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sendAllSprites

Syntax

    sendAllSprites (#customEvent, args)

Description

Command; sends a designated message to all sprites, not just the sprite that was involved in the event. As with any other message, the message is sent to every script attached to the sprite, unless the `stopEvent` command is used.

For best results, send the message only to those sprites that will properly handle the message through the `sendSprite` command. No error will occur if the message is sent to all the sprites, but performance may decrease. There may also be problems if different sprites have the same handler in a behavior, so avoid conflicts by using unique names for messages that will be broadcast.

After the message has been passed to all behaviors, the event follows the regular message hierarchy: cast member scripts, frame script, and then movie script.

When you use the `sendAllSprites` command, be sure to do the following:

| Replace `customEvent` with the message.
| Replace `args` with any arguments to be sent with the message.

If no sprite has an attached behavior containing the given handler, `sendAllSprites` returns `FALSE`.

Example

This handler sends the custom message `allSpritesShouldBumpCounter` and the argument `2` to all sprites when the user clicks the mouse:

    on mouseDown me
    	sendAllSprites (#allSpritesShouldBumpCounter, 2)
    end

See also

`sendSprite`