Sent two emails one with medieval bits and pieces and second with a castle object I built from the bits
added a castle (need the castle.obj I sent
// Project: populous
// Created: 2019-01-01
// show all errors
SetErrorMode(2)
#constant screenwidth=1024
#constant screenheight=768
#constant fullscreen=0
#constant screenrate=0
// set window properties
SetWindowTitle( "populous" )
SetWindowSize( screenwidth, screenheight, fullscreen )
SetWindowAllowResize( 1 ) // allow the user to resize the window
// set display properties
SetVirtualResolution( screenwidth, screenheight ) // doesn't have to match the window
SetOrientationAllowed( 1, 1, 1, 1 ) // allow both portrait and landscape on mobile devices
SetSyncRate( screenrate, 0 ) // 30fps instead of 60 to save battery
SetScissor( 0,0,0,0 ) // use the maximum available screen space, no black borders
UseNewDefaultFonts( 1 ) // since version 2.0.22 we can use nicer default fonts
Create3DPhysicsWorld()
////////////////////////////////////////////////////
/// Setup the Constants
#constant KEY_ENTER 13
#constant KEY_NUMPAD_0 96
#constant KEY_NUMPAD_1 97
#constant KEY_NUMPAD_2 98
#constant KEY_NUMPAD_3 99
#constant KEY_NUMPAD_4 100
#constant KEY_NUMPAD_5 101
#constant KEY_NUMPAD_6 102
#constant KEY_NUMPAD_7 103
#constant KEY_NUMPAD_8 104
#constant KEY_NUMPAD_9 105
#constant sizex=18 // change this to extend the map
#constant sizez=18 // change this to exend the map
#constant worldsizex=512
#constant worldsizez=512
#constant scale#=5
#constant maxTerrainHeight# 50
////////////////////////////////////////////////////
/// Setup the Globals / Variables
global angx#, angy#,startx#,starty#,camerax#,cameray#,cameraz#,framespr
// start in the middle of the worldsize
global worldpositionx#=256
global worldpositionz#=256
//global heli, tank,heliblades,soldiers as integer[5]
global team1 as _side[]
global vertexnumber, landhitx, landhitz,land
global textimages as integer[10]
////////////////////////////////////////////////////
/// Setup the Types
type _worldmap
heights#
color
endtype
type _side
ID as integer
bladesID as integer
imgID as integer
bladesImgID as integer
sideType as String
xDir as float
zDir as float
height as float
endtype
global worldmap as _worldmap[worldsizex,worldsizez]
type _map
id
x#
// height#
z#
colorred
colorgreen
colorblue
texture
endtype
type point
x as float
y as float
z as float
endtype
global map as _map[sizex,sizez]
global castleObj
////////////////////////////////////////////////////
/// Initialise and Build the worlds
startx#=screenwidth/2
starty#=screenheight/2
spr = buildworldsprite()
SetObjectRotation(spr,0,45,0)
setupcamera()
setupskyandworld()
buildworld()
prepareheights()
setupobjects()
// SetSpriteVisible(framespr,0)
do
SetObjectPosition(spr,-25,30,-10)
// SetSpriteActive(frameSpr,0)
get_land_hit()
checkkeypresses(landhitx,landhitz)
moveenemies()
SetCameraPosition(1,camerax#,cameray#,cameraz#)
Print( ScreenFPS() )
// SetSpriteActive(frameSpr,1)
Sync()
loop
function buildworldsprite()
mapobject = CreateObjectBox(25,.1,25)
img= LoadImage("\media\map.png")
SetObjectImage(mapobject,img,0)
imgmem = CreateMemblockFromImage(img)
imgwidth = GetMemblockInt(imgmem,0)
