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Post by Admin on Apr 17, 2018 3:16:25 GMT
'LEVEL EDITOR 'BY: MARK A. DUNHAM 'ART BY: RUSSELL DUNHAM 'DATE: 3.3.2018 'UPDATED: 4.14.2018
global unit, gX, gY, graphicsX, graphicsY, mapSize$ Version$ = "3.1.4.0" unit = 32
nomainwin [ScreenRes] graphicsX = 0 graphicsY = 0 WindowWidth = 640 WindowHeight = 480 UpperLeftX = int((DisplayWidth - WindowWidth)/2) UpperLeftY = int((DisplayHeight - WindowHeight)/2) BackgroundColor$ = "black" ForegroundColor$ = "green" 'ComboboxColor$ = "black" ListboxColor$ = "black"
dim ScreenH$(2) ScreenH$(1) = "480" ScreenH$(2) = "640"
dim ScreenW$(7) ScreenW$(1) = "640" ScreenW$(2) = "800" ScreenW$(3) = "1024" ScreenW$(4) = "1280" ScreenW$(5) = "1366" 'ScreenW$(6) = "1600" 'ScreenW$(7) = "3200"
statictext #SR.1, "Please select the screen resolution", 100, 25, 450, 30 statictext #SR.2, " you are designing a level for. ", 100, 65, 450, 30 statictext #SR.3, "Screen Width", 25, 220, 100, 60 listbox #SR.screenhcmb, ScreenH$(), [], 400, 160, 100, 175 statictext #SR.4, "Screen Height", 300, 220, 100, 60 listbox #SR.screenwcmb, ScreenW$(), [], 125, 160, 100, 175 stylebits #SR.screenhcmb, 0, _LBS_DISABLENOSCROLL, 0, 0 stylebits #SR.screenwcmb, 0, _LBS_DISABLENOSCROLL, 0, 0 bmpbutton #SR.startbtn, "Buttons\StartButton.bmp", [Start], UL, 210, 400 bmpbutton #SR.quitbtn, "Buttons\QuitButton.bmp", [SR.Quit], UL 320, 400 open "Screen Resolution" for window_nf as #SR #SR, "trapclose [SR.Quit]" #SR, "font Comic_Sans_MS 12 0 bold" #SR.screenhcmb, "singleClickSelect [SingleClickAction]" #SR.screenwcmb, "singleClickSelect [SingleClickAction]" wait [SingleClickAction] calldll #user32, "GetDoubleClickTime", delay as ulong timer delay, [Combo.ScreenRes] wait
[Combo.ScreenRes] timer 0
#SR.screenhcmb, "selection? screenHSel$" #SR.screenwcmb, "selection? screenWSel$"
select case screenHSel$ case "480" : graphicsY = 480 case "640" : graphicsY = 640 case else : graphicsY = 640 end select
select case screenWSel$ case "640" : graphicsX = 640 case "800" : graphicsX = 800 case "1024" : graphicsX = 1024 case "1280" : graphicsX = 1280 case "1366" : graphicsX = 1366 'case "1600" : graphicsX = 1600 'case "3200" : graphicsX = 3200 case else : graphicsX = 800 end select
'CALCULATE HOW MANY LINES TO DRAW ON THE X AND Y AXIS 'THE GX AND GY VARIABLES ARE USED IN THE DRAWGRID SUBROUTINE gX = graphicsX / unit gY = graphicsY / unit
wait
[Start] if graphicsX <> 0 and graphicsY <> 0 then close #SR goto [Main] end if wait
[SR.Quit] close #SR end
'############################################################################################## '### MAIN WINDOW SETUP ### '############################################################################################## [Main] WindowWidth = 1366 WindowHeight = 768 UpperLeftX = int((DisplayWidth - WindowWidth)/2) UpperLeftY = int((DisplayHeight - WindowHeight)/2) BackgroundColor$ = "black" ForegroundColor$ = "green" ComboboxColor$ = "black"
