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DID YOU KNOW?

  • When you create an object and then examine it in the Message window, the strange-looking result is actually the name of the script, the number of references to the script, and the member location of the object. It might look like this: “<offspring “Can Parent” 2 4abfeec>”.

  • There is a system property called the actorList. If you use add to add objects to this list, the objects begin to receive on stepFrame handler calls exactly once per frame.

  • You can assign any object, such as a member, or the systemDate to a script object as its ancestor. For instance, if you assign a sprite as the ancestor of a script object, you can treat properties such as locH and ink as properties of that script object.

  • If you assign a sprite as the ancestor of a script object, all the behaviors attached to that sprite also become ancestors of the script object. You can access normal properties in the sprite, as well as properties of the behaviors.

  • You can use parent scripts to store handlers in memory to be used when the projector or Shockwave changes movies. Because the code resides in a global variable, it persists beyond the movie. You can use that global to call the handlers that existed in the parent script, even though the script is not present in the current movie.


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