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ink

Syntax

    sprite(whichSprite).ink
    the ink of sprite whichSprite

Description

Sprite property; determines the ink effect applied to the sprite specified by `whichSprite`, as follows:

`0—Copy` | `32—Blend`
`1—Transparent` | `33—Add pin`
`2—Reverse` | `34—Add`
`3—Ghost` | `35—Subtract pin`
`4—Not copy` | `36—Background transparent`
`5—Not transparent` | `37—Lightest`
`6—Not reverse` | `38—Subtract`
`7—Not ghost` | `39—Darkest`
`8—Matte` | `40—Lighten`
`9—Mask` | `41—Darken`

For a movie that plays back as an applet, valid values for the `ink` sprite property vary for different sprites, as follows:

| For bitmap sprites, the `ink` sprite property can be 0 (Copy), 8 (Matte), 32 (Blend), or 36 (Background transparent).
| For Flash and shape sprites, the `ink` sprite property can be 0, 8, or 36.
| For Vector shape sprites, the `ink` can be 0, 32, or 36.
| For field sprites, the `ink` sprite property can be 0 or 36. The player treats Blend and Matte inks as Background transparent.

In the case of 36 (background transparent), you select a sprite in the score and select a transparency color from the background color box in the Tools window. You can also do this by setting the `backColor` property.

If you set this property within a script while the playback head is not moving, be sure to use the `updateStage` command to redraw the Stage. If you change several sprite properties—or several sprites—use only one `updateStage` command at the end of all the changes.

This property can be tested and set.

Example

This statement changes the variable currentInk to the value for the ink effect of sprite (3):

    currentInk = sprite(3).ink

Example

This statement gives sprite (i + 1) a matte ink effect by setting the ink effect of the sprite property to 8, which specifies matte ink:

    sprite(i + 1).ink = 8

See also

`backColor`, `foreColor`