'############################################################################################## '### SETUP LEVEL EDITOR VARIABLES ### '############################################################################################## tileSelected$ = "" previousTile$ = "" MaxTiles = 1000
'############################################################################################## '### VARIABLE ARRAYS FOR THE TILES NAME AND THE X AND Y POSITIONS AND THE VARIABLE FOR ### '### THE COUNTWHEN ADDING NEW TILES NEED TO ADD THE NEW ARRAYS FOR THE NAME OF THE ### '### TILE, THE TILE X THE TILE Y AND THE VARIABLE FOR THE TILE COUNT ### '############################################################################################## 'Ground dim Soils$(MaxTiles) dim SoilsX(MaxTiles) dim SoilsY(MaxTiles) soilBlockCount = 0 dim GrassSoils$(MaxTiles) dim GrassSoilsX(MaxTiles) dim GrassSoilsY(MaxTiles) grassSoilCount = 0 dim GreenGrass$(MaxTiles) dim GreenGrassX(MaxTiles) dim GreenGrassY(MaxTiles) greenGrassCount = 0 dim DarkGrass$(MaxTiles) dim DarkGrassX(MaxTiles) dim DarkGrassY(MaxTiles) darkGrassCount = 0 dim LightDesert$(MaxTiles) dim LightDesertX(MaxTiles) dim LightDesertY(MaxTiles) lightDesertCount = 0
'############################################################################################## '### LOAD BITMAPS FOR LEVEL EDITOR ### '############################################################################################## loadbmp "BG", "Images\BG_Black_640x480.bmp"
'GROUND BITMAPS loadbmp "soilS", "Sprites\Ground\Soil_32X32.bmp" loadbmp "grassS", "Sprites\Ground\SoilGrass_32X32.bmp" loadbmp "GreenGrass", "Sprites\Ground\GreenGrass.bmp" loadbmp "DarkGrass", "Sprites\Ground\DarkGrass.bmp" loadbmp "LightDesert", "Sprites\Ground\LightDesert.bmp"
'############################################################################################## '### SETUP MAIN LEVEL EDITOR WINDOW AND CONTROLS ### '############################################################################################## graphicbox #LE.GB, -1, -1, graphicsX, graphicsY 'bmpbutton #LE.wallsbtn, "Buttons\WallsButton.bmp", [Walls], UL 10, 705 'bmpbutton #LE.floorsbtn, "Buttons\FloorsButton.bmp", [Floors], UL 120, 705 'bmpbutton #LE.orebtn, "Buttons\OreButton.bmp", [Ore], UL 230, 705
bmpbutton #LE.groundbtn, "Buttons\GroundButton.bmp", [Ground], UL 340, 705 bmpbutton #LE.newbtn, "Buttons\NewMapButton.bmp", [NewMap], UL 1141, 640 bmpbutton #LE.undobtn, "Buttons\UndoTileButton.bmp", [UndoTile], UL 1141, 675 bmpbutton #LE.savebtn, "Buttons\SaveDataButton.bmp", [SaveData], UL 1251, 640 bmpbutton #LE.loadbtn, "Buttons\LoadDataButton.bmp", [LoadData], UL 1251, 675 bmpbutton #LE.quitbtn, "Buttons\SmQuitButton.bmp", [LE.Quit], UL 1251, 710
'bmpbutton #LE.miscbtn, "Buttons\MiscTilesButton.bmp", [Misc.Tiles], UL 450, 705 'bmpbutton #LE.Pipesbtn, "Buttons\PipesButton.bmp", [Pipes], UL 10, 670 'bmpbutton #LE.Lavabtn, "Buttons\LavaButton.bmp", [Lava], UL 120, 670 'bmpbutton #LE.Waterbtn, "Buttons\WaterButton.bmp", [Water], UL 230, 670 'bmpbutton #LE.PlatFormbtn, "Buttons\PlatFormButton.bmp", [PlatForms], UL 450, 670 'bmpbutton #LE.Doorsbtn, "Buttons\DoorButton.bmp", [Doors], UL 340, 670 'bmpbutton #LE.Potionsbtn, "Buttons\PotionButton.bmp", [Potions], UL 560, 705
