Hey Brennan,

I thought I might be hearing from you :-)

>
> So here we are revisiting this thread again, Rob, and wondering how long it's going 
>to be before 'tell sprite' gets official support from Macromedia.

I have been away from any serious director work for well over a year now, but have 
started teaching it at nearby college and after explorations into other development 
tools realize just how much I love it. And what better way to get back into it then 
stirring up one of my favorite old topics :-)

snip...

> In such cases it makes more sense to have a single script controlling all the 
>sprites, and given the sprite reference namespace issue, the best place to put the 
>script is in a behavior attached to the 'host' sprite. If there is a need for further 
>encapsulation, I do it with parent scripts which are child elements of the host 
>sprite behavior, but the host sprite behavior is my single conduit through which all 
>tell sprite commands pass.

...snip

I thought that your rollover/control from the host sprite might be part of the 
solution I am looking for. However I find it failing me in a couple key areas. 1) 
MouseEnter/Leave, there is no easy way to track this using your system...I could be 
missing something so if I am please enlighten me 2) The rect of the filmloop traps all 
mouse events so that none can get through the "transparent" area of the loop to 
sprites below. Maybe I'm just asking
for too much from filmloops. Like we've discussed before the autonomy of LDMs gives 
them IMHO a definite edge over standard filmloops but the nessecity of forcebly 
retrieving them from the net if you want to use them it a bit annoying. Especially if 
you just want some small encapsulated elements within your project.

One other question for you... have you ever used filmloops where navigation within the 
loop is possible. In order to getting around the fact that the filmloops have no frame 
script to speak of I'm playing with controlling navigation from the host movie by 
having a list of markers and that it can use and also a property for the current frame 
position and whether it should be looping or not. The hostsprite can then tell the 
sprite to go to a
given frame. I'm finding odd quirks with the exitFrame handler within the loop that I 
haven't quite put my finger on yet either.

looking forward to your thoughts,

Rob


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