Sorry about that. Here we go:-
sync on
sync rate 0
sync
for b=31 to 0 step -1
ink rgb(100+(b*2),0,0),0
box 32-b,32-b,32+b,32+b
next b
for b=31 to 0 step -1
ink rgb(0,0,100+(b*2)),0
box 32-b,96-b,32+b,96+b
next b
for b=31 to 0 step -1
ink rgb(0,100+(b*2),0),0
box 96-b,96-b,96+b,96+b
next b
for b=31 to 0 step -1
ink rgb(100+(b*2),100+(b*2),100+(b*2)),0
box 96-b,32-b,96+b,32+b
next b
get image 1,0,0,128,128
make matrix 1,1000,1000,30,30
randomize matrix 1,30
prepare matrix texture 1,1,2,2
for x=0 to 29
for z=0 to 29
tile=rnd(5)
if tile>4 then tile=4
if tile<1 then tile=1
set matrix tile 1,x,z,tile
next x
next z
update matrix 1
hide mouse
x#=100
z#=100
sync off
sync on
sync rate 0
do
circle 320,240,10
circle 320,240,15
a#=wrapvalue(a#+mousemovex())
yrotate camera a#
if mouseclick()=1
x#=newxvalue(x#,a#,5)
z#=newzvalue(z#,a#,5)
endif
position camera x#,get ground height(1,x#,z#)+50,z#
sync
loop
That does walk on rather than through.
Current Projects: Dark_Worlds_Map_Editor version0.1 aneale5@orange.esinet.org.uk