open "Level Editor " + Version$ for window_nf as #LE #LE, "trapclose [LE.Quit]" #LE.GB, "when characterInput [KeyBoardInput]" #LE.GB, "when mouseMove [MouseMove]" #LE.GB, "when leftButtonDown [LeftMouseClick]" #LE.GB, "when rightButtonDown [RightMouseClick]" #LE, "font Comic_Sans_MS 0 0 bold" if graphicsX > 1600 then #LE.GB, "Horizscrollbar on 0 600"
#LE.GB, "background BG" #LE.GB, "locate -1 -1" #LE.GB, "drawsprites"
call DrawGrid
#LE.GB, "home; posxy graphicsX graphicsY" #LE.GB, "getbmp BG 0 0 ";graphicsX*2;" ";graphicsY*2 #LE.GB, "background BG"
[LE.Main] timer 0 #LE.GB, "setfocus" 'WE USE THE TIMER TO DRAW OUR SPRITES timer 50, [LE.Loop] wait
[LE.Loop] #LE.GB, "drawsprites" wait
[KeyBoardInput] if len(Inkey$) = 2 then key = asc(right$(Inkey$,1)) else key = 0 char$ = Inkey$ if lower$(char$) = "b" then gosub[previousTile] Inkey$ = "" wait
'############################################################################################## '### MAKE THE SPRITE TRACK WITH THE MOUSE POINTER ### '############################################################################################## [MouseMove] scan if tileSelected$ = "Soil" then #LE.GB, "spritexy soil "; MouseX; " "; MouseY end if if tileSelected$ = "GrassSoil" then #LE.GB, "spritexy grassSoil "; MouseX; " "; MouseY end if if tileSelected$ = "GreenGrass" then #LE.GB, "spritexy GreenGrass "; MouseX; " "; MouseY end if if tileSelected$ = "DarkGrass" then #LE.GB, "spritexy DarkGrass "; MouseX; " "; MouseY end if if tileSelected$ = "LightDesert" then #LE.GB, "spritexy LightDesert "; MouseX; " "; MouseY end if
wait
'############################################################################################## '### PLACE THE SELECTED TILE AND SNAP IT TO THE MOUSE LOCATION ### '############################################################################################## [LeftMouseClick]
'################################## '### SOIL TILE SECTION ### '################################## if tileSelected$ = "Soil" then soilCount = soilCount + 1 Soils$(soilCount) = "soil" + str$(soilCount) #LE.GB, "addsprite "; Soils$(soilCount); " soilS" SoilsX(soilCount) = int(MouseX/unit)*unit SoilsY(soilCount) = int(MouseY/unit)*unit #LE.GB, "spritexy "; Soils$(soilCount); " "; SoilsX(soilCount); " "; SoilsY(soilCount) tileSelected$ = " " #LE.GB, "removesprite soil" end if
'################################## '### GROUND TILE SECTION ### '################################## if tileSelected$ = "GrassSoil" then grassSoilCount = grassSoilCount + 1 GrassSoils$(grassSoilCount) = "grassSoil" + str$(grassSoilCount) #LE.GB, "addsprite "; GrassSoils$(grassSoilCount); " grassS" GrassSoilsX(grassSoilCount) = int(MouseX/unit)*unit GrassSoilsY(grassSoilCount) = int(MouseY/unit)*unit #LE.GB, "spritexy "; GrassSoils$(grassSoilCount); " "; GrassSoilsX(grassSoilCount); " "; GrassSoilsY(grassSoilCount) tileSelected$ = " " #LE.GB, "removesprite grassSoil" end if if tileSelected$ = "GreenGrass" then greenGrassCount = greenGrassCount + 1 