Why my code D8 will not work in D11.5?

I've been running some educational apps that I built for students for years in the D8 and D10.  I have upgraded to 11.5 two years ago but could not do my apps to work and have not had the time to figure out why, so I do not use it.  Unfortunately now, Apple has dropped Rosetta in Lion and therefore my projectors produced Windows won't work on newer Mac. Here is an example of code to one of my apps that has problems. The first is a frame script that controls a base dialog box.  Students click on a phrase on the stage (sprite 2) and the program responds with a response above in the field 'FAResponse '. I used to use a mouseUp Manager on in the script of the frame but work stopped in D5 or D6 (I don't remember) and someone here told me a script of behavior under my sprite 2 called dialogEngine, which is supposed to return the number of the clicked sprite. He used to work.  He now returned EMPTY to writing of the frame.  Why what happened now? Before I could click sprite 2, 3 or 4 and the behavior script would return the number of sprite clicked to my frame script. How can I fix it?

The second problem is where I put the text in the field "FAResponse" = "the answer to the selected question.   They used to show in white on black background. Now, nothing is displayed.  I have spent hours trying to understand why and figured out that I now need a updateStage before setting the text in the response field. Why do I do now?  I have several lines in the program who send the text to the response field.  I tried to place the updateStage in loop Manager on (since I only need a updateStage) awaits a SPACE continue the discussion but that does not work. Is there a way to get the text to appear in the FAResponse without updatStage nor a way to update without having to do it in front of hundreds of places in the program?  It was not easy to explain.  I hope someone can help, thanks!

Image scripts:

on exitFrame

go to the section

end

on dialogEngine me, spriteNumber

Global gPam1Response1, gPam1Response2, gPam1Response3, gNumTicks, gTalkedManager1

put spriteNumber - I checked to see what my behavior under sprite script back and find it EMPTY

If spriteNumber = 2 and gPam1Response1 = 0 then

Sprite (2) .visible = FALSE

Sprite (3) .visible = FALSE

Sprite (4) .visible = FALSE

gNumTicks =. 4 * 60

countTime

the 8-0 member foreColor value

define the text in the field "FAResponse" = great, "you should be familiar with the company first."

gNumTicks = 4.8 * 60

loop

define the text in the field "FAResponse =""

gNumTicks =. 3 * 60

countTime

otherwise if spriteNumber = 2 and gPam1Response2 = 0 then

Sprite (2) .visible = FALSE

Sprite (3) .visible = FALSE

Sprite (4) .visible = FALSE

dialogEngine behavior for above frame script:

on mouseUp me

-just specify the script to frame this sprite has been clicked

sendSprite(0,#dialogEngine,me.spriteNum)

put the "behavior of executed dialogue."

end

managers of movie for above image script script:

on countTime

global gNumTicks

startTimer

Repeat for due timer < gNumTicks

nothing

end repeat

end countTime

on the loop

put 'on the run loop. "

global gToggle

If gToggle = "space" then

Repeat while the keypressed SPACE <>

nothing

end repeat

on the other

countTime

end if

end of loop

In order to get the spriteNum sent to the frameScript, try to change your mouseUp handler for:

on mouseUp me
  --  tell the frame script that this sprite was clicked
  sendAllSprites(,#dialogEngine, me.spriteNum)
  put "dialog behavior executed"
end

Your other problem/s I suspect are tight loops repeat intervene you in the #countTime and the #loop of managers (I would say rename your turn 'loop' to something that is not a keyword of Director). Change your code to avoid these loops won't be easy but is something you should try in a limited way to see if it helps.

In addition, the updateStage() command is broken on the Mac platform - I forgot the details (if only SW or projectors too) and this is not documented in a TN anywhere either.

Tags: Director

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