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.
>
>
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>
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