Sprite Properties

This is a list of the different sprite properties you can measure or change in Lingo. Some special types of sprites (for instance, Quicktime Video or Flash .SWF files) have extra properties.
One or two of these are actually member properties, which apply to the cast member rather than sprites made from the cast member.

PropertyWhat it is Example
.loch Horizontal Location in pixels sprite(1).loch = 80
.locv Vertical Location in pixels sprite(1).locv = 120
.loc The location point sprite(1).loc = point(80, 120)
.width Width in pixels sprite(1).width = 100
.height Height in pixels sprite(1).height = 100
.ink Changes ink - see inkcodes* sprite(1).ink = 36
.blend The translucency (0-100) sprite(1).blend = 50
.member The Cast by name or cast number sprite(1).member = ÒdogÓ
.rotation The rotation in Degrees sprite(1).rotation = 180
.regpoint The registration point of castmember member("dog").regpoint = point(80, 120)
.skew Distorts sprite (0-360) sprite(1).skew = 180
.flipH, .flipV Horizontal flip (true-false) sprite(1).flipH = false
.left, .right Left/right side on the stage sprite(1).left =50
.top, .bottom Top/bottom side on the stage sprite(1).top = 75
.moveablesprite user can move the sprite (true-false) sprite(1).movablesprite = true
.trails Sprite leaves trace image (true-false) sprite(1).trails = false
.visible Mutes sprite channel (true-false) sprite(1).visible = true
.cursor Changes cursor - see cursor codes* sprite(1).cursor = 2
.color Applies a color to the spritesprite(1).color = color (255,0,0)
.forecolor Better w/tool shapes or 1bits (0-255) sprite(1). forecolor = 2
.backcolor Better w/tool shapes or 1bits (0-255) sprite(1). backcolor = 2
.mediaready Shockwave Ð if media has arrived if sprite(1). mediaready = false then

Identifying Sprites

Sprites are identified by Number. the number for a sprite is the Sprite Channel that it is in (in the score). This is different from the Cast Member Number and Cast Member Name. Say I create a new movie, make a graphic, name it "sun", and drag it to the score in the 5th sprite channel. The sprite number is 5, the member name is "sun", and the member number is 1.

In Director MX2004 you can also Name Sprites in the property inspector. If you name a sprite, you don't have to remember which number it is anymore, and can say things like:

sprite("sun").member="bright sun"

Ink Codes

choose these from the Ink popup menu in property inspector; or set them numerically in lingo. Copy, Matte, and Background Transparent are the most used. Mask uses the next cast member as a mask for the sprite. Lighten, Darken, Add, etc. are pretty self-explanatory.
CodeInk
0 Copy
8 Matte
36 Background Transparent
32 Blend
1 Transparent
33 Add pin
2 reverse
34 add
3 ghost
35 subtract pin
4 not copy
5 not transparent
37 lightest
6 not reverse
38 subtract
7 not ghost
39 darkest
40 lighten
9 mask
41 darken

Good Transparency in Director

Using Matte or Background Transparent knocks out White in the image. For good transparency, just make your graphics in Photoshop, with a transparent background, and save them as regular .PSD files. They will import into Director without any problems. You can also import .PNG or .TIFF files to get good transparency (alpha channel), but PSD is often the quickest way to go.
almost without problems. they will actually often have a bit of a white, fuzzy halo still.