GreenGrass$(greenGrassCount) = "GreenGrass" + str$(greenGrassCount) #LE.GB, "addsprite "; GreenGrass$(greenGrassCount); " GreenGrass" GreenGrassX(greenGrassCount) = int(MouseX/unit)*unit GreenGrassY(greenGrassCount) = int(MouseY/unit)*unit #LE.GB, "spritexy "; GreenGrass$(greenGrassCount); " "; GreenGrassX(greenGrassCount); " "; GreenGrassY(greenGrassCount) tileSelected$ = " " #LE.GB, "removesprite GreenGrass" end if if tileSelected$ = "DarkGrass" then darkGrassCount = darkGrassCount + 1 DarkGrass$(darkGrassCount) = "DarkGrass" + str$(darkGrassCount) #LE.GB, "addsprite "; DarkGrass$(darkGrassCount); " DarkGrass" DarkGrassX(darkGrassCount) = int(MouseX/unit)*unit DarkGrassY(darkGrassCount) = int(MouseY/unit)*unit #LE.GB, "spritexy "; DarkGrass$(darkGrassCount); " "; DarkGrassX(darkGrassCount); " "; DarkGrassY(darkGrassCount) tileSelected$ = " " #LE.GB, "removesprite DarkGrass" end if if tileSelected$ = "LightDesert" then lightDesertCount = lightDesertCount + 1 LightDesert$(lightDesertCount) = "LightDesert" + str$(lightDesertCount) #LE.GB, "addsprite "; LightDesert$(lightDesertCount); " LightDesert" LightDesertX(lightDesertCount) = int(MouseX/unit)*unit LightDesertY(lightDesertCount) = int(MouseY/unit)*unit #LE.GB, "spritexy "; LightDesert$(lightDesertCount); " "; LightDesertX(lightDesertCount); " "; LightDesertY(lightDesertCount) tileSelected$ = " " #LE.GB, "removesprite LightDesert" end if
wait
[RightMouseClick] wait
'############################################################################################## '### GROUND TILE TYPES WINDOW ### '############################################################################################## [Ground] WindowWidth = 1366 WindowHeight = 768 UpperLeftX = 10 UpperLeftY = 10
statictext #Ground.titlest, "Ground", 175, 10, 75, 25
statictext #Ground.GrassSoilst, "Grass Soil", 20, 70, 100, 25 bmpbutton #Ground.GrassSoilbtn, "Buttons\Ground\SoilGrass_32X32.bmp", [GrassSoil], UL, 140, 70 statictext #Ground.Soilst, "Soil", 20, 140, 100, 25 bmpbutton #Ground.Soilbtn, "Buttons\Ground\Soil_32X32.bmp", [Soil], UL, 140, 140 statictext #Ground.GreenGrassst, "Green Grass", 20, 210, 100, 25 bmpbutton #Ground.GreenGrassbtn, "Buttons\Ground\GreenGrass.bmp", [GreenGrass], UL, 140, 210 statictext #Ground.DarkGrassst, "Dark Grass", 20, 280, 100, 25 bmpbutton #Ground.DarkGrassbtn, "Buttons\Ground\DarkGrass.bmp", [DarkGrass], UL, 140, 280 statictext #Ground.LightDesertst, "Light Desert", 20, 350, 100, 25 bmpbutton #Ground.LightDesertbtn, "Buttons\Ground\LightDesert.bmp", [LightDesert], UL, 140, 350
open "Ground" for dialog_nf_modal as #Ground #Ground, "trapclose [Ground.Quit]" #Ground, "font Comic_Sans_MS 0 0 bold" #Ground.titlest, "!font Comic_Sans_MS 12 28 bold"
wait
[GrassSoil] tileSelected$ = "GrassSoil" previousTile$ = "GrassSoil" #LE.GB, "addsprite grassSoil grassS" #LE.GB, "spritexy grassSoil -100 -100" call DrawGrid close #Ground wait
[Soil] tileSelected$ = "Soil" previousTile$ = "Soil" #LE.GB, "addsprite soil soilS" #LE.GB, "spritexy soil -100 -100" close #Ground wait
