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•
#animationStarted
and
#animationEnded
are notification events that occur when a bones or
keyframe animation starts or stops playing. The handler will receive three arguments:
eventName
,
motion
, and
time
. The
eventName
argument is either
#animationStarted
or
#animationEnded
. The
motion
argument is the name of the motion that has started or stopped
playing, and
time
argument is the current time of the motion.
For looping animations, the
#animationStarted
event is issued only for the first loop, not
for subsequent loops. During a blend of two animations, this event will be sent as the
blend begins.
When a series of animations is queued for the model and the animation’s
autoBlend
property is
set to
TRUE
, the
#animationEnded
event may occur before the apparent end of a given motion.
This is because the
autoBlend
property may make the motion appear to continue even though
the animation has completed as defined.
•
#timeMS
is a time event. The first
#timeMS
event occurs when the number of milliseconds
specified in the
begin
parameter have elapsed after
registerForEvent
is called. The
period
parameter determines the number of milliseconds between
#timeMS
events when the value of
repetitions
is greater then 0. If
repetitions
is 0, the
#timeMS
event occurs indefinitely.
The handler you specify is sent the following arguments:
type
is always 0.
delta
is the elapsed time in milliseconds since the last
#timeMS
event.
time
is the number of milliseconds since the first
#timeMS
event. For example, if there are three
iterations with a period of 500 ms, the first iteration’s time will be 0, the second iteration will
be 500, and the third will be 1000.
duration
is the total number of milliseconds that will elapse between the
registerForEvent
call
and the last
#timeMS
event. For example, if there are five iterations with a period of 500 ms, the
duration is 2500 ms. For tasks with unlimited iterations, the duration is 0.
systemTime
is the absolute time in milliseconds since the Director movie started.
Examples
This statement registers the
messageReceived
event handler found in a movie script to be called
when the model named Player receives the custom user defined event named
#message
:
member("Scene").model("Player").registerScript(#message, \
#messageReceived, 0)
This statement registers the
collisionResponder
event handler found in the same script as the
registerScript
command to be called each time a collision occurs between the model named
Player and any other model using the
#collision
modifier:
member("Scene").model("Player").registerScript(#collideWith, \
#collisionResponder, me)
See also
registerForEvent()
,
sendEvent
,
setCollisionCallback()
,
collisionData
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