User Guide

112 Chapter 5: Director Core Objects
See also
channel() (Sound), sound (Player), sound(), Sound
Sprite
Represents an occurrence of a cast member in a sprite channel of the Score.
A Sprite object covers a sprite span, which is a range of frames in a given sprite channel. A Sprite
Channel object represents an entire sprite channel, regardless of the number of sprites it contains.
A sprite can be referenced either by number or by name.
When referring to a sprite by number, Director searches all sprites that exist in the current
frame of the Score, starting from the lowest numbered channel, and retrieves the sprites data
when it finds the numbered sprite. This method is faster than referring to a sprite by name.
However, because Director does not automatically update references to sprite numbers in
script, a numbered reference to a sprite that has moved position on the Stage will be broken.
When referring to a sprite by name, Director searches all sprites that exist in the current frame
of the Score, starting from the lowest numbered channel, and retrieves the sprites data when it
finds the named sprite. This method is slower than referring to a sprite by number, especially
when referring to large movies that contain many cast libraries, cast members, and sprites.
However, a named reference to a sprite allows the reference to remain intact even if the sprite
moves position on the Stage.
You can create a reference to a Sprite object by using the top level
sprite() function, the Movie
object’s
sprite property, or the Sprite Channel object’s sprite property.
Use the top level sprite() function.
-- Lingo syntax
objSprite = sprite(1)
// JavaScript syntax
var objSprite = sprite(1);
Use the Movie objects sprite property.
-- Lingo syntax
objSprite = _movie.sprite["willowTree"]
// JavaScript syntax
var objSprite = _movie.sprite["willowTree"];
Use the Sprite Channel objects sprite property.
-- Lingo syntax
objSprite = channel(3).sprite
// JavaScript syntax
var objSprite = channel(3).sprite;
loopCount sampleRate
loopEndTime startTime
loopsRemaining status
loopStartTime volume (Sound Channel)
Property (continued)