--- Scene: Classic Yoink
--- created by Neil Carter
--- converted to Lua by Charles McGarvey
+LogInfo("-----",
+ "Scene: Classic",
+ "Created by Neil Carter",
+ "Converted to Lua by Charles McGarvey",
+ "-----")
-- Scene API:
--
-- Functions:
--- SetPlayfieldBounds(point1, point2)
--- SetMaximumBounds(point1, point2)
+-- SetBounds(point1, point2)
-- ResetTransform()
-- Translate(x, y, z)
-- Scale(x, y, z) or Scale(xyz)
-- Rotate(axis, degree) or Rotate(x, y, z)
-- SetTexture(name)
--- MakeTilemap({width = ..., surface_type = ..., tiles = {}})
--- MakeBillboard({tile = ..., u_scale = ...})
+-- DrawTilemap({width = $num, [surface = TOP | LEFT | RIGHT], tiles})
+-- DrawTile(tile, [u_scale])
--
-- Globals:
--- detail - level of detail of the scene
-
-
-SetPlayfieldBounds({0, 0, -100}, {1280, 500, 100})
-SetMaximumBounds({-160, 0, -192}, {1440, 480, 224})
-
-
--- Left end tower block
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Front
-
-ResetTransform()
-Translate(-5, 0, 5)
-Scale(32)
-SetTexture("TowerBlock1")
-MakeTilemap({
- width = 5,
- tiles = {
- 2, 2, 2, 2, 2,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 1, 0, 0, 1, 0,
- 4, 4, 4, 4, 4
- }
-})
-
--- Right side
-
-ResetTransform()
-Rotate(Y, 90)
-Translate(0, 0, 5)
-Scale(32)
-MakeTilemap({
- width = 5,
- surface_type = RIGHT,
- tiles = {
- 2, 2, 2, 2, 2,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 6,
- 4, 5, 5, 5, 4
- }
-})
-
--- Top
-
-ResetTransform()
-Rotate(X, 90)
-Translate(-5, 15, 0)
-Scale(32)
-MakeTilemap({
- width = 5,
- surface_type = TOP,
- tiles = {
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3
- }
-})
-
--- Leftmost background tower block
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Front
-
-if detail > 1 then
- ResetTransform()
- Scale(32)
- MakeTilemap({
- width = 7,
- tiles = {
- 2, 2, 2, 2, 2, 2, 2,
- 0, 1, 0, 0, 0, 1, 0,
- 0, 1, 0, 0, 0, 1, 0,
- 0, 1, 0, 0, 6, 1, 0,
- 0, 1, 0, 0, 0, 1, 0,
- 0, 1, 0, 0, 0, 1, 0,
- 0, 1, 0, 0, 0, 1, 0,
- 4, 4, 5, 5, 5, 4, 4
- }
- })
-
- -- Right side
-
- ResetTransform()
- Rotate(Y, 90)
- Translate(7, 0, 0)
- Scale(32)
- MakeTilemap({
- width = 6,
- tiles = {
- 2, 2, 2, 2, 2, 2,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 4, 4, 4, 4, 4, 4
- }
- })
-
- -- Top
-
- ResetTransform()
- Rotate(X, 90)
- Translate(-2, 8, -6)
- Scale(32)
- MakeTilemap({
- width = 9,
- tiles = {
- 3, 3, 3, 3, 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3, 3, 3, 3, 3
- }
- })
-end
+-- detail - level of detail of the scene (HIGH, MEDIUM, or LOW)
+
+
+SetBounds({-5, 0, -6}, {45, 15, 4})
+
+
+--geometry = yoink.mesh("classic.ac")
+--geometry:draw()
+--geometry = yoink.mesh.fromstring([[
+--AC3Db
+--OBJECT poly
+--name "Hello World"
+--...