for x=0 to worldsizex-1
for z=0 to worldsizez-1
worldmap[x,z].heights#=0
// offset = (12+((z * 512) + x) * 4)
//offset=12 + ((z * 512) + x) * 4
// r= GetMemblockByte(imgmem,offset)
// g= GetMemblockByte(imgmem,offset+1)
// b= GetMemblockByte(imgmem,offset+2)
if x<worldsizex/2 and z<worldsizez/2
r=0
b=0
if g=0
g=200
else
if g=200
g=150
else
if g=150 then g=200
endif
endif
endif
if x>worldsizex/2 and z<worldsizez/2
r=200
g=200
b=0
endif
if x<worldsizex/2 and z>worldsizez/2
r=200
g=200
b=200
endif
if x>worldsizex/2 and z>worldsizez/2
r=200
g=0
b=0
endif
// if rand=5
// r=139
// g=69
// b=19
// endif
worldmap[x,z].color=MakeColor(r,g,b)
// h=g/100
// worldmap[x,z].heights#=h
next
next
DeleteMemblock(imgmem)
// SetSpriteSize(mapsprite,200,200)
// SetSpriteAngle(mapsprite,70)
// SetSpriteDepth(mapsprite,99)
endfunction mapobject
function moveenemies()
//moveObjects(heli,-.005,0,10):RotateObjectGlobalY(heliBlades,.35)
//moveObjects(tank,0,-0.005,2)
for num=0 to team1.length
Obj=team1[num].ID
moveObjects(team1[num].ID,team1[num].xDir,team1[num].zDir,team1[num].height)
if team1[num].sideType="Chopper" then RotateObjectLocalY(team1[num].bladesID,.5)
next num
endfunction
function checkkeypresses(x,z)
//if GetRawKeyState(49) // Press 1 to rotate
//RotateObjectLocalY(land,.05)
//endif
if GetRawMouseLeftState() //and GetSpriteHit(GetPointerX ( ), GetPointerY ( ) )=0
flag=1
if x<1 or x>sizex-1 then flag=0
if z<1 or z>sizez-1 then flag=0
if flag=1
inc worldmap[x,z].heights#,.01
SetObjectPosition(map[x,z].id,map[x,z].x#,worldmap[x,z].heights#,map[x,z].z#)
changeverts(x,z,.01)
Delete3DPhysicsBody(map[x,z].id)
Create3DPhysicsStaticBody(map[x,z].id)
endif
endif
if GetRawMouseRightState() //and GetSpriteHit(GetPointerX ( ), GetPointerY ( ) )=0
flag=1
if x<1 or x>sizex-1 then flag=0
if z<1 or z>sizez-1 then flag=0
if flag=1
if worldmap[x,z].heights#>0
dec worldmap[x,z].heights#,.01
SetObjectPosition(map[x,z].id,map[x,z].x#,worldmap[x,z].heights#,map[x,z].z#)
changeverts(x,z,-.01)
Delete3DPhysicsBody(map[x,z].id)
Create3DPhysicsStaticBody(map[x,z].id)
endif
endif
endif
if GetRawkeypressed (KEY_ENTER)
flag=1
if x<1 or x>sizex-1 then flag=0
if z<1 or z>sizez-1 then flag=0
if flag=1
//if map[x,z].height#>0
dec worldmap[x,z].heights#,10
SetObjectPosition(map[x,z].id,map[x,z].x#,worldmap[x,z].heights#,map[x,z].z#)
changeverts(x,z,-10.01)
Delete3DPhysicsBody(map[x,z].id)
Create3DPhysicsStaticBody(map[x,z].id)
//endif
//SetObjectColor(map[x,z].id,GetObjectColorRed(map[x,z].id)-50,GetObjectColorGreen(map[x,z].id)-50,GetObjectColorBlue(map[x,z].id)-50,255)
//SetObjectColor(map[x+1,z+1].id,GetObjectColorRed(map[x+1,z+1].id)-50,GetObjectColorGreen(map[x+1,z+1].id)-50,GetObjectColorBlue(map[x+1,z+1].id)-50,255)
//SetObjectColor(map[x-1,z+1].id,GetObjectColorRed(map[x-1,z+1].id)-50,GetObjectColorGreen(map[x-1,z+1].id)-50,GetObjectColorBlue(map[x-1,z+1].id)-50,255)
//SetObjectColor(map[x-1,z-1].id,GetObjectColorRed(map[x-1,z-1].id)-50,GetObjectColorGreen(map[x-1,z-1].id)-50,GetObjectColorBlue(map[x-1,z-1].id)-50,255)
//SetObjectColor(map[x+1,z].id,GetObjectColorRed(map[x+1,z].id)-50,GetObjectColorGreen(map[x+1,z].id)-50,GetObjectColorBlue(map[x+1,z].id)-50,255)
