Let's start with the main timeline and work backwards.
The layers are structured typically: There is one for actions and one
for the MC that contains the rotation logic ("dragger" -
you can see the "dragger" MC in the upper left corner of the
stage - a greenish invisible button). Finally there is our bitmap
sequence, "dino" and the bg.
Logic Synopsis:
User loads the movie. Action in main timeline hides the cursor and
starts dragging the "dragger" MC.
A button in "dragger" determines whether to rotate the
dinosaur or not. If the button is depressed, the block of logic that
drives the rotation begins.
Rotation works like this: The stage is divided into 15 sections (I
found that this amount prevented the tendency to drag too fast and
skip over my bitmaps that I slaved over a hot stove to make). If the
user moves to a section that is to the right of the section where he
was most recently, the "dino" MC simulates rotating clockwise
(from top perspective), or "right" according to the popular
conception. (And of course the converse is true; put your hand down,
smarty-pants!)
There is nothing exciting in the main timeline. Let's look at the code
inside the "dragger" movie clip (attached to the button).