Lingo Summary
* Keywords
* Syntactic Marks
* Special Constants
* Operators
* Control Syntax
* Types of Values
* Strings
* Lists
* Math Functions
* Geometric Utilities
* Navigation in Score
* Event handlers
* Mouse and Keyboard Sensing
* Time Measurement and Timed Events
* Sprite Properties
* Cast Member Properties
* Cast Libraries
* Sprite Dragging
* Puppeting
* Display Environment
* Network and Shockwave
* Dynamic Score Creation
* HTML Communication and Shockwave
* Windows and Movies in Windows
* Objects
* Behaviors
* Alert Utilities
* Menus
* Sound
* Video
* Xtras
Keywords
* abbreviated
* castLib
* else
* field
* global
* long
* me
* member
* menu
* on
* property
* short
* sprite
* window
* xtra
Syntactic Marks
* - -
* "
* #
* ¬
* @
Special Constants
* BACKSPACE
* EMPTY
* ENTER
* FALSE
* QUOTE
* RETURN
* SPACE
* TAB
* TRUE
* VOID
Operators
* -
* &
* &&
* >
* >=
* <
* <>
* <=
* ( )
* *
* +
* /
* =
* [ ]
* and
* mod
* not
* or
* starts
Control Syntax
* abort
* case
* if
* repeat while
* repeat with
* repeat with down to
* repeat with in
* call
* continue
* exit
* exit repeat
* do
do stg
* the paramCount
number of parameters sent to the current function
* param
param(n)
* the result
value return by last previous function call
Types of Values
* integerP
* floatP
* listP
* stringP
* symbolP
* voidP
* objectP
* pictureP
* ilk
ilk(item)
#integer, #float, #string, #instance, or #void.
ilk(item, type) returns TRUE or FALSE
Conversions
* integer
* string
Strings
* offset
offset(lookForString, inString)
* char
char firstCharacter to lastCharacter of chunkExpression
* charToNum
* chars
chars(stringexpression, firstCharacter, lastCharacter)
* numToChar
* word
* item
* line
* length
* the number of chars
the number of chars in chunkExpression
* the number of items
* the number of lines
* the number of words
* contains
stringExpression1 contains stringExpression2
* delete
delete chunkExpression
Lists
* list
list(value1, value2,...)
* add
add list, value
* addAt
addAt list, position, value
* addProp
addProp list, property, value
* append
append list, value
* getAt
getAt(list, index)
* getProp
getProp(list, property)
* getPropAt
getPropAt(list, index)
* getaProp
getaProp(list, positionORproperty)
* count
count(list)
* deleteAt
deleteAt list, position
* deleteOne
deleteOne list,value
* deleteProp
deleteProp list, property
Math Functions
* abs
* atan
* cos
* exp
* float
* max
* min
* log
* pi
* sin
* sqrt
* tan
* random
* the randomSeed
seed value for random function
Geometric Utilities
* point
point(horizontal, vertical)
* rect
rect(left, top, right, bottom)
* inflate
inflate(rectangle, horizontalChange, VerticalChange)
* offset
offset(rectangle, horizontalChange, VerticlaChange)
* inside
inside(point, rect)
* intersect
intersect (rect, rect)
Navigation in Score
* go loop
sends the playback head to the first marker to the left of the current frame
equivalent to go marker(0)
* go next
sends the playback head to the first marker to the right of the current frame
equivalent to go marker(1)
* go previous
sends the playback head to the second marker to the left of the current frame
equivalent to go marker(-1)
* go to
go to frame whichFrame
go to frame whichFrame of movie whichMovie
* marker
marker(whichMarker) [number or name]
* halt
stop the movie
Event handlers
* on alertHook
on alertHook me, err, msg
called whenever an error is encountered while the movie is playing
needs to be placed in a movie script
* on alertHook
* on beginSprite
sent each time a sprite or script appears
* on endSprite
sent each time a sprite or script disappears
* on enterFrame
sent when the playback head enters a new frame, after drawing
* on exitFrame
sent when the playback head leaves frame
* on prepareFrame
sent when the playback head enters a new frame, after drawing
* on idle
sent when nothing else is happening
* on keyDown
sent when any key is depressed
* on keyUp
sent when any key is released
* on mouseDown
sent when mouse goes down
* on mouseUp
sent when mouse is released
* on mouseUpOutSide
sent when mouse is released outside sprite where it went down
sent to sprite where it went down
* on mouseWithin
when the cursor is over a sprite with on mouseWithin, the movie will send mouseWithin messages as often as possible.
