Thanks tons -- I guess I'll have to figure out a different way I think 
-- there could be up to 50 different sprites under the "covers" waiting 
for mouse direction. I could cycle through them to see if the clickloc 
intersects w/ their rectangles, but that seems rather intensive? dunno 
maybe not so bad when i think of it - maybe that's what I'll end up doing -

thanks much,

Evan

(yeah, sprite(x) actually is puppeted and assigned a member earlier ;)

Kerry Thompson wrote:

> 
>> Howdy all -
>> Having a bit of a problem w/ setting a sprite's scriptInstanceList. I 
>> want the new sprite to have a bit of exitFrame functionality, but no 
>> mouse functionality so that sprites under it act under their own 
>> control. Typically I've done this just by not including mouse 
>> behaviors. So, anyway, I guess it would be quicker to show w/ code:
> 
> 
> Not too hard. First, though, I assume there actually is a sprite in 
> channel x.
> 
> You have to explicitly handle mouse events, unless the sprite is 
> invisible. To pass it on up the chain of command (e.g., from a sprite 
> script to a frame script--check Bruce's book for the right order), you 
> would do something like:
> 
> on mouseUp me
>   pass
> end
> 
> on mouseDown me
>   pass
> end
> 
> U.S.W.
> 
> If you want to pass it to a sprite underneath it--that is, in a lower 
> channel, but covered by your sprite--you have to do a little fancier 
> footwork. Something like:
> 
> property pTargetSprite -- a sprite number
> 
> on new me, targetSprite
>   pTargetSprite = targetSprite
> end
> 
> on mouseUp me
>   sendSprite (pTargetSprite, #mouseUp)
> end
> 
> Cordially,
> 
> Kerry Thompson
> 
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> 


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               m e d i a   >  solutions for success

Evan Adelman   |  917.916.7378  |  598 Broadway  NY NY 10012
[EMAIL PROTECTED]  |  www.mutantmedia.com





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