to bring out more detail in a model.

sprite(1).member.model("my model")addModifier(#sds)
sprite(1).member.model("my model").sds.subdivision = #adapative

See Also: enabled, depth, error, subdivision, addModifier, lod

See Chapter/Appendix: 39


searchCurrentFolder System Property

If TRUE, the current folder is searched when Director is looking for files.

the searchCurrentFolder = TRUE

See Also: searchPaths


searchPaths System Property

A list of pathnames that Director uses to look for files such as linked media.

the searchPaths = [the moviePath, the applicationPath, "c:\mystuff\"]

See Also: searchCurrentFolder


seconds Date & Time Property

A property of a date object. When the date object is taken from the systemDate, it returns the number of seconds since the beginning of that day. Also works for the modifiedDate and the creationDate of members.

d = the systemDate
put d
— date( 2000, 3, 22 )
put d.seconds
— 77475

See Also: day, month, year, date, time

See Chapter/Appendix: 21


selectedText Text Property

Returns a reference to the current selection in a text member.

if member("myText").selectedText = "test" then...

See Also: ref, selection, selStart, selEnd, hilite

See Chapter/Appendix: 16


selection Text, Field Property

For text members, returns a two-item list with the first and last character positions selected. Also, as a system property, returns the text of the current selection in a field member.

put member(674,2).selection
— [286, 292]
put the selection
— "Some Text"

See Also: selStart, selEnd, hilite

See Chapter/Appendix: 16


selection Casts Property

Returns a list of selected items in a cast library. Useful for making developer tools.

put castLib(2).selection
— [[672, 673], [675, 675]]

See Chapter/Appendix: 26


selEnd Field Property

This system property returns the position of the last character selected if there is a selection in an editable field.

put the selEnd
— 6

See Also: selStart, selection, hilite

See Chapter/Appendix: 16


selStart Field Property

This system property returns the position of the first character selected if there is a selection in an editable field.

put the selStart
— 16

See Also: selEnd, selection, hilite

See Chapter/Appendix: 16


sendAllSprites Behaviors Command

Sends a message to all sprites. This message activates event handlers of the same name in behaviors attached to the sprites.

sendAllSprites(#myHandler,myParam)

See Also: sendSprite

See Chapter/Appendix: 14


sendEvent 3D, Misc Command

You can send events to models that have used the registerForEvent or registerScript commands to be aware of such events. You can make up the name of the event so long as it is the same name as what the models are expecting.

sprite(1).member.registerForEvent(#myEvent,#myEventHandler,0)
sprite(1).member.sendEvent(#myEvent)

See Also: registerForEvent, registerScript

See Chapter/Appendix: 39


sendSprite Behaviors Command

Sends a message to a sprite. This message activates event handlers of the same name in behaviors attached to the sprite.


sendXML Flash Handler

This handler is called when the Flash movie uses the "sendXML" ActionScript command. You get the sendXMLstring, window and postdata parameters that are set in the ActionScript code.

on sendXML me, sendXMLstring, window, postdata
 — other code here
end

See Chapter/Appendix: 20

Syntax Sample sendSprite(sprite 7,#myHandler, myParam)

See Also: sendAllSprite

See Chapter/Appendix: 14


serialNumber System Property

Returns the serial number of the Director application.

put the serialNumber
— "WDM800-00000-00000-00000"

See Also: userName


set Programming Command

Old syntax used to set variable values and property values. In Director 8, it isn't required but can still be used.

set myVariable = 7
set sprite(7).loc = point(40,50)

setAlpha Image Command

Sets the Alpha channel of a 32-bit image to either a number or an 8-bit grayscale alpha image object. Using a number between 0 and 255 sets a uniform Alpha channel for the image. The alpha image object enables you to create a more complex Alpha channel, and must be created by using the extractAlpha command.

myImage = member("picture").image
myImage.setAlpha(128)
myAlpha = member("alpha").extractAlpha()
myImage = member("picture").image
myImage.setAlpha(myAlpha)

See Also: extractAlpha, useAlpha

See Chapter/Appendix: 18


setaProp List Command

Sets a property value in a property list. If the property does not exist, it creates it instead.

list = [#a: 5, #b: 8, #c: 12]
setaProp(list,#a,7)
put list
— [#a: 7, #b: 8, #c: 12]
list.setaProp(#b,9)
put list
— [#a: 7, #b: 9, #c: 12]
list.setaProp(#d,15)
put list
— [#a: 7, #b: 9, #c: 12, #d: 15]

See Also: setProp, addProp, getaProp, getProp

See Chapter/Appendix: 13


setAt List Command

Sets an item in a list to a new value.

list = [4,7,8,9]
setAt(list,2,3)
put list
— [4, 3, 8, 9]
list.setAt(3,1)
put list
— [4, 3, 1, 9]

See Also: add, append, getAt

See Chapter/Appendix: 13


setCollisionCallback 3D, Collision Detection Command

This is a shortcut for registerScript. It allows you to quickly set the #collideWith event for that specific model.

sprite(1).member.model("my model").collision.setCollisionCallback(#myCollisionHandler,me)

See Also: registerScript, collision

See Chapter/Appendix: 39


setContents Text Command

This undocumented syntax enables you to replace the text in a text member.

member("myText").setContents(myNewString)

See Also: put into

See Chapter/Appendix: 16


setContentsAfter Text Command

This undocumented syntax enables you to place text after a chunk in a text member.

member("myText").char[2].setContentsAfter(myNewString)

See Also: put after

See Chapter/Appendix: 16


setContentsBefore Text Command

This undocumented syntax enables you to place text before a chunk in a text member.

member("myText").char[2].setContentsBefore(myNewString)

See Also: put before


setFlashProperty Flash Function

Acts like a setProperty action command in Flash and sets the property value from the Flash movie. Possible properties are #posX, #posY, #scaleX, #scaleY, #visible, #rotate, #alpha, #name, #width, #height, #target, #url, #dropTarget, #totalFrames, #currentFrame, and #lastframeLoaded. The first parameter is the target name, which you can leave as an empty string if you want to get a property at the global level. The second parameter is the property name. The third parameter is the new value.

sprite(7).setFlashProperty("bouncing ball",#posX,ballX)

See Also: getFlashProperty

See Chapter/Appendix: 20


setPi XEl Image Command

You can set a pi XEl in an image object to a color.

member("myBitmap").setPi XEl(x,y,rgb("FF0000"))
member("myBitmap").setPi XEl(point(x,y),rgb("FF0000"))

See Also: getPi XEl

See Chapter/Appendix: draw, fill, copyPi XEls, getPi XEl, image


setPlayList Sound Command

Enables you to set the entire play list for a sound in one shot.

sound(1).setPlayList([[#member: member("intro")], [#member: member("mySound"), 
#preloadTime: 7000, #startTime: 0, #endTime: 9000, #loopStartTime: 3000, #loopEndTime: 7000, #loopCount: 3]])

See Also: queue, play

See Chapter/Appendix: 17


setPref Shockwave Command

Sets a preference file's contents. Preference files are used in Shockwave to store "cookies" of information without creating a security risk.

setPref("clevermediaGame1",myPrefString)

See Also: getPref

See Chapter/Appendix: 22


setProp List Command

Sets a property value in a property list. If the property does not exist, it generates an error message.

list = [#a: 5, #b: 8, #c: 12]
setProp(list,#a,7)
put list
— [#a: 7, #b: 8, #c: 12]
list.setProp(#b,9)
put list
— [#a: 7, #b: 9, #c: 12]

See Also: setaProp, addProp, getProp

See Chapter/Appendix: 13


setScriptList Score Recording Command

Enables you to set the scripts assigned to a sprite. Must be used during author time, but not inside a Score recording session. Parameters must be encased inside quotation marks for some reason, as shown by the syntax sample.

sprite(1).setScriptList = [[member("myBehavior"), "[#myProp: 1]"]]