* on rightMouseDown
sent when right mouse button goes down
* on rightMouseUp
sent when right mouse button comes up
* on openWindow
sent when window is opened
* on closeWindow
sent when window is closed
* on activateWindow
sent to window object when it becomes frontmost
* on deactivateWindow
sent when window is deactivated
* on resizeWindow
sent when window is resized
* on moveWindow
sent when window is moved
* on prepareMovie
first message sent to the movie, before any other Lingo is executed
* on startMovie
sent to a movie as it starts to play [after prepareMovie]
* on stopMovie
final message sent to the movie
* on stepFrame
sent to objects in the actorList when playback head enters a new frame
* on zoomWindow
sent to window when zoom box clicked
* on cuePassed
on cuePassed channelID, cueIndex, cueName
on cuePassed me, channelID, cueIndex, cueName
used with sound and video that has embedded cue points
Mouse and Keyboard Sensing
* rollOver
rollOver(whichSprite)
* sprite intersects
sprite sprite1 intersects sprite2
* sprite within
sprite sprite1 within sprite2
* the commandDown
is command key down?
* the optionDown
is option key down?
* the shiftDown
is shift key down?
* the mouseChar
character number under mouse when in text field
* the mouseDown
is the mouse down?
* the mouseUp
is the mouse up?
* the rightMouseDown
is the right mouse down?
* the rightMouseUp
is the right mouse up?
* the mouseItem
item number under mouse when in text field
* the mouseLine
line number under mouse when in text field
* the mouseWord
word number under mouse when in text field
* the mouseMember
character number under mouse when in text field
* the mouseDownScript
script to execute when mouse goes down
* the mouseUpScript
script to execute when mouse comes up
* the mouseH
horizontal position of mouse
* the mouseV
vertical position of mouse
* the lastKey
time in ticks since last previous key pressed
* the lastRoll
time in ticks since last previous mouse move
* the rollOver
topmost sprite that the cursor is over
* the selStart
index of first selected character in text field
* the selEnd
index of last selected character in text field
* the selection
string selected in text field
* the stillDown [superseded by 'the mouseDown]
* charPosToLoc
maps character index in text field to pixel position of corner
* linePosToLocV
maps line index in text field to pixel vertical position of corner
* locToCharPos
maps pixel loc in text field to character index
* locVToLinePos
maps vertical pixel loc in text field to line index
Time Measurement and Timed Events
* the ticks
clock value in ticks
* the time
current time as a string. Can be abbreviated, long, or short
* the timeoutKeyDown
if true, keypresses reset the timeoutLapsed
* the timeoutLapsed
alarm clock value; rings when reaches the timeoutLength
* the timeoutLength
elapsed time at which alarm is to ring
* the timeoutMouse
if true, mouse moves reset the timeoutLapsed
* the timeoutPlay
if true, non-pause state resets the timeoutLapsed
* the timeoutScript
script to invoke on timeout
* the timer
elapsed time since movie started, or 'startTimer' command issued
* starttimer
restarts timer
* delay
delay n_ticks
* on timeout
static definition of script to invoke on timeout
Sprite Properties
* the member of sprite
full reference to sprite member
set the member of sprite n = member k of castLib j
* the memberNum of sprite
partial reference: sprite member number
* the mostRecentCuePoint of sprite
* the castLibNum of sprite
cast library number of sprite
* the castNum of sprite
cast number of sprite
* the locH of sprite
horiz. pixel position of sprite center
* the locV of sprite
vert. pixel position of sprite center
* the loc of sprite
point giving horizontal and vertical positions
* the bottom of sprite
pixel position of sprite bottom
* the left of sprite
pixel position of sprite left
* the right of sprite
pixel position of sprite right
* the top of sprite
pixel position of sprite top