+--]]
+
+
+-- Functions:
+-- DisplayText(text, seconds)
+-- Yield(seconds)
+-- SpawnItem(what, coords, timeout)
+-- SpawnRandomItem(coords, timeout)
+-- SpawnCharacter(what, coords, ai level)
+-- SpawnHeroine(coords)
+-- PlaySound(name)
+-- PlayMusic(name)
+-- BeginNewWave()
+
+-- Events:
+-- Think() is called periodically
+-- BadGuyDied(enemy)
+-- HeroineDied(player)
+
+-- Globals:
+-- numberOfBadGuys
+
+
+--do
+ --SpawnHeroine({5, 5})
+ --local waveNum = BeginNewWave()
+ --PopulateScene(waveNum)
+--end
--- Foreground building with pitched roof
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Left wall
-
-ResetTransform()
-Rotate(Y, -90)
-Translate(10, 0, 1)
-Scale(32)
-SetTexture("Building")
-MakeTilemap({
- width = 4,
- surface_type = LEFT,
- tiles = {
- -1, 9, 11, -1,
- 9, 10, 12, 11,
- 15, 7, 7, 16,
- 3, 5, 6, 4,
- 3, 6, 5, 4
- }
-})
-
--- Right wall
-
-ResetTransform()
-Rotate(Y, -90)
-Translate(13, 0, 1)
-Scale(32)
-MakeTilemap({
- width = 4,
- surface_type = RIGHT,
- tiles = {
- -1, 9, 11, -1,
- 9, 10, 12, 11,
- 15, 7, 7, 16,
- 3, 5, 6, 4,
- 3, 8, 5, 4
- }
-})
-
--- Front wall
-
-ResetTransform()
-Translate(10, 0, 5)
-Scale(32)
-MakeTilemap({
- width = 3,
- tiles = {
- 15, 7, 16,
- 3, 5, 4,
- 3, 6, 4
- }
-})
-
--- Pitched roof
-
-ResetTransform()
-Rotate(X, 135)
-Scale(1, 1.5, 1.5)
-Translate(10, 5, 3)
-Scale(32)
-MakeTilemap({
- width = 3,
- tiles = {
- 13, 13, 13,
- 13, 13, 13
- }
-})
-
--- Finial
-
-ResetTransform()
-Translate(10, 5, 3)
-Scale(32)
-MakeTilemap({
- width = 3,
- tiles = {
- 18, 18, 18
- }
-})
-
--- Cheaty invisible platform
-
-ResetTransform()
-Translate(10, 4, 3)
-Scale(32)
-MakeTilemap({
- width = 3,
- surface_type = TOP,
- tiles = {
- -1, -1, -1
- }
-})
-
--- The ground
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Courtyard
-
-ResetTransform()
-Rotate(X, 90)
-Translate(-3, 0, 0)
-Scale(32)
-SetTexture("Scenery")
-MakeTilemap({
- width = 13,
- surface_type = TOP,
- tiles = {
- 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- -1, -1, -1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- -1, -1, -1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- -1, -1, -1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- -1, -1, -1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- -1, -1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
- }
-})
-
--- Front grass
-
-if detail > 2 then
- ResetTransform()
- Scale(8, 1, 1)
- Translate(1, -0.5, 5)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 8
- })
-
- -- Back grass
-
- ResetTransform()
- Scale(8, 1, 1)
- Translate(1, -0.5, 1)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 8
- })
-
- -- Left grass
-
- ResetTransform()
- Scale(4, 1, 1)
- Rotate(Y, -90)
- Translate(1, -0.5, 1)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 4
- })
-
- -- Right grass
-
- ResetTransform()
- Scale(4, 1, 1)
- Rotate(Y, -90)
- Translate(9, -0.5, 1)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 4
- })
-
- -- Fence behind house
-
- ResetTransform()
- Scale(11, 1, 1)
- Translate(7, 0, 0)
- Scale(32)
- MakeBillboard({
- tile = 4,
- u_scale = 11
- })
+
+-- Events
+---------
+
+Event = {}
+
+do
+ local mysound = yoink.sound("Explosion")
+ local count = 0
+ function Event.Think()
+ if count % 300 == 0 then
+ --mysound:play()
+ end
+ count = count + 1
+ end
end
--- Background building with pitched roof
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Front wall
-
-if detail > 1 then
