global flipcount
property spriteNum, pMySpriteRef, currQuadListOriginal, locationY
on beginSprite me
flipcount=0
pMySpriteRef = sprite(me.spriteNum)
currQuadList = sprite(pMySpriteRef).quad
currQuadListOriginal=sprite(pMySpriteRef).quad
currQuadList[1] = currQuadList[1] + point(0, 30)
currQuadList[2] = currQuadList[2] + point(0, 30)
currQuadList[3] = currQuadList[3] + point(0, 30)
currQuadList[4] = currQuadList[4] + point(0, 30)
currQuadList[3] = currQuadList[3] - point(50, 0)
currQuadList[4] = currQuadList[4] + point(50, 0)
sprite(pMySpriteRef).quad = currQuadList
sprite(pMySpriteRef).blend=0
updateStage
end
on enterFrame me
currQuadList = sprite(pMySpriteRef).quad
repeat while flipcount<50
currQuadList[3] = currQuadList[3] + point(5, 0)
currQuadList[4] = currQuadList[4] - point(5, 0)
sprite(pMySpriteRef).quad = currQuadList
sprite(pMySpriteRef).blend=(flipcount*1.4) +30
currQuadList[1] = currQuadList[1] - point(0, 3)
currQuadList[2] = currQuadList[2] - point(0, 3)
currQuadList[3] = currQuadList[3] - point(0, 3)
currQuadList[4] = currQuadList[4] - point(0, 3)
updateStage
flipcount=flipcount+5
end Repeat
sprite(pMySpriteRef).blend=100
sprite(pMySpriteRef).quad = currQuadListOriginal
end
-- Reset original coordinates
on endSprite me
sprite(pMySpriteRef).quad = currQuadListOriginal
flipcount=0
end