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- OPTION BASE 0
- windowDisplay& = _NEWIMAGE(800, 600, 32)
- SCREEN windowDisplay&
- _TITLE "Platformer"
- DIM level%(64, 64)
- DIM tiles&(128)
- DIM scrollX%
- DIM scrollY%
- DIM stp%
- CHDIR "Platformer/Tiles"
- tiles&(0) = _LOADIMAGE("air.png")
- tiles&(1) = _LOADIMAGE("Grass/grassFloorLeftLedge.png")
- tiles&(2) = _LOADIMAGE("Grass/grassFloor.png")
- tiles&(3) = _LOADIMAGE("Grass/grassFloorRightLedge.png")
- tiles&(4) = _LOADIMAGE("Grass/grassLeftLedge.png")
- tiles&(5) = _LOADIMAGE("Grass/grassInside.png")
- tiles&(6) = _LOADIMAGE("Grass/grassRightLedge.png")
- tiles&(7) = _LOADIMAGE("Grass/grassCeilLeftLedge.png")
- tiles&(8) = _LOADIMAGE("Grass/grassCeil.png")
- tiles&(9) = _LOADIMAGE("Grass/grassCeilRightLedge.png")
- tiles&(10) = _LOADIMAGE("Grass/grassCornerTL.png")
- tiles&(11) = _LOADIMAGE("Grass/grassCornerTR.png")
- tiles&(12) = _LOADIMAGE("Grass/grassCornerBL.png")
- tiles&(13) = _LOADIMAGE("Grass/grassCornerBR.png")
- tiles&(14) = _LOADIMAGE("Grass/grassRampUpLeft.png")
- CHDIR "../BGM"
- bgMusic& = _SNDOPEN("NormalTheme.wav")
- RESTORE LevelData
- FOR i = 0 TO 7
- READ level%(0, i), level%(1, i), level%(2, i), level%(3, i), level%(4, i), level%(5, i), level%(6, i), level%(7, i)
- NEXT
- _SNDLOOP bgMusic&
- waveImgHeight% = 2
- waveRange% = 5
- waveDivisor% = 2
- WHILE 1
- CLS
- stp% = stp% + 1
- 'scrollX% = 80 * SIN(25 * stp% / 2)
- 'scrollY% = 80 * COS(25 * stp% / 2)
- FOR x% = 0 TO 63
- FOR y% = 0 TO 63
- _PUTIMAGE ((x% * 32) + scrollX%, (y% * 32) + scrollY%)-(((x% * 32) + scrollX%) + 31, ((y% * 32) + scrollY%) + 31), tiles&(level%(x%, y%))
- NEXT
- NEXT
- _DISPLAY
- _LIMIT 60
- WEND
- LevelData:
- DATA 0,0,0,0,0,0,0,0
- DATA 0,0,0,0,0,0,0,14
- DATA 0,0,0,0,0,0,14,10
- DATA 0,0,0,1,2,2,10,0
- DATA 0,0,0,4,0,0,0,0
- DATA 0,0,0,4,0,0,0,0
- DATA 0,0,0,4,0,0,0,0
- DATA 2,2,2,10,0,0,0,0
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