set the member of sprite wSprite to blockString[1][1]
else
frameNum = ((bgPulseCounter + whichY) mod count(blockString[1])) + 1
set the member of sprite wSprite to blockString[1][frameNum]
end if
case blockString[3] of
0:
sprite(wSprite).visible = 0
1:
sprite(wSprite).locZ = 199
set the ink of sprite wSprite to 36
sprite(wSprite).visible = 1
2:
sprite(wSprite).locZ = 201
set the ink of sprite wSprite to 36
sprite(wSprite).visible = 1
3:
sprite(wSprite).locZ = 201
set the ink of sprite wSprite to 33
sprite(wSprite).visible = 1
end case
wTile = wTile + 1
end repeat
end repeat
end
on checkSolidpoint pointLoc
global terrainData_Type, screenTileSize, playerViewpoint, terrainRef
tilePointSet = (pointLoc / screenTileSize) + 1
if pointLoc[1] <= 0 then
bType = 2
else
if (tilePointSet[2] >= 1) and (tilePointSet[2] <= count(terrainData_Type)) and (tilePointSet[1] >= 1) and (tilePointSet[1] <= count(terrainData_Type[1])) then