>on setBlockOff varName, spriteNo
> global Blocks
>
> set the member of sprite spriteNo to member("Off")
> -- Blocks.setaProp(varName, 0) -- false
> -- setaProp Blocks, varName, 0 -- false
> Blocks[varName] = 0 -- false
> updateStage
>end
>
>---
>
>as you can see I was playing with setBlockOff function to set the
>value of the Blocks list, and when I see the data from the debugger,
>it's actually changing the name of the property not the value of the
>property...
>When the process is in the second repeat loop of the displayButtons
>function, it invokes setBlockOff function and the value for the
>Blocks list goes like this... If you see the first item, it is
>written like "click00": 0 whereas the second item is written like
>#click10: 0
>
>put Blocks
>-- ["click00": 0, #click10: 0, #click20: 0, #click30: 0, #click40:
>0, #click50: 0, #click60: 0, #click70: 0, #click80: 0, #click90: 0,
>#click01: 0, #click11: 0, #click21: 0, #click31: 0, #click41: 0,
>#click51: 0, #click61: 0, #click71: 0, #click81: 0, #click91: 0,
>#click02: 0, #click12: 0, #click22: 0, #click32: 0, #click42: 0,
>#click52: 0, #click62: 0, #click72: 0, #click82: 0, #click92: 0,
>#click03: 0, #click13: 0, #click23: 0, #click33: 0, #click43: 0,
>#click53: 0, #click63: 0, #click73: 0, #click83: 0, #click93: 0,
>#click04: 0, #click14: 0, #click24: 0, #click34: 0, #click44: 0,
>#click54: 0, #click64: 0, #click74: 0, #click84: 0, #click94: 0]
This should work:
Blocks[varName] = 0 -- false
but you are confusing data types. You have defined your property list
as containing only symbols (#click00) and then you try to change
items in the list using a string ("click00")
set varName = Blocks.getPropAt(x) -- Try this
set varName = string(Blocks.getPropAt(x)) -- Instead of this
If you prefer verbose syntax to dot: try setProp instead of setAprop.
The latter inserts a new property if there isn't already one with the
same name.
-A.
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