side-note:
Quote: "
use sprite colission instead of sprite hit
"
can you explain this, please? i've never understood why
collision is better than
hit, (sprite or object). has collision proven more accurate than hit? in the PickSprite example i made, i went back and replaced the checks and it seems to be identical (was hoping
sprite collision would take into account the "z-bias" of the sprites that overlap and automatically pick the upper-most one, but it didn't. (i did reverse their priorities, tho, to get the result i wanted). and, i thought maybe it would ignore the transparent parts (i made circle sprites too to test), but it didn't care there either, so... ). does it handle scaled or stretched sprites better? i just don't see the difference, otherwise.
edit: i just read TDK's collision tutorial (#10). i get that the difference is initial hit vs objects overlapping. but, in the PickSprite routine, that doesn't apply because the sprites are not "moving", correct?
man, i gotta sit and read all those tutorials some day soon
Virtual Nomad
AMD XP 1800+ (~1.6 Ghz) / 1.5 GB RAM
ATI Radeon 8700LE 128 MB / Windows XP