All right. I will do so. BTW, it reminds me of deprecated 'dontPassEvent'.
_
Jakob Hede Madsen wrote:
> Aha, if I understand you correctly, then '#myself' is just somewhat
> misleading in this case, and should rather be more generically named
> to indicate that this message is sent by sendAll
At 18:16 +0900 02_08_09, Fumio Nonaka wrote:
>You are right, Jakob. But I tried to put the same behavior to two
>sprites. Your script would call the other sprite each other. And I
>modifies my behavior a little.
Aha, if I understand you correctly, then '#myself' is just somewhat
misleading in
You are right, Jakob. But I tried to put the same behavior to two
sprites. Your script would call the other sprite each other. And I
modifies my behavior a little.
_
> At 12:32 +0900 02_08_09, Fumio Nonaka wrote:
>
> > on mouseDown(me, who)
> > if (who <> #myself) then
> > sendAl
At 12:32 +0900 02_08_09, Fumio Nonaka wrote:
> on mouseDown(me, who)
> if (who <> #myself) then
> -- sendAllSprites(#mouseDown)
> sendAllSprites(#mouseDown, #myself)
> end if
> > end
There is already a unique identifier for 'myself':
on mouseDown(me, who)
if who <> me th
At 12:32 PM +0900 8/9/02, you wrote:
>?Because the behavior send #mouseDown to the sprite itself then will be
>recursively called.
Oh yes.
I knew immediately what the issue/problem/solution was.
My bulb had just gone dim for a second.
Luckily it wasn't a structure that needed to be preserved -
I
Because the behavior send #mouseDown to the sprite itself then will be
recursively called. Modify your script like the following:
Buzz Kettles wrote:
> this is quite surprising since
>
-- on mouseDown me
on mouseDown(me, who)
if (who <> #myself) then
-- sendAllSprites(#mouseDown)
At 13:26 -0400 02_08_08, g r i m m w e r k s wrote:
>Lets say I have a frame script:
Framescripts only receive 'sendAllSprites' if the message isn't
trapped by any 'real' sprite.
Likewise a movieHandler only receives 'sendAllSprites' if the message
isn't trapped by any sprite, 'real' or 'frame