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on mouseup go to movie "@:Menu" on mouseup go to movie "@::Movie:Movie1"

on exitframe go the frame on getbehaviordescription return on exitframe go the frame on getbehaviordescription

return "... " on checkstage set stageh = the height of the rect of the stage if the mousev < stageh / 2 then return TRUE else if the mousev > stageh / 2 then return FALSE

if checkstage() then go to frame "next" property whichframe, whichevent, playmode on initgotoframe me init me on mouseup me if whichevent = # then init me on enterframe me if whichevent = # then init me on exitframe me if whichevent = # then init me on init me play frame (the whichframe of me) else go frame (the whichframe of me) if on getpropertydescriptionlist set p_list = [

] return p_list on getbehaviordescription return "... " property whichframe, whichevent, playmode on initgotoframe me init me on mouseup me on enterframe me

on exitframe me on init me if the playmode of me = # then play frame (the whichframe of me) else go frame (the whichframe of me) if

on getpropertydescriptionlist set p_list = #WhichFrame: [ #comment: #format: #default: " ", #integer, 1 ],

#WhichEvent: [ #comment: #format: " ", #symbol, #range:[# #,#InitGotoFrame], #default: # ], #playmode: [ #comment: " ", #format: #range: #default: #symbol, [#, # ], # ]

return p_list on getbehaviordescription return "... "

property whichevent, whichlabel,playmode on initgotomarker me init me on mouseup me if whichevent = # then init me on enterframe me if whichevent = # then init me on exitframe me if whichevent = # then init me

on init me -- ** if the playmode of me = # then case ( whichlabel ) of: #Previous: go to marker( -1 ) #Loop: go to marker( 0 ) #Next: go to marker( 1 ) otherwise: go to whichlabel case else case ( whichlabel ) of: #Previous: play marker( -1 ) #Loop: play marker( 0 ) #Next: play marker( 1 ) otherwise: play whichlabel case if on getpropertydescriptionlist set p_list = [ return p_list on getbehaviordescription return "... " property whichevent, whichlabel,playmode

on initgotomarker me on mouseup me on enterframe me on exitframe me on init me put whichlabel -- ** if the playmode of me = # then case ( whichlabel ) of:

#Previous: go to marker( -1 ) #Loop: go to marker( 0 ) #Next: go to marker( 1 ) otherwise: go to whichlabel case else case ( whichlabel ) of: #Previous: play marker( -1 ) #Loop: play marker( 0 ) #Next: play marker( 1 )

otherwise: play whichlabel case if

#WhichLabel : [#comment : " :", #format : #marker, #default : #Loop]

on getpropertydescriptionlist set p_list = [ ] #WhichLabel: [#comment: " :", #format: #marker, #default: #Loop ], #playmode: [#comment: " :", #format: #symbol, #range: [#, # ],#default: # ] return p_list on getpropertydescriptionlist set p_list = [:] addprop p_list #WhichLabel: [#comment: " :", #format: #marker, #default: #Loop ] addprop p_list #playmode: [#comment: " :", #format: #symbol, #range: [#, # ], #default: # ] return p_list

property whichevent, addressee, eventtos, params on initssprite me on mouseup me on mousedown me on prepareframe me on enterframe me on exitframe me on init me set doit = "ssprite the Addressee of me, the EventToS of me," && params do doit on getpropertydescriptionlist on getbehaviordescription return "... " property whichevent, addressee, eventtos, params

on initssprite me on mouseup me on mousedown me on prepareframe me on enterframe me on exitframe me set doit = "ssprite the Addressee of me, the EventToS of me," && params do doit

on getpropertydescriptionlist #EventToS: [#comment: " :", #format: #default: #symbol, # ], #Params: [#comment: ",...", #format: #default: #string, "" ],

