Well, if a sprite does navigation in response to a mouseclick, then there's 
no conflict.

If a sprite is doing navigation on a keypress, then somehow you must be 
giving that sprite cycles (processor time) to check the keypresses.  I 
don't know how you're doing it, but if you're trying to create the same 
behavior for all the sprites in a given frame, then I would argue that you 
should not be putting the code/behavior on the sprite itself, but instead 
in the frame script.

You can drop a behavior into a frame script slot, so that shouldn't be a 
conflict.  FWIW, behaviors are simply score scripts in a special format so 
they can have a standard non-programming interface, but internally they are 
just the old score/frame scripts that we have come to know and love.

So, if you have the sprites checking somehow for keypresses, and they're 
all the same, then it's probably the hard way to do it.  Instead I'd add a 
behavior to the frame script (if you have existing ones there) to do the 
same thing.

In short, I doubt there's a conflict unless you've gone out of your way to 
create one.

- Tab

At 12:48 PM 1/22/01 -0500, grimmwerks wrote:
>Hey Tab
>
>I'm sure I didn't ask the question properly, but my main idea was that
>sprites are handling the navigation via different behaviors. So to do the
>same thing in a frame script would be messy..
>
>Instead I've started putting everything into the sprites themselves, on
>enterframe each sprites checks the keypressed if it's the one they have
>to handle, then if keypressed(mykey) and keytriggered = false, then it
>sets the trigger to true.
>
>On not(keypressed(mykey) and keytriggered= false then it shoots off it's
>internal behavior...
>
> >All you need to do is put a keydown/up handler in the frame script, and it
> >will capture that event for the frame.
>
>
>--------------------[    http://www.grimmWERKS.com   ]------------------
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>
>
>
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