//SetObjectColor(map[x-1,z].id,GetObjectColorRed(map[x-1,z].id)-50,GetObjectColorGreen(map[x-1,z].id)-50,GetObjectColorBlue(map[x-1,z].id)-50,255)
//SetObjectColor(map[x,z+1].id,GetObjectColorRed(map[x,z+1].id)-50,GetObjectColorGreen(map[x,z+1].id)-50,GetObjectColorBlue(map[x,z+1].id)-50,255)
//SetObjectColor(map[x,z-1].id,GetObjectColorRed(map[x,z-1].id)-50,GetObjectColorGreen(map[x,z-1].id)-50,GetObjectColorBlue(map[x,z-1].id)-50,255)
SetObjectColor(map[x,z].id,100,100,100,255):SetObjectImage(map[x,z].id,textImages[1],0)
SetObjectColor(map[x+1,z+1].id,100,100,100,255):SetObjectImage(map[x+1,z+1].id,textImages[1],0)
SetObjectColor(map[x-1,z+1].id,100,100,100,255):SetObjectImage(map[x-1,z+1].id,textImages[1],0)
SetObjectColor(map[x-1,z-1].id,100,100,100,255):SetObjectImage(map[x-1,z-1].id,textImages[1],0)
SetObjectColor(map[x+1,z].id,100,100,100,255):SetObjectImage(map[x+1,z].id,textImages[1],0)
SetObjectColor(map[x-1,z].id,100,100,100,255):SetObjectImage(map[x-1,z].id,textImages[1],0)
SetObjectColor(map[x,z+1].id,100,100,100,255):SetObjectImage(map[x,z+1].id,textImages[1],0)
SetObjectColor(map[x,z-1].id,100,100,100,255):SetObjectImage(map[x,z-1].id,textImages[1],0)
endif
endif
/*
if GetRawKeyState(KEY_NUMPAD_4) then movemap(-0.05,0)
if GetRawKeyState(KEY_NUMPAD_6) then movemap(0.05,0)
if GetRawKeyState(KEY_NUMPAD_8) then movemap(0,0.05)
if GetRawKeyState(KEY_NUMPAD_2) then movemap(0,-0.05)
if GetRawKeyState(KEY_NUMPAD_7) then movemap(-0.05,0.05)
if GetRawKeyState(KEY_NUMPAD_9) then movemap(0.05,0.05)
if GetRawKeyState(KEY_NUMPAD_3) then movemap(0.05,-0.05)
if GetRawKeyState(KEY_NUMPAD_1) then movemap(-0.05,-0.05)
*/
if GetRawKeyState(KEY_NUMPAD_4)
movemap2(0.05,0)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0.05,0)
next num
endif
if GetRawKeyState(KEY_NUMPAD_6)
movemap2(-0.05,0)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,-0.05,0)
next num
endif
if GetRawKeyState(KEY_NUMPAD_8)
movemap2(0,-0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0,-0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_2)
movemap2(0,0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0,0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_7)
movemap2(0.05,-0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0.05,-0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_9)
movemap2(-0.05,-0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,-0.05,-0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_3)
movemap2(-0.05,0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,-0.05,0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_1)
movemap2(0.05,0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0.05,0.05)
next num
endif
endfunction
function moveObjectsWithMap(Obj,x as float,z as float)
SetObjectPosition(Obj,getObjectX(Obj)+x,getobjectY(Obj),getObjectZ(Obj)+z)
endfunction
function get_land_hit()
unit_x#=Get3DVectorXFromScreen(getpointerx(),getpointery())
unit_y#=Get3DVectorYFromScreen(getpointerx(),getpointery())
unit_z#=Get3DVectorZFromScreen(getpointerx(),getpointery())
// calculate the start of the ray cast, which is the unit vector + the camera position
start_x# = unit_x# + GetCameraX(1)
start_y# = unit_y# + GetCameraY(1)
