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- on drawShore
- global riverOffset, riverWidth, playerPosition, riverScroll, debrisData, scrollingSpeed, playerlevel, playerData, riverDisplayType, animatedGifFlag, riverFrame
- playerPosition = playerPosition + scrollingSpeed
- bankScroll = playerPosition mod 60
- if bankScroll = 0 then
- bankScroll = 60
- end if
- bankAlternate = playerPosition mod 120
- if bankAlternate = 0 then
- bankAlternate = 120
- end if
- riverScroll = playerPosition mod 75
- if riverScroll = 0 then
- riverScroll = 75
- end if
- if bankAlternate > 60 then
- bankAltBolean = 1
- else
- bankAltBolean = 2
- end if
- bank1SO = 9
- bank2SO = 21
- repeat with whichBlock = 1 to 9
- bankAltBolean = [2, 1][bankAltBolean]
- offPoint = riverOffset
- depthRatio = (((11 - whichBlock) * 100) - (bankScroll * 1.66599999999999993)) / 30
- depthOffset = riverWidth / 1000 * depthRatio
- set the loc of sprite (bank1SO + whichBlock) to point(riverOffset - 50 + depthOffset, (whichBlock * 60) - 90 + bankScroll)
- set the loc of sprite (bank2SO + whichBlock) to point(riverOffset + (riverWidth / 10) + 50 - depthOffset, (whichBlock * 60) - 90 + bankScroll)
- startString = ["bankA ", "bankB ", "bankC "][playerlevel]
- set the member of sprite (bank1SO + whichBlock) to "SandShore"
- set the member of sprite (bank2SO + whichBlock) to "SandShore"
- sprite(bank1SO + whichBlock).skew = 10
- sprite(bank2SO + whichBlock).skew = -10
- set the blend of sprite (bank1SO + whichBlock) to 100
- set the blend of sprite (bank2SO + whichBlock) to 100
- end repeat
- sprite(87).skew = (playerData[2][1] - 1700) / 170.0 * -1
- riverSO = 100
- riverFrame = riverFrame + 0.20000000000000001
- if riverFrame > 4 then
- riverFrame = 1
- end if
- riverAnimFrame = integer(riverFrame)
- riverAnimFrame = 1
- repeat with whichBlock = 1 to 7
- offPoint = riverOffset
- set the loc of sprite (riverSO + whichBlock) to point(riverOffset + 45, (whichBlock * 75) - 120 + riverScroll)
- set the loc of sprite (riverSO + whichBlock + 7) to point(riverOffset + 128, (whichBlock * 75) - 120 + riverScroll)
- set the loc of sprite (riverSO + whichBlock + 14) to point(riverOffset + 211, (whichBlock * 75) - 120 + riverScroll)
- set the loc of sprite (riverSO + whichBlock + 21) to point(riverOffset + 294, (whichBlock * 75) - 120 + riverScroll)
- set the member of sprite (riverSO + whichBlock) to "Animated-Water-Tile" & string(riverAnimFrame)
- set the member of sprite (riverSO + whichBlock + 7) to "Animated-Water-Tile" & string(riverAnimFrame)
- set the member of sprite (riverSO + whichBlock + 14) to "Animated-Water-Tile" & string(riverAnimFrame)
- set the member of sprite (riverSO + whichBlock + 21) to "Animated-Water-Tile" & string(riverAnimFrame)
- end repeat
- end
-