AMOS TOME Series IV Manual  Index Prev Page Next Page 49

puts between the tiles. For instance, if the tiles were 16x16 pixels, List The would display them at 17 pixel intervals.

So doing a Tile Size 15,15 beforehand will place all the tiles together.

Map Plot t,x,y
Changes the the at co-ordinates x,y on the map to tile number t (0-255). This does not change the picture on the screen, just the map. However, if you are using the Map Update command, the plot will be noted for the next update and the tile re-displayed automatically the next time you do a Map Update.

=Map Tile(x,y)
Returns the tile number at co-ordinate x,y on the map. This can be used for a rudimentary form of collision detection (checking to see if a particular tile is where the player is), although Tile Val is normally used for this, being a lot more powerful.

=Tile Val(x,y,n)
Returns the tile value of the tile at co-ordinates x,y using the values in tile val list n. n can range from 0-7. The original Series 3 TOME editors only allowed you do edit lists 0-3, The Series IV editor can handle all 8. Basically Tile Val looks at the tile number at X,Y. It then looks up the value in list n for this tile number and returns it. This allows you to assign values to each tile (such as solid, non-solid, slippery, explosive etc.) and check them easily. See the Tile_Val_Demo.Amos file for an example.

=Map X
=Map Y

These return the X & Y size of the map in tiles. These are useful when you want to make sure you are not going off the edge of the map. Fortunately Columbus didn't have these commands, or we wouldn't have America !

Map Paste x,y,px1,py1 to px2,py2
This command is actually a combination of Map View and Map Do. Basically, the px & py co-ordinates (pixel) are passed to the Map View routine, and the Map is done using tile co-ordinates x,y. Note that this command does not permanently effect the Map View area.