start_z# = unit_z# + GetCameraZ(1)
// calculate the end of the vector, which is the unit vector multiplied by the length of the ray cast and then add the camera position to it
end_x# = 1000*unit_x# + GetCameraX(1)
end_y# = 1000*unit_y# + GetCameraY(1)
end_z# = 1000*unit_z# + GetCameraZ(1)
// determine which object has been hit
object_hit = ObjectRayCast(0,start_x#,start_y#,start_z#,end_x#,end_y#,end_z#)
// added by Fubarpk
if object_hit <> 0
for xx=-sizex/2 to sizex/2 step 1
for zz=-sizez/2 to sizez/2 step 1.0
if object_hit=map[xx+(sizex/2),zz+(sizez/2)].id
landhitx=xx+sizex/2
landhitz=zz+sizez/2
endif
next zz
next xx
endif
endfunction
function buildworld()
land = CreateObjectBox(.01,.01,.01)
SetObjectVisible(land,0)
/*
edge1 = CreateObjectBox(5,100,100)
SetObjectRotation(edge1,0,0,0)
SetObjectPosition(edge1,(sizex*scale#)/2,7,0)
FixObjectToObject(edge1,land)
SetObjectColor(edge1,0,0,0,0)
edge1 = CreateObjectBox(10,10,100)
SetObjectRotation(edge1,0,0,0)
SetObjectPosition(edge1,-(sizex*scale#)/2,7,0)
FixObjectToObject(edge1,land)
SetObjectColor(edge1,0,0,0,0)
edge1 = CreateObjectBox(100,100,5)
SetObjectRotation(edge1,0,0,0)
SetObjectPosition(edge1,0,7,(sizex*scale#)/2)
FixObjectToObject(edge1,land)
SetObjectColor(edge1,0,0,0,0)
edge1 = CreateObjectBox(100,10,10)
SetObjectRotation(edge1,0,0,0)
SetObjectPosition(edge1,0,7,-(sizex*scale#)/2)
FixObjectToObject(edge1,land)
SetObjectColor(edge1,0,0,0,0)
*/
colorgreen=150
for x=-sizex/2 to sizex/2 step 1.0
for z=-sizez/2 to sizez/2 step 1.0
map[x+sizex/2,z+sizez/2].id = CreateObjectBox(scale#,scale#,scale#)
map[x+sizex/2,z+sizez/2].x# = x * GetObjectSizeMaxX(map[x+sizex/2,z+sizez/2].id)*2 // Remove the * 2 to join the cubes together
map[x+sizex/2,z+sizez/2].z# = z * GetObjectSizeMaxZ(map[x+sizex/2,z+sizez/2].id)*2 // Remove the * 2 to join the cubes together
//map[x,z].colorgreen = random(150,200)
//SetObjectImage(map[x,z].id,textimages[0],0)
if colorgreen=150
colorgreen=200
else
colorgreen=150
endif
map[x+sizex/2,z+sizez/2].colorblue = worldmap[floor(worldpositionx#+x) ,floor(worldpositionz#+z)].color >> 16 && 0xff
map[x+sizex/2,z+sizez/2].colorgreen = worldmap[floor(worldpositionx#+x),floor(worldpositionz#+z)].color >> 8 && 0xff
map[x+sizex/2,z+sizez/2].colorred = worldmap[floor(worldpositionx#+x) ,floor(worldpositionz#+z)].color && 0xff
SetObjectImage(map[x+sizex/2,z+sizez/2].id,textimages[0],0)
SetObjectReceiveShadow(map[x+sizex/2,z+sizez/2].id,3)
Create3DPhysicsStaticBody(map[x+sizex/2,z+sizez/2].id)
SetObjectColor(map[x+sizex/2,z+sizez/2].id,map[x+sizex/2,z+sizez/2].colorred,map[x+sizex/2,z+sizez/2].colorgreen,map[x+sizex/2,z+sizez/2].colorblue,255)
SetObjectPosition(map[x+sizex/2,z+sizez/2].id,map[x+sizex/2,z+sizez/2].x#,worldmap[x+sizex/2,z+sizez/2].heights#,map[x+sizex/2,z+sizez/2].z#)
FixObjectToObject(map[x+sizex/2,z+sizez/2].id,land)
next
next
// addatower(sizex/2, sizez/2) // add a tower in the centre of map just for time being
//RotateObjectLocalY(land,134)
//RotateObjectLocalX(land,-70)
endfunction
function addatower(x,z)
for xx=x-1 to x+1
for zz=z-1 to z+1
worldmap[xx,zz].heights#=5 // high rise it
map[xx,zz].colorred =255
map[xx,zz].colorgreen =255