* the width of sprite
sprite width, in pixels
* the height of sprite
sprite height, in pixels
* the rect of sprite
enclosing rectangle of sprite
* the backColor of sprite
background color of 1-bit member
* the foreColor of sprite
foreground color of 1-bit member
* the ink of sprite
'ink effect' applied to sprite
* the blend of sprite
blend coefficient for sprite if blend ink used
* the constraint of sprite
constraining sprit for sprite
* the puppet of sprite
true if sprite is detached from score control
* the enabled of sprite
false if sprite should not respond to mouse events
* the cursor of sprite
set the cursor of sprite n = k
set the cursor of sprite n = [memb_k]
set the cursor of sprite n = [memb_k, mask_memb_j]
number or castmember of cursor to use over sprite
* the editable of sprite
true if text field sprite is editable
* the lineSize of sprite
border thickness of shape cast member
* the moveableSprite of sprite
TRUE if the sprite can be moved by user clicking and dragging
* the scoreColor of sprite
color in which sprite is shown in score
* the scriptNum of sprite
number of sprite script
* the stretch of sprite
set to TRUE if stretch of graphic element is to be allowed (always on for shapes)
* the trails of sprite
true if sprite leaves trails as it moves
* the type of sprite
0 if empty, 16 if not
* the visible of sprite
true if sprite is visible
* the volume of sprite
volume level of audio sprite
* the isToggle of sprite
TRUE if a button is in its toggled state
* the behavesLikeToggle of sprite
is toggled state steady or evaporating
Sprite Dragging
* constrainH(spriteno, val)
constrains val to lie in horizontal range of sprite
* constrainV(spriteno, val)
constrains val to lie in vertical range of sprite
* spriteBox
[obsolete; use 'rect of sprite']
Puppeting
* puppetPalette
set/free palette track to/from score
* puppetSound
set/free sound track to/from score
* puppetSprite
set/free sprite track to/from score
* puppetTempo
set/free tempo track to/from score
* puppetTransition
set/free transition track to/from score
Cast Member Properties
* the height of member
rectangle height of graphic cast member
* the width of member
rectangle width of graphic cast member
* the castLibNum of member
library number for cast member
* the URL of member
property that contains the Internet path and filename of the Shockwave audio file associated with the cast member.
* the alignment of member
property that allows you to check or set the horizontal position of text within a field.
* the autoTab of member
property of a field member is set to TRUE, the user can jump to the next editable field by pressing the Tab key.
* the backColor of member
background color of 1-bit member
* the foreColor of member
foreground color of 1-bit member
* the initialToggleState of member
determines whether a cast member of the #btned type is set to its toggled or untoggled state when it first appears.
* the behavesLikeToggle of member
controls the toggle action of #btned cast members, which are created with the Custom Button command from the Insert|Control menu.
* the bitRate of member
data transfer rate needed to sustain the Shockwave audio file associated with a #SWA type of cast member.
* the bitsPerSample of member
reveals information about the quality of the Shockwave Audio file associated with the specified cast member.
* the border of member
a property that contains the thickness (in pixels) of a border around a field cast member.
* the boxDropShadow of member
contains the size in pixels of the drop shadow that is added to the outside rectangle of field.
* the boxType of member
a property that contains the main field type of a field cast member. These values correspond to those in the field member dialog box; they are #adjust, #fixed, #limit, and #scroll.
* the buttonType of member
determines how a #button cast member is displayed. The possible values are #checkBox, #pushButton, and #radioButton.
