-- Lingo syntax _movie.beginRecording() // JavaScript syntax _movie.beginRecording();
Movie method; starts a Score generation session.
When you call beginRecording(), the playhead automatically advances one frame and begins recording in that frame. To avoid this behavior and begin recording in the frame in which beginRecording() is called, place a statement such as _movie.go(_movie.frame - 1) between the calls to beginRecording() and endRecording().
Only one update session in a movie can be active at a time.
Every call to beginRecording() must be matched by a call to endRecording(), which ends the Score generation session.
None.
When used in the following handler, the beginRecording keyword begins a Score generation session that animates the cast member Ball by assigning the cast member to sprite channel 20 and then moving the sprite horizontally and vertically over a series of frames. The number of frames is determined by the argument numberOfFrames.
-- Lingo syntax
on animBall(numberOfFrames)
_movie.beginRecording()
horizontal = 0
vertical = 100
repeat with i = 1 to numberOfFrames
_movie.go(i)
sprite(20).member = member("Ball")
sprite(20).locH = horizontal
sprite(20).locV = vertical
sprite(20).foreColor = 255
horizontal = horizontal + 3
vertical = vertical + 2
_movie.updateFrame()
end repeat
_movie.endRecording()
end animBall
// JavaScript syntax
function animBall(numberOfFrames) {
_movie.beginRecording();
var horizontal = 0;
var vertical = 100;
for (var i = 1; i <= numberOfFrames; i++) {
_movie.go(1);
sprite(20).member = member("Ball");
sprite(20).locH = horizontal;
sprite(20).locV = vertical;
sprite(20).foreColor = 255;
horizontal = horizontal + 3;
vertical = vertical + 2;
_movie.updateFrame();
}
_movie.endRecording();
}
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