levels = {} levels.main_menu = { skybox = g3d.newModel("assets/objects/box.obj","assets/textures/misc/skybox.png", {0,0,0}, {0,0,0}, { 1000, 1000, 1000}), entities = {}, units = {} } total_model_count = 0 unit_count = 0 local entities = levels.main_menu.entities local units = levels.main_menu.units -- grass ground local radius = math.random(50,50) for r1 = 0, radius, 1 do for r2= 0, radius, 1 do local tex = math.random(1,15) local ori = math.random(0,3) if tex <= 1 then tex = math.random(1,7)+1 table.insert(entities,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass"..tex..".png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) else table.insert(entities,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass1.png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) end end end math.randomseed(3) -- bunch of implings (40) local nu = Unit:newUnit("Succubi Army",player.id,portrait._ariel,statTable.implings) unit_count = unit_count + 1 nu.id = unit_count local xx, yy, zz = 3, 0, 0 local model_count = 0 for i = 1, 8, 1 do for j = 1, 5, 1 do model_count = model_count + 1 total_model_count = total_model_count + 1 -- create and define local imp = Object:new2DAnimated("ariel",portrait._ariel,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16) imp.num = model_count imp.tnum = total_model_count imp.unit = unit_count load_animation(imp,animation._ariel.idle,4,8) -- add to unit table.insert(entities,imp) end end table.insert(units,nu) --[[local nu = Unit:newUnit("Implings",player.id,portrait.impling,statTable.implings) local xx, yy, zz = 3, 0, 3 for i = 1, 8, 1 do for j = 1, 5, 1 do local imp = Object:new2DAnimated("implings",portrait.impling,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16) load_animation(imp,animation.impling.idle,4,8) table.insert(nu.troops,imp) end end table.insert(units,nu) local nu = Unit:newUnit("Implings",player.id,portrait.impling,statTable.implings) local xx, yy, zz = 3, 0, -3 for i = 1, 8, 1 do for j = 1, 5, 1 do local imp = Object:new2DAnimated("implings",portrait.impling,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16) load_animation(imp,animation.impling.idle,4,8) table.insert(nu.troops,imp) end end table.insert(units,nu)]] -- bunch of hellbeast pack (6) --[[local nu = Unit:newUnit("Hellbeast Pack",player.id,portrait.hellbeast,statTable.implings) local xx, yy, zz = -3, 0, 3 for i = 1, 3, 1 do for j = 1, 2, 1 do local hellbeast = Object:new2DAnimated("hellbeast",portrait.hellbeast,xx+1*(i+1),yy+0,zz+1*(j+1),16,16) load_animation(hellbeast,animation.hellbeast.idle,4,8) table.insert(nu.troops,hellbeast) end end table.insert(units,nu)-- -- bunch of hellbeast pack (6) --[[local nu = Unit:newUnit("Hellbeast Pack",player.id,portrait.hellbeast,statTable.implings) local xx, yy, zz = -3, 0, -3 for i = 1, 3, 1 do for j = 1, 2, 1 do local hellbeast = Object:new2DAnimated("hellbeast",portrait.hellbeast,xx+1*(i+1),yy+0,zz+1*(j+1),16,16) load_animation(hellbeast,animation.hellbeast.idle,4,8) table.insert(nu.troops,hellbeast) end end table.insert(units,nu)]] -- create class local nu = Unit:newUnit("Hero Azifer",player.id,portrait._yari,statTable.implings) unit_count = unit_count + 1 nu.id = unit_count local xx, yy, zz = 0, 0, 3 -- create and define total_model_count = total_model_count + 1 local azifer = Object:new2DAnimated("Azifer",portrait._yari,xx,yy,zz,16,16) azifer.num = 1 azifer.tnum = total_model_count azifer.unit = unit_count load_animation(azifer,animation._yari.idle,4,8) table.insert(entities,azifer) table.insert(units,nu)