* the center of member
property that contains a TRUE or FALSE value, corresponding to the check box labeled "center" in the Digital Video Cast Member Properties dialog box.
* the changeArea of member
property that contains a TRUE or FALSE value that corresponds to the Affects radio buttons in the Frame Properties: Transition dialog box.
* the channelCount of member
property that determines if the specified sound cast member is monaural or stereo.
* the chunkSize of member
property that determines how smooth a transition appears, and corresponds to the Smoothness slider bar in the Frame Properties: Transition dialog box. the chunkSize is a value from 1 to 128 pixels;
* the controller of member
If the controller of member property is TRUE, the playback controls of a QuickTime digital video member are displayed.
* the copyrightInfo of member
property that contains a string with information about the Shockwave audio file associated with the specified member. The string can be embedded into the sound file with Macromedia's SoundEdit Pro.
* the crop of member
property that is a TRUE or FALSE value, corresponding to the radio buttons labeled Framing in the Digital Video Cast Member Properties dialog.
* the cuePointNames of member
property that lists the items containing the labels of all cue points in the sound, Shockwave audio, or QuickTime cast member.
* the cuePointTimes of member
property that contains a list with the times at which the cue points of a cast member are placed, in milliseconds.
* the depth of member
The value is determined by the number of bits used to store data for each pixel of a bitmap image.
* the digitalVideoType of member
property that contains information about the format of a digital video cast member. The two possible values are #quickTime and #videoForWindows.
* the directToStage of member
property is TRUE if the digital video cast member will play in front of all other sprites on the stage, regardless of what sprite channel it's in. If the property is FALSE, other sprites can be layered on top of the digital video sprite.
* the dropShadow of member
contains the size (in pixels) of the drop shadow applied to the text of a field cast member. If you want to add a drop shadow to the exterior of a field, use the boxDropShadow of member property.
* the duration of member
property that contains a value representing the length of time of either a digital video (#digitalVideo), a transition (#transition), or a Shockwave audio (#SWA) cast member.
* the editable of member
property that contains TRUE if a field cast member is editable while the movie is running, and FALSE if it is not.
* the enabled of member
property that controls whether #btned cast members respond to mouse activities. If this property is TRUE, the button responds to rollovers and clicks. If the property is set to FALSE, the image designated for the disabled state of the button is displayed.
* the fileName of member
property that contains the name of the file in use by a linked cast member (one in which the media is stored outside of the cast).
* the filled of member
a property that is TRUE if the specified shape is filled with a pattern, and FALSE if the specified shape is transparent.
* the font of member
determines the typeface the field cast member uses to display the text contained in it. It does not affect #richText cast members.
* the fontSize of member
property that controls the default size of the text in a field cast member.
* the fontStyle of member
property that contains the style of the text in a field cast member.
* the frameRate of member
property that contains the number of frames per second of a digital video cast member in its Digital Video Cast Member Properties dialog box.
* the hilite of member
the hilite of member is a property that is TRUE if the specified check box or radio button member is highlighted.
* the initialToggleState of member
property that determines whether a cast member of the #btned is set to its toggled or untoggled state when it first appears. If the property is FALSE, the default image is used; if the property is TRUE, the toggled image is used. The default value is FALSE.
* the labelString of member
property that contains the text displayed in #btned cast members created with the Custom Button Editor.
* the lineCount of member
property that returns the number of lines in a field, as determined by the word-wrap of the field on the stage, not the number of RETURN characters.
* the lineHeight of member
property that controls the amount of space between lines of text (in pixels) of a field cast member.
* the lineSize of member
contains the thickness, in pixels, of the line bordering the specified shape cast member.
* the loaded of member
TRUE if the cast member specified by the parameter is currently loaded into RAM.
* the loop of member
has the same effect as selecting the Loop button in the Digital Video Cast Member Properties dialog box.