See Also: scriptList

See Chapter/Appendix: 26


setTrackEnabled Digital Video Command

Sets whether a video sprite's tracks are enabled.

setTrackEnabled(sprite 7, myTrack,TRUE)

See Also: trackEnabled

See Chapter/Appendix: 19


setVariable Flash Command

Sets a variable inside a Flash sprite.

sprite(7).setVariable("myVar",3)

See Also: getVariable, getFlashProperty

See Chapter/Appendix: 20


shader 3D, Shaders Object

This refers to a shader object in a member. Shaders can be created and then applied to surfaces of models. You can have a shader that reflects light using certain colors, or you can assign a texture to a shader to use a bitmap. Shaders can be #standard, #painter, #engraver, or #newsprint.

myShader = sprite(1).member.newShader("my shader",#standard)
sprite(1).member.model("my model").shaderList[1] = myShader

See Also: newShader, texture, shaderList

See Chapter/Appendix: 39


shaderList 3D, Shaders Property

This list refers to the shader objects assigned to various faces in a model. You can use count to find out how many shaders are used by a model. Rather than using shaderList as a list, you can assign a shader to every surface of a model by using shaderList as a regular property.

n = sprite(1).member.model("my model").shaderList.count
sprite(1).member.model("my model").shaderList[1] = myShader
sprite(1).member.model("my model").shaderList = myShader

See Also: shader

See Chapter/Appendix: 39


shadowPercentage 3D, Shader Property

This defines the percentage of available colors to use for shadows with the toon modifier or painter shader.

sprite(1).member.model("my model").toon.shadowPercentage = 50

See Also: colorSteps, shadowStrength, toon

See Chapter/Appendix: 39


shadowStrength 3D, Shader Property

The brightness of shadows in the toon modifier or painter shader.

sprite(1).member.model("my model").toon.shadowStrength = 2

See Also: shadowPercentage, toon

See Chapter/Appendix: 39


shapeType Shape Property

Enables you to set the shape type to #rect, #roundRect, oval, or #line.

member("myShape").shapeType = #rect

See Also: filled

See Chapter/Appendix: 20


shiftDown Keyboard Property

Returns TRUE if the user is holding down the Shift key.

if the shiftDown then...

See Also: controlDown, optionDown, commandDown, keyPressed

See Chapter/Appendix: 16


shininess 3D, Shader Property

The percentage of a shader surface that shows highlights. The default setting is 30.

sprite(1).member.shader("my shader").shininess = 50

See Chapter/Appendix: 39


silhouettes 3D, Inker Property

Whether or not silhouette lines are drawn when using the toon modifier or inker.

sprite(1).member.model("my model").toon.silhouettes = TRUE

See Also: creases, creaseAngle, lineColor, boundary

See Chapter/Appendix: 39


short Date & Time Modifier

Modifies the date and time properties.

put the short date
— "3/22/00"
put the short time
— "10:04 PM"

See Also: date, time

See Chapter/Appendix: 21


showGlobals Movie Command

Displays all the global variables and their values in the Message window.

showGlobals

See Also: clearGlobals, showLocals


showLocals Movie Command

When called from inside a handler, this command displays all the local variables and their values in the Message window.

showLocals

See Also: showGlobals


showProps Flash, Vector, Sound Command

Displays a list of the properties in a Flash, vector shape, or sound member in the Message window.

showProps member("myVector")

See Chapter/Appendix: 17, 20


showResFile Xtras Command

Shows the resources in an open Xtra. Works on only the Mac.

showResFile "FileIO"

See Also: openXlib, showXlib

See Chapter/Appendix: 25


showXLib Xtras Command

Displays a list of all open Xtras in the Message window.

showXlib

See Also: openXlib

See Chapter/Appendix: 25


shutDown System Command

On the Mac, this shuts down the computer. In Windows, it quits just the projector.

shutDown

See Also: quit, halt, restart

See Chapter/Appendix: 21


sin Math Function

Returns the sine of an angle. Angle must be in radians.

put sin(pi()/4)
— 0.7071

See Also: cos, tan, atan, PI

See Chapter/Appendix: 13


size Member Property

Returns the size of the member, in bytes.

if member("myMember").size > the freeBlock then...

See Chapter/Appendix: 21


sizeRange.start, sizeRange.end 3D, Particle Systems Property

You can define the starting and ending size of the particles. The default for each is 1.

sprite(1).member.modelResource("my model resource").sizeRange.start = 5
sprite(1).member.modelResource("my model resource").sizeRange.end = 1

See Also: blendRange, colorRange, numParticles

See Chapter/Appendix: 39


skew Sprite Property

Returns the skew angle of a sprite.

sprite(7).skew = 90

See Also: rotation, quad, flipV, flipH

See Chapter/Appendix: 18


smoothness 3D, Text Property

This property allows you to adjust the number of polygons used to create 3D text. The default is 5, but you can set it as low as 1 or high as 10.

sprite(1).member.smoothness = 3

See Also: extrude3D

See Chapter/Appendix: 39


sort List Command

Sorts a linear list by value, or a property list by property. After the list is sorted, the add and addProp commands insert the new item at the proper location.

list = [6, 5, 1, 9]
sort list
put list
— [1, 5, 6, 9]
add list, 7
put list
— [1, 5, 6, 7, 9]

See Also: add, addProp

See Chapter/Appendix: 13


sound Linked Movies, Digital Video, Flash Property

If TRUE, the member's sound is enabled. Otherwise, it is silent.

member("myVideo").sound = FALSE

See Chapter/Appendix: 24, 19, 20


sound Sound Object

Defines a sound object, which corresponds directly to a Sound channel (1 to 8). You can queue sound members into a sound, play the sound, and perform a number of other operations on a playing sound.

sound(1).queue([#member: member("mySound), #loopCount: 3])
sound(1).play()

See Also: queue, play, breakLoop, pause, rewind

See Chapter/Appendix: 19, 20, 24


sound fadeIn Sound Command

Fades in a sound in a channel for a specific number of ticks. Made obsolete by the fadeIn command.

sound fadeIn 1, 60

See Also: fadeIn, fadeOut, fadeTo

See Chapter/Appendix: 17


sound fadeOut Sound Command

Fades out a sound in a channel for a specific number of ticks. Made obsolete by the fadeOut command.

sound fadeOut 1, 60

See Also: fadeIn, fadeOut, fadeTo

See Chapter/Appendix: 17


sound playFile Sound Command

Plays an external sound file in a specific Sound channel. Leave off the second parameter to have it play back in the first available channel.

sound playFile myFile, 1

See Also: sound stop, puppetSound, sound, play

See Chapter/Appendix: 17


sound stop Sound Command

Stops a sound playing in a specific Sound channel.

sound stop 1

See Also: sound playFile, puppetSound

See Chapter/Appendix: 17


soundBusy Sound Function

Tests to see whether a Sound channel is currently playing a sound. Made obsolete by the isBusy property.

if soundBusy(1) then...

