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Chapter 5. Introducing Lingo > Building a Better Button

Building a Better Button

In Lesson 2 you learned how to swap a sprite's member in order to highlight the project 1 button when the mouse was over it. The problem with the behavior you created was that it was hard-coded to jump to a specific frame when clicked, and also to swap the sprite with a specific member. In this section you'll learn how to use properties within a behavior in order to generalize the button and make it work for any buttons you make.


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