the cutting room mirror

Unused Text

This is a sub-page of Disney Kindergarten.

3N/3N.cct#

Defines

[#profile: 0, #debug: 1, #noqt: 1, #UseSmacker: 1, #DebugOut: 0, PlayDanceIntroAsSmacker: 1] ["Timer_": #profile, "Debug_Out": #DebugOut]

Editor_PatternNumber

1

Editor_New

New

Editor_Delete

Delete

Editor_Save

Save

Editor_Exit

Exit Editor

3N/3N_Art.cct#

Text 1295

New Art

New Art

New Art

3H/3H_Art.cct#

ToolBackground

Background+

ToolRoundUp

Round+

ToolRoundDn

Round-

ToolAdd

Add

ToolDelete

Delete

ToolMove

Move

ToolSound

Sound

ToolQuiet

Quiet

ToolJump

Jump

ToolPeek

Peek

ToolSave

Save

ToolLoad

Load

ToolNew

New

ToolExit

ExitTool

ToolNoLevel

NoLevel

ToolLevel1

Level1

ToolLevel2

Level2

ToolLevel3

Level3

ToolInfo

Round 6/14, Background 7, LevelStats [4, 3, 2]

3S/3S_Art.cct#

User Name

p

Name Slot 1

jj

Name Slot 2

.kfesa;flsjadk

Name Slot 3

Name Slot 4

Name Slot 5

Text 14

New Art for Chris here

DirAPI.cst#

ImportData Help

MakeListFromString was written to allow easy importing of data from text files and turning it into a list. The list can be recursive, containing lists as list elements.  

Use FileAPI's ReadStringFile to read in a file into string. Then use MakeListFromString() to make a list from the string. It can be a linear or property list. 

Data Example

[
  #Letters:[
            [#Filename: "fsvx001", #Description: "Upper Case A", #Dialogue: "aey", #Level: 1],
            [#Filename: "fsvx002", #Description: "Upper case B", #Dialogue: "bee", #Level: 2],
            [#Filename: "fsvx003", #Description: "Upper case C", #Dialogue: "see", #Level: 3]
           ], 
    
  #NumberOfLevels: 3, 

  #SomeData:[ #dog, "hi", 3, 4.5000 ]
]

Animation Help

--Animation Help




--@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
--@                                                              @
--@                      Public Handlers                         @
--@                                                              @
--@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@


----
-- New
-- The only tricky thing here is the FrameMap option which allows for the removal
-- of duplicate frames in an animation so less memory is sucked up by assets in 
-- the cast.  Let's say you have an animation with frames a,b,b,b,a,c,c.  Using
-- a FrameMap would be a great way to remove the duplicates from the cast, and 
-- the animation will still behave as if all the cells are there.  So if you remove
-- duplicates, place a,b,c adjacent to each other, and then use [1,2,2,2,1,3,3] as
-- your newNumOfFramesOrFrameMap it will work as if all frames were present.
-- Note:
-- Start(obj) would play a,b,b,b,a,c,c
-- You will be able to specify XSheet frames on this too as if it were a normal animation.
-- eg: Start(obj, [3,4,5,6])  would play b,b,a,c
-- Constraint: newSpriteChannel must contain a bitmap/flash/text asset.
----
on new me, newSpriteChannel, newCastLibName, newFirstFrameIndex, newNumOfFramesOrFrameMap  
    
 
----
-- Terminate
-- Reset all the default settings for an animation (including clearing events).
-- Calling Terminate() when you're all finished with an animation will unload the
-- members associated with the animation (provided there aren't other occurences 
-- of the same members in memory). It accomplishes this by decrementing a count 
-- associated with each member of the animaiton and when the count hits 0 it knows
-- to unload the member from memory.
-- Constraint: none
----
on Terminate me
  

