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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 script's `on new` handler must explicitly set the `spriteNum` property to the sprite's number. This provides a way to identify the sprite the script is attached to. The sprite's number must be passed to the `on new` handler as an argument when the`on new` handler is called.

Example

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

Example

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`