map[xx,zz].colorblue=255
SetObjectColor(map[xx,zz].id,map[xx,zz].colorred,map[xx,zz].colorgreen,map[xx,zz].colorblue,255)
SetObjectPosition(map[x+sizex/2,z+sizez/2].id,map[x+sizex/2,z+sizez/2].x#,worldmap[x+sizex/2,z+sizez/2].heights#,map[x+sizex/2,z+sizez/2].z#)
changeverts(xx,zz,worldmap[xx,zz].heights#)
next
next
endfunction
function movemap(xdir#,zdir#)
for x=-sizex/2 to sizex/2 step 1.0
for z=-sizez/2 to sizez/2 step 1.0
inc map[x+sizex/2,z+sizez/2].x#, xdir#
inc map[x+sizex/2,z+sizez/2].z#, zdir#
// roll
if map[x+sizex/2,z+sizez/2].x#<-sizex*2.75 then map[x+sizex/2,z+sizez/2].x# = sizex/2 * scale#
if map[x+sizex/2,z+sizez/2].x#>sizex*2.75 then map[x+sizex/2,z+sizez/2].x# = -sizex/2 * scale#
if map[x+sizex/2,z+sizez/2].z#<-sizez*2.75 then map[x+sizex/2,z+sizez/2].z# = sizez/2 * scale#
if map[x+sizex/2,z+sizez/2].z#>sizez*2.75 then map[x+sizex/2,z+sizez/2].z# = -sizez/2 * scale#
map[x+sizex/2,z+sizez/2].colorblue = worldmap[floor(worldpositionx#)+x,floor(worldpositionz#)+z].color >> 16 && 0xff
map[x+sizex/2,z+sizez/2].colorgreen = worldmap[floor(worldpositionx#)+x,floor(worldpositionz#)+z].color >> 8 && 0xff
map[x+sizex/2,z+sizez/2].colorred = worldmap[floor(worldpositionx#)+x,floor(worldpositionz#)+z].color && 0xff
SetObjectPosition(map[x+sizex/2,z+sizez/2].id,map[x+sizex/2,z+sizez/2].x#,worldmap[x+sizex/2,z+sizez/2].heights#,map[x+sizex/2,z+sizez/2].z#)
SetObjectColor(map[x+sizex/2,z+sizez/2].id,map[x+sizex/2,z+sizez/2].colorred,map[x+sizex/2,z+sizez/2].colorgreen,map[x+sizex/2,z+sizez/2].colorblue,255)
next
next
endfunction
function movemap2(xdir#,zdir#)
SetObjectPosition(castleObj,getObjectX(castleObj)+xDir#,getObjectY(castleObj),getObjectZ(castleObj)+zdir#)
for x=-sizex/2 to sizex/2 step 1.0
for z=-sizez/2 to sizez/2 step 1.0
map[x+sizex/2,z+sizez/2].x#=map[x+sizex/2,z+sizez/2].x#+ xdir#
map[x+sizex/2,z+sizez/2].z#=map[x+sizex/2,z+sizez/2].z#+ zdir#
// roll
if map[x+sizex/2,z+sizez/2].x#<-sizex*2.5 then map[x+sizex/2,z+sizez/2].x# = sizex/2 * scale#
if map[x+sizex/2,z+sizez/2].x#>sizex*2.5 then map[x+sizex/2,z+sizez/2].x# = -sizex/2 * scale#
if map[x+sizex/2,z+sizez/2].z#<-sizez*2.5 then map[x+sizex/2,z+sizez/2].z# = sizez/2 * scale#
if map[x+sizex/2,z+sizez/2].z#>sizez*2.5 then map[x+sizex/2,z+sizez/2].z# = -sizez/2 * scale#
SetObjectPosition(map[x+sizex/2,z+sizez/2].id,map[x+sizex/2,z+sizez/2].x#,worldmap[x+sizex/2,z+sizez/2].heights#,map[x+sizex/2,z+sizez/2].z#)
next
next
endfunction
function movecamera()
if GetRawKeyState(32)
fDiffX# = (GetPointerX() - startx#)/4.0
fDiffY# = (GetPointerY() - starty#)/4.0
newX# = angx# + fDiffY#
if ( newX# > 89 ) then newX# = 89
if ( newX# < -89 ) then newX# = -89
SetCameraRotation(1, newX#, angy# + fDiffX#, 0 )
endif
endfunction
function prepareheights()
for x=2 to sizex-1
for z=2 to sizez-1
changeverts(x,z,worldmap[x,z].heights#)
next
next
endfunction
function changeverts(x,z,slope#)
CreateMemblockFromObjectMesh(2,map[x+1,z-1].id,1) // bottom right corner
CreateMemblockFromObjectMesh(4,map[x+1,z+1].id,1) // top right corner
CreateMemblockFromObjectMesh(5,map[x-1,z+1].id,1) // top left corner
CreateMemblockFromObjectMesh(6,map[x-1,z-1].id,1) // bottom left corner