- ResetTransform()
- Translate(19, 0, 0)
- Scale(32)
- SetTexture("Building")
- MakeTilemap({
- width = 4,
- tiles = {
- -1, 9, 11, -1,
- 9, 10, 12, 11,
- 15, 7, 7, 16,
- 3, 6, 5, 4,
- 3, 5, 6, 4,
- 3, 8, 5, 4
- }
- })
-
- -- Left wall
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(19, 0, -3)
- Scale(32)
- MakeTilemap({
- width = 3,
- tiles = {
- 15, 1, 16,
- 3, 7, 4,
- 3, 5, 4,
- 3, 0, 4
- }
- })
-
- -- Right wall
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(23, 0, -3)
- Scale(32)
- MakeTilemap({
- width = 3,
- tiles = {
- 15, 0, 16,
- 3, 7, 4,
- 3, 6, 4,
- 3, 2, 4
- }
- })
-
- -- Left pitched roof
-
- ResetTransform()
- Rotate(X, 135)
- Scale(1, 1.5, 1.5)
- Rotate(Y, -90)
- Translate(21, 6, -3)
- Scale(32)
- MakeTilemap({
- width = 3,
- tiles = {
- 13, 13, 13,
- 13, 13, 13
- }
- })
-
- -- Right pitched roof
-
- ResetTransform()
- Rotate(X, -135)
- Scale(1, 1.5, 1.5)
- Rotate(Y, -90)
- Translate(21, 6, -3)
- Scale(32)
- MakeTilemap({
- width = 3,
- tiles = {
- 13, 13, 13,
- 13, 13, 13
- }
- })
-
- -- Finial
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(21, 6, -3)
- Scale(32)
- MakeTilemap({
- width = 3,
- tiles = {
- 18, 18, 18
- }
- })
+
+classic_mesh = yoink.mesh("classic")
+
+--drawme = {}
+
+--world = classic_mesh:object(1)
+--for i = 1, 19 do
+ --local object = world:kid(i)
+ --if object then table.insert(drawme, object) end
+--end
+
+--lawn = classic_mesh:object(1):kid("M-Lawn")
+
+--Event.Draw = function() tower:draw(false) end
+Event.Draw = function()
+ --for i,object in ipairs(drawme) do
+ --object:draw()
+ --end
+ --lawn:draw()
+ classic_mesh:draw()
end
--- More ground to the right
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Ground under house
-
-ResetTransform()
-Rotate(X, 90)
-Translate(10, 0, 0)
-Scale(32)
-SetTexture("Scenery")
-MakeTilemap({
- width = 3,
- surface_type = TOP,
- tiles = {
- 1, 1, 1,
- 1, 1, 1,
- -1, -1, -1,
- -1, -1, -1,
- -1, -1, -1,
- -1, -1, -1,
- 1, 1, 1
- }
-})
-
--- Left part of center courtyard
-
-ResetTransform()
-Rotate(X, 90)
-Translate(13, 0, 0)
-Scale(32)
-MakeTilemap({
- width = 8,
- surface_type = TOP,
- tiles = {
- 1, 1, 1, 1, 1, 1, 1, 1,
- 1, 1, 1, 1, 1, 1, 1, 1,
- 1, 0, 0, 0, 0, 0, 0, 0,
- 1, 0, 0, 0, 0, 0, 1, 1,
- 0, 0, 0, 0, 0, 0, 1, 1,
- 1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 0, 0, 0
- }
-})
-
--- Front grass
-
-if detail > 2 then
- ResetTransform()
- Scale(12, 1, 1)
- Translate(14, -0.5, 5)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 12
- })
-
- -- Back grass
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(14, -0.5, 1)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 4
- })
-
- -- Front grass next to door
-
- ResetTransform()
- Translate(13, -0.5, 3)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 1
- })
-
- -- Back grass next to door
-
- ResetTransform()
- Translate(13, -0.5, 2)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 1
- })
-
- -- Left grass
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(14, -0.5, 1)
- Scale(32)
- MakeTilemap({
- width = 4,
- tiles = {
- 2, -1, 2, 2
- }
- })
-
- -- Grass left of house
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(18, -0.5, 0)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 1
- })
-
- -- Grass right of house
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(24, -0.5, 0)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 1
- })
-
- -- Front grass in center
