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Author: Steven Richardson

## Tile Based World Part 1

### The first bit of coding

#### on the first frame of the man movie add this

```// vars
_root.floorx = Math.floor(_x/20);
_root.floory = Math.floor(_y/20);
_root.floorxl = Math.floor(_x/20)-1;
_root.flooryl = Math.floor(_y/20);
_root.floorxr = Math.floor(_x/20)+1;
_root.flooryr = Math.floor(_y/20);
_root.floorxu = Math.floor(_x/20);
_root.flooryu = Math.floor(_y/20)-1;
_root.floorxd = Math.floor(_x/20);
_root.flooryd = Math.floor(_y/20)+1;
// diags
_root.floorxlu= Math.floor(_x/20)-1;
_root.floorylu = Math.floor(_y/20)-1;
_root.floorxld= Math.floor(_x/20)-1;
_root.flooryld = Math.floor(_y/20)+1;
_root.floorxru= Math.floor(_x/20)+1;
_root.flooryru = Math.floor(_y/20)-1;
_root.floorxrd= Math.floor(_x/20)+1;
_root.flooryrd = Math.floor(_y/20)+1;
```

### then add this under it

```// rands
_root.rand = random (2)+1;
// left
if (eval("_root.map.M" add _root.flooryl)[_root.floorxl] == 0) {
_root.cangoleft = false;
} else if (eval("_root.map.M" add _root.flooryl)[_root.floorxl] == 1) {
_root.cangoleft = true;
}
// right
if (eval("_root.map.M" add _root.flooryr)[_root.floorxr] == 0) {
_root.cangoright = false;
} else if (eval("_root.map.M" add _root.flooryr)[_root.floorxr] == 1) {
_root.cangoright = true;
}
// UP
if (eval("_root.map.M" add _root.flooryu)[_root.floorxu] == 0) {
_root.cangoup = false;
} else if (eval("_root.map.M" add _root.flooryu)[_root.floorxu] == 1) {
_root.cangoup = true;
}
// Down
if (eval("_root.map.M" add _root.flooryd)[_root.floorxd] == 0) {
_root.cangodown = false;
} else if (eval("_root.map.M" add _root.flooryd)[_root.floorxd] == 1) {
_root.cangodown = true;
}
// diagonal
if (eval("_root.map.M" add _root.floorylu)[_root.floorxlu] == 0 and Key.isDown(Key.UP) and Key.isDown(Key.LEFT) and _root.rand == 1) {
_root.cangoleft = false;
} else if (eval("_root.map.M" add _root.floorylu)[_root.floorxlu] == 0 and Key.isDown(Key.UP) and Key.isDown(Key.LEFT) and _root.rand == 2) {
_root.cangoup = false;
}
if (eval("_root.map.M" add _root.flooryld)[_root.floorxld] == 0 and Key.isDown(Key.DOWN) and Key.isDown(Key.LEFT) and _root.rand == 1) {
_root.cangoleft = false;
} else if (eval("_root.map.M" add _root.flooryld)[_root.floorxld] == 0 and Key.isDown(Key.DOWN) and Key.isDown(Key.LEFT) and _root.rand == 2) {
_root.cangodown = false;
}
if (eval("_root.map.M" add _root.flooryrd)[_root.floorxrd] == 0 and Key.isDown(Key.DOWN) and Key.isDown(Key.RIGHT) and _root.rand == 1) {
_root.cangoright = false;
} else if (eval("_root.map.M" add _root.flooryrd)[_root.floorxrd] == 0 and Key.isDown(Key.DOWN) and Key.isDown(Key.RIGHT) and _root.rand == 2) {
_root.cangodown = false;
}
if (eval("_root.map.M" add _root.flooryru)[_root.floorxru] == 0 and Key.isDown(Key.UP) and Key.isDown(Key.RIGHT) and _root.rand == 1) {
_root.cangoright = false;
} else if (eval("_root.map.M" add _root.flooryru)[_root.floorxru] == 0 and Key.isDown(Key.UP) and Key.isDown(Key.RIGHT) and _root.rand == 2) {
_root.cangoup = false;
}
```

#### then add a second frame with this action

```gotoAndPlay (1);

And right click on the man movie in the library and select linkage and export this symbol and call it man     ```

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