--- 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:
--
-- detail - level of detail of the scene (HIGH, MEDIUM, or LOW)
-SetBounds({-5, 0, -6}, {45, 15, 7})
-
-
--- Left end tower block
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Front
-
-ResetTransform()
-Translate(-5, 0, 5)
-SetTexture("TowerBlock1")
-DrawTilemap({
- width = 5,
- 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)
-DrawTilemap({
- width = 5,
- surface = RIGHT,
- 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)
-DrawTilemap({
- width = 5,
- surface = TOP,
- 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 > LOW then
- ResetTransform()
- DrawTilemap({
- width = 7,
- 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)
- DrawTilemap({
- width = 6,
- 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)
- DrawTilemap({
- width = 9,
- 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
-
--- Foreground building with pitched roof
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Left wall
-
-ResetTransform()
-Rotate(Y, -90)
-Translate(10, 0, 1)
-SetTexture("Building")
-DrawTilemap({
- width = 4,
- surface = LEFT,
- -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)
-DrawTilemap({
- width = 4,
- surface = RIGHT,
- -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)
-DrawTilemap({
- width = 3,
- 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)
-DrawTilemap({
- width = 3,
- 13, 13, 13,
- 13, 13, 13})
-
--- Finial
-
-ResetTransform()
-Translate(10, 5, 3)
-DrawTilemap({
- width = 3,
- 18, 18, 18})
-
--- Cheaty invisible platform
-
-ResetTransform()
-Translate(10, 4, 3)
-DrawTilemap({
- width = 3,
- surface = TOP,
- -1, -1, -1})
-
--- The ground
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Courtyard
-
-ResetTransform()
-Rotate(X, 90)
-Translate(-3, 0, 0)
-SetTexture("Scenery")
-DrawTilemap({
- width = 13,
- surface = TOP,
- 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 > MEDIUM then
- ResetTransform()
- Scale(8, 1, 1)
- Translate(1, -0.5, 5)
- DrawTile({
- 2,
- u_scale = 8})
-
- -- Back grass
-
- ResetTransform()
- Scale(8, 1, 1)
- Translate(1, -0.5, 1)
- DrawTile({
- 2,
- u_scale = 8
- })
-
- -- Left grass
-
- ResetTransform()
- Scale(4, 1, 1)
- Rotate(Y, -90)
- Translate(1, -0.5, 1)
- DrawTile({
- 2,
- u_scale = 4
- })
-
- -- Right grass
-
- ResetTransform()
- Scale(4, 1, 1)
- Rotate(Y, -90)
- Translate(9, -0.5, 1)
- DrawTile({
- 2,
- u_scale = 4
- })
-
- -- Fence behind house
-
- ResetTransform()
- Scale(11, 1, 1)
- Translate(7, 0, 0)
- DrawTile({
- 4,
- u_scale = 11
- })
-end
-
--- Background building with pitched roof
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Front wall
-
-if detail > LOW then
- ResetTransform()
- Translate(19, 0, 0)
- SetTexture("Building")
- DrawTilemap({
- width = 4,
- -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)
- DrawTilemap({
- width = 3,
- 15, 1, 16,
- 3, 7, 4,
- 3, 5, 4,
- 3, 0, 4})
-
- -- Right wall
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(23, 0, -3)
- DrawTilemap({
- width = 3,
- 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)
- DrawTilemap({
- width = 3,
- 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)
- DrawTilemap({
- width = 3,
- 13, 13, 13,
- 13, 13, 13})
-
- -- Finial
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(21, 6, -3)
- DrawTilemap({
- width = 3,
- 18, 18, 18})
-end
-
--- More ground to the right
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
--- Ground under house
-
-ResetTransform()
-Rotate(X, 90)
-Translate(10, 0, 0)
-SetTexture("Scenery")
-DrawTilemap({
- width = 3,
- surface = TOP,
- 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)
-DrawTilemap({
- width = 8,
- surface = TOP,
- 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 > MEDIUM then
- ResetTransform()
- Scale(12, 1, 1)
- Translate(14, -0.5, 5)
- DrawTile({
- 2,
- u_scale = 12
- })
-
- -- Back grass
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(14, -0.5, 1)
- DrawTile({
- 2,
- u_scale = 4
- })
-
- -- Front grass next to door
-
- ResetTransform()
- Translate(13, -0.5, 3)
- DrawTile({
- 2,
- u_scale = 1
- })
-
- -- Back grass next to door
-
- ResetTransform()
- Translate(13, -0.5, 2)
- DrawTile({
- 2,
- u_scale = 1
- })
-
- -- Left grass
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(14, -0.5, 1)
- DrawTilemap({
- width = 4,
- 2, -1, 2, 2})
-
- -- Grass left of house
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(18, -0.5, 0)
- DrawTile({
- 2,
- u_scale = 1
- })
-
- -- Grass right of house
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(24, -0.5, 0)
- DrawTile({
- 2,
- u_scale = 1
- })
-
- -- Front grass in center