See Also: isBusy

See Chapter/Appendix: 17


soundChannel Shockwave Audio Property

Specifies the Sound channel used by the Shockwave audio member. If the value is 0, the first available channel is used.

member("mySWA").soundChannel = 0

See Chapter/Appendix: 17


soundDevice Sound Property

This system property determines which computer driver is used to play and mix sound. In Windows you have a choice: MacroMix, DirectSound, or QT3Mix. Always set this to DirectSound, which mi XEs better, or QT3Mix, which requires QuickTime 3. If the user doesn't have QuickTime or DirectSound, MacroMix is used instead.

if getOne(the soundDeviceList,"DirectSound") then
 the soundDevice = "DirectSound"
end if

See Also: soundDeviceList

See Chapter/Appendix: 17


soundDeviceList Sound Property

Returns a list of all available sound drivers. If a Windows user has DirectX and QuickTime 3, it should return ["MacroMix", "DirectSound", "QT3Mix"].

put the soundDeviceList

See Also: soundDevice

See Chapter/Appendix: 17


soundEnabled Sound Property

This system property can be set to FALSE to mute all sound.

the soundEnabled = FALSE

See Also: volume, soundLevel

See Chapter/Appendix: 17


soundKeepDevice Sound Property

If TRUE, which is the default, the movie keeps control of the computer's sound device to enable smoother playback of sounds. Setting it to FALSE may help some Windows computers play sounds from other applications while the movie is running.

the soundKeepDevice = TRUE

See Also: soundDevice

See Chapter/Appendix: 17


soundLevel Sound Property

This system property can have a range of 0 to 7 and controls the volume for the entire computer. However, in practice, many Windows machines do not respond to this property.

the soundLevel = 5

See Also: volume, soundEnabled

See Chapter/Appendix: 17


soundMixMedia Flash Property

When the Windows-only property is TRUE, Flash member sounds are mi XEd with other movie sounds. This could produce slightly different results than what you hear with Flash alone. If set to FALSE, Flash sound might improve, but you won't be able to play other movie sounds at the same time.

the soundMixMedia = TRUE

See Chapter/Appendix: 20


source 3D, Camera Property

You can set the texture used by a backdrop or overlay.

sprite(1).camera.backdrop[1].source = myTexture

See Also: backdrop, overlay

See Chapter/Appendix: 39


sourceRect MIAW Property

The original Stage rect of a movie. This is the way it's set in the property inspector and is independent of any movement or stretching of the Stage window in the authoring environment. It is where the movie will appear when played in a projector, or when playing as a MIAW.

myRect = (the stage).sourceRect

See Also: drawRect, rect, the stage

See Chapter/Appendix: 21


SPACE Strings Constant

The equivalent to a space character: " " or numToChar(32).

myString = "Hello"&SPACE&"World."
put myString
— "Hello World."

See Also: COMMA, QUOTE, TAB, RETURN

See Chapter/Appendix: 16


specular 3D, Lights Property

Whether or not the light creates highlights on surfaces.

sprite(1).member.light("my light").specular = TRUE

See Also: shininess, specularLightMap

See Chapter/Appendix: 39


specular 3D, Shader Property

The color of the highlight on a shader.

sprite(1).member.shader("my shader").specular = rgb("FF0000")

See Also: shininess, specularColor

See Chapter/Appendix: 39


specularColor 3D, Shader Property

The specular setting for the first shader in a member.

sprite(1).member.specularColor = rgb("FF0000")

See Also: specular

See Chapter/Appendix: 39


specularLightMap 3D, Shader Property

The texture to be used to render the highlights on a shader.

sprite(1).member.shader("my shader").specularLightMap = myTexture

See Also: specular, diffuseLightMap

See Chapter/Appendix: 39


spotAngle 3D, Light Property

The angle of the cone of light coming from a #spot light.

sprite(1).member.light("my light").spotAngle = 15

See Also: newLight, spotDecay

See Chapter/Appendix: 39


spotDecay 3D, Light Property

Whether or not the intensity of a #spot light decreases as the ligh gets further from the light source. The default is FALSE.

sprite(1).member.light("my light").spotDecay = TRUE

See Also: spotAngle, newLight

See Chapter/Appendix: 39


sprite Sprite Object

Defines a sprite object. Sprites can be referenced only by number, but you can then set variables to represent them.

mySprite = sprite(7)
mySprite.loc = point(50,60)

See Also: member, spriteNum


spriteNum Behaviors Property

The sprite number to which a behavior is attached.

if me.spriteNum = 7 then...

See Also: sprite, number

See Chapter/Appendix: 15


spriteSpaceToWorldSpace 3D, Misc Function

This function takes a screen location from the upper left corner of the 3D sprite and converts it to a point in 3D space. This point will be on the camera's projection plan.

loc = sprite(1).member.spriteSpaceToWorldSpace(point(100,100))

See Also: worldSpaceToSpriteSpace

See Chapter/Appendix: 39


sqrt Math Function

Returns the square root of a number.

put sqrt(4)
— 2
put sqrt(4.0)
— 2.0000

See Also: power, floatPrecision

See Chapter/Appendix: 13


stage Movie Property

Refers to the Stage itself. You can use it with the tell command, or with the image property.

tell the stage to...
myRect = (the stage).rect
myImage = (the stage).image

See Also: tell, image

See Chapter/Appendix: 18


stageBottom Movie Property

The vertical position of the bottom of the Stage.

y = the stageBottom

See Also: stageLeft, stageRight, stageTop


stageColor Movie Property

The color of the Stage. Use the palette index number. Made obsolete by the use of bgColor on the Stage.

put the stageColor
— 18
put (the stage).bgColor
— rgb( 255, 102, 255 )

See Also: bgColor


stageLeft Movie Property

The horizontal position of the left of the Stage.

x = the stageLeft

See Also: stageBottom, stageRight, stageTop


stageRight Movie Property

The horizontal position of the right of the Stage.

x = the stageRight

See Also: stageBottom, stageLeft, stageTop


stageToFlash Flash, Vector Function

Returns the coordinates in a Flash sprite that correspond to a location on the Stage.

myLoc = stageToFlash(sprite 7, the mouseLoc)

See Also: flashToStage

See Chapter/Appendix: 20


stageTop Movie Property

The vertical position of the top of the Stage.

y = the stageTop

See Also: stageBottom, stageLeft, stageRight


startAngle 3D, Primitives Property

Together with endAngle, this indicates the amount of a sphere or cylinder primitive to draw.

sprite(1).member.modelResource("my sphere resource").startAngle = 180

See Also: endAngle

See Chapter/Appendix: 39


startFrame Sprite Property

Returns the first frame of a sprite span.

f = sprite(7).startFrame

See Also: endFrame


startMovie Movie Event Handler

This handler runs just after the first frame of the movie is drawn.

on startMovie
 gMoveGlobal = 3
end

See Also: prepareMovie, stopMovie

See Chapter/Appendix: 13


starts Strings Function

This function compares two strings and returns TRUE if the second is at the very beginning of the first.

if myString starts myOtherString then...

See Also: contains, offset

See Chapter/Appendix: 16


startTime Digital Video Property

Enables you to set the starting time for a digital video sprite.

sprite(7).startTime = 60

See Also: stopTime

See Chapter/Appendix: 19


startTimer Date & Time Command

Resets the timer system property to 0.

startTimer

See Also: timer

See Chapter/Appendix: 21


state Flash, Shockwave Audio, 3D Property

Returns the state of the Shockwave audio member or Flash member. Values for Shockwave Audio are 0 = streaming stopped, 1 = reloading, 2 = preloading done, 3 = playing, 4 = paused, 5 = done streaming, 9 = error, 10 = insufficient CPU. Values for Flash are 0 = not in memory, 1 = header loading, 2 = header loaded, 3 = media loading, 4 = finished loading, -1 = error. Values for 3D members are 0 = not in memory, 1 = loading begun, 2 = header loaded, 3 = media being loaded, 4 = loading complete, -1 = error.

if member("mySWA").state = 3 then...

See Also: clearError, getError

See Chapter/Appendix: 17, 20


static Flash Property

If set to FALSE, the Flash member redraws only if the sprite moves or changes size. Used only for static Flash members.

member("myFlash").static = TRUE

See Chapter/Appendix: 20


staticQuality QTVR Property

The quality of a panoramic image when it isn't moving. Possible values are #minQuality, #maxQuality, and #normalQuality.

sprite(7).staticQuality = #maxQuality

See Also: motionQuality

See Chapter/Appendix: 20


status Sound Property

Returns a value that tells you the status of a sound object. Values are 0 = idle, 1 = loading, 2 = queued, 3 = playing, and 4 = error.

if sound(1).status = 3 then...