[GreenGrass] tileSelected$ = "GreenGrass" previousTile$ = "GreenGrass" #LE.GB, "addsprite GreenGrass GreenGrass" #LE.GB, "spritexy GreenGrass -100 -100" close #Ground wait
[DarkGrass] tileSelected$ = "DarkGrass" previousTile$ = "DarkGrass" #LE.GB, "addsprite DarkGrass DarkGrass" #LE.GB, "spritexy DarkGrass -100 -100" close #Ground wait
[LightDesert] tileSelected$ = "LightDesert" previousTile$ = "LightDesert" #LE.GB, "addsprite LightDesert LightDesert" #LE.GB, "spritexy LightDesert -100 -100" close #Ground wait
'############################################################################################## '### SETS THE PREVIOUS TILE TO THE TILE SELECTED TO PLACE TILES FASTER ### '############################################################################################## [previousTile] if previousTile$ = "Soil" then tileSelected$ = "Soil" #LE.GB, "addsprite soil soilS" #LE.GB, "spritexy soil -100 -100" end if if previousTile$ = "GrassSoil" then tileSelected$ = "GrassSoil" #LE.GB, "addsprite grassSoil grassS" #LE.GB, "spritexy grassSoil -100 -100" end if if previousTile$ = "GreenGrass" then tileSelected$ = "GreenGrass" #LE.GB, "addsprite GreenGrass GreenGrass" #LE.GB, "spritexy GreenGrass -100 -100" end if if previousTile$ = "DarkGrass" then tileSelected$ = "DarkGrass" #LE.GB, "addsprite DarkGrass DarkGrass" #LE.GB, "spritexy DarkGrass -100 -100" end if if previousTile$ = "LightDesert" then tileSelected$ = "LightDesert" #LE.GB, "addsprite LightDesert LightDesert" #LE.GB, "spritexy LightDesert -100 -100" end if
wait
'############################################################################################## '### SAVE THE LEVEL TO .DAT FILE TYPE ### '############################################################################################## [SaveData] filedialog "Save as... ", ".dat", fileName$
'IF THE FILE EXTENSION IS MISSING ADD IT TO THE FILENAME if right$(fileName$,4) <> ".dat" then fileName$ = fileName$ + ".dat" end if
open fileName$ for output as #Save
'##################################### '### SAVE GROUND'S ### '#####################################
#Save, soilCount for i = 1 to soilCount #Save, SoilsX(i)/unit; ", ";SoilsY(i)/unit next i
#Save, grassSoilCount for i = 1 to grassSoilCount #Save, GrassSoilsX(i)/unit; ", ";GrassSoilsY(i)/unit next i
#Save, greenGrassCount for i = 1 to greenGrassCount #Save, GreenGrassX(i)/unit; ", ";GreenGrassY(i)/unit next i
#Save, darkGrassCount for i = 1 to darkGrassCount #Save, DarkGrassX(i)/unit; ", ";DarkGrassY(i)/unit next i
#Save, lightDesertCount for i = 1 to lightDesertCount #Save, LightDesertX(i)/unit; ", ";LightDesertY(i)/unit next i
close #Save wait '############################################################################################## '### LOAD SAVE LEVELS OF .DAT TYPE ### '############################################################################################## [LoadData] 'CLEAR ARRAYS SO YOU DO NOT GET GARBAGE DATA gosub [ClearArrays]
filedialog "Open dat file...", "*.dat", fileName$
if fileName$<>"" then open fileName$ for input as #Load
