At 4:48 PM -0400 6/5/01, Bill Numerick wrote:
>Hi All,
>
>How can i set properties of a dynamically attached script to a sprite?
>
Add an extra handler to your behavior, call it whatever you want -
something meaningfull like, "on SetProps", "on FakeBeginSprite",
and right after you the script to the scriptinstance list, call the
handler to set the properties that you want.
Here's an extra hint. If you want the behavior to work either in the
score, or as a dynamically attached script do something like this:
property pSomeProp1
property pSomeProp2
property spriteNum
on GetPropertyDescriptionList me
... sets the value of pSomeProp1, pSomeProp2
end
on beginSprite me
me.mCommonBeginSprite()
end
on FakeBeginSprite me, theSpriteNumber, value1, value2
spriteNum = theSpriteNumber -- I believe that you have to set
this explicitly
pSomeProp1 = value1
pSomeProp2 = value2
me.mCommonBeginSprite()
end
on mCommonSprite me
-- Any code that you want to do on beginsprite either in the score
or dynamically attached
-- e.g. sprite(spriteNum).member.text = ""
--
end
Irv
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