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
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A list of glyphs and their width.