----
-- Load
-- Load the members of an animation into memory (if they're not there already)
-- When Start() or HoldFrame() is called, it checks to see if the animaiton has 
-- already been loaded, and if it hasn't, it loads it.  Also increments counters
-- that track the number of times each cell has been loaded.
-- Constraint: animation cannot be paused.
----
on Load me
  

----
-- Unload
-- Unload the members of an animation from memory (provided they aren't used by 
-- another animation already in existence).  Decrement counters that track the
-- number of times each cell has been loaded.
-- Constraint: animation cannot be paused, animating or held.
----
on Unload me
  

----
-- HoldFrame
-- Hold the animation on a particular frame indefinatly.  (Note: a held animation will
-- not be put in the pAnimationQueue - since it is not animating and would waste
-- time every game loop checking to see if it's time to change the cell when 
-- the cell stays the same until told otherwise).  HoldFrame() also Load()s the 
-- animation cells into memory if they haven't been loaded already.  If the animation
-- was animating, it Stop()s it and then holds the desired frame.
-- Constraint: animation cannot be paused, score channel cannot contain other active¬
-- animations, frameToHold must be in range.
----
on HoldFrame me, frameToHold
  

----
-- Start(obj)        plays all frames in an animation
-- Start(obj,A)      plays all frames A times, A < 1 plays forever
-- Start(obj,A,B)    plays from frame A to frame B 
-- Start(obj,B,A)    plays from frame B to frame A
-- Start(obj,A,B,C)  plays from frame A to frame B, C times
-- Start(obj,[])     plays frames in the list (XSheet)
-- Start(obj,[], C)  plays frames in the list (XSheet), C times
-- C < 1 plays forever
-- If a Start() is called while the animaiton is playing, it will remove the one
-- currently playing and Start() it as if it had not been there.
-- Constraint: animation cannot be paused, score channel cannot contain other active animations.
-- Playing more than once requires you to specify start & end frame numbers.
----
on Start me, param1, param2, param3



----
-- Stop
-- Stop the animation and remove it from the screen (whether animating or held)
-- (Note: events associated with the animation do not get cleared ).
-- Constraint: animation cannot be dragging or snapping.
----
on Stop me
  
 

----
-- Pause
-- Put the animation in a paused state, hold it on the current frame, and disallow
-- all regular animation handlers except for Terminate() and Resume().  Animation
-- must either be animating or held for Pause() to work.
-- Constraint: animation must be animating or held, and cannot be paused.
----
on Pause me
  

----
-- Resume
-- Resume where the animation left off when Pause() was called.  If before
-- calling Pause() the animation was animating, it continues animating and plays 
-- for however many frames or times to loop it had remaining.  If it was being held
-- it continues to hold on the same frame.
-- Constraint: animation must be paused.
----
on Resume me  
   

----
-- Finish 
-- Finish() Stop()s the animation and then sends off it's finish event (if there
-- was one).  
-- Constraint: animation must be animating or held, and cannot be paused
----
on Finish me
  
 
----
-- SetX
-- Constraint: animation must be sitting and cannot be paused.
----
on SetX me, newX 
 

----
-- SetY
-- Constraint: animation must be sitting and cannot be paused.
----
on SetY me, newY 
 
----
-- SetXY
-- sets the screen co-ordinate location of the animation
-- Constraint: animation cannot be paused.
----
on SetXY me, newX, newY  
 

----
-- SetXYPoint
-- Constraint: animation must be sitting, cannot be paused, argument must be a point.
----
on SetXYPoint me, newPoint  


----
-- GetXYPoint
-- Constraint: animation must be sitting and cannot be paused.
----
on GetXYPoint me  
 
 
----
-- GetX
-- returns the x co-ordinate of the animation
-- Constraint: none
----
on GetX me
  
 
----
-- GetY
-- returns the y co-ordinate of the animation
-- Constraint: none
----
on GetY me
  
