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Advanced Lingo For Games
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| Putting It All Together
This game requires two text members. The first contains the matrix, and needs to cover a large Stage area. It should use a monospaced font so that the letters line up accordingly. Figure 16.3 shows the Stage before the program has been run.
Figure 16.3
The word search Stage just after setting up the text sprites. Notice that the text members just contain dummy text to allow the sprites to be positioned on the screen.
The other sprite contains the member with a list of words. To ensure that it can contain a list of virtually any length, you might want to make it a "Scrolling" text member. However, if you feel confident that all the words will fit on the Stage, then you can make it an "Adjust to Fit" or "Fixed Width" text member. The matrix text member should be set to "Background Transparent" ink. This is to allow the line shape member to show through. This line can be created with the text tool selection in the main Director tool palette. Draw the line on the Stage and the member appears in the Cast and the sprite appears in the Score. Then, be sure that the sprite is in the channel one number lower than the matrix sprite. You should also make the color of that sprite a light gray, or something else if you prefer. Next, make the text member that will hold the word list. Because this doesn't appear on the Stage, the font or other settings of this member do not matter. Now, drop the game behavior onto the sprite. You are asked to specify the word list text member and the end game frame. Also, drop the simple looping frame behavior onto the frame script channel. | |