#Addressee: [#comment: " :", #format: #default: #integer, 1 ], #WhichEvent: [ #comment: #range: [ #format: #symbol, " :", #, #, #, #, #, #InitSSprite], #default: # ]

return p_list on getbehaviordescription return "... " sallsprites ssprite ssprite

property windowname, commandname, parameters, whichevent on initmiawmessage me on mouseup me on mousedown me on prepareframe me on enterframe me on exitframe me on init me if ( word 1 of parameters = "field" ) then set parameters = the text of field ( word 2 of parameters ) else if ( word 1 of parameters = "sprite" ) then set parameters = field the castnum of sprite ( word 2 of parameters ) if if not (parameters = EMPTY) then set argv = "(" & parameters &")" tell window ( the windowname of me ) to do ( the commandname of me ) && argv on getpropertydescriptionlist

on getbehaviordescription return "... " property windowname, commandname, parameters, whichevent on initmiawmessage me on mouseup me on mousedown me on prepareframe me on enterframe me on exitframe me

if ( word 1 of parameters = "field" ) then set parameters = the text of field ( word 2 of parameters ) the text of field ( word 2 of parameters ) the text of member ( word 2 of parameters ) field ( word 2 of parameters ) else if ( word 1 of parameters = "sprite" ) then set parameters = field the castnum of sprite ( word 2 of parameters )

field the castnum of sprite ( word 2 of parameters ) field the membernum of sprite ( word 2 of parameters ) the text of the member of sprite ( word 2 of parameters ) if not (parameters = EMPTY) then set argv = "(" & parameters &")" tell window ( the windowname of me ) to do ( the commandname of me ) && argv

property WhichEvent, WhichSound, WhichChannel, StartImmediately on initplaymember me on mouseup me on mousedown me on prepareframe me on enterframe me on exitframe me on init me puppetsound the WhichChannel of me, the whichsound of me if the StartImmediately of me then updatestage on getpropertydescriptionlist on getbehaviordescription return "... " property WhichEvent, WhichSound, WhichChannel, StartImmediately

on initplaymember me on mouseup me on mousedown me on prepareframe me on enterframe me on exitframe me puppetsound the WhichChannel of me, the whichsound of me

puppetsound ], " " [ ] if the StartImmediately of me then updatestage

property UpCM, DownCM, UpNum, DownNum property button_active on mousedown me set the member of sprite (the spritenum of me) = member the downcm of me set the button_active of me = TRUE on mouseup me set the member of sprite (the spritenum of me) = member the UpCM of me set the button_active of me = false on mouseenter me if the button_active of me then set the member of sprite (the spritenum of me) = member the DownCM of me if on mouseleave me if the button_active of me then set the member of sprite (the spritenum of me) = member the UpCM of me if on mouseupoutside me set the button_active of me = false

on beginsprite me set the UpCM of me = the member of sprite (the spritenum of me) set the UpNum of me = the number of member UpCM set the DownNum of me = the number of member DownCM set the button_active of me = false on Sprite me -- on getpropertydescriptionlist if the currentspritenum = 0 then set memdefault = 0 else set memref = the member of sprite the currentspritenum set castlibnum = the castlibnum of memref set memdefault = member (the membernum of member memref + 1) of castlib castlibnum if on getbehaviordescription return "... " property UpCM, DownCM, UpNum, DownNum property button_active

on mousedown me set the member of sprite (the spritenum of me) = member the downcm of me set the button_active of me = TRUE on mouseup me set the member of sprite (the spritenum of me) = member the UpCM of me set the button_active of me = false

on mouseenter me if the button_active of me then set the member of sprite (the spritenum of me) = member the DownCM of me on mouseleave me

if the button_active of me then set the member of sprite (the spritenum of me) = member the UpCM of me on mouseupoutside me set the button_active of me = false

on beginsprite me set the UpCM of me = the member of sprite (the spritenum of me) set the UpNum of me = the number of member UpCM set the DownNum of me = the number of member DownCM set the button_active of me = false

on Sprite me on getpropertydescriptionlist if the currentspritenum = 0 then set memdefault = 0

else set memref = the member of sprite the currentspritenum set castlibnum = the castlibnum of memref set memdefault = member (the membernum of member memref + 1) of castlib castlibnum

set p_list = [ #DownCM: [ #comment: #format: #default: ] return p_list " :", #graphic, memdefault ]

property outcurs, incurs, incursset, customimage, custommask, oldcursor property usecustom on translate_cursor me, setting, image, mask, custom if custom then set val = [ member image, member mask ] return val if return setting on beginsprite me set oldcursor = the cursor of sprite the spritenum of me

set val = translate_cursor( me, the incursset of me,customimage,custommask,usecustom ) set the cursor of sprite the spritenum of me = val on sprite me set the cursor of sprite the spritenum of me = oldcursor on getpropertydescriptionlist on getbehaviordescription return "... " property outcurs, incurs, incursset, customimage, custommask, oldcursor property usecustom on translate_cursor me, setting, image, mask, custom

