you could also create a behavior, or object that housed the values for the
properties for that particular sprite. This could have all the getter /
setter functions for these props.
Then all your behaviors would just accest this particular behavior/object,
and they would just be the shells for the actions.
For instance.
on your behavior that houses your properties:
pardon if my syntax is off, I am just conceptualizing here--
property _someProp
on f_getaProp(this, prop)
do ("return this."&prop)
end
on f_setaProp(this, prop, val)
do ("this."&prop &&"="&val)
end
now on your other behaviors:
property _sprite
on beginSprite(this)
_sprite = sprite(this.spriteNum)
end
on f_doSomething(this)
if(_sprite.f_getaProp("_someProp")) then
do something
_sprite.f_setaProp("_someProp",0)
else
do something else
end if
end
hope this helps
b
Brian Douglas (:ub)
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