Powerups as enemies
Cast Awakening Part 1: Initiation
Powerups as enemies: obviously, the problem is to make them display the same *animated* sequence no matter what direction they face. The solution in Initiation is just to create a sequence for each direction in the dink.ini, then just do things the normal way.
One could avoid filling in graphic slots like this by making the sprite invisible and creating a "shadow" which will track it and display the sequence you want. Eg:
sp_nodraw(¤t_sprite, 1);
//note the brain number (for shadow) in the next line
&junk = create_sprite(0, 0, 15, 55, 1);
sp_brain_parm(&junk, ¤t_sprite);
But I will tell you, from experience, that the redink way is usually preferable for a number of reasons... mainly when there are no SET_FRAME_SPECIAL lines for the sprite you want to do.
One could avoid filling in graphic slots like this by making the sprite invisible and creating a "shadow" which will track it and display the sequence you want. Eg:
sp_nodraw(¤t_sprite, 1);
//note the brain number (for shadow) in the next line
&junk = create_sprite(0, 0, 15, 55, 1);
sp_brain_parm(&junk, ¤t_sprite);
But I will tell you, from experience, that the redink way is usually preferable for a number of reasons... mainly when there are no SET_FRAME_SPECIAL lines for the sprite you want to do.