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(19, -0.5, 4)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 4
- })
-
- -- Back grass in center
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(19, -0.5, 2)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 4
- })
-
- -- Left grass in center
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(19, -0.5, 2)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 2
- })
-
- -- Right grass in center
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(23, -0.5, 2)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 2
- })
+function Event:BadGuyDied(enemy)
+ if numberOfBadGuys == 0 then
+ local waveNum = BeginNewWave()
+ PopulateScene(waveNum)
+ end
+ if math.random() <= 0.2 then
+ SpawnRandomItem(enemy.position)
+ end
end
--- Right part of center courtyard
-
-ResetTransform()
-Rotate(X, 90)
-Translate(21, 0, 0)
-Scale(32)
-MakeTilemap({
- width = 7,
- surface_type = TOP,
- tiles = {
- 1, 1, 1, 1, 1, 0, 0,
- 1, 1, 1, 1, 1, 0, 0,
- 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 0, 0, 0, 0, 0,
- 1, 1, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 1, 1, 1, 1
- }
-})
-
--- Fence to right of back house
-
-if detail > 2 then
- ResetTransform()
- Scale(4, 1, 1)
- Translate(24, 0, 0)
- Scale(32)
- MakeBillboard({
- tile = 4,
- u_scale = 4
- })
-
- -- Grass in front of fence
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(24, -0.5, 1)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 4
- })
-
- -- Grass to left of tower block
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(26, -0.5, 5)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 2
- })
-
- -- Grass to right of tower block
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(35, -0.5, 5)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 2
- })
-
- -- Next bit of grass
-
- ResetTransform()
- Scale(5, 1, 1)
- Translate(35, -0.5, 5)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 5
- })
-
- -- Back grass
-
- ResetTransform()
- Scale(6, 1, 1)
- Translate(34, -0.5, 1)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 6
- })
-
- -- Extra bit of back grass
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(34, -0.5, 0)
- Scale(32)
- MakeBillboard({
- tile = 2,
- u_scale = 1
- })
+
+-- Helper functions
+-------------------
+
+function PopulateScene(waveNum)
+ -- spawn some robot troopers
+ local numBadGuys = math.random(3, 2 * waveNum)
+ for i = 0, numBadGuys do
+ SpawnCharacter("RobotTrooper", RandomSpawnPlace(), RandomSkillLevel())
+ end
+
+ -- spawn some alien warriors
+ if waveNum >= 10 then
+ numBadGuys = math.random(3, 2 * waveNum)
+ for i = 0, numBadGuys do
+ SpawnCharacter("AlienWarrior", RandomSpawnPlace(), RandomSkillLevel())
+ end
+ end
+
+ -- spawn some jetbots
+ if waveNum >= 20 then
+ numBadGuys = math.random(3, 2 * waveNum)
+ for i = 0, numBadGuys do
+ SpawnCharacter("Jetbot", RandomSpawnPlace(), RandomSkillLevel())
+ end
+ end
end
--- Ground around tower block
-
-ResetTransform()
-Rotate(X, 90)
-Translate(28, 0, 4)
-Scale(32)
-MakeTilemap({
- width = 5,
- surface_type = TOP,
- tiles = {
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0
- }
-})
-
--- Rightmost ground
-
-ResetTransform()
-Rotate(X, 90)
-Translate(33, 0, 0)
-Scale(32)
-MakeTilemap({
- width = 10,
- surface_type = TOP,
- tiles = {
- 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
- 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
