-- This behavior repeatedly makes a sprite fade and brighten -- in opacity when the sprite is rolled over. -- Works with any sprite that has a blend property. ------------------------- -- Ken Loge 02-15-2002 -- http://diginoodles.com ------------------------- property pActivatePulseEffect -- whether the pulse effect is turned on or off property pBlendValueState -- if the sprite is currently dimming or getting brighter property pFadeStep -- the rate of the sprite blend change on beginSprite me pBlendValueState = #getDimmer pActivatePulseEffect = FALSE end on getPropertyDescriptionList me list = [:] addProp list, #pFadeStep, [#comment: "Fade rate of sprite:", #format: #integer, #default: 5] return list end on exitFrame me pulseSprite(me) end on mouseEnter me if pActivatePulseEffect = FALSE then pActivatePulseEffect = TRUE else pActivatePulseEffect = FALSE end if end on mouseLeave me if pActivatePulseEffect = FALSE then pActivatePulseEffect = TRUE else pActivatePulseEffect = FALSE sprite(me.spriteNum).blend = 100 end if end -- pulse blend a sprite cyclically using a simple state switcher on pulseSprite me if pActivatePulseEffect = TRUE then if pBlendValueState = #getDimmer then sprite(me.spriteNum).blend = sprite(me.spriteNum).blend - pFadeStep if sprite(me.spriteNum).blend < pFadeStep then pBlendValueState = #getBrighter end if if pBlendValueState = #getBrighter then sprite(me.spriteNum).blend = sprite(me.spriteNum).blend + pFadeStep if sprite(me.spriteNum).blend > (100 - pFadeStep) then pBlendValueState = #getDimmer end if end if end