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- on exitFrame me
- global shadowShapeData, shadowSpinData, shadowSolidData, blankMapData, solidData, rippleData, playerScore, timeToDie, levelWidth, tileSize, playerlevel, stampShape, stampShapeQue, stampSpinQue, fallBlockData, gravityForce
- playerlevel = playerlevel + 1
- member("Level Display").text = string(playerlevel)
- shadowShapeData = []
- shadowSpinData = []
- shadowSolidData = []
- solidData = []
- rippleData = []
- wSprite = 10
- repeat with whichY = 1 to 8
- oneLiner1 = []
- oneLiner2 = []
- oneLiner3 = []
- oneLiner4 = []
- oneLiner5 = []
- repeat with whichX = 1 to levelWidth
- if playerlevel > 4 then
- randomSeaLevel = 4
- else
- randomSeaLevel = 8 - playerlevel
- end if
- if whichY > randomSeaLevel then
- add(oneLiner1, random(random(3 + playerlevel)))
- add(oneLiner2, (whichX mod 4) + 1)
- add(oneLiner3, 1)
- else
- add(oneLiner1, 0)
- add(oneLiner2, 0)
- add(oneLiner3, 0)
- end if
- add(oneLiner4, 0)
- add(oneLiner5, 0)
- puppetSprite(wSprite, 1)
- set the loc of sprite wSprite to point(whichX * tileSize, whichY * tileSize) + the loc of sprite 2
- set the member of sprite wSprite to "Empty Tile"
- wSprite = wSprite + 1
- end repeat
- add(shadowShapeData, oneLiner1.value)
- add(shadowSpinData, oneLiner2.value)
- add(shadowSolidData, oneLiner3.value)
- add(solidData, oneLiner4.value)
- add(rippleData, oneLiner5.value)
- end repeat
- stampShapeQue = []
- stampSpinQue = []
- repeat with wShape = 1 to 2
- addToQue()
- end repeat
- stampShape = [stampShapeQue[1], stampSpinQue[1]]
- setBlock(stampShapeQue[1], stampSpinQue[1])
- fallBlockData = [0, point(3, 1), stampShape, 0]
- gravityForce = 0
- member("Level Display").text = string(playerlevel)
- member("Blocks Display").text = string(playerlevel * 7)
- member("Score Display").text = string(0)
- sprite(9).locZ = 230
- sprite(244).locZ = 2
- go(5)
- end
-