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There is an object on the main timeline called
"terrain controller". This object -- you guessed it -- controls all
the terrain. That is, it decides when to duplicate terrain and where to put it.
Each terrain piece then automatically lives out its little life scrolling down
the screen, then disappearing, all by itself.
Comment: the marker will tell us when to draw the next row of terrain
If (GetProperty("../marker",_y)>45)
Go to and Play ("draw_next")
End If
The marker simply moves itself down the
screen exactly as a terrain piece does....
Since all the terrain pieces are exact squares, 50 pixels wide, and /:tmov is
"5", once the maker is beyond 45 we reset it to zero (that happens
later in the terrain controller). It is essentially just another terrain piece,
but with no graphics. I should have done this with variables for tidyness' sake.
It should have read "If Marker's Y position is greater than (50-/:tmov)
Then..." but it does not. The majority of the code in this piece is tidy,
but this is something that could be cleaned up.
Here is all the "marker" does to move itself...
Set Property ("", Y Position) = GetProperty("",_y)+/:tmov
Flashjunkie is a self-professed obsessive addict of life. Due to the highly artistic nature required of an Art Director for an Ad agency, he took up Flash to add some math to his diet.