* the margin of member
property that determines the size, in pixels, of the space between the edges of the text as it appears in a field cast member and the edges of a sprite using the cast member.
* the media of member
property containing the actual data that makes up the cast member.
* the mediaReady of member
used to determine if a cast member has finished downloading from a remote location. It returns a boolean value and can only be tested.
* the modified of member
property that contains TRUE if the specified cast member has been changed in any way since the current movie has been open.
* the name of member
property that contains the name of the specified cast member.
* the numChannels of member
property that contains information about whether a Shockwave audio file is monophonic (1) or stereo (2).
* the number of member
property that contains a unique identification number for the specified cast member.
* the pageHeight of member
property that contains the vertical size in pixels of the visible portion of a field cast member
* the palette of member
property that determines the palette assigned to a bitmap cast member.
* the paletteRef of member
property that contains a nonnumeric reference to the palette assigned to a bitmap cast member
* the pattern of member
property that contains the index number of the pattern applied to the specified shape cast member. Possible pattern of member values range from 1 to 64.
* the pausedAtStart of member
If property is TRUE, a digital video will not automatically begin playing when it appears on the stage as a sprite. In this case, you must send a command like set the movieRate of sprite n = 1 to make the movie start playing.
* the percentPlayed of member
property that contains a floating-point value representing the percentage of the sound file that has played.
* the percentStreamed of member
property that contains a value representing how much of a streaming Shockwave audio file has been received.
* the picture of member
property that contains the data for the image being used by a #bitmap, #richText, or #picture cast member.
* the preLoad of member
The preLoad of member property is TRUE if a digital video cast member is allowed to be preloaded into memory.
* the preLoadTime of member
property that determines how many seconds of a Shockwave audio file will be loaded from a URL before play begins, or the amount that will load with the preLoadBuffer command.
* the purgePriority of member
property that gives you control over the automatic purging of cast members from RAM. Possible values are 0, 1, 2, or 3.
* the rect of member
property that contains the rectangular coordinates of the specified cast member.
* the regPoint of member
property that contains the registration point of a cast member.
* the sampleRate of member
property that contains information about the sampling rate of the data in a Shockwave audio file.
* the sampleSize of member
property that reveals the number of bits used to sample a sound wave for each sampling point of a cast member of the type #sound.
* the scriptText of member
property that contains the content of a script assigned to a cast member.
* the scriptType of member
property that determines the kind of script a #script cast member is, whether #movie, #score, or #parent.
* the scriptsEnabled of member
property is TRUE if the specified #movie cast member can execute its own Lingo scripts.
* the scrollTop of member
controls the visible portion of a field. Its value (in pixels) corresponds to the portion of the cast member scrolled off the top of the sprite. It gives you fine control over the scrolling of text in a field (of #scroll or #fixed types) or #richText cast members.
* the selStart of member
property that determines the first character of the selection in an editable field cast member.
* the shapeType of member
property that contains a symbol value indicating which shape the cast member is. The possible shape types are #line, #oval, #rect, and #roundRect.
* the size of member
property that contains the size, in bytes, of the cast member.
* the sound of member
The sound of member property is TRUE if the digital video or movie cast member is set to play its sound, and FALSE otherwise.
* the soundChannel of member
property that determines the sound channel a Shockwave audio file will play back in.
* the state of member
contains a value representing the current state of the Shockwave audio file associated with a #SWA cast member.
* the streamName of member
interchangable with the URL of member property
* the text of member
property that contains the text stored in the field cast member.
* the timeScale of member
property that contains the number of time units per second that the digital video cast member was based on when it was created.
* the transitionType of member
property that contains a numeric identifier for the transition assigned to the transition cast member.
* the type of member
indicates what kind of media is stored in a cast member.
* the video of member
property that controls the display of the video tracks of a digital video cast member.
* the volume of member
property that controls the volume of a Shockwave audio sound. Possible values range from 0 (minimum) to 255 (maximum).