if custom then set val = [ member image, member mask ] return val return setting

on beginsprite me set oldcursor = the cursor of sprite the spritenum of me set val = translate_cursor( me, the incursset of me,customimage,custommask,usecustom ) set the cursor of sprite the spritenum of me = val on Sprite me set the cursor of sprite the spritenum of me = oldcursor

property standardimage, alternateimage, nextcm on mouseenter me set the member of sprite the spritenum of me = the alternateimage of me on mouseleave me set the member of sprite the spritenum of me = the standardimage of me on beginsprite me set the standardimage of me = the member of sprite the spritenum of me if nextcm = 1 then set memref = the member of sprite the currentspritenum set castlibnum = the castlibnum of memref set memdefault = member (the membernum of member memref + 1) of castlib castlibnum set alternateimage = memdefault if on getpropertydescriptionlist if the currentspritenum = 0 then set memdefault = 0 else set memref = the member of sprite the currentspritenum set castlibnum = the castlibnum of memref set memdefault = member (the membernum of member memref + 1) of castlib castlibnum if

return "... " property standardimage, alternateimage, nextcm on mouseenter me set the member of sprite the spritenum of me = the alternateimage of me on mouseleave me set the member of sprite the spritenum of me = the standardimage of me

on beginsprite me set the standardimage of me = the member of sprite the spritenum of me if nextcm = 1 then set memref = the member of sprite the currentspritenum set castlibnum = the castlibnum of memref set memdefault = member (the membernum of member memref + 1) of castlib castlibnum set alternateimage = memdefault

on getpropertydescriptionlist if the currentspritenum = 0 then set memdefault = 0 else set memref = the member of sprite the currentspritenum set castlibnum = the castlibnum of memref set memdefault = member (the membernum of member memref + 1) of castlib castlibnum

set p_list = [ #nextcm: [ #comment: #format: #default: " :", #boolean, 1 ], #alternateimage: [#comment:" :", return p_list #format: #default: ] #graphic, memdefault ]

property ptotalbtnnum, pcastlibnum, pstartbtnnum property spritenum on mouseenter forwardanimation mouseenter on mouseleave reverseanimation mouseleave on forwardanimation set vnowbtnnum = getnowbtnnum() repeat with n = vnowbtnnum to (ptotalbtnnum - 1) if not rollover(spritenum) then exit repeat set the member of sprite spritenum = pstartbtnnum + n updatestage wait 3 repeat forwardanimation on reverseanimation set vnowbtnnum = getnowbtnnum() repeat with n = vnowbtnnum down to 0 set the member of sprite spritenum = pstartbtnnum + n updatestage wait 3 repeat reverseanimation

on getnowbtnnum return value(char 2 of the name of member (the membernum of sprite spritenum) of castlib pcastlibnum) getnowbtnnum on wait tick set Time = ticks() + tick repeat while ticks() < Time repeat wait on beginsprite me set pcastlibnum = the castlibnum of sprite spritenum set pstartbtnnum = the number of member (the member of sprite spritenum) of castlib pcastlibnum on Sprite me -- Sprite on getpropertydescriptionlist set descriptionlist = [:] addprop descriptionlist, #ptotalbtnnum, [#comment : " :", #format : #integer, #default : 10, #range : [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] ] return descriptionlist on getbehaviordescription return "... " property ptotalbtnnum, pcastlibnum, pstartbtnnum property spritenum

on mouseenter forwardanimation on mouseleave reverseanimation on forwardanimation set vnowbtnnum = getnowbtnnum() repeat with n = vnowbtnnum to (ptotalbtnnum - 1)

repeat with [ ] = [ ] to [ ] if not rollover(spritenum) then exit repeat set the member of sprite spritenum = pstartbtnnum + n updatestage wait 3 repeat

on reverseanimation set vnowbtnnum = getnowbtnnum() repeat with n = vnowbtnnum down to 0 repeat with [ ] = [ ] down to [ ] set the member of sprite spritenum = pstartbtnnum + n

updatestage wait 3 repeat on getnowbtnnum return value(char 2 of the name of member (the membernum of sprite spritenum) of castlib pcastlibnum)

on wait tick set Time = ticks() + tick repeat while ticks() < Time repeat

on beginsprite me set pcastlibnum = the castlibnum of sprite spritenum set pstartbtnnum = the number of member (the member of sprite spritenum) of castlib pcastlibnum on Sprite me --

