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package
{
import net.flashpunk.*;
import net.flashpunk.masks.*;
import net.flashpunk.graphics.*;
import flash.geom.*;
public class Level extends Entity
{
[Embed(source = 'assets/bwtiles.png')] private const TILEIMAGE:Class;
//this is part of level.as
var collisionGrid:Grid = new Grid(97,97,16,16);
collisionGrid.usePositions = true;
collisionGrid.setRect(0,0,90,90,true);
mask = collisionGrid;
//and this is in the update method of player.as
if(collide("level",x,y))
if(collide("level",x+8,y+24))
{
trace("collision!");
y = oldy;
x = oldx;
}
var collisionGrid:Grid = new Grid(96,96,16,16);
for(i = 0; i < 96; i++)
{
for(j = 0; j < 97; j++)
{
if(myTiles.getTile(i,j)==0)
{
collisionGrid.setCell(i,j,true);
}
else
package
{
import net.flashpunk.*;
import net.flashpunk.graphics.*;
import flash.geom.*;
public class Level extends Entity
{
[Embed(source = 'assets/bwtiles.png')] private const TILEIMAGE:Class;
//Master.as
package
{
public class Master
{
public static var levelData:Vector.<DungeonWorld>;
public static var currentLevel:uint = 0;
package
{
import net.flashpunk.World;
import Master;
public class DungeonWorld extends World
{
public function DungeonWorld()
{