User Guide

620
spriteNum
Syntax
spriteNum
the spriteNum of me
Description
Sprite property; determines the channel number the behavior’s sprite is in and makes it available
to any behaviors. Simply declare the property at the top of the behavior, along with any other
properties the behavior may use.
If you use an
on new handler to create an instance of the behavior, the scripts on new handler must
explicitly set the
spriteNum property to the sprites number. This provides a way to identify the
sprite the script is attached to. The sprites number must be passed to the
on new handler as an
argument when the on new handler is called.
Examples
In this handler, the spriteNum property is automatically set for script instances that are created by
the system:
property spriteNum
on mouseDown me
sprite(spriteNum).member = member("DownPict")
end
This handler uses the automatic value inserted into the spriteNum property to assign the sprite
reference to a new property variable
pMySpriteRef, as a convenience:
property spriteNum, pMySpriteRef
on beginSprite me
pMySpriteRef = sprite(me.spriteNum)
end
This approach allows the use of the reference pMySpriteRef later in the script, with the handler
using the syntax
currMember = pMySpriteRef.member
instead of the following syntax which is somewhat longer:
currMember = sprite(spriteNum).member
This alternative approach is merely for convenience, and provides no different functionality.
See also
on beginSprite, on endSprite, currentSpriteNum
spriteSpaceToWorldSpace
Syntax
sprite(whichSprite).camera.spriteSpaceToWorldSpace(loc)
sprite(whichSprite).camera(index).spriteSpaceToWorldSpace(loc)
Description
3D command; returns a world-space position that is found on the specified cameras projection
plane that corresponds to a location within the referenced sprite. The location specified by
loc
should be a point relative to the sprites upper-left corner.