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.
| Property | What 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 sprite | sprite(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.| Code | Ink |
| 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.