>Very, very close. You usually wouldn't have a startMovie handler in a 
>behavior, but you could use beginSprite:
>
>property pFlag
>
>on beginSprite me
>   pFlag = FALSE -- or 0
>end
>

Why is that?   Aren�t they all events?  Pg 224  Special Edition using 
Macromedia Director 8,  there is a list of types of messages sent.  Included 
are both beginSprite and startMovie.

How do I know which handler to use under  what  circumstances?
What is unusual about using �On StartMovie�?

StartMovie is a message sent immediately after the first frame of a movie is 
  drawn and can be useful for initializing a sprite in the first frame. Yet 
we  usually don�t use a behavior here?

>
>>Are there any other numbers that I can use, besides true/false?
>
>If I understand your question right, no. Only 1 and 0 are equivalent to 
>true and false.

Then what did you mean when you wrote  this line in the earlier post:

>>exit repeat.  You can exit  when you reach a number, when a condition 
>>becomes
true (or not true).


What number do you mean?


>I always assume that, at some point, somebody else will pick up my code. I 
>could get a better job, be laid off, or break my leg skiing.


Sorry, I thought that men of senior age do no ski?  Especially senior aged 
men with caffeine craving symptoms? They ,uh hum, twitch too much to be able 
to put on a pair of skis properly?


>But I'm not sure how to answer, because there are really no hard and >fast 
>rules about when to use a repeat loop. It really depends on the >situation. 
>If there is a guideline, I would say to loop on frame >events when you want 
>to (or don't mind being) tied to Director's frame >rate.


That means being very slow?



This was the grocery store analogy you wrote earlier. Sorry, but how do I  
write it in my code:


>repeat with store = 1 to 10  goToStore  repeat with items = 1 to 5    
>getItem  end repeat  payForItem  takeToCar end repeat


I think  the code should be written like this:

repeat with i = 1 to 100
--what should be the command here? GoTo? I am not sure.
repeat with sprNum = 1 to 20
end repeat
set the LocH of sprite sprNum = (the LocH of  sprite sprNum)-i
end repeat
end


Please help.



>>1. In using the getPropertyDescriptionList, I need to keep track of all
>>the sprites I animate?
>
>You need to attach the behavior to all the sprites, yes. Is that what you 
>mean?

Yes.
>
>>2. You used the getPropertyDescriptionList  solely for the purpose of 
>>setting the distance to move?
>
>The example I gave only sets the one property. You could use it to set any 
>number of properties, though. For example, you could set the 
>direction--left, right, up, down.


Is there a limit to the number of properties to be set? Or can Director 
handle  a limitless number of properties?


>
>You'll make a lot of mistakes writing a getPropertyDescriptionList handler, 
>but don't let it discourage you. You will really have to understand 
>property lists and some arcana. It's one of the more advanced Lingo 
>exercises.


What advanced exercise is that? Please be so kind as to enlighten me. The 
word doesn�t exist in the Lingo Dictionary, or even Lingo in a Nutshell.  
The oddest thing � the definition of that word is:

�mysterious knowledge, language, or information accessible only by the 
initiate�

Are you by chance one of them?


>>3. When I use the property list, I have to concatenate strings?
>
>Sorry, I don't understand the question. Could you elaborate?
>


When I create property lists, I am defining properties for each item. I an 
thus storing values for each item? So if I use a whole range of values, I 
need to �string� them?

I am getting a little confused.



Please do excuse any rudeness implied or otherwise in this message.


Thanks very much

Genevieve




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