See Also: isBusy, sound

See Chapter/Appendix: 17


stepFrame OOP Event Handler

Any script objects added to the actorList are sent this message once per frame.

on stepFrame me
 myProperty = myProperty + 1
end

See Also: actorList

See Chapter/Appendix: 23


stillDown Mouse Property

Returns TRUE inside a mouseDown handler if the mouse is still down, and has not been lifted since the mouse down action that called the handler.

on mouseDown me
 repeat while the StillDown
 sprite(7).loc = the mouseLoc
 end repeat
end

See Also: mouseDownstop

Flash Command

Stops a Flash sprite from animating.

stop sprite(7)

See Also: hold, rewind, play

See Chapter/Appendix: 20


stop Sound Command

Stops the sound object and advances to the next queued sound, if any. A play command resumes the sound at that next queued sound.

sound(1).stop()

See Also: play, sound, pause, fadeOut

See Chapter/Appendix: 17


stop member Shockwave Audio Command

Stops a Shockwave audio member that is playing.

stop member("mySWA")

See Also: play member, pause member

See Chapter/Appendix: 17


stopEvent Behaviors Command

Prevents the current event message from being sent to another behavior attached to a sprite.

if myCondition then
 x = 3
 stopEvent
end if

See Also: pass


stopMovie Movie Event Handler

This handler runs when a movie is stopped or ends.

on stopMovie
 member("myText").text = ""
end

See Also: startMovie, endSprite

See Chapter/Appendix: 13


stopTime Digital Video Property

Enables you to set the end time for a digital video sprite.

sprite(7).stopTime = 60

See Also: startTime

See Chapter/Appendix: 19


stream Flash Command

Streams in a number of bytes of a Flash member.

stream(member("myFlash"),10240)

See Chapter/Appendix: 20


streamMode Flash Property

Enables you to stream flash movies in three different modes: #frame (a little each frame), #idle (during idle time), or #manual (must use the stream command).

member("myFlash").streamMode = #manual

See Also: stream

See Chapter/Appendix: 20


streamName Shockwave Audio Property

The Internet location of a streaming Shockwave audio member.

member("mySWA").streamName = "mysound.swa"

See Also: url, fileName

See Chapter/Appendix: 17


streamSize Flash, 3D Property

The total number of bytes in a streaming Flash member's file.

if member("myFlash").streamSize > 50000 then...

See Also: stream


streamStatus Network Event Handler

Called periodically while a member is streaming and will be sent information about the status of the streaming.

on streamStatus URL, state, bytesSoFar, bytesTotal, error
 n = integer(100.0*float(bytesSoFar)/float(bytesTotal))
 member("status").text = string(n)&"%"
end

See Also: getStreamStatus, tellStreamStatus

See Chapter/Appendix: 22


string Strings Function

Takes a value such as a list, number, or object and returns a string.

n = 1
put string(n)
— "1"
n = 45.74
put string(n)
— "45.7400"
l = [1, 2, 3]
put string(l)
— "[1, 2, 3]"

See Also: integer, float, value, numToChar

See Chapter/Appendix: 16


stringP Strings Function

Returns TRUE if the value is a string.

n = 1
put stringP(n)
— 0
n = "1"
put stringP(n)
— 1

See Also: integerP, floatP, listP

See Chapter/Appendix: 16


strokeColor Vector Property

The color, as an rgb, of the vector shape's line.

member("myVector").strokeColor = rgb(255,0,0)

See Also: strokeColor, fillColor, bgColor

See Chapter/Appendix: 20


strokeWidth Vector Property

The width of the vector shape's line.

member("myVector").strokeWidth = 2

See Also: strokeColor, closed

See Chapter/Appendix: 33


style 3D, Shader Property

This property of a toon modifier and painter shader can be set to #toon, #gradient or #blackAndWhite. The difference between #toon and #gradient is that the later provides smoother transitions between colors.

sprite(1).member.model("my model").toon.style = #gradient

See Also: colorSteps

See Chapter/Appendix: 39


subdivision 3D, Subdivision Surfaces Property

This determines whether the model is uniformly modified by the sds modifier (#uniform) or whether only modifications happen in areas with significant change (#adaptive).

sprite(1).member.model("my model").sds.subdivision = #adaptive

See Also: sds, error, enabled, depth, tension

See Chapter/Appendix: 39


substituteFont Text Command

Replaces one font with another in all occurrences of that font in a text member.

member("text").substituteFont("Courier","Courier New")

See Also: recordFont, missingFonts

See Chapter/Appendix: 16


swing QTVR Command

Moves a QTVR panoramic to a new position.

swing(sprite(7),myPan,myTilt,myFieldOfView,mySpeedToSwing)

See Also: pan


switchColorDepth System Property

If TRUE, the projector attempts to switch the monitor's color depth to match the depth of the movie.

the switchColorDepth = FALSE

See Also: colorDepth

See Chapter/Appendix: 20


symbol Symbols Function

Converts a string to a symbol.

put symbol("hello")
— #hello

See Also: value, string


symbolP Symbols Function

Returns TRUE if the value is a symbol.

n = "hello"
put symbolP(n)
— 0
n = 7
put symbolP(n)
— 0
n = #hello
put symbolP(n)
— 1

See Also: ilk, integerP, stringP, voidP, listP


systemDate Date & Time Property

This system property returns the computer's date using the date object format.

put the systemDate
— date( 2000, 3, 23 )

See Also: date

See Chapter/Appendix: 21


TAB Strings Constant

Equivalent to the tab character, which is numToChar(8).

myString = "This and"&TAB&"That"
put myString
— "This and	That"

See Also: RETURN, QUOTE, SPACE, &&

See Chapter/Appendix: 16


tabCount Text Property

Returns the number of tabs in the ruler of a text member. You can specify the exact chunk within the text member if you want.

if member("myText").tabCount > 0 then...

See Also: tabs

See Chapter/Appendix: 16


tabs Text Property

Returns a property list with information about the tab stops in a text member or chunk of a text member.

put member("text").tabs
— [[#type: #left, #position: 45], [#type: #right, #position: 112], 
[#type: #center, #position: 166], [#type: #Decimal, #position: 189]]

See Also: tabCount

See Chapter/Appendix: 16


tan Math Function

Returns the tangent of an angle. Angle must be in radians.

put tan(pi()/4)
— 1.0000

See Also: cos, sin, atan, pi

See Chapter/Appendix: 13


target Timeout Property

You can use this property to assign a target script object that the timeout uses to look for the handler that it is meant to call.

timeout("myTimeout").target = gMyScriptObject

See Also: timeout, timeoutHandler

See Chapter/Appendix: 21


tell MIAW Command

Sends a message or series of commands to a MIAW or the Stage. Can use to to send a single line of code, or end tell to send many lines.

tell window("myMIAW") to...
tell window("myMIAW")
 go to frame 7
end tell

See Also: the Stage, window

See Chapter/Appendix: 24


tellStreamStatus Network Function

If you use TRUE, streamStatus messages are sent to the on streamStatus handler.

tellStreamStatus(TRUE)

See Also: streamStatus, getStreamStatus

See Chapter/Appendix: 22


tellTarget Flash Command

After issuing a tellTarget command, all communication with the Flash movie will be directed at the movie clip specified. Issue a endTellTarget to refer, once again, to the main timeline in the Flash movie.

sprite(1).tellTarget("\myMovieClip")
sprite(1).play()
sprite(1).endTellTarget()

See Also: endTellTarget

See Chapter/Appendix: 20


text Text, Field, Button Property

Returns the text in a text-based member as plain text. You can set it, too.

member("myText").text = "Hello World."