- 0, 0, 0, 0, 0, 0, 0, -1, -1, -1,
- 0, 0, 0, 0, 0, 0, 0, -1, -1, -1,
- 0, 0, 0, 0, 0, 0, 0, -1, -1, -1,
- 0, 0, 0, 0, 0, 0, 0, -1, -1, -1,
- 0, 1, 1, 1, 1, 1, 1, -1, -1, -1
- }
-})
-
--- Right foreground tower block
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Front
-
-ResetTransform()
-Translate(28, 0, 4)
-Scale(32)
-SetTexture("TowerBlock1")
-MakeTilemap({
- width = 5,
- tiles = {
- 2, 2, 2, 2, 2,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 6,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 6, 0,
- 4, 4, 4, 4, 4
- }
-})
-
--- Right side
-
-ResetTransform()
-Rotate(Y, 90)
-Translate(33, 0, 4)
-Scale(32)
-MakeTilemap({
- width = 6,
- surface_type = RIGHT,
- tiles = {
- 2, 2, 2, 2, 2, 2,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 5, 4, 5, 5, 4, 5
- }
-})
-
--- Left side
-
-ResetTransform()
-Rotate(Y, 90)
-Translate(28, 0, 4)
-Scale(32)
-MakeTilemap({
- width = 6,
- surface_type = LEFT,
- tiles = {
- 2, 2, 2, 2, 2, 2,
- 0, 1, 6, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 0, 1, 0, 0, 1, 0,
- 5, 4, 5, 5, 4, 5
- }
-})
-
--- Top
-
-ResetTransform()
-Rotate(X, 90)
-Translate(28, 7, -2)
-Scale(32)
-MakeTilemap({
- width = 5,
- surface_type = TOP,
- tiles = {
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3
- }
-})
-
--- Right end tower block
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Front
-
-ResetTransform()
-Translate(40, 0, 5)
-Scale(32)
-MakeTilemap({
- width = 5,
- tiles = {
- 2, 2, 2, 2, 2,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 6, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 6, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 0, 1, 0, 0, 1,
- 4, 4, 4, 4, 4
- }
-})
-
--- Left side
-
-ResetTransform()
-Rotate(Y, 90)
-Translate(40, 0, 5)
-Scale(32)
-MakeTilemap({
- width = 5,
- surface_type = LEFT,
- tiles = {
- 2, 2, 2, 2, 2,
- 6, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 6, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 6, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0,
- 4, 5, 5, 5, 4
- }
-})
-
--- Top
-
-ResetTransform()
-Rotate(X, 90)
-Translate(40, 15, 0)
-Scale(32)
-MakeTilemap({
- width = 5,
- surface_type = TOP,
- tiles = {
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3,
- 3, 3, 3, 3, 3
- }
-})
-
--- Background
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-ResetTransform()
-Translate(-0.3, -0.17, -900)
-Scale(3200, 1600, 1)
-SetTexture("BackgroundFar")
-MakeBillboard()
-
-Translate(0, 0, 300)
-SetTexture("BackgroundNear")
-MakeBillboard({
- blend = detail > 1 and true or false
-})
-
--- Trees
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-SetTexture("Trees")
-
--- Left courtyard
-
-if detail > 1 then
- ResetTransform()
- Scale(96)
- Translate(250, -2.5, 16)
- MakeBillboard({
- tile = 1
- })
+function RandomSpawnPlace()
+ return {5, 5}
end
--- Center courtyard
-
-ResetTransform()
-Scale(96)
-Translate(610, -2.5, 85)
-MakeBillboard({
- tile = 0
-})
-
-ResetTransform()
-Scale(96)
-Translate(650, -2.5, 115)
-MakeBillboard({
- tile = 1
-})
-
--- Right courtyard
-
-if detail > 1 then
- ResetTransform()
- Scale(96)
- Translate(1080, -2.5, 10)
- MakeBillboard({
- tile = 1
- })
-
- ResetTransform()
- Scale(96)
- Translate(1120, -2.5, -15)
- MakeBillboard({
- tile = 0
- })
-
- ResetTransform()
- Scale(96)
- Translate(1220, -2.5, -30)
- MakeBillboard({
- tile = 1
- })
+function RandomSkillLevel()
+ return "dumb"
end
+
+-- vim: ts=4 sw=4 tw=80
+