CreateMemblockFromObjectMesh(3,map[x+1,z].id,1) // right edges
CreateMemblockFromObjectMesh(7,map[x-1,z].id,1) // left cube edges
CreateMemblockFromObjectMesh(8,map[x,z-1].id,1) // bottom cube edges
CreateMemblockFromObjectMesh(9,map[x,z+1].id,1) // top cube edges
for i=0 to 23
// bottom rightcorner
if i=8 then SetMeshMemblockVertexPosition(2,i,GetMeshMemblockVertexX(2,i),GetMeshMemblockVertexY(2,i)+slope#,GetMeshMemblockVertexZ(2,i))
if i=16 then SetMeshMemblockVertexPosition(2,i,GetMeshMemblockVertexX(2,i),GetMeshMemblockVertexY(2,i)+slope#,GetMeshMemblockVertexZ(2,i))
if i=14 then SetMeshMemblockVertexPosition(2,i,GetMeshMemblockVertexX(2,i),GetMeshMemblockVertexY(2,i)+slope#,GetMeshMemblockVertexZ(2,i))
// top rightcorner
if i=9 then SetMeshMemblockVertexPosition(4,i,GetMeshMemblockVertexX(4,i),GetMeshMemblockVertexY(4,i)+slope#,GetMeshMemblockVertexZ(4,i))
if i=0 then SetMeshMemblockVertexPosition(4,i,GetMeshMemblockVertexX(4,i),GetMeshMemblockVertexY(4,i)+slope#,GetMeshMemblockVertexZ(4,i))
if i=18 then SetMeshMemblockVertexPosition(4,i,GetMeshMemblockVertexX(4,i),GetMeshMemblockVertexY(4,i)+slope#,GetMeshMemblockVertexZ(4,i))
// top leftcorner
if i=11 then SetMeshMemblockVertexPosition(5,i,GetMeshMemblockVertexX(5,i),GetMeshMemblockVertexY(5,i)+slope#,GetMeshMemblockVertexZ(5,i))
if i=2 then SetMeshMemblockVertexPosition(5,i,GetMeshMemblockVertexX(5,i),GetMeshMemblockVertexY(5,i)+slope#,GetMeshMemblockVertexZ(5,i))
if i=4 then SetMeshMemblockVertexPosition(5,i,GetMeshMemblockVertexX(5,i),GetMeshMemblockVertexY(5,i)+slope#,GetMeshMemblockVertexZ(5,i))
// tbottom leftcorner
if i=10 then SetMeshMemblockVertexPosition(6,i,GetMeshMemblockVertexX(6,i),GetMeshMemblockVertexY(6,i)+slope#,GetMeshMemblockVertexZ(6,i))
if i=6 then SetMeshMemblockVertexPosition(6,i,GetMeshMemblockVertexX(6,i),GetMeshMemblockVertexY(6,i)+slope#,GetMeshMemblockVertexZ(6,i))
if i=12 then SetMeshMemblockVertexPosition(6,i,GetMeshMemblockVertexX(6,i),GetMeshMemblockVertexY(6,i)+slope#,GetMeshMemblockVertexZ(6,i))
// right cube
if i=8 then SetMeshMemblockVertexPosition(3,i,GetMeshMemblockVertexX(3,i),GetMeshMemblockVertexY(3,i)+slope#,GetMeshMemblockVertexZ(3,i))
if i=9 then SetMeshMemblockVertexPosition(3,i,GetMeshMemblockVertexX(3,i),GetMeshMemblockVertexY(3,i)+slope#,GetMeshMemblockVertexZ(3,i))
if i=16 then SetMeshMemblockVertexPosition(3,i,GetMeshMemblockVertexX(3,i),GetMeshMemblockVertexY(3,i)+slope#,GetMeshMemblockVertexZ(3,i))
if i=18 then SetMeshMemblockVertexPosition(3,i,GetMeshMemblockVertexX(3,i),GetMeshMemblockVertexY(3,i)+slope#,GetMeshMemblockVertexZ(3,i))
if i=0 then SetMeshMemblockVertexPosition(3,i,GetMeshMemblockVertexX(3,i),GetMeshMemblockVertexY(3,i)+slope#,GetMeshMemblockVertexZ(3,i))
if i=14 then SetMeshMemblockVertexPosition(3,i,GetMeshMemblockVertexX(3,i),GetMeshMemblockVertexY(3,i)+slope#,GetMeshMemblockVertexZ(3,i))
// left cube
if i=10 then SetMeshMemblockVertexPosition(7,i,GetMeshMemblockVertexX(7,i),GetMeshMemblockVertexY(7,i)+slope#,GetMeshMemblockVertexZ(7,i))
if i=11 then SetMeshMemblockVertexPosition(7,i,GetMeshMemblockVertexX(7,i),GetMeshMemblockVertexY(7,i)+slope#,GetMeshMemblockVertexZ(7,i))