 
----
-- SetFramerate
-- Sets the pFramesPerSecond the animations plays at (default = 10).  
-- You cannot set the framerate when the animation is playing.  The framerate
-- persists for the animation until you Terminate() or SetFramerate() again.
-- Constraint: animation cannot be animating or paused.
----
on SetFramerate me, newFPS
  

----
-- GetFramerate
-- returns the frames per second that the animation plays at.
-- Constraint: none
----
on GetFramerate me
  

----
-- SetFinishEvent
-- Set the finish event that gets executed when the animation finishes playing
-- (ie: when Finish() is called).  This event persists until you set it again, or
-- until you call Terminate() on the animation.
-- Constraint: Animation cannot be paused.
----
on SetFinishEvent me, newFinishEvent, newOwnerID, param1, param2, param3, param4
  
 
----
-- SetLoopEvent
-- sets the loop event, which gets executed every time an animation loops.  This
-- event persists until you set it again, or until you call Terminate() on the 
-- animation.
-- Constraint: Animation cannot be paused.
----
on SetLoopEvent me, newLoopEvent, newOwnerID, param1, param2, param3, param4
  
 
----
-- SetInterruptable
-- Set a flag to true or false depending on whether the animation is to be 
-- interruptable or not. This setting persists until Terminate()d or set again.
-- Constraint: animation must be inactive.
----
on SetInterruptable me, TrueOrFalse
  

----
-- SetScoreChannel
-- Set the channel that the animation is playing in.  There must be some sort 
-- of temporary bitmap sitting in the score channel that you want to change
-- to, otherwise you won't see anything animating on the screen.
-- Constraint: animation cannot be paused, newChannel must contain a bitmap.
----
on SetScoreChannel me, newChannel
  



----
-- Snap routines --
----

----
-- StartSnap
-- Starts the animation snapping.  This will cause the animaiton to start moving
-- towards the point defined by parameters (newX, newY), at a constant speed (defined
-- by parameter newSnapTime).  If no newSnapTime is given, the gDefaultSnapTime will 
-- be used in it's place (see SetDefaultSnapTime() from the animaiton manager). 
-- If a StartSnap() is called while the animation is already snapping, it will stop 
-- the old snap (without a finish event) and start a new one from it's current location.
-- Constraint: animation must be animating or held, and cannot be in 'drag mode' or paused.
-- The parameters newX, newY must be specified.
----
on StartSnap me, newX, newY, newSnapTime
  

----
-- StopSnap
-- Stops the animation from snapping, and leaves it where it is currently sitting
-- on the screen. 
-- Constraint: animation must be snapping, and cannot be paused.
----
on StopSnap me


----
-- FinishSnap
-- Stops the animation from snapping, places it at the snap target XY point, and
-- executes the snap finish event if there was one.
-- Constraint: animation must be snapping, and cannot be paused.
----
on FinishSnap me
  

----
-- SetSnapEvent
-- Set the snap event that gets executed when a snap finishes.  This event persists
-- until you call Terminate() which clears it, or you set it again.
-- Constraint: Animation cannot be paused.
----
on SetSnapEvent me, newSnapEvent, newSnapOwnerID, param1, param2, param3, param4
  


----
-- Drag routines --
----

----
-- StartDrag
-- Put the animation in a 'drag mode', which causes the animation's XY co-ordinates
-- to be set to the the cursor's current XY co-ordinates on every GameMaintenance() loop.
-- Constraint: Animation must be active and sitting.
------------------------------------------------------------------------------o
n StartDrag me


----
-- StopDrag
-- Takes the animation out of 'drag mode' (removes it from the gDragQueue).
-- Constraint: Animation must be animating or held, must be in 'drag mode'
-- (see StartDrag()), and cannot be paused.
----
on StopDrag me
  
 
----
-- SetDragXYOffset
-- Sets the drag X and Y offsets between the cursor and the registration point of 
-- the object being dragged.  This may be set at any time (takes both + or - values).
-- Constraint: Animation cannot be paused.
----
on SetDragXYOffset me, newX, newY

Project.cct#

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