[Squeakland] Q: Leverage Overlapping Player to Etoys?
ned at bike-nomad.com
Mon Jan 5 19:13:45 UTC 2004
On Monday 05 January 2004 8:25 am, Markus Gaelli wrote:
> Did we overlook some other way to find out with Etoys which of the UFOS
> have been hit by our shot?
Well, there's the colorSees: test.
> If not, should be put it to miscellaneous?
> Is it a problem that we only
> return one of possible many overlapped players?
How would you return more than one?
I've been thinking about making a CollectionPlayer that can apply commands and
slot setters to its members; if we had one of these it could be returned.
However, there's a problem with slot getters, and with the display of such a
collection (what should it look like if it's visible?).
> Should I send the changeset?
Of course, though it may be of more interest to squeak-dev
> Another question: How do you destroy Players with Etoys? Is there
> something there and hidden?
You'd have to get rid of all the costumes.
In the case of players with identical behavior, you'd probably want them to be
siblings, so there isn't the problem with class duplication. The "copy"
pseudo-slot getter gives you one of these.
> We created the bombs of the UFOS by copying the "mother of all bombs".
> But we also wanted to
> destroy them, if they hit the ground.
You could do
theBomb doMenuItem: 'delete'
GPG key ID: BEEA7EFE
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