dim spritex, spritey, shipTex, sprite
spritex = 320
spritey = 240
textmode(text_buffered)
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data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
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data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
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data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
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data 8,8,8,8,8,8,8,8,8,8,8,8,38,38,38,38,38,38,38,8,8,8,8,8,8,8,8,8,8,8,8,8
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data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
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shipTex = LoadTex ("gfx\F117.png")
sprite = NewSprite (shipTex)
SprSetPos (spritex, spritey)
dim tiles(31)(31), x, y, tileMap
for y = 0 to 31
for x = 0 to 31
read tiles (x)(y)
next
next
'Create tilemap
tileMap = NewTileMap (LoadTexStrip("Gfx\groundtiles.png", 32, 32))
SprSetTiles (tiles)
while true
if ScanKeyDown(VK_LEFT) then
spritex = spritex + 1
endif
if ScanKeyDown(VK_RIGHT) then
spritex = spritex - 1
endif
if ScanKeyDown(VK_UP) then
spritey = spritey + 1
endif
if ScanKeyDown(VK_DOWN) then
spritey = spritey - 1
endif
SprSetPos (spritex, spritey)
drawtext()
wend