Hey James,

Had a quick look at your article, nice trick on changing script types.

I thought of one more issue that may come up with the code, it has to do 
with using your sprite list to make a call. The code says to make a call use

  call (#handlerName, sprites(#theName))

since sprites handler returns a list of sprites in the form of [(sprite 
1), (sprite 2), etc] then in the behaviours attached to the sprites the 
me in the handler is a reference to the sprite and not the actual 
behaviour instance. As a result any code that uses the me. syntax will 
end up not referencing the instance of the behaviour but rather the 
sprite. This will only become an issue if you have multiple behaviours 
attached to the same sprite with methods or properties named the same 
and referenced with the me. syntax. Did I explain that well enough? :-)

Maybe this is a small detail but I know that you usually find a way to 
cover most problems and thought I'd mention it incase you didn't 
realize the issue.

later,

Rob


> Hi everyone,
> 
> I've just posted an article on naming sprites at:
> 
> <http://www.duguk.org/articles/SPRT_001/naming.htm>
> 
> The latest version of my behavior works in both projectors and in Shockwave
> :-)
> 
> Enjoy,
> 
> James


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