Is there a way to access the sprite properties WITHOUT creating a LookUpTable/Case Statement which addresses each and every one, in the same way that you can with Script-Instance properties, or even Member properties.
x = #fontsize put sprite(21).member.getProp(x)
works fine.
The other way I'm trying to avoid would be for the accessor to utilize a do statement.
So, I guess my answer is "No, you haven't forgotten some simple, basic way to access the sprite-object properties that you can access with .getProp() on almost every other object in Director 9, roymeo."
roymeo-cranky-pants
At 04:31 PM 2/20/2004, you wrote:
I think the problem is the unknowns:
pSomeProperty = "blend" pSomeSprite = Sprite(2) put the pSomeProperty of pSomeSprite
Using Irv's suggestion with accessors, are you sure your are using #blend instead of "blend"
...so you would end up doing the following to set the blend to 100: sendSprite(channelOfDamper, #setMyProperty, #blend, 100 )
Just tried this....and it appears to work fine, albeit kind of a pain.
--(BEHAVIOR)------------------------------------------ property pMySprite property spritenum
on beginsprite me pMySprite = sprite(me.spritenum) end
on mSetMyProperty me, symProperty, newValue
case symProperty of #blend: pMySprite.blend = newValue --etc...for each property end case
end ------------------------------------------------------
sendAllSprites(#mSetMyProperty, #blend, 100)
~Mathew
Warren Ockrassa wrote:On Feb 20, 2004, at 2:22 PM, roymeo wrote:
But sprite(21) and #LocH don't work.
x = #locH -- or #blend, or any sprite property put sprite(21).getProp(x)
SYNTAX ERROR
How about
put the locH of sprite 21
and
put the blend of sprite 21
...?
It's not .syntax but it orter work. Or is there a reason you need it all to be in .syntax?
(The flash guy is already done with his code...his screen objects are full objects.)
It's much easier to write "code" in Flash using the kiddy point-and-click UI, true.
;)
-- WthmO
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