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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