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property

Syntax

    property {property1}{, property2} {,property3} {...}

Description

Keyword; declares the properties specified by `property1`, `property2`, and so on as property variables.

Declare property variables at the beginning of the parent script or behavior script. You can access them from outside the parent script or behavior script by using the `the` operator.

Note: The `spriteNum` property is available to all behaviors and simply needs to be declared to be accessed.

You can refer to a property within a parent script or behavior script without using the `me` keyword. However, to refer to a property of a parent script's ancestor, use the form`me`.`property.`

For behaviors, properties defined in one behavior script are available to other behaviors attached to the same sprite.

You can directly manipulate a child object's property from outside the object's parent scripts through syntax similar to that for manipulating other properties. For example, this statement sets the `motionStyle` property of a child object:

    set the motionStyle of myBouncingObject to #frenetic

Use the `count` function to determine the number of properties within the parent script of a child object. Retrieve the name of these properties by using `getPropAt`. Add properties to an object by using `setaProp()`.

To see an example of `property` used in a completed movie, see the Parent Scripts movie in the Learning\Lingo Examples folder inside the Director application folder.

Example

This statement lets each child object created from a single parent script have its own location and velocity setting:

    property location, velocity

Example

This parent script handler declares `pMySpriteNum` a property to make it available:

    -- script Elder
    property pMyChannel

    on new me, whichSprite
    	me.pMyChannel = whichSprite
    	return me
    end

The original behavior script sets up the ancestor and passes the `spriteNum` property to all behaviors:

    property spriteNum
    property ancestor

    on beginSprite me
    	set ancestor = new(script "Elder", spriteNum)
    end

See also

`me`, `ancestor`, `spriteNum`