Chained Behaviors
J. Landman Gay
jacque at hyperactivesw.com
Fri Jul 12 16:31:26 EDT 2013
On 7/12/13 2:47 PM, Peter Haworth 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?
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 | jacque at hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
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