Here's the code for the seven items that make up the mechanism, in their proper placements:
- Code: Select all
llitem:6;112;384;64;64;0;1;camera,1,0,0,0,cameracenter,0,0,1:sleep,1:goto,0|6:cameracenter;368;272;1;1;0;1;|6:side1;672;224;64;224;1;1;set,my_var,0:cinemamode:turnoff,side1:turnoff,side2:move,cameracenter,23,0,0,0:movechar,this,4,0,0,0,0,0:sleep,1:add,my_var,my_var,1:branch,2,4,my_var,32|6:no;672;208;64;240;1;1;invis_wait:turnon,side1|6:no;736;208;64;240;1;1;invis_wait:turnon,side2|6:side2;736;224;64;224;1;1;set,my_var,0:cinemamode:turnoff,side1:turnoff,side2:move,cameracenter,-23,0,0,0:movechar,this,-4,0,0,0,0,0:sleep,1:add,my_var,my_var,1:branch,2,4,my_var,32|9:wallrenamer;736;336;100,100,100,0;2,7;ae14;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1;1;0;0;1
And an explanation of each part:
1) The 1x1 trigger tagged "cameracenter". Does nothing on its own, but is very important. It should be placed at the very center of the first 17x23 screen, with all the other parts kept in the same position relative to it.
2) The untagged trigger at the player's start position. This centers the camera on "cameracenter" instantly and keeps doing this for the entire duration of the level. All of the other parts should stay exactly where they are in relation to "cameracenter", but this one should be placed wherever the player's start position is.
3) A wall between the two screens, to prevent enemies and stuff from getting through. Technically, this is optional.
4) The trigger tagged "side1". Upon touching, this trigger first activates Cinema Mode, then turns off itself and "side2" to prevent them from activating again, and then moves both the player and "cameracenter" to the right. In 32 frames, the player is moved 4 pixels each frame for a total of 128 pixels, which is just to the start of the second screen, while "cameracenter" is moved 23 pixels each frame, to the center of the second screen.
5) The trigger tagged "side2". Identical to "side1", but moves the screen left instead.
6) and 7) The triggers labeled "no". Each takes up the same space as either "side1" or "side2", and turns its respective trigger back on once it is not touched. The purpose of turning off and on the triggers is so that the player does not get trapped in a constant loop of moving back and forth between the two screens.
I hope all that makes sense.