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- on exitFrame me
- global playerViewpoint, anchorViewPoint, marbleAngle, terrainData_Type, playerlevel, playerLives, currentTileMode, frameRecord, tickRecord, gFrameTimer, playerloc, levelScore, bgPulseCounter, bgPulseTrayer, distanceRolled, jumpPower, airSpeed, playerScore, curentSpeed, deadStatus, fallDelay, activeCheckpoint, checkpointList, respawnList, timerRecord
- currentTileMode = 0
- playerLives = 5
- loadLevel(playerlevel)
- initializeterrainSet()
- initializeConstants()
- initializeScreen()
- set the member of sprite 28 to "Digit " & string(playerlevel)
- frameRecord = 0
- tickRecord = the ticks
- gFrameTimer = the ticks
- playerViewpoint = point(0, (count(terrainData_Type) * 50) - 600)
- playerloc = point(125, (count(terrainData_Type) * 50) - 250)
- sprite(10).locZ = 210
- sprite(11).locZ = 211
- repeat with wLife = 21 to 25
- sprite(wLife).locZ = 999
- end repeat
- marbleAngle = 0
- initializeScreen()
- bgPulseCounter = 0
- bgPulseTrayer = []
- repeat with wRow = 1 to 5
- add(bgPulseTrayer, random(3) + 2)
- end repeat
- commandList = []
- distanceRolled = 0
- jumpPower = 0
- airSpeed = point(0, 0)
- curentSpeed = 0
- playerScore = 0
- deadStatus = 0
- fallDelay = 100
- activeCheckpoint = 1
- case playerlevel of
- 1:
- respawnList = [point(3, 315), point(3, 197), point(3, 103)]
- 2:
- respawnList = [point(3, 415), point(3, 310), point(3, 220), point(3, 118)]
- 3:
- respawnList = [point(3, 492), point(3, 380), point(3, 228), point(3, 145)]
- end case
- updateScoreDisplay(0)
- timerRecord = the ticks
- repeat with wLife = 1 to 5
- if playerLives >= wLife then
- sprite(20 + wLife).visible = 1
- next repeat
- end if
- sprite(20 + wLife).visible = 0
- end repeat
- gameOverDelay = 0
- end
-