* the wordWrap of member
property that is TRUE when the specified field is set to wrap the words within the field, and FALSE otherwise.
Cast Libraries
* the fileName of castLib
property that contains the filename of a specified cast library. If the cast library is internal, it returns EMPTY.
* the name of castLib
contains the name of the cast library specified by the parameter.
* the number of castLib
property that contains a reference to the specified cast library.
* the number of members of castLib
property that indicates the last occupied position in a cast library.
* the preLoadMode of CastLib
property that controls default preloading for all of the members of the specified cast. The possible values are 0, 1, or 2.
* the selection of castLib
property that controls which cast members are currently selected.
Display Environment
* the stageBottom
position of bottom of stage on screen
* the stageLeft
left edge of stage on screen
* the stageRight
right edge of stage on screen
* the stageTop
position of top of stage on screen
* the stageColor
index of color in current palette
* the paletteMapping
true if objects with different aplettes can be remapped
Network and Shockwave
* getPref
function that returns the text contained in a Shockwave preference file written by a setPref command.
* netDone
function that returns TRUE if the Shockwave operation identified by the parameter has finished downloading. It returns FALSE otherwise.
* netError
function that returns a string that corresponds to an error that may have occurred during the Shockwave operation identified by the parameter value. If no error occurred, this function returns the "OK" string.
* netLastModDate
function that returns a string that contains the date and time of an item retrieved by the specified network operation.
* netMIME
function that returns a string that contains the MIME type of the item retrieved with a network operation.
* netTextResult
function that returns the text that was downloaded by a getNetText command.
* gotoNetMovie
will load a Shockwave movie into the browser's cache. The parameter must be a string containing a valid HTTP URL and can be either an absolute or relative path.
* gotoNetPage
tells the browser to open a new HTML page
* on streamStatus
on streamStatus URL, state, bytesSoFar, bytesTotal, error
Dynamic Score Creation
* beginRecording
begin 'virtual play' for score recording
* endRecording
end 'virtual play' for score recording
* duplicateFrame
adds a duplicate of the current frame after the current frame during a score recording session.
* insertFrame
duplicates the current frame during a score recording session.
* deleteFrame
deletes the frame the playback head is in during a score recording session.
* clearFrame
clears the entire contents of the current frame during a score recording session.
* the tweened of sprite
used during score recording to specify whether each frame of a sprite is considered a key frame
* duplicate member
makes a copy of the cast member specified by the first parameter and places it in a position specified by the second parameter.
* erase member
deletes a cast member specified by name or position from a cast library.
HTML Communication and Shockwave
* on EvalScript
allows messages and data to be sent as strings from JavaScript or VBScript embedded in an HTML page.
Windows and Movies in Windows
* the drawRect of window
property that determines the placement of a Director movie in its window.
* the fileName of window
allows you to specify the Director movie playing in a window.
* the modal of window
property that determines if the specified window is the only movie that responds to user actions.
* the name of window
determines the string used to refer to the window, when referring to the window by name rather than position in the windowList.
* the rect of window
property that is a rect value describing the position on the screen of the specified window.
* the sourceRect of window
property that is determined by the position and size of the movie in the window as it first appears when opened.
* the title of window
determines what appears in the title bar of the window.
* the titleVisible of window
controls whether a window displays its title.
* the visible of window
determines if the window is open (TRUE) or closed (FALSE).
* the windowType of window
property which contains an integer that determines the attributes and appearance of a MIAW.
* forget window
closes the specified window and removes it from the windowList, freeing up the memory allocated to the MIAW.
Objects
* new
function used with parent scripts to create a new object in memory from the script.
* on new
used in parent scripts to initialize properties and return a reference to
* birth
replaced in Director 5 by the new function.
* the ancestor
property that gives an object access to the handlers of another object.
* the spriteNum of me
behavior property that is automatically assigned a value when a behavior is added to a sprite by dragging it onto the sprite.