if i=4 then SetMeshMemblockVertexPosition(7,i,GetMeshMemblockVertexX(7,i),GetMeshMemblockVertexY(7,i)+slope#,GetMeshMemblockVertexZ(7,i))
if i=6 then SetMeshMemblockVertexPosition(7,i,GetMeshMemblockVertexX(7,i),GetMeshMemblockVertexY(7,i)+slope#,GetMeshMemblockVertexZ(7,i))
if i=2 then SetMeshMemblockVertexPosition(7,i,GetMeshMemblockVertexX(7,i),GetMeshMemblockVertexY(7,i)+slope#,GetMeshMemblockVertexZ(7,i))
if i=12 then SetMeshMemblockVertexPosition(7,i,GetMeshMemblockVertexX(7,i),GetMeshMemblockVertexY(7,i)+slope#,GetMeshMemblockVertexZ(7,i))
// bottom cube
if i=8 then SetMeshMemblockVertexPosition(8,i,GetMeshMemblockVertexX(8,i),GetMeshMemblockVertexY(8,i)+slope#,GetMeshMemblockVertexZ(8,i))
if i=10 then SetMeshMemblockVertexPosition(8,i,GetMeshMemblockVertexX(8,i),GetMeshMemblockVertexY(8,i)+slope#,GetMeshMemblockVertexZ(8,i))
if i=6 then SetMeshMemblockVertexPosition(8,i,GetMeshMemblockVertexX(8,i),GetMeshMemblockVertexY(8,i)+slope#,GetMeshMemblockVertexZ(8,i))
if i=12 then SetMeshMemblockVertexPosition(8,i,GetMeshMemblockVertexX(8,i),GetMeshMemblockVertexY(8,i)+slope#,GetMeshMemblockVertexZ(8,i))
if i=14 then SetMeshMemblockVertexPosition(8,i,GetMeshMemblockVertexX(8,i),GetMeshMemblockVertexY(8,i)+slope#,GetMeshMemblockVertexZ(8,i))
if i=16 then SetMeshMemblockVertexPosition(8,i,GetMeshMemblockVertexX(8,i),GetMeshMemblockVertexY(8,i)+slope#,GetMeshMemblockVertexZ(8,i))
// top cube
if i=9 then SetMeshMemblockVertexPosition(9,i,GetMeshMemblockVertexX(9,i),GetMeshMemblockVertexY(9,i)+slope#,GetMeshMemblockVertexZ(9,i))
if i=11 then SetMeshMemblockVertexPosition(9,i,GetMeshMemblockVertexX(9,i),GetMeshMemblockVertexY(9,i)+slope#,GetMeshMemblockVertexZ(9,i))
if i=0 then SetMeshMemblockVertexPosition(9,i,GetMeshMemblockVertexX(9,i),GetMeshMemblockVertexY(9,i)+slope#,GetMeshMemblockVertexZ(9,i))
if i=2 then SetMeshMemblockVertexPosition(9,i,GetMeshMemblockVertexX(9,i),GetMeshMemblockVertexY(9,i)+slope#,GetMeshMemblockVertexZ(9,i))
if i=4 then SetMeshMemblockVertexPosition(9,i,GetMeshMemblockVertexX(9,i),GetMeshMemblockVertexY(9,i)+slope#,GetMeshMemblockVertexZ(9,i))
if i=18 then SetMeshMemblockVertexPosition(9,i,GetMeshMemblockVertexX(9,i),GetMeshMemblockVertexY(9,i)+slope#,GetMeshMemblockVertexZ(9,i))
next
SetObjectMeshFromMemblock(map[x+1,z-1].id,1,2)
SetObjectMeshFromMemblock(map[x+1,z].id,1,3)
SetObjectMeshFromMemblock(map[x+1,z+1].id,1,4)
SetObjectMeshFromMemblock(map[x-1,z+1].id,1,5)
SetObjectMeshFromMemblock(map[x-1,z-1].id,1,6)
SetObjectMeshFromMemblock(map[x-1,z].id,1,7)
SetObjectMeshFromMemblock(map[x,z-1].id,1,8)
SetObjectMeshFromMemblock(map[x,z+1].id,1,9)
DeleteMemblock(2)
DeleteMemblock(3)
DeleteMemblock(4)
DeleteMemblock(5)
DeleteMemblock(6)
DeleteMemblock(7)
DeleteMemblock(8)
DeleteMemblock(9)
endfunction
// Function to create a texture
//
// Inputs - Sizex - size of the texture to create - width
// Sizey - size of the texture to create - height
// Color - is the main color of the image
// Denisity - is a the depth of the texture - the lower the value, the more detail. higher value = no detail
//
// Returns the image for the resulting texture
//
// EG. CreateTexture ( 100, 100, makecolor(0,0,255), 100)
// This could create a DEEP water effect texture?
