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SpongeBob SquarePants: Flip or Flop

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A game where SpongeBob makes Krabby Patties.

Developer Notes#

Rollover Member Change:

ROLLOVER MEMBER CHANGE

Change the sprite's cast member when the mouse rolls over the sprite.

PARAMETERS:
* Rollover cast member
Use with graphic members.

Swaps a sprite's cast member on rollover.

Jump to Marker Button:

JUMP TO MARKER BUTTON

A click on the sprite makes the playback head jump to a chosen marker in the same movie. You can choose between the previous marker, the next marker, or any named marker in the movie.

If more than one marker has the same name as the chosen marker, the playback head will jump to the first marker with that name in the movie. If you need to use duplicate names, try adding a different number of spaces at the end of each, so that they appear the same but are in fact different.

This behavior is designed for use with the Jump Back Button. You can set it to record the frame number of the current marker so that the Jump Back Button can subsequently return. Note: This feature relies on a global variable: gNavigationButtonList.

Use the Jump to Movie Button behavior to jump to a marker in a different movie.

PERMITTED MEMBER TYPES:
Graphic members

PARAMETERS:
* Jump to marker in this movie
* 'Go to' or 'Play and return'?
* Remember current marker for Back button

Select Remember Current Marker for Back Button to ensure that the behavior 'remembers' which markers have already been visited.

Use the associated Jump Back Button behavior on a separate sprite to return to visited markers in reverse order.

ASSOCIATED BEHAVIORS
* Jump to Movie button
* Jump Back Button
* Jump Forward Button
* Push Button (to alter rollover / mouseDown states)
Use with graphic members.

When you drop this behavior on a sprite, you can choose which marker in the current movie to jump to on mouseUp. You can also choose to jump to the next or the previous marker.

Use this behavior with the Jump Back Button to allow the user to return to visited sequences.

Play Sound

Plays a sound based on a frame or sprite event.
PLAY SOUND

Drop this behavior onto a sprite, the Stage, or the Script channel of the Score to play a sound based on the movement of the playback head or cursor.

When used in the Script channel, this behavior can play the sound when the playback head enters or leaves the frame. With sprites, the behavior can react to the beginning or end of the sprite, or to mouse events. Choose a sound, a sound channel, an event to trigger the sound and how many times the sound should play.

PARAMETERS:
* Sound to play - cast member used by behavior
* Sound channel - which channel to use for playback
* When to play sound - event to trigger sound
* Number of loops - how many times sound plays (0 = forever)

Error Messages#

Text that would appear as alert messages.

Two or more markers in this movie have the same name.  This could lead to 
confusion if you use this behavior to go to a named marker.

Duplicate marker(s) = ^0
BEHAVIOR ERROR: Frame ^0, Sprite ^1

Behavior ^0

The chosen marker no longer exists.
Choose a valid marker in the Behavior Parmeters dialog.

Current marker = ^0
BEHAVIOR ERROR: Frame ^0, Sprite ^1

Behavior ^0

The chosen marker does not  have a unique name.  The playback head will jump to the first marker with this name:

Duplicate marker name = ^0
BEHAVIOR ERROR: Frame ^0, Sprite ^1

Behavior ^0

[#stack [...], #index: [...], #forward: [...]]

Current value = ^0

Developer Credits#

dave sutherland - itoons
Simeon Peebler - Brain Block Interactive, Inc.
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