* callAncestor
sends a message and any necessary parameters to the ancestors of one or more objects.
* on runPropertyDialog
allows you to set up behaviors using values you have predetermined rather than the dialogs created by the getPropertyDescriptionList handler.
Behaviors
* on getBehaviorDescription
returns a string to display information about a behavior's operation and parameters;
* on getPropertyDescriptionList
returns a list that allows the properties of a behavior to be edited from the parameter interface available to behaviors
* the scriptInstanceList of sprite
yields linear list of all of the behaviors attached to a specified sprite
Alert Utilities
* alert
displays a dialog box containing a text string and an OK button.
* beep
makes the speaker beep the number of times specified by its parameter, or once if no parameter value is used.
Menus
* the checkMark of menuItem
determines if the specified menu item of a custom menu has a checkmark next to it when displayed.
* the enabled of menuItem
determines whether the specified menu item of a custom menu is displayed as active (in black) and can be selected or displayed as inactive (in gray) and cannot be selected.
* the name of menuItem
allows you to test and modify the names of menu items during authoring and playback.
* the script of menuItem
determines the action to be taken if the menu item is selected with the mouse or its key-command equivalent has been pressed.
* the number of menuItems
determines how many menu items belong to a specific menu.
* installMenu
creates a custom menu using data from a field cast member specified by the parameter.
Sound
* soundBusy
function returns TRUE if a sound is currently playing in the specified sound channel, and FALSE otherwise.
* sound close
stops the sound playing in the specified sound channel.
* sound fadeIn
fades a sound in the specified channel from silence to full volume (as determined by the volume of sound) over a period of time.
* sound fadeOut
fades a sound in the specified channel from its current volume to silence over a period of time.
* sound playFile
plays an AIFF or WAV sound file in a sound channel.
* sound stop
makes the sound in the specified channel stop playing.
* the volume of sound
property that contains a number from 0 (no sound) to 255 (loudest), representing the volume of the sound in the specified channel.
* the soundEnabled
property that is TRUE if the sound is turned on, and FALSE if it is turned off.
* the soundLevel
property which contains a value that determines the volume of all sound playing through the computer's speaker. The value can be from 0 (no sound) to 7 (loudest).
* the multiSound
property that is TRUE if the current computer can play more than one sound channel at a time.
Video
* the movieRate of sprite
play rate of video sprite
* the movieTime of sprite
current play rate of video sprite
* the currentTime of sprite
current time of video cast member
* trackCount
contains the number of tracks in the digital video member digitalVideoMember.
* trackEnabled
function returns TRUE if the specified track of a digital video sprite is enabled to play.
* trackNextKeyTime
function returns a value showing where the next key frame of a specific track in a digital video appears.
* trackNextSampleTime
returns a value indicating the position in the movie of the next sample of the specified track in a movie.
* trackPreviousKeyTime
returns a value showing where the last key frame of a specific track in a digital video appeared.
* trackPreviousSampleTime
returns a value indicating the position in the movie of the last sample of the specified track.
* trackStartTime
operates on sprites in the same manner it operated for cast members
* trackStopTime
operates on sprites in the same manner it operated for cast members
* trackText
returns the text in the specified track of the digital video sprite if the track is a text track.
* trackType
works for sprites as it does for cast members
* the startTime of sprite
starting play time for video sprite member
* the stopTime of sprite
ending play time for video sprite member
Xtras
* the name of xtra
property that allows you to access the names of the Xtras available to the Director application, a projector, or a Shockwave movie.
Environment in General
* the trace
on if tracing is on
* the traceLoad
property which contains a number that controls the amount of information displayed about cast members when they are loaded into memory.
* the traceLogFile
name of file to store trace
* the machineType
property that returns a value originally identifying which MacOS system the movie is running on. All Windows machines return the value 256.
* the maxInteger
property that contains the largest integer value that can be used by the current system.
* the memorySize
property that contains the total amount of memory available to the movie in bytes.
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