on getpropertydescriptionlist set descriptionlist = [:] addprop descriptionlist, #ptotalbtnnum, [#comment : " :", #forma : #integer, #default : 10, #range : [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] ] return descriptionlist

property pjumpmovie, pquitmovie, ppreturnmovie, pmenumovie property jumprect, quitrect, returnrect, menurect property spritenum on mouseup put "go to movie " & string(getbtnposition()) -- go to movie string(getbtnposition()) on getbtnposition set themousepoint = point(the mouseh, the mousev) if inside(themousepoint, jumprect) then return pjumpmovie else if inside(themousepoint, quitrect) then return pquitmovie else if inside(themousepoint, returnrect) then return preturnmovie

else if inside(themousepoint, menurect) then return pmenumovie on beginsprite set vbtnrect = the rect of sprite spritenum set vleft = the left of vbtnrect set vtop = the top of vbtnrect set vright = the right of vbtnrect set vbottom = the bottom of vbtnrect set vcenterh = vleft + ((vright - vleft) / 2) set vcenterv = vtop + ((vbottom - vtop) / 2) set jumprect = rect(vleft, vtop, vcenterh, vcenterv) set quitrect = rect(vcenterh, vtop, vright, vcenterv) set returnrect = rect(vleft, vcenterv, vcenterh, vbottom) set menurect = rect(vcenterh, vcenterv, vright, vbottom) on getpropertydescriptionlist set descriptionlist = [:] addprop descriptionlist, #pjumpmovie, [#comment : "JUMP :", #format : #string, #default : "Menu"] addprop descriptionlist, #pquitmovie, [#comment : "QUIT :", #format : #string, #default : "Menu"] addprop descriptionlist, #preturnmovie, [#comment : "RETURN :", #format : #string, #default : "Menu"] addprop descriptionlist, #pmenumovie, [#comment : "MENU :", #format : #string, #default : "Menu"] return descriptionlist property pjumpmovie, pquitmovie, ppreturnmovie, pmenumovie property jumprect, quitrect, returnrect, menurect property spritenum

on mouseup put "go to movie " & string(getbtnposition()) -- go to movie string(getbtnposition()) on getbtnposition

set themousepoint = point(the mouseh, the mousev) if inside(themousepoint, jumprect) then return pjumpmovie inside( point( [ ], [ ]), rect(left, top, right, bottom)) else if inside(themousepoint, quitrect) then return pquitmovie else if inside(themousepoint, returnrect) then return preturnmovie else if inside(themousepoint, menurect) then return pmenumovie

on beginsprite

set vbtnrect = the rect of sprite spritenum set vleft = the left of vbtnrect set vtop = the top of vbtnrect set vright = the right of vbtnrect set vbottom = the bottom of vbtnrect set vcenterh = vleft + ((vright - vleft) / 2) set vcenterv = vtop + ((vbottom - vtop) / 2) set jumprect = rect(vleft, vtop, vcenterh, vcenterv) set quitrect = rect(vcenterh, vtop, vright, vcenterv) set returnrect = rect(vleft, vcenterv, vcenterh, vbottom) set menurect = rect(vcenterh, vcenterv, vright, vbottom)

property spritenum on showmsg set the visible of sprite spritenum = true on hidemsg set the visible of sprite spritenum = false on beginsprite set the visible of sprite spritenum = false on Sprite set the visible of sprite spritenum = true property spritenum

on showmsg set the visible of sprite spritenum = true on hidemsg set the visible of sprite spritenum = false on beginsprite set the visible of sprite spritenum = false Sprite set the visible of sprite spritenum = true

property ptargetspritenum property spritenum on mouseenter ssprite(ptargetspritenum, #showmsg) mouseenter on mouseleave ssprite(ptargetspritenum, #hidemsg) mouseleave on getpropertydescriptionlist set descriptionlist = [:] addprop descriptionlist, #ptargetspritenum, [#comment : " :", #format : #integer, #default : 1 ] return descriptionlist pproperty ptargetspritenum property spritenum on mouseenter ssprite(ptargetspritenum, #showmsg) on mouseleave ssprite(ptargetspritenum, #hidemsg) on getpropertydescriptionlist

set descriptionlist = [:] addprop descriptionlist, #ptargetspritenum, [#comment : " :", #format : #integer, #default : 1 ] return descriptionlist