Update clusters in void / vi

Y at - it an easier way to update the clusters in every penny of vi?

For example, I have a set of test parameters, not I must add a new test setting.

If I add new digital say level superior parameter cluster vi he of course breaks the subvi because the cluster is no longer entry corresponds to the cluster on the vi sub control.

This means that I have to open each sub vi and update control cluster.

Replace each common clusters with a def'd version of each type. We replaced the cluster automatically updated when the def changes.

See this nugget on type defs.

Ben

Tags: NI Software

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    function onKeyPress(evt:KeyboardEvent):void {}

    If you press left, walking to the left

    {if(evt.keycode==Keyboard.Left)}

    thief_mc.gotoAndStop ("walkleft");

    thief_mc.x-= 10;

    }

    If you press right, walking straight

    else {if(evt.keyCode==Keyboard.RIGHT)

    thief_mc.gotoAndStop ("walkright");

    thief_mc.x += 10;

    isJumping = true;

    }

    Press space to jump

    {if(evt.keycode==Keyboard.Space)}

    {if(!isJumping)}

    jumpPower = 30;

    isJumping = true;

    }

    }

    }

    on the unlock key

    function onKeyRelease(evt:KeyboardEvent):void {}

    If the arrow to exit left side forward

    {if(evt.keycode==Keyboard.Left)}

    thief_mc.gotoAndPlay ("Idle");

    }

    If release straight facing forward

    else {if(evt.keyCode==Keyboard.RIGHT)

    thief_mc.gotoAndPlay ("Idle");

    }

    }

    calculation on how thief_mc high jump and where he jumps too.

    function update(evt:Event):void {}

    {if (isJumping)}

    thief_mc.y = jumpPower;

    jumpPower-= 2;

    }

    If (thief_mc.y + gravity < ground)

    thief_mc.y += gravity;

    else {}

    thief_mc.y = Earth;

    isJumping = false;

    }

    }

    If you treat the market in the same way as you d the jumping, it should be easier to manage.  Something like...

    Gravity 'weight '.

    var gravity: Number = 10;

    skip the 'power '.

    var jumpPower:Number = 10;

    is the drive already jumpting?

    var isJumping:Boolean = false;

    placement of the ground

    var field: Number = 377 - thief_mc.height;

    var isWalking:Boolean = false;

    var direction: Number = 1;

    Listening on a button

    stage.addEventListener (KeyboardEvent.KEY_DOWN, onKeyPress);

    Wait for the unlock key

    stage.addEventListener (KeyboardEvent.KEY_UP, onKeyRelease);

    stage of the update

    stage.addEventListener (Event.ENTER_FRAME, update);

    on key press

    function onKeyPress(evt:KeyboardEvent):void {}

    If you press left, walking to the left

    {if(evt.keycode==Keyboard.Left)}

    thief_mc.gotoAndStop ("walkleft");

    direction = - 1;
    isWalking = true;

    }

    If you press right, walking straight

    else {if(evt.keyCode==Keyboard.RIGHT)

    thief_mc.gotoAndStop ("walkright");

    direction = 1;
    isWalking = true;

    }

    Press space to jump

    {if(evt.keycode==Keyboard.Space)}

    {if(!isJumping)}

    jumpPower = 30;

    isJumping = true;

    }

    }

    }

    on the unlock key

    function onKeyRelease(evt:KeyboardEvent):void {}

    If the arrow to exit left side forward

    {if(evt.keycode==Keyboard.Left)}

    thief_mc.gotoAndPlay ("Idle");
    isWalking = false;
    }

    If release straight facing forward

    else {if(evt.keyCode==Keyboard.RIGHT)

    thief_mc.gotoAndPlay ("Idle");
    isWalking = false;
    }

    }

    calculation on how thief_mc high jump and where he jumps too.

    function update(evt:Event):void {}

    {if (isWalking)}
    thief_mc.x += direction * 10;
    }

    {if (isJumping)}

    thief_mc.y = jumpPower;

    jumpPower-= 2;

    }

    If (thief_mc.y + Gravity<>

    thief_mc.y += gravity;

    else {}

    thief_mc.y = Earth;

    isJumping = false;

    }

    }

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