Reply to Re: Some problem
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or possibly the global variable thing (by adding a script whith &store = ¤t_sprite;
My ideea, for not wasting space with global vars was the following:
For each rock, do the following script:
-for rock 1:
void main(void)
{
sp_brain(¤t_sprite, 91);
}
-for rock 2:
void main(void)
{
sp_brain(¤t_sprite, 92);
}
for rock 3:
void main(void)
{
sp_brain(¤t_sprite, 93);
}
Notice that I attached to every rock a different brain, that doesn't make the sprite move/change seq, and most important, that sprite is the single sprite with that brain on the screen. Then, in the procedure that makes the explosion, I enter:
int &rock1 = get_sprite_with_this_brain(91, ¤t_sprite);
int &rock2 = get_sprite_with_this_brain(92, ¤t_sprite);
and so on...
Then, you can use those variables to call the sprites.
I repeat, I don't know if it's the best ideea, but it always worked and I never had problems with it.
My ideea, for not wasting space with global vars was the following:
For each rock, do the following script:
-for rock 1:
void main(void)
{
sp_brain(¤t_sprite, 91);
}
-for rock 2:
void main(void)
{
sp_brain(¤t_sprite, 92);
}
for rock 3:
void main(void)
{
sp_brain(¤t_sprite, 93);
}
Notice that I attached to every rock a different brain, that doesn't make the sprite move/change seq, and most important, that sprite is the single sprite with that brain on the screen. Then, in the procedure that makes the explosion, I enter:
int &rock1 = get_sprite_with_this_brain(91, ¤t_sprite);
int &rock2 = get_sprite_with_this_brain(92, ¤t_sprite);
and so on...
Then, you can use those variables to call the sprites.
I repeat, I don't know if it's the best ideea, but it always worked and I never had problems with it.