See Also: rtf, html

See Chapter/Appendix: 16


texture 3D, Textures Object

The texture object is used to bring a bitmap image into a 3D world. Once you define a texture object, you can apply it to a shader, backdrop or overlay.

myTexture = sprite(1).member.newTexture("my texture",#fromCastMember,member("my bitmap"))

See Also: shader, backdrop, overlay, newTexture, deleteTexture

See Chapter/Appendix: 30


texture 3D, Shader Property

This property of a shader defines which texture, if any, is used by the shader. If the texture is set to VOID, then no texture is used for the shader.

sprite(1).member.shader("my shader").texture = myTexture

See Also: newTexture

See Chapter/Appendix: 39


textureCoordinateList, textureCoordinates 3D, Textures Property

This is a long list of lists that defines how a texture is mapped on to a surface. The textureCoordinates then refers to locations on the surface that map to the texture locations.


textureLayer 3D, Mesh Deform Property

This property allows you to refer to individual texture layers in a mesh deformed model. You can also use the add command to add new texture layers.

n = sprite(1).member.model("my model").meshDeform.textureLayer.count

See Also: meshDeform, add

See Chapter/Appendix: 39


textureMember 3D, Textures Property

This property of a 3D member defines which bitmap will be used for the default texture for the member.

sprite(1).member.textureMember = member("my bitmap")

See Also: textureType

See Chapter/Appendix: 39


textureMode, textureModeList 3D, Textures Property

The textureMode defines how the first texture is mapped on to the surface of a model. The possible values are #none, #wrapPlanar, #wrapCylindrical, #wrapSpherical, #reflection, #diffuseLight, #specularLight. To access other textures assigned to the model, use the textureModeList.

sprite(1).member.model("my model").shader.textureMode = #wrapPlanar

See Chapter/Appendix: 39


textureRenderFormat See getRendererServices


textureRepeat, textureRepeatList 3D, Shader Property

Set this property of a shader to TRUE to have the texture repeat across the surface as necessary instead of scale to the size of the surface. Use the textureRepeatList when there is more than one texture in a shader. Doesn't work in software renderer mode.

sprite(1).member.shader("my shader").textureRepeat = TRUE

See Also: textureTransform

See Chapter/Appendix: 39


textureTransform, textureTransformList 3D, Shader Property

The textureTransform property gives you access to position, orientation and scaling properties of a texture. If a shader has more than one texture, use the textureTransformList to access the transform of each texture.

sprite(1).member.shader("my shader").textureTransform.rotation = vector(90,0,0)

See Also: textureRepeat

See Chapter/Appendix: 39


textureType 3D, Textures Property

This the property of a 3D member that defines the default texture for the member. Possible values are #none, #default or #member. This corresponds to the option you see in the property inspector.

sprite(1).member.textureType = #none

See Also: textureMember

See Chapter/Appendix: 39


the Programming Misc

Used to denote a property.

put the systemDate
x = the environment
the name of menuItem 7 of menu 3 = "Hey"

then Programming Structure

Checks a statement to see whether it is TRUE. It e XEcutes line(s) of code if so. The else if and else statements can be used to further modify the statement.

if (a = b) then
 — run these lines
else if (c = d) then
 — run these lines
else
 — run these lines
end if

See Also: case

See Chapter/Appendix: 13


thumbnail Member Property

The picture image used as a thumbnail in the Cast window.

member("myMember").thumbnail = myPicture

See Also: picture


ticks Date & Time Property

This system property returns the number of ticks (1/60 of a second) since the computer started.

put the ticks
— 100452

See Also: milliseconds, timer

See Chapter/Appendix: 21


tilt QTVR Property

The current tilt, in degrees, of a QTVR movie.

sprite(7).tilt = 30

See Also: pan, fieldOfView


time System Property

Reads the user's computer clock and returns the time in various formats. You can use abbr, long, and short as modifiers. The actual result depends on the computer's time settings.

put the time
— "8:05 PM"
put the long time
— "8:05:13 PM"

See Also: abbr, long, short, date

See Chapter/Appendix: 21 time

Timeout Property

Returns the time, in milliseconds, when the timeout object will trigger next. This corresponds to the system timer the milliseconds.

if timeout("myTimeOut").timer > the milliseconds + 60000 then...

See Also: timeout, period, milliseconds

See Chapter/Appendix: 21


timeout Timeout Event Handler

The handler is called when the mouse or keyboard has not been used by the user for timeOutLength.

on timeout
 go to frame 1
end

See Also: timeOutLength, timeout

See Chapter/Appendix: 21


timeout Timeout Object

Defines a timeout object. Can be used to create a new one.

newTimeout = timeout("myTimeout")

See Also: forget, new, timeoutList

See Chapter/Appendix: 21


timeoutHandler Timeout Property

The symbol of the handler that is called when a timeout triggers.

timeout("myTimeout").timeoutHandler = #myHandler

See Also: timeout, timeoutLength, timeoutList

See Chapter/Appendix: 21


timeoutKeydown Timeout Property

Determines whether key presses will reset timeOutLapsed.

the timeoutKeyDown = TRUE

See Also: timeoutLapsed, timeoutLength, timeoutMouse, timeoutPlay, timeoutScript

See Chapter/Appendix: 21


timeoutLapsed Timeout Property

The number of ticks that have gone by since the last user action.

if the timeoutLapsed > 600 then...

See Also: timeoutLapsed, timeoutKeyDown, timeoutMouse, timeoutPlay, timeoutScript

See Chapter/Appendix: 21


timeoutLength Timeout Property

The amount of time, in ticks, that the timeoutLapsed must reach to trigger a timeout event.

the timeoutLength = 3*60*60

See Also: timeoutLapsed, timeoutKeyDown, timeoutMouse, timeoutPlay, timeoutScript

See Chapter/Appendix: 21


timeoutList Timeout Property

Returns a list with all the timeout objects.

put (the timeoutList)

See Also: timeout

See Chapter/Appendix: 21


timeoutMouse Timeout Property

Determines whether mouse clicks will reset timeOutLapsed.

the timeoutMouse = TRUE

See Also: timeoutLapsed, timeoutKeyDown, timeoutLength, timeoutPlay, timeoutScript

See Chapter/Appendix: 21


timeoutPlay Timeout Property

Determines whether play commands will reset timeOutLapsed.

the timeoutPlay = TRUE

See Also: timeoutLapsed, timeoutKeyDown, timeoutLength, timeoutMouse, timeoutScript

See Chapter/Appendix: 21


timeoutScript Timeout Property

The alternative handler to on timeout that gets called when a timeout event occurs. Set to EMPTY to have on timeout called.

the timeoutScript = "myTimeoutHandler"

See Also: timeoutLapsed, timeoutKeyDown, timeoutLength, timeoutMouse, timeoutPlay

See Chapter/Appendix: 21


timer Date & Time Property

This system property returns the number of ticks since the computer started or since the last startTimer command.

startTimer
put the timer
— 169

See Also: startTimer, ticks

See Chapter/Appendix: 21


timeScale Digital Video Property

Returns the unit per second measurement of time for a digital video member. A typical value is 600, meaning 1/600 of a second.

if member("myVideo").timeScale < 600 then...