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(19, -0.5, 4)
- DrawTile({
- 2,
- u_scale = 4
- })
-
- -- Back grass in center
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(19, -0.5, 2)
- DrawTile({
- 2,
- u_scale = 4
- })
-
- -- Left grass in center
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(19, -0.5, 2)
- DrawTile({
- 2,
- u_scale = 2
- })
-
- -- Right grass in center
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(23, -0.5, 2)
- DrawTile({
- 2,
- u_scale = 2
- })
-end
-
--- Right part of center courtyard
-
-ResetTransform()
-Rotate(X, 90)
-Translate(21, 0, 0)
-DrawTilemap({
- width = 7,
- surface = TOP,
- 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 > MEDIUM then
- ResetTransform()
- Scale(4, 1, 1)
- Translate(24, 0, 0)
- DrawTile({
- 4,
- u_scale = 4
- })
-
- -- Grass in front of fence
-
- ResetTransform()
- Scale(4, 1, 1)
- Translate(24, -0.5, 1)
- DrawTile({
- 2,
- u_scale = 4
- })
-
- -- Grass to left of tower block
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(26, -0.5, 5)
- DrawTile({
- 2,
- u_scale = 2
- })
-
- -- Grass to right of tower block
-
- ResetTransform()
- Scale(2, 1, 1)
- Rotate(Y, -90)
- Translate(35, -0.5, 5)
- DrawTile({
- 2,
- u_scale = 2
- })
-
- -- Next bit of grass
-
- ResetTransform()
- Scale(5, 1, 1)
- Translate(35, -0.5, 5)
- DrawTile({
- 2,
- u_scale = 5
- })
-
- -- Back grass
-
- ResetTransform()
- Scale(6, 1, 1)
- Translate(34, -0.5, 1)
- DrawTile({
- 2,
- u_scale = 6
- })
-
- -- Extra bit of back grass
-
- ResetTransform()
- Rotate(Y, -90)
- Translate(34, -0.5, 0)
- DrawTile({
- 2,
- u_scale = 1
- })
-end
-
--- Ground around tower block
-
-ResetTransform()
-Rotate(X, 90)
-Translate(28, 0, 4)
-DrawTilemap({
- width = 5,
- surface = TOP,
- 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)
-DrawTilemap({
- width = 10,
- surface = TOP,
- 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)
-SetTexture("TowerBlock1")
-DrawTilemap({
- width = 5,
- 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)
-DrawTilemap({
- width = 6,
- surface = RIGHT,
- 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)
-DrawTilemap({
- width = 6,
- surface = LEFT,
- 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)
-DrawTilemap({
- width = 5,
- surface = TOP,
- 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)
-DrawTilemap({
- width = 5,
- 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)
-DrawTilemap({
- width = 5,
- surface = LEFT,
- 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)
-DrawTilemap({
- width = 5,
- surface = TOP,
- 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, -28)
-Scale(100, 50, 1)
-SetTexture("BackgroundFar")
-DrawTile()
-
-Translate(0, 0, 5)
-SetTexture("BackgroundNear")
-DrawTile({
- blend = detail > LOW and true or false
-})
-
--- Trees
--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-SetTexture("Trees")
-
--- Left courtyard
-
-if detail > LOW then
- ResetTransform()
- Scale(3)
- Translate(7.75, -0.1, 0.5)
- DrawTile(1)
-end
-
--- Center courtyard
-
-ResetTransform()
---Translate(610, -2.5, 85)
-Scale(3)
-Translate(19, -0.1, 2.5)
-DrawTile(0)
-
-ResetTransform()
-Scale(3)
-Translate(20.25, -0.1, 3.5)
-DrawTile(1)
-
--- Right courtyard
-
-if detail > LOW then
- ResetTransform()
- Scale(3)
- Translate(34, -0.1, 0.25)
- DrawTile(1)
-
- ResetTransform()
- Scale(3)
- Translate(36, -0.1, -0.5)
- DrawTile(0)
-
- ResetTransform()
- Scale(3)
- Translate(37, -0.1, 0.75)
- DrawTile(1)
-end
+--SetBounds({-5, 0, -6}, {45, 15, 4})
-
-function GetZCoord(x, y)
- return 3
-end
+--geometry = yoink.mesh("classic.ac")
+--geometry:draw()
+--geometry = yoink.mesh.fromstring([[
+--AC3Db
+--OBJECT poly
+--name "Hello World"
+--...
+--]]
-- Functions:
-- BeginNewWave()
-- Events:
+-- Think() is called periodically
-- BadGuyDied(enemy)
--- PlayedDied(player)
--- SceneLoaded()
+-- HeroineDied(player)
-- Globals:
-- numberOfBadGuys
+--do
+ --SpawnHeroine({5, 5})
+ --local waveNum = BeginNewWave()
+ --PopulateScene(waveNum)
+--end
+
+
-- Events
---------
Event = {}
-function Event:SceneLoaded()
- SpawnHeroine({500, 500})
- local waveNum = BeginNewWave()
- PopulateScene(waveNum)
+do
+ local mysound = yoink.sound("Explosion")
+ mysound = yoink.sound()
+ mysound:sample("Pop")
+ local count = 0
+ function Event.Think()
+ if count % 300 == 0 then
+ mysound:play()
+ LogDebug("Hello world!")
+ end
+ count = count + 1
+ end
+end
+
+
+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
function Event:BadGuyDied(enemy)
end
function RandomSpawnPlace()
- return {500, 500}
+ return {5, 5}
end
function RandomSkillLevel()
return "dumb"
end
+
+-- vim: ts=4 sw=4 tw=80
+