Chained Behaviors
Chris Sheffield
cmsheffield at icloud.com
Fri Jul 12 15:55:03 EDT 2013
I meant to say "individual", not "additional". Sorry 'bout that.
On Jul 12, 2013, at 1:53 PM, Chris Sheffield <cmsheffield at icloud.com> wrote:
> Because each sprite would then have its own script, which would be identical to all the other sprites' scripts. Then if a change were needed, you'd have to go in and modify each additional script. Quite a nightmare if you have hundreds of them..
>
> Chris
>
> --
> Chris Sheffield
> Read Naturally, Inc.
> www.readnaturally.com
>
>
>
> On Jul 12, 2013, at 1:47 PM, Peter Haworth <pete at lcsql.com> wrote:
>
>> On Fri, Jul 12, 2013 at 11:36 AM, J. Landman Gay
>> <jacque at 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?
>>
>> Pete
>> lcSQL Software <http://www.lcsql.com>
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