"R. Bhakti Klein" wrote:
> 
> i suppose you could check every sprite in every frame, but i think a
> more organized way of doing it is to create some kind of sprite manager
> (global object) that keeps track of which sprite channels are occupied,
> and even what's in them.
> you can make it store as much info about the sprites as you like, but on
> the most basic level, give each sprite a registration behaviour that
> sends its spritenum of the manager, and then you can easily query the
> manager as to the highest occupied channel....

I can see the picture, but it seems to me I'd have to save the global
info in a text file or something (at authortime), because the problem
surfaces when I haven't rounded all the frames yet. At runtime, the
global object would have the same problem, unless the info was stored
somewhere... or is there something I'm overlooking?

But maybe it's a case of mountains and molehills. The quick n dirty way
is to slap an offstage dummy sprite into score, in the highest occupied
channel + 1, and span the width of the score. Then the handler would be
able to do its thang. Or, as suggested, reserve channels and hardcode.
Still, it would have been interesting if there was some Lingo keyword or
something I'd missed.
-Clars

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