[Dir3d-l] RE: Dir3d-l Digest, Vol 26, Issue 9

Dominic dompenrice at thirdeyet.com
Wed Jul 13 11:58:41 EDT 2005


Calling all advanced shockwave coders based in London for a new project.
Dynamic Shockwave 3D driving game required, we already have a standalone
engine that needs integrating and or rebuilding with MySQL. DCR file
needs to be fully dynamic. Right candidate can start the project ASAP. 3
month contract. Please reply email with CV and URLS of recent work.

Many thanks

Dominic


-----Original Message-----
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Sent: 12 July 2005 17:00
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Subject: Dir3d-l Digest, Vol 26, Issue 9

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Today's Topics:

   1. Re: converting behaivors to parent script (Lucas Meijer)
   2. Re[2]: [Dir3d-l] converting behaivors to parent script (Roy Pardi)
   3. Re: converting behaivors to parent script (Carlos Aragones)


----------------------------------------------------------------------

Message: 1
Date: Tue, 12 Jul 2005 15:50:39 +0200
From: Lucas Meijer <lucas at mach8.nl>
Subject: Re: [Dir3d-l] converting behaivors to parent script
To: dir3d-l at nuttybar.drama.uga.edu
Message-ID: <42D3CAAF.80400 at mach8.nl>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Alex da Franca wrote:
> 
> Am 12.07.2005 um 14:08 schrieb Duck:
> 
>>
>> I was under the impression that a parent script wouldn't  
>> automatically receive the normal set of director events, such as  
>> 'beginsprite' and 'exitframe', and would also not be aware of any  
>> particular spriteNum.
>>
>> Therefore although the script would now in principle be a parent  
>> script, it wouldn't work as intended because it would receive no  
>> events and would have no value for its spriteNum when instantiated  
>> from a new() command... isn't this the case?
> 
> 
> 
> the events get send to the sprites scriptinstancelist. so each object

> will receive the events.
> it is essentially as if you simply would do:
> call(#exitframe, sprite(x).scriptinstancelist)
> 
> so there is no difference between a behavior and a parentscript in
this 
> point.

This doesn't go up for beginSprite.      OnlybehavioursgetbeginSprite.Or
more correctly: only things that director puts in the scriptinstancelist

gets beginsprite. if you create a behaviour dynamically and add that to 
the scriptinstance list it doesn't get beginsp riteeither.

Bye, Lucas

------------------------------

Message: 2
Date: Tue, 12 Jul 2005 10:23:19 -0400
From: Roy Pardi <lists at roypardi.com>
Subject: Re[2]: [Dir3d-l] converting behaivors to parent script
To: dir3d-l at nuttybar.drama.uga.edu
Message-ID: <p06200702bef9811615a6@[10.0.1.2]>
Content-Type: text/plain; charset="us-ascii"

At 1:08 PM +0100 7/12/05, Duck wrote:
>Tuesday, July 12, 2005, 12:56:23 PM, Alex wrote:
>
>AdF> add the following handler to the behavior:
>
>AdF> on new me
>AdF>    return me
>AdF> end
>
>AdF> and you're done.
>
>I was under the impression that a parent script wouldn't automatically
>receive the normal set of director events, such as 'beginsprite' and
>'exitframe', and would also not be aware of any particular spriteNum.
>
>Therefore although the script would now in principle be a parent
script,
>it wouldn't work as intended because it would receive no events and
would
>have no value for its spriteNum when instantiated from a new()
command...
>isn't this the case?

Maybe already stated? :: besides changing beginSprite to new - if you
want
to still use the script on a sprite - you would add it to the
scriptInstanceList

obj = script('myScript").new()
sprite(n).scriptInstanceList.add(obj)

It then receives all mouse and sprite events. It doesn't receive
beginsprite - but          itknowsit'sspriteNum.Iguessyoucouldleavethe
beginSprite handler on it and then call it after adding the instance to
the
sprite.
-- 



------------------------------

Message: 3
Date: Tue, 12 Jul 2005 15:26:00 +0200
From: "Carlos Aragones" <aragones at alcaraz.com>
Subject: Re: [Dir3d-l] converting behaivors to parent script
To: <dir3d-l at nuttybar.drama.uga.edu>
Message-ID: <007901c586e5$3eec8d50$0d00a8c0 at 3d>
Content-Type: text/plain; charset="iso-8859-1"

I make something like this:

on new(me, _SpriteNum)

    me.SpriteNum = _SpriteNum

    -- Normal Init
    me.beginSprite()

    return me

end

Remind that the child's functions overloads the ancestor's

Example:

[Ancestor]
property spriteNum

property ptSprite

property piLocV

on new(me, _spriteNum)
  
  spriteNum = _spriteNum
  me.beginsprite()
  
  return me
  
end

on beginSprite(me)
  
  ptSprite = sprite(spriteNum)
  
  piLocV = ptSprite.locV
  
end

on exitFrame(me)
  
  ptSprite.locV = piLocV
  piLocV = piLocV + 1
  
end

---------------------------------
---------------------------------

[Child]
property spriteNum

property ancestor

property ptSprite

property piLocH

on beginSprite(me)
  
  ancestor = script("papi").new(spriteNum)
  
  ptSprite = sprite(spriteNum)
  
  piLocH = ptSprite.locH
  
end

on exitFrame(me)
  
  ptSprite.locH = piLocH
  piLocH = piLocH + 1
  
  if(ancestor.handler(#exitFrame)) then
    call(#exitframe, ancestor)
  end if
  
end
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