See Also: digitalVideoTimeScale

See Chapter/Appendix: 21


title MIAW Property

Sets the text to appear in the title bar of a MIAW.

window("myMIAW").title = "My MIAW"

See Also: titleVisible, name

See Chapter/Appendix: 24


titleVisible MIAW Property

Set to TRUE if you want the title bar visible for a MIAW. Not all window types support a title bar.

window("myMIAW").titleVisible = TRUE

See Also: title

See Chapter/Appendix: 24


to Programming Expression

Used in old set syntax as a substitute for = and in old chunk statement syntax. Also used in repeat loop statements.

set t to "abcdef"
put char 2 to 4 of t
— "bcd"
repeat with i = 1 to 7
 ...
end repeat

See Also: =, repeat


toon 3D, Modifier Object

This modifier causes the model to be drawn with only a few colors, thus making it look like a cartoon.

sprite(1).member.model("my model").addModifier(#toon)

See Also: style, colorSteps, shadowPercentage, highlightPercentage, shadowStrength, highlightStrength, lineColor, creases, creaseAngle, silhouettes, boundary, lineOffset, useLineOffset, addModifier, inker

See Chapter/Appendix: 39


toon1, toon2 3D, Modifer Object

These undocumented modifiers are related to the toon modifier. The toon modifier behaves as if the inker modifer and the painter shader have been used together. If you use toon1, then it appears as if the inker and the engraver shader are used. toon2 appears like the inker and the newsprint shader have been used. Use these modifiers at your own risk since they are undocumented and unsupported.


top Sprite, Misc Property

The top vertical position of the sprite. Corresponds to the top of the rect of a sprite. Also a property of rect objects.

put sprite(1).rect
— rect(102, 143, 277, 233)
put sprite(1).top
— 143
put sprite(1).rect.top
— 143

See Also: bottom, left, right, height, rect

See Chapter/Appendix: 18


bottom 3D, Primitives Property

Whether the top side of a 3D box primitive is present or not.

sprite(1).member.modelResource("my box resource").top = FALSE

See Also: back, front, left, right, bottom, topCap, bottomCap, newModelResource

See Chapter/Appendix: 39


topCap 3D, Primitives Property

Whether the top side of a 3D cylinder primitive is present or not.

sprite(1).member.modelResource("my box resource").topCap = FALSE

See Also: back, front, left, right, top, bottom, topCap, newModelResource


topRadius 3D, Primitives Property

The radius of the bottom circle in a cylinder primitive.

sprite(1).member.modelResource("my cylinder resource").topRadius = 10

See Also: bottomRadius, radius


trace Debug Property

If set to TRUE, trace information is sent to the Message window as Lingo e XEcutes.

the trace = TRUE

See Also: traceLoad, traceLogFile

See Chapter/Appendix: 33


traceLoad Debug Property

Enables information about members to be displayed in the Message window as the members load. Possible values are 0 (no information), 1 (names only), or 2 (names, frame number, movie name, file seek offset).

the traceLoad = 2

See Also: trace, traceLogFile

See Chapter/Appendix: 33


traceLogFile Debug Property

If set to a filename, messages sent to the Message window are also sent to a file. Set to an empty string to close.

the traceLogFile = "trace.txt"

See Also: trace, traceLoad

See Chapter/Appendix: 33


trackCount Digital Video Function

Returns the number of tracks in a video sprite or member.

if trackCount(sprite(7)) > 1 then...

See Also: trackType

See Chapter/Appendix: 19


trackEnabled Digital Video Function

Returns TRUE if the track is enabled.

if trackEnabled(sprite(7),trackNum) then...

See Also: setTrackEnabled

See Chapter/Appendix: 19


trackNextKeyTime, trackPreviousKeyTime Digital Video Function

Returns the time of the next or previous keyframe.

if trackNextKeyTime(sprite(7),trackNum) > 1000 then...

See Also: trackType

See Chapter/Appendix: 19


trackNextSampleTime, trackPreviousSampleTime Digital Video Function

Returns the time of the next or previous piece of data in a track.

if trackNextSampleTime(sprite(7),trackNum) > 1000 then...

See Also: trackType

See Chapter/Appendix: 19


trackStartTime, trackStopTime Digital Video Function

Returns the starting or ending time of a track in a video sprite or member.

if trackStartTime(sprite(7),trackNum) > 1000 then...

See Also: trackType

See Chapter/Appendix: 19


trackText Digital Video Function

Returns a string with the text of a digital video text track.

myText = trackText(sprite(7),trackNum)

See Also: trackType

See Chapter/Appendix: 19


trackType Digital Video Function

Returns the type, whether #video, #sound, #text, or #music, of a video sprite or member track.

if trackType(sprite(7),trackNum) = #music then...

See Also: trackEnabled, trackCount

See Chapter/Appendix: 19


trails Sprite Property

Indicates whether the sprite leaves a trail behind as it is moved around the Stage.

sprite(7).trails = TRUE

See Also: moveableSprite

See Chapter/Appendix: 18


transform 3D, Math, Models Property, Object, Function

The transform of any 3D object represents the position, orientation and scale of the object. You can access the position, rotation and scale properties or apply the translate, rotate or scale commands to a transform. There are also a variety of mathematical functions that work on transforms. If you use transform as a function, you can get a blank transform to use in calculations.

sprite(1).member.model("my model").transform.position = vector(0,0,0)

See Also: position, rotation, scale, translate, rotate, preRotate, preTranslate, preScale, interpolateTo, identity

See Chapter/Appendix: 39transform


transitionType Transition Property

Returns the number of the transition in a member. This number corresponds to the codes for puppetTransition.

member("myTransition").transitionType = 34

See Also: puppetTransition

See Chapter/Appendix: D


translate 3D, Models Command

The translate command will move a model in a world by an amount specified in a vector. Alternatively, you could use three parameters representing the x, y, and z change. You can also apply translate to a transform.

sprite(1).member.model("my model").translate(30,0,0)

See Also: rotate, scale, transform

See Chapter/Appendix: 39


translation Digital Video Property

The location offset of a QuickTime video sprite or member from the center or upper-left corner, depending on the center property.

sprite(7).translation = [x,y]

See Also: center

See Chapter/Appendix: 19


transparent 3D, Shader Property

If set to TRUE, the shader will use any alpha channel in the texture to make the shader semi-transparent.

sprite(1).member.shader("my shader").transparent = TRUE

See Also: blend, blendFactor

See Chapter/Appendix: 39


triggerCallback QTVR Property

You can set this to the name of a handler to have that handler called when the user clicks a hotspot.

sprite(7).triggerCallback = "myTriggerHandler"

trimWhiteSpace Image Command

Removes any white pi XEls from outside the minimum rectangular area of an image.

myImage = member("picture").image
myImage.trimWhiteSpace()

See Also: crop

See Chapter/Appendix: 18


TRUE Logic Constant

Logical true. Use in if, repeat, case, or other logic statements. Equivalent to 1.

if myCondition = TRUE then...

See Also: if, repeat, case, FALSE

See Chapter/Appendix: 13


tunnelDepth 3D, Text Property

For 3D text members, this is the distance from the front to the back of the letters. The default is 50, and you can set it as low as 1, or as high as 100.

sprite(1).member.tunnelDepth = 20

See Also: extrude3D

See Chapter/Appendix: 4


tweened Score Recording Property

If FALSE, all frames in a sprite are considered keyframes. This is only for Score recording.

sprite(7).tweened = TRUE

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


tweenMode 3D, Particle System Property

If set to the default #age, particles will move from the colorRange.start to colorRange.end over the course of their lifetime. If you change this to #velocity, then the particles will change color consistently, according to their varying speeds.

sprite(1).member.modelResource("my particle resource").tweenMode = #velocity

See Also: colorRange

See Chapter/Appendix: 39


type Member Property

Returns the type of a member, such as #bitmap or #text. Appendix D, "Tables and Charts," contains a complete list of member types.

if member("myMember").type = #bitmap then...

See Chapter/Appendix: D


type Score Recording Property

Can be used during Score recording to clear a sprite by setting its type to 0.

sprite(7).type = 0

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


type 3D, Light Property

Lights can be of type #ambient, #directional, #point or #spot.

sprite(1).member.light("my light").type = #spot

See Also: newLight, spotAngle, attenuation

See Chapter/Appendix: 39


modelResource 3D, Models Property

A model resource's type can be a primitive type, like #sphere, #box, #cylinder or #plane, or can be a #mesh, #particle, or #extruder. This property can also be read as #fromFile if the model resource was created in an external 3D program.

See Also: newModelResource, newMesh, extrude3D

See Chapter/Appendix: 39


type 3D, Animtation Property

A motion can be of type #bonesPlayer or #keyframePlayer. If its type is #none, then no information exists inside the motion.

See Also: bonesPlayer, keyframePlayer

See Chapter/Appendix: 39


type 3D, Shader Property

A shader can have the type #standard, #newsprint, #painter or #engraver.

