On 7/12/13 2:47 PM, Peter Haworth wrote:
On Fri, Jul 12, 2013 at 11:36 AM, J. Landman Gay
<jac...@hyperactivesw.com>wrote:

Remember that behaviors are not a single handler, they are whole scripts.
I have several sprites that require different behaviors on mouseUp but they
all have the same behaviors on mouseDown. With a chained behavior, I could
have placed the mouseDown handler into the "top" of the chain and different
mouseUp handlers in each separate behavior script underneath that:

        on mouseDown
          doDownStuff
        end mouseDown
          /        \
on mouseUp       on mouseUp
  doBehavior1       doBehavior2
end mouseUp      end mouseUp


OK, good example, thanks.  I have to ask, though, why not have the unique
mouseUp handlers in the sprite scripts and a behavior script for the common
mouseDown handler?

Well, there are four different behaviors (so far,) applied to hundreds of objects spread across dozens of stacks. If I needed to change anything, I'd be in there for weeks or I'd have to script an auto-scripter. Also, the bulk of all those repetitions would unnecessarily increase the stack size. One of the mouseUp behaviors is 200 lines long.

--
Jacqueline Landman Gay         |     jac...@hyperactivesw.com
HyperActive Software           |     http://www.hyperactivesw.com

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