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Lesson 21. Controlling Sprites with Lingo > Adding Sprites to the Stage

Adding Sprites to the Stage

Next you'll set up the movie and place the remaining sprites on the stage. The additional sprites you need are buttons that users can click to move the robot arm.

Double-click the tempo channel in frame 1 to open the Tempo dialog box. Then set the tempo to 10 frames per second (fps).

The actual tempo setting used in this task isn't very important because all animation is going to be performed through Lingo. However, it's a good habit to set the tempo at the beginning of every project, even if it is changed later. If no tempo is set, the default tempo is 30 fps, which is a little faster than what's needed here.

Figure .

Delete the sprite in channel 1. Drag cast member 27 (Arm) to channel 1, frame 1. Then drag the arm to the far left edge of the stage and center it vertically, as you did in the previous task. Set its ink effect to Background Transparent.

The Arm sprite that you added to channel 1 in the previous task has several keyframes. You don't need those keyframes now, because you're going to control the movement of the arm through Lingo. It's easier to delete the existing sprite and add it to the stage again than it is to delete the keyframes.

Drag cast members 28, 30, 32, 34, and 36 to the lower-right part of the stage as in the following illustration. Set their ink effect to Matte.

These cast members are the Up (cast member 28), Down (30), Extend (32), and Retract (34) buttons with which the user will be able to control the robot arm. Cast member 36 is a panel on which you can place the buttons.

Matte ink is useful for irregularly shaped cast members; it makes the white edges around the graphic transparent, while any white inside the graphic remains white. Your buttons should look something like this:

Figure .

As always, after channel 1 is occupied by a cast member, Director automatically fills in each channel in numerical order with subsequent cast members that are dragged onto the stage. This means that cast member 28 (the Up button) will be in channel 2, cast member 30 (Down) will be in channel 3, cast member 32 (Extend) will be in channel 4, cast member 34 (Retract) will be in channel 5, and cast member 36 (Center Panel) will be in channel 6.

Adjust the durations of the sprites in channels 1through 6 to span frames 1 through 10.

The duration of these sprites is not important because you will control all action using Lingo. This duration was chosen because it is long enough to allow the cast member names to be readable in the score. Your score should now look like this:

Figure .

Save your work.



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