See Also: newShader

See Chapter/Appendix: 39


type 3D, Texture Property

Textures can be of type #fromCastmember, #fromImageObject, or #importedFromFile, depending on how it was created.

See Also: newTexture

See Chapter/Appendix: 39


union Math Function

Takes two rectangles and returns the smallest rectangle that contains them both.

newRect = union(rect(0,0,100,100),rect(50,50,150,150))

See Also: map, rect, inflate


unLoad Memory Command

Removes from memory the cast members used in a frame, range of frames, or all frames.

unLoad 5, 9 unLoad

See Also: preLoad, unLoadMember

See Chapter/Appendix: 21


unloadMember Memory Command

Removes a member or range of members from memory.

unLoadMember "myMember"

See Also: preLoadMember, unLoad

See Chapter/Appendix: 21


unloadMovie Memory Command

Removes from memory the members loaded with the preLoadMovie command.

unloadMovie "myNewMovie"

See Also: preLoadMovie

See Chapter/Appendix: 21


unregisterAllEvents 3D, Collision Detection Command

This command will erase all previous registerForEvent calls.

sprite(1).member.unregisterALlEvents()

See Also: registerForEvent

See Chapter/Appendix: 39


update 3D, Models Command

This command will update a model's position even before it is time to render it in the new location. This means that all of its Lingo properties will reflect its next location, not the current one.

sprite(1).member.model("my model").update()

See Chapter/Appendix: 39


updateFrame Score Recording Command

Makes the changes to the current frame permanent, and moves forward one frame to continue Score recording.

beginRecording
 sprite(7).locH = 100
 updateFrame
endRecording

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


updateLock Score Recording Property

If this property is set to TRUE, Score recording does not show changes on the Stage as it works.

the updateLock = TRUE

See Also: beginRecording, updateFrame

See Chapter/Appendix: 26


updateMovieEnabled Movie Property

If TRUE, changes made to a movie are automatically saved when another movie is loaded.

the upodateMovieEnabled = TRUE

See Also: saveMovie

See Chapter/Appendix: 26


updateStage Movie Command

Puts any sprite changes into effect immediately, rather than waiting for the next frame to begin.

updateStage

url Shockwave Audio Property

The Internet location of a streaming Shockwave audio file.

member("mySWA").url = "http://clevermedia.com/swasample.swa/"

See Also: pathName, fileName

See Chapter/Appendix: 17


URLEncode Network Function

When given text, this function changes some characters to prepare the text to be sent over the Internet. When given a list, it converts the list to a format that looks like the format used by an HTML post.

myText = "I said: Hello World!"
put URLEncode(myText)
— "I+said%3a+Hello+World!"
myList = [#myProp: "Hello World."]
put URLEncode(myList)
— "myProp=Hello+World."

See Also: getNetText, postNetText

See Chapter/Appendix: 22


useAlpha Bitmap, Image Property

If TRUE, 32-bit bitmaps use the Alpha channel information, if available. Also can be used on image objects.

member("myBitmap").useAlpha = TRUE

See Also: setAlpha, extractAlpha

See Chapter/Appendix: 18


useDiffuseWithTexture 3D, Shader Property

This is whether of not the diffuse light is used in conjunction with a texture in the shader.

sprite(1).member.model("my model").useDiffuseWIthTexture = TRUE

See Also: blendFunction, blendConstant

See Chapter/Appendix: 39


useFastQuads Sprite Property

If TRUE, sprites stretched by setting the quad property use a faster method of drawing. The object is not drawn quite correctly for 3D effects, however.

the useFastQuads = TRUE

See Also: quad


useFastQuads Sprite Property

When this system property is set to TRUE, sprites drawn with modified quad properties will use a different engine to draw to the Stage, resulting in less precise, but faster, rendering.

the useFastQuads = TRUE

See Also: quad

See Chapter/Appendix: 18


useHyperTextStyles Text Property

When TRUE, all hyperlinks in the member are blue and underlined. The cursor changes into a finger when over them.

member("myText").useHyperTextStyles = TRUE

See Also: hyperlink, antiAliased

See Chapter/Appendix: 16


userLineOffset 3D, Inker Property

Whether or not the lineOffset of a toon modifier or inker modifier is used.

sprite(1).member.model("my model").toon.useLineOffset = TRUE

See Also: lineOffset

See Chapter/Appendix: 39


userData 3D, Misc Property

This is a property list of data that may have been stored by the 3D graphics program that created the model. Alternatively, you can use addProp to add your own properties. This is just a convenient way to store information about a model but it is not used by Director unless you speficially handle the information somehow.

sprite(1).member.model("my model").userData.addProp(#myProperty,"Info")

userName System Property

Returns the username of the registered user of the Director application.

put the userName
— "Gary Rosenzweig"

See Also: serialNumber


value Strings, Misc Function

Interprets the string as a Lingo expression and returns its value. The value can even be a list.

myText = "5"
put value(myText)
— 5
myText = "5+3"
put value(myText)
— 8
myText = "[1,2,3]"
put value(myText)
— [1, 2, 3]

See Also: integer, float, string, do


vector 3D, Models, Math Object

A vector is a three-part object that usually contains information relating to the position or orientation of a model or other object. Many of the 3D properties and functions use vectors to carry data. The x, y and z properties of a vector refer to each of the three elements, which are floating-point numbers.

v = vector(5,10,20)

See Also: transform

See Chapter/Appendix: 39


version System Property

A global variable that is always present. It contains the version of Director running or the version of Shockwave or the version of Director that created the projector.

put version
— "8.0"

See Also: the environment

See Chapter/Appendix: 21


vertex Vector Property

Enables you to refer to an individual vertex point.

member("myVector").vertex[1] = [#vertex: point(10,24)]
put member("myVector").vertex.count()
— 7

See Also: vertexList

See Chapter/Appendix: 20


vertexList Vector Property

Returns, or enables you to set, the entire vertex list for a vector shape member.

member("myVector").vertexList = [[#vertex: point(0,0)], [#vertex: point(10,0)]]

See Also: vertex

See Chapter/Appendix: 20


vertexList 3D, Mesh Property

This is a property of both a mesh deform modifier and the model resource of type #mesh. This list contains all of the vertices in the model. In the case of a #mesh model, the vertices are then assigned to different corners of the model with the vertices property. For a mesh deform modifier, this is simplyh a list of all of the vertices that you can alter and thus alter the model's geometry.

sprite(1).member.model("my model").meshDeform.vertexList[1] = vector(10,0,0)

See Also: vertices, newMesh, face

See Chapter/Appendix: 39


vertices 3D, Mesh Property

A mesh model resource contains both a vertexList and faces. Each face is made up of three vertices. This list will assign each of these vertices, by number, to a corner of a face in the model resource. Corners in other faces can share the same vertex, and many usually will.

sprite(1).member.modelResource("my mesh resource").face[1].vertices = [1,2,3]

See Also: vertexList

See Chapter/Appendix: 39


video Digital Video Property

If set to FALSE, the video for a video member is not displayed. Sound and music are still heard.

member("myVideo").video = TRUE

See Also: sound

See Chapter/Appendix: 19


videoForWindowsPresent Digital Video Property

Returns TRUE if video for Windows is available on the machine.

if the videoForWindowsPresent then...