'##################################### '### LOAD GROUND'S ### '##################################### input #Load, soilCount for i = 1 to soilCount input #Load, SoilsX(i), SoilsY(i) next i for i = 1 to soilCount Soils$(i) = "soil" + str$(i) SoilsX(i) = 32 * SoilsX(i) : SoilsY(i) = 32 * SoilsY(i) #LE.GB, "addsprite "; Soils$(i); " soilS" #LE.GB, "spritexy "; Soils$(i); " "; SoilsX(i); " "; SoilsY(i) next i input #Load, grassSoilCount for i = 1 to grassSoilCount input #Load, GrassSoilsX(i), GrassSoilsY(i) next i for i = 1 to grassSoilCount GrassSoils$(i) = "grassSoil" + str$(i) GrassSoilsX(i) = 32 * GrassSoilsX(i) : GrassSoilsY(i) = 32 * GrassSoilsY(i) #LE.GB, "addsprite "; GrassSoils$(i); " grassS" #LE.GB, "spritexy "; GrassSoils$(i); " "; GrassSoilsX(i); " "; GrassSoilsY(i) next i input #Load, greenGrassCount for i = 1 to greenGrassCount input #Load, GreenGrassX(i), GreenGrassY(i) next i for i = 1 to greenGrassCount GreenGrass$(i) = "GreenGrass" + str$(i) GreenGrassX(i) = 32 * GreenGrassX(i) : GreenGrassY(i) = 32 * GreenGrassY(i) #LE.GB, "addsprite "; GreenGrass$(i); " GreenGrass" #LE.GB, "spritexy "; GreenGrass$(i); " "; GreenGrassX(i); " "; GreenGrassY(i) next i input #Load, darkGrassCount for i = 1 to darkGrassCount input #Load, DarkGrassX(i), DarkGrassY(i) next i for i = 1 to darkGrassCount DarkGrass$(i) = "DarkGrass" + str$(i) DarkGrassX(i) = 32 * DarkGrassX(i) : DarkGrassY(i) = 32 * DarkGrassY(i) #LE.GB, "addsprite "; DarkGrass$(i); " DarkGrass" #LE.GB, "spritexy "; DarkGrass$(i); " "; DarkGrassX(i); " "; DarkGrassY(i) next i input #Load, lightDesertCount for i = 1 to lightDesertCount input #Load, LightDesertX(i), LightDesertY(i) next i for i = 1 to lightDesertCount LightDesert$(i) = "LightDesert" + str$(i) LightDesertX(i) = 32 * LightDesertX(i) : LightDesertY(i) = 32 * LightDesertY(i) #LE.GB, "addsprite "; LightDesert$(i); " LightDesert" #LE.GB, "spritexy "; LightDesert$(i); " "; LightDesertX(i); " "; LightDesertY(i) next i
close #Load else notice "No file chosen!" end if #LE.GB, "drawsprites"
wait
'############################################################################################## '### CLEARS THE ARRAYS THEN GOES BACK TO MAIN ### '############################################################################################## [NewMap] timer 0 gosub [ClearArrays] close #LE goto [ScreenRes] wait
'############################################################################################## '### REMOVES THE LAST TYPE OF TILE SELECTED UNTIL THERE ARE 0 TILES OF THAT TYPE LEFT ### '############################################################################################## [UndoTile] if previousTile$ = "Soil" and soilCount > 0 then #LE.GB, "removesprite "; Soils$(soilCount); " "; SoilsX(soilCount); " "; SoilsY(soilCount) soilCount = soilCount -1 end if if previousTile$ = "GrassSoil" and grassSoilCount > 0 then #LE.GB, "removesprite "; GrassSoils$(grassSoilCount); " "; GrassSoilsX(grassSoilCount); " "; GrassSoilsY(grassSoilCount) grassSoilCount = grassSoilCount -1 end if if previousTile$ = "GreenGrass" and greenGrassCount > 0 then #LE.GB, "removesprite "; GreenGrass$(greenGrassCount); " "; GreenGrassX(greenGrassCount); " "; GreenGrassY(greenGrassCount) greenGrassCount = greenGrassCount -1 end if if previousTile$ = "DarkGrass" and darkGrassCount > 0 then #LE.GB, "removesprite "; DarkGrass$(darkGrassCount); " "; DarkGrassX(darkGrassCount); " "; DarkGrassY(darkGrassCount) darkGrassCount = darkGrassCount -1 end if if previousTile$ = "LightDesert" and lightDesertCount > 0 then #LE.GB, "removesprite "; LightDesert$(lightDesertCount); " "; LightDesertX(lightDesertCount); " "; LightDesertY(lightDesertCount) lightDesertCount = lightDesertCount -1 end if wait
[LE.Quit] close #LE end
[Ground.Quit] close #Ground wait
'############################################################################################## '### SUB ROUTINE CALLED BY LOAD AND BY NEW TO CLEAR ARRAYS OF GARBAGE DATA ### '############################################################################################## [ClearArrays] '############################# '### CLEAR GROUND ARRAYS ### '############################# for i = 1 to soilCount Soils$(i) = "soil" + str$(i) SoilsX(i) = 32 * SoilsX(i) : SoilsY(i) = 32 *SoilsY(i) #LE.GB, "removesprite "; Soils$(i); " soilS" next i for i = 1 to grassSoilsCount GrassSoils$(i) = "grassSoil" + str$(i) GrassSoilsX(i) = 32 * GrassSoilsX(i) : GrassSoilsY(i) = 32 *GrassSoilsY(i) #LE.GB, "removesprite "; GrassSoils$(i); " grassS" next i for i = 1 to greenGrassCount GreenGrass$(i) = "GreenGrass" + str$(i) GreenGrassX(i) = 32 * GreenGrassX(i) : GreenGrassY(i) = 32 *GreenGrassY(i) #LE.GB, "removesprite "; GreenGrass$(i); " GreenGrass" next i for i = 1 to darkGrassCount DarkGrass$(i) = "DarkGrass" + str$(i) DarkGrassX(i) = 32 * DarkGrassX(i) : DarkGrassY(i) = 32 *DarkGrassY(i) #LE.GB, "removesprite "; DarkGrass$(i); " DarkGrass" next i for i = 1 to lightDesertCount LightDesert$(i) = "LightDesert" + str$(i) LightDesertX(i) = 32 * LightDesertX(i) : LightDesertY(i) = 32 *LightDesertY(i) #LE.GB, "removesprite "; LightDesert$(i); " LightDesert" next i
for i = 1 to MaxTiles
Soils$(i) = "" SoilsX(i) = 0 SoilsY(i) = 0 GrassSoils$(i) = "" GrassSoilsX(i) = 0 GrassSoilsY(i) = 0 GreenGrass$(i) = "" GreenGrassX(i) = 0 GreenGrassY(i) = 0 DarkGrass$(i) = "" DarkGrassX(i) = 0 DarkGrassY(i) = 0 LightDesert$(i) = "" LightDesertX(i) = 0 LightDesertY(i) = 0
next i
soilCount = 0 grassSoilCount = 0 greenGrassCount = 0 darkGrassCount = 0 lightDesertCount = 0
return
sub DrawGrid 'DRAW LINES ON THE Y AXIS 'HERE WE LOOK AT THE WIDTH OF THE GRAPHICBOX TO DRAW THE CORRECT AMOUNT OF LINES 'WE THEN USE GRAPHICSY TO MAKE SURE WE DRAW THEM THE HEIGHT OF OUR GRAPHICBOX #LE.GB, "down; size 1" for i = 1 to gX #LE.GB, "place "; i*32; " 0; north; turn 180; go ";graphicsY next i 'DRAW LINES ON THE X AXIS 'HERE WE LOOK AT THE HEIGHT OF THE GRAPHICBOX TO DRAW THE CORRECT AMOUTN OF LINES 'WE THEN USE GRAPHICSX TO MAKE SURE WE DRAW THEM THE WIDTH OF OUR GRAPHICBOX for i = 1 to gY #LE.GB, "place 0 "; i*32; "; north; turn 90; go ";graphicsX next i #LE.GB, "flush" end sub insert code here
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