// Draw out world, and then move hero/camera to correct location. proc InitWorld SetGravity(0.02); SetFriction(0.015); // Initalize coins coins$ = 0; Global(coins$); // The Level Matrix. Sounds scary. Each number represents a tile type, defined below. dimy$ = 40; dimx$ = 100; global(dimx$, dimy$); level$ = [ [3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11, 12, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 11, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 0, 0, 0, 2, 5, 0, 0, 5, 0, 0, 5, 0, 0, 2, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 5, 0, 0, 5, 0, 0, 5, 0, 0, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 9, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2] ]; Global(x$, y$); // Parse the level matrix, take dimensions from above. For (x$, 0, dimy$ - 1, 1); For (y$, 0, dimx$ - 1, 1); // Read the current position in the matrix, and set tiletype$ to the resulting value. tiletype$ = level$[x$][y$]; //Define all the tiles here. Each tile is 16 px, so multiply the position by 16 to find where it hsould be moved if (tiletype$ == 1) tempsprite$ = NewSprite(null); SetSpriteSurface(tempsprite$, tiles$, tileamnt$, 0); SetSpriteIndex(tempsprite$, tiletype$ - 1); movesprite(tempsprite$, y$ * 16, x$ * 16); SetSpriteFriction(tempsprite$, 100); SetSpriteID(tempsprite$, "WORLD"); SetSpriteCollide(tempsprite$, "MARIO, BADDIE, WORLD"); SetSpriteLayer(tempsprite$, 2); AddSpriteOption(tempsprite$, SO_PROCESSONLYVIEW | SO_COLLIDE | SO_CANCELVELX | SO_CANCELVELY); SetSpriteProc(tempsprite$, &Breakable); else if ((tiletype$ == 2) or (tiletype$ == 3)) tempsprite$ = NewSprite(null); SetSpriteSurface(tempsprite$, tiles$, tileamnt$, 0); SetSpriteIndex(tempsprite$, tiletype$ - 1); movesprite(tempsprite$, y$ * 16, x$ * 16); SetSpriteFriction(tempsprite$, 100); SetSpriteID(tempsprite$, "WORLD"); SetSpriteCollide(tempsprite$, "MARIO, BADDIE, WORLD"); SetSpriteLayer(tempsprite$, 2); //AddSpriteOption(tempsprite$, SO_TOP|SO_LEFT|SO_RIGHT); AddSpriteOption(tempsprite$, SO_PROCESSONLYVIEW | SO_WORLD | SO_CANCELVELX | SO_CANCELVELY); else if (tiletype$ == 4) tempsprite$ = NewSprite(null); SetSpriteSurface(tempsprite$, tiles$, tileamnt$, 250); SetSpriteFrames(tempsprite$, 3, 5, -1, true); movesprite(tempsprite$, y$ * 16, x$ * 16); SetSpriteID(tempsprite$, "WORLD"); SetSpriteCollide(tempsprite$, "MARIO, BADDIE, WORLD"); SetSpriteLayer(tempsprite$, 2); AddSpriteOption(tempsprite$, SO_PROCESSONLYVIEW | SO_COLLIDE | SO_CANCELVELX | SO_CANCELVELY); SetSpriteProc(tempsprite$, &BonusBrick); else if (tiletype$ == 5) baddie$ = NewSprite(null); SetSpriteSurface(baddie$, t03$, 1, -1); movesprite(baddie$, y$ * 16, x$ * 16); SetSpriteID(baddie$, "BADDIE"); SetSpriteCollide(baddie$, "MARIO, BADDIE, WORLD"); SetSpriteMass(baddie$, 5); SetSpriteLayer(baddie$, 2); SetSpriteAISpeed(baddie$, 50); AddSpriteOption(baddie$, SO_CHECKCOLLIDE | SO_PROCESSONLYVIEW | SO_TIMER | SO_COLLIDE); SetSpriteProc(baddie$, &Goomba); else if (tiletype$ == 7) MoveSprite(mario$, y$ * 16, x$ * 16); else if (tiletype$ == 8) baddie$ = NewSprite(null); SetSpriteSurface(baddie$, t03$, 1, -1); movesprite(baddie$, y$ * 16, x$ * 16); SetSpriteID(baddie$, "BADDIE"); SetSpriteCollide(baddie$, "MARIO, BADDIE, WORLD"); SetSpriteMass(baddie$, 0.08); //SetSpriteElasticity(baddie$, 0.05); SetSpriteFriction(baddie$, 0.001); SetSpriteLayer(baddie$, 2); SetSpriteAISpeed(baddie$, 50); AddSpriteOption(baddie$, SO_CHECKCOLLIDE | SO_PROCESSONLYVIEW | SO_TIMER | SO_COLLIDE | SO_OVAL); SetSpriteProc(baddie$, &Ball); end; end; end; // Draw background background$ = NewSprite(NULL); SetSpriteSurface(background$, bg$, 1, 0); MoveSprite(background$, 0, 170); SetSpriteLayer(background$, 1); AddSpriteOption(background$, SO_FIXED); background2$ = NewSprite(NULL); SetSpriteSurface(background2$, bg2$, 1, 0); MoveSprite(background2$, 0, 0); SetSpriteLayer(background2$, 3); SetSpriteAISpeed(background2$, 50); AddSpriteOption(background2$, SO_FIXED | SO_TIMER); SetSpriteProc(background2$, &bg2); global(background$, background2$); // Layer 1 is all the background stuffs, while layer 2 is where everything takes place. SetLayer(1, 5, 0, 0, 0, 0, 1, 0.35, 0, 0, 0); SetLayer(2, 10, 0, 0, 0, 0, 1, 0, 0, 0, 0); SetLayer(3, 3, 0, 0, 0, 0, 1, 0, 0, 0, 0); // Move camera on the ground. SetOriginX(0); SetOriginY(dimy$ * 16 - 300); end;