See Also: quickTimeVersion

See Chapter/Appendix: 19


viewH Flash, Vector Property

Enables you to shift a Flash or vector shape member from its origin.

member("myVector").viewH = 50

See Also: viewV, viewPoint, viewScale

See Chapter/Appendix: 20


viewPoint Flash, Vector Property

Enables you to shift a Flash or vector shape member from its origin.

member("myVector").view = point(50,50)

See Also: viewH, viewV, viewScale

See Chapter/Appendix: 20


viewScale Flash, Vector Property

Sets the scale amount for a Flash or vector shape member. You must not change this value if you are using the #autoSize scaleMode.

member("myVector").viewScale = 2.0

See Also: scaleMode

See Chapter/Appendix: 20


viewV Flash, Vector Property

Enables you to shift a Flash or vector shape member from its origin.

member("myVector").viewV = 50

See Also: viewH, viewPoint, viewScale

See Chapter/Appendix: 20


visible Sprite Property

Hides a sprite, and prevents mouse clicks from reaching it. Other events still occur.

sprite(7).visible = FALSE

See Also: blend

See Chapter/Appendix: 18


visible MIAW Property

Enables you to hide or show a MIAW.

window("myMIAW").visible = FALSE

See Chapter/Appendix: 24


visibility 3D, Models Property

The visibility property of a model can allow you to make the model invisible (#none), only draw the faces facing the camera (#front), draw the surfaces facing away from the camera (#back) or draw all of the surfaces(#both). The default is #front.

sprite(1).member.model("my model").visibility = #none

VOID Programming Constant

Enables you to set a variable to VOID, which is the equivalent of having no value.

myVariable = VOID

(d)See Also: voidP


voidP Programming Function

Returns TRUE if the value provided is VOID (has no value).

if voidP(myVariable) then...

See Also: VOID, objectP


volume Shockwave Audio, Sound, Digital Video Property

Enables you to set the volume of a Shockwave audio member, the volume of a Sound channel, or the volume of a digital video sprite. Possible values are from 0 to 255.

member("mySWA").volume = 255
sound(1).volume = 255
member("myVideo").volume = 255

See Also: soundLevel

See Chapter/Appendix: 17


warpMode QTVR Property

Can be set to #full, #partial, or #none to control QTVR warping.

sprite(7).warpMode = #partial

See Also: fieldOfView


while Programming Structure

Used with a loop. Needs to use a while to repeat until a condition is FALSE.

repeat while x < 6
 ...
end repeat

See Also: exit repeat, next repeat, with

See Chapter/Appendix: 13


width Sprite, Member Property

Returns the width of most members and sprites. Can also be used as a property of rect objects.

if sprite(7).width > 100 then...
w = myRect.width

See Also: height, rect

See Chapter/Appendix: 18


width 3D, Primitives Property

The width of a box or cylinder primitive. This is also the property of a texture.

sprite(1).member.modelResource("my box").width = 15

See Also: newModelResource, height, length, radius

See Chapter/Appendix: 39


widthVertices 3D, Primitives Property

The number of vertices used to create the side of a box primitive. The more vertices, the more polygons. The more polygons, the better the light detail.

sprite(1).member.modelResource("my box").widthVertices = 8

See Also: heightVertices, lengthVertices

See Chapter/Appendix: 39


wind 3D, Particle Systems Property

The wind is a vector that specifies the force and direction of wind applied to each particle. You need to set the drag property to some value other than 0 for it to work.

sprite(1).member.modelResource("my particle system").wind = vector(10,0,0)

See Also: drag, gravity

See Chapter/Appendix: 39


window MIAW Object

Defines a MIAW object.

myMIAW = window("myMIAW")

See Also: open window, close window

See Chapter/Appendix: 24


windowList MIAW Property

This system property returns a list with all the windows present.

put the windowList

See Also: windowPresent

See Chapter/Appendix: 24


windowPresent MIAW Function

Tests a MIAW name to see whether it is present.

if windowPresent("myMIAW") then...

See Also: windowList

See Chapter/Appendix: 24


windowType MIAW Property

Returns a number that corresponds to the window type. See Appendix D for a list.

window("myMIAW").windowType = 1

See Chapter/Appendix: 24, D


with Programming Structure

Used to create a type of repeat loop. Needs to use a with to repeat through a series of numbers, a with...down to to repeat backward, or a with... in to loop through a list of values.

repeat with i = 1 to 10
 ...
end repeat

repeat with i = 10 down to 1
 ...
end repeat

repeat with I in [5,8,3]
 ...
end repeat

See Also: exit repeat, next repeat, while

See Chapter/Appendix: 13


within Sprite Function

Determines whether the second sprite rectangle is totally within the first. Note the odd syntax.

if sprite 1 within 2 then...

See Also: intersects

See Chapter/Appendix: 18


word Strings Expression

Used to specify a single word or range of words in a string chunk. Words are separated by spaces or an invisible character such as a Return.

myText = "The quick brown fox"
put myText.word[2]
— "quick"
put myText.word[2..3]
— "quick brown"

See Also: char line, item, chars

See Chapter/Appendix: 16


wordWrap Field, Text Property

If TRUE, text automatically wraps in a field or text member.

member("myField").wordWrap = TRUE

See Chapter/Appendix: 16


worldPosition 3D, Models Property

This is an alternate way of getting and setting the position of a model. The worldPosition always refers to locations relative to the center of the world, regardless of what groupings have been applied.

sprite(1).member.model("my model").worldPosition = vector(0,0,0)

See Also: transform, position, getWorldTransform

See Chapter/Appendix: 39


worldSpaceToSpriteSpace 3D, MiscFunction

This function takes a world location and converts it to a sprite location relative to the upper left corner of the 3D sprite.

loc = sprite(1).member.worldSpaceToSpriteSpace(vector(0,0,0))

See Also: spriteSpaceToWorldSpace

See Chapter/Appendix: 39


worldTransform 3D, Bones Property

When used with the bones player modifier, this property allows you to get the transform of a bone relative to the world, rather than relative to the model.


wrapTransform, wrapTransformList 3D, Shader Property

This transform object defines how a wrapped texture will map on to a surface.

sprite(1).member.shader("my shader").wrapTransform.rotate(90,0,0)

See Also: textureMode

See Chapter/Appendix: 39


x 3D, Math Property

This is the first element in a vector.

v = vector(10,-50,120)
put v.x
— 10.0000

See Also: vector, y, z

See Chapter/Appendix: 39


xAxis 3D, Math Property

You can use this property to examine a vector representing the x axis of a transform.

t = transform()
t.rotate(45,45,45)
put t.xAxis
— vector( 0.5000, 0.5000, -0.7071 )

See Also: yAxis, zAxis, transform


xtra Xtras Object

Enables you to define an Xtra as an object.

fileObj = new(xtra "FileIO")

See Also: new

See Chapter/Appendix: 25


xtraList Xtras Property

Returns a list with all the Xtras present.

put the xtraList

See Also: showXlib, movieXtraList

See Chapter/Appendix: 25


y 3D, Math Property

This is the second element in a vector.

v = vector(10,-50,120)
put v.y
— -50.0000

See Also: vector, x, z

See Chapter/Appendix: 39


yAxis 3D, Math Property

You can use this property to examine a vector representing the y axis of a transform.

t = transform()
t.rotate(45,45,45)
put t.yAxis
— vector( -0.1464, 0.8536, 0.5000 )

See Also: xAxis, zAxis, transform


year (d)Topic Date & Time Property

A property of a date object.

d = date(2000,3,17)
put d.year
— 2000

See Also: date, month, day, seconds, systemDate

See Chapter/Appendix: 21


yon 3D, Camera Property

The yon is the distance from the camera where objects are no longer rendered. Set the yon closer to the camera to not draw distant objects.

sprite(1).camera.yon = 100000

See Also: hither, fog

See Chapter/Appendix: 39


z 3D, Math Property

This is the last element in a vector.

v = vector(10,-50,120)
put v.x
— 120.0000

See Also: vector, x, y

See Chapter/Appendix: 39


zAxis 3D, Math Property

You can use this property to examine a vector representing the z axis of a transform.

t = transform()
t.rotate(45,45,45)
put t.zAxis
— vector( 0.8536, -0.1464, 0.5000 )

See Also: xAxis, yAxis, transform


zoomBox Misc Command

Creates a zooming effect between the rectangles of two sprites.

zoomBox(7,8)
  • + Share This
  • 🔖 Save To Your Account