508
property
Syntax
property {
property1
}{,
property2
} {,
property3
} {...}
Description
Keyword; declares the properties specified by
property1
,
property2
, and so on as
property variables.
Declare property variables at the beginning of the parent script or behavior script. You can access
them from outside the parent script or behavior script by using the
the
operator.
Note:
The
spriteNum
property is available to all behaviors and simply needs to be declared to be accessed.
You can refer to a property within a parent script or behavior script without using the
me
keyword. However, to refer to a property of a parent script’s ancestor, use the form
me.property
.
For behaviors, properties defined in one behavior script are available to other behaviors attached
to the same sprite.
You can directly manipulate a child object’s property from outside the object’s parent scripts
through syntax similar to that for manipulating other properties. For example, this statement sets
the
motionStyle
property of a child object:
set the motionStyle of myBouncingObject to #frenetic
Use the
count
function to determine the number of properties within the parent script of a child
object. Retrieve the name of these properties by using
getPropAt
. Add properties to an object by
using
setaProp()
.
To see an example of
property
used in a completed movie, see the Parent Scripts movie in the
Learning/Lingo Examples folder inside the Director application folder.
Examples
This statement lets each child object created from a single parent script have its own location and
velocity setting:
property location, velocity
This parent script handler declares
pMySpriteNum
a property to make it available:
-- script Elder
property pMyChannel
on new me, whichSprite
me.pMyChannel = whichSprite
return me
end
The original behavior script sets up the ancestor and passes the
spriteNum
property to all
behaviors:
property spriteNum
property ancestor
on beginSprite me
set ancestor = new(script "Elder", spriteNum)
end
See also
me
,
ancestor
,
spriteNum
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