At 02:47 PM 9/26/00 +0200, you wrote:
>Now, there you have it:
>
>"on myOwnHandler me"
>
>is not the way to use the me parameter. "me" can only be used
>together with for example "mouseDown", "mouseEnter" etc.

uh....not in any attached behavior I've ever used.  A behavior attached to 
a sprite will get 'me' for any method in the behavior.  Maybe you should 
test it before offering advice?

note the declaration of property spriteNum and then the use of 
sprite(spriteNum) in the endSprite.

in the message window, with this behavior attached:

-- Welcome to Director --
sendAllsprites(#CustomMessages, "duh")

-- "me: <offspring "Behavior Template" 4 145f0dc>  this: duh"

I don't pass in the me, but the CustomMessages handler in the Behavior 
Template gets the me anyway.

roymeo


------------start entire script --------------------
-- Behavior Template v1.5
-- roymeo000622
-- Director 6 & 7 & 8

-- USAGE/DESCRIPTION:
--   template for behaviors
-- OWNER:  roymeo
-- HISTORY/NOTES:
--   created 990427 by roymeo

-- PROPERTIES
property pDialogProp     -- initially set by user

property spriteNum       -- spritenumber
property pInteriorProp   -- interior properties not in dialog box

-- SCORE HELPER METHODS
on getBehaviorDescription me
   return( "Behavior Template v1.5" & RETURN & ¬
           "USAGE:" & RETURN & ¬
           "  template for behaviors" & RETURN & ¬
           "REQUIRES:" & RETURN & ¬
           "  nothing" & RETURN & ¬
           "CAST CONVENTIONS:" & RETURN & ¬
           "  none" & RETURN & ¬
           "SCORE CONVENTIONS:" & RETURN & ¬
           "  none" & RETURN & ¬
           "USEFUL MESSAGES:" & RETURN & ¬
           "  none" & RETURN & ¬
           "PARAMETERS:" & RETURN & ¬
           "  parameter: explanation" &RETURN&¬
           "---roymeo000221")
end

on getBehaviorTooltip me
   return ( getBehaviorDescription(me) )
end

on getPropertyDescriptionList me
   set pL = [:]
   addProp pL, #pDialogProp, [#comment: "DialogProp",¬
                              #format:  #boolean,¬
                              #default: TRUE ]
   --  addProp pL, #pBoolean, [#comment: "True?",¬
   --                          #format:  #boolean,¬
   --                          #default: FALSE ]
   --  addProp pL, #pInteger, [#comment: "Integer Value:",¬
   --                          #format:  #integer,¬
   --                          #default: 0,¬
   --                          #range:[#min:0,#max:7] ]
   --  addProp pL, #pString, [#comment: "String:",¬
   --                              #format:  #string,¬
   --                             #default: "nothing" ]
   --  addProp pL, #pSymbol, [#comment: "Symbol:",¬
   --                         #format:  #symbol,¬
   --                         #default: #Monday,¬
   --                         #range:[#Monday,#Tuesday,#Wednesday] ]
   return(pL)
end

-- BEHAVIORS
on new me
   return me
end
on endSprite me
   sprite(spriteNum).visible = TRUE
   destroy(me)
end
on destroy me
   -- destructor.  void out all properties here (especially objects)
   pDialogProp = VOID
end

on beginSprite me
   -- be careful you don't try to reference sprite properties that
   --  don't exist yet here such as the rect, etc.
   nothing
end

on prepareFrame me
   nothing
end

on enterFrame me
   nothing
end

on mouseEnter me
   nothing
end

on mouseWithin me
   nothing
end

on mouseDown me
   nothing
end

on mouseUp me
   nothing
end

on mouseUpOutside me
   nothing
end

on mouseLeave me
   nothing
end

on stepFrame me
   -- only available to objects in the actorlist
   nothing
end

on exitFrame me
   nothing
end

on CustomMessages me, this
   put "me: "& me &"  this: "& this
end

------------start entire script --------------------


[To remove yourself from this list, or to change to digest mode, go to
http://www.penworks.com/LUJ/lingo-l.cgi  To post messages to the list,
email [EMAIL PROTECTED]  (Problems, email [EMAIL PROTECTED])
Lingo-L is for learning and helping with programming Lingo.  Thanks!]

Reply via email to