Why didn't anyone tell me you could name sprites now?

Damn, it's about time they added this feature. I can't
believe how long it
took me to notice. Hooray for no more updating all the code
every time I
move the sprites down a channel or coding in cumbersome
global property
lists to keep track of where all my sprites are...

> I still use 8.5, so no sprite naming. But an easy
workaround was to create
> a global variable (gSpriteNames = [:]) and use an
onBeginSprite handler
> like:
Yeah, that's pretty much what I was doing (that's what I
meant by
"cumbersome global property lists"). The biggest problem I
had with that
was that I didn't know you could do
gSpriteNames[#someSpriteName] =
spriteNum, so I was doing it with
gSpriteNames.addProp(#someSpriteName,spriteNum), which I
discovered was
creating a memory leak - every time a sprite's beginSprite
code ran, it
would add a duplicate value to that property list, which
would ultimately
get too big and crash the program, and so I had to first
check to see that
it wasn't already on the list before adding itself, etc. Then
I had to then
add code to each sprite to REMOVE itself from said property
list on
endSprite... At any rate, naming sprites is 100x better, so
far about the
only new feature in MX 2004 I can actually USE, but by itself
well worth the
price of upgrading.
I just can't believe it took so long to implement this
feature. I think
I've been putting in a request for this on their wishlist
after every new
version since Director 5 or so. And when they finally did
implement it, it
seems like it was just quietly slipped in there - I didn't
see mention of
this on any of the "What's New" documents - they spent all
their time hyping
the Javascript support and Flash Components, which I barely
touch. By
contrast, this is something I will be using on probably every
project from
now on. In fact, I think I may load up a couple old projects
and change
them all so they work this way. It just makes so much more
sense than the
old way, and requires no scripts to implement, so it's less
likely to screw
up.

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