Reply to Re: Pushing and hardness.
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Magicman: sort of. The problem is draw_hard_sprite() only affects hardness on the sprite's current location, so to properly work, you'd need to have a lot of overhead:
void main( void )
{
sp_speed(¤t_sprite, 1);
int &mydir;
// Remove current hardness
sp_hard(¤t_sprite, 1);
draw_hard_sprite(¤t_sprite);
if(&stonem == 1)
{
sp_x(¤t_sprite, 344);
}
if(&stonem == 2)
{
sp_x(¤t_sprite, 435);
}
// Draw new hardness
sp_hard(¤t_sprite, 0);
draw_hard_sprite(¤t_sprite);
}
void main( void )
{
sp_speed(¤t_sprite, 1);
int &mydir;
// Remove current hardness
sp_hard(¤t_sprite, 1);
draw_hard_sprite(¤t_sprite);
if(&stonem == 1)
{
sp_x(¤t_sprite, 344);
}
if(&stonem == 2)
{
sp_x(¤t_sprite, 435);
}
// Draw new hardness
sp_hard(¤t_sprite, 0);
draw_hard_sprite(¤t_sprite);
}