function createtexture(sizex# as float, sizey# as float, color, density as integer)
swap()
drawbox(0,0,sizex#, sizey#, color, color,color,color, 1)
render()
img = getimage(0,0,sizex#, sizey#)
memblockid = CreateMemblockFromImage (img)
imgwidth = GetMemblockInt(memblockid, 0)
imgheight = GetMemblockInt(memblockid, 4)
size=GetMemblockSize(memblockid)
for offset=12 to size-4 step 4
r=GetMemblockByte(memblockid, offset)
g=GetMemblockByte(memblockid, offset+1)
b=GetMemblockByte(memblockid, offset+2)
a=GetMemblockByte(memblockid, offset+3)
strength=random(1,density)
SetMemblockByte (memblockid, offset, r-strength)
SetMemblockByte (memblockid, offset+1, g-strength)
SetMemblockByte (memblockid, offset+2, b-strength )
SetMemblockByte (memblockid, offset+3, a-strength)
next
deleteimage (img)
img = CreateImageFromMemblock(memblockid)
DeleteMemblock(memblockid)
endfunction img
function moveObjects(Obj,x as float,z as float,height as float)
choice=random(1,2)
//use this code for objects to go over terrain
///////////////////////////////////////////////////////////////////////////////////////////////
/*
if choice=1
SetObjectPosition(Obj,getObjectX(Obj),getobjectY(Obj)+maxTerrainHeight#,getObjectZ(Obj))
DirVec=getForwardDirectionVector(Obj)
hitObj=ObjectRayCast(0,getobjectx(obj)+GetVector3X(DirVec),getobjecty(obj)-(maxTerrainHeight#+50),getobjectz(obj)+GetVector3X(DirVec),getobjectx(obj)+GetVector3X(DirVec),getobjecty(obj),getobjectz(obj)+GetVector3Z(DirVec))
if hitObj>0
SetObjectPosition(Obj,getObjectX(Obj)+x,getobjectY(hitObj)+height,getObjectZ(Obj)+z)
else
SetObjectPosition(Obj,getObjectX(Obj)+x,height,getObjectZ(Obj)+z)
endif
endif
*/
//////////////////////////////////////////////////////
//use this code for objects to go around terrain
//////////////////////////////////////////////////////
/*
if choice=2
oldx#=getObjectX(obj):oldy#=getObjecty(obj):oldz#=getObjectz(obj)
SetObjectPosition(Obj,getObjectX(Obj)+x,height,getObjectZ(Obj)+z)
if ObjectSphereSlide(0,oldx#,oldy#,oldz#,getobjectx(obj),getobjecty(obj),getobjectz(obj),.005)>0
newx2#=GetObjectRayCastSlideX(0)
newy2#=GetObjectRayCastSlideY(0)
newz2#=GetObjectRayCastSlideZ(0)
Setobjectposition(obj,newx2#,newy2#,newz2#)
endif
endif
*/
//////////////////////////////////////////////////////
//this code to go over and around
///////////////////////////////////////////////////////////////////////////////////////////////
SetObjectPosition(Obj,getObjectX(Obj),getobjectY(Obj)+maxTerrainHeight#,getObjectZ(Obj))
DirVec=getForwardDirectionVector(Obj)
hitObj=ObjectRayCast(0,getobjectx(obj)+GetVector3X(DirVec),getobjecty(obj)-(maxTerrainHeight#+50),getobjectz(obj)+GetVector3X(DirVec),getobjectx(obj)+GetVector3X(DirVec),getobjecty(obj),getobjectz(obj)+GetVector3Z(DirVec))
if hitObj>0
oldx#=getObjectX(obj):oldy#=getObjecty(obj):oldz#=getObjectz(obj)
SetObjectPosition(Obj,getObjectX(Obj)+x,getobjectY(hitObj)+height,getObjectZ(Obj)+z)
else
oldx#=getObjectX(obj):oldy#=getObjecty(obj):oldz#=getObjectz(obj)
SetObjectPosition(Obj,getObjectX(Obj)+x,height,getObjectZ(Obj)+z)
endif
if ObjectSphereSlide(0,oldx#,oldy#,oldz#,getobjectx(obj),getobjecty(obj),getobjectz(obj),.005)>0
newx2#=GetObjectRayCastSlideX(0)
newy2#=GetObjectRayCastSlideY(0)
newz2#=GetObjectRayCastSlideZ(0)
Setobjectposition(obj,newx2#,newy2#,newz2#)
endif
//////////////////////////////////////////////////////
if getObjectX(Obj)<-(sizex*3) then SetObjectPosition(Obj,(sizex*3),getObjectY(Obj),getObjectZ(Obj))
if getObjectX(Obj)>(sizex*3) then SetObjectPosition(Obj,-(sizex*3),getObjectY(Obj),getObjectZ(Obj))
if getObjectZ(Obj)<-(sizez*3) then SetObjectPosition(Obj,getObjectX(Obj),getObjectY(Obj),(sizez*3))
if getObjectZ(Obj)>(sizez*3) then SetObjectPosition(Obj,getObjectX(Obj),getObjectY(Obj),-(sizez*3))
if getobjectx(obj)<-sizex
SetObjectVisible(obj,0)
else
SetObjectVisible(obj,1)
endif
if getobjectx(obj)>sizex
SetObjectVisible(obj,0)
else
SetObjectVisible(obj,1)
endif
if getobjectz(obj)<-sizez
SetObjectVisible(obj,0)
else
SetObjectVisible(obj,1)
endif
if getobjectz(obj)>sizez
SetObjectVisible(obj,0)
else
SetObjectVisible(obj,1)
endif
endfunction
function getForwardDirectionVector(obj as integer)
PositionVec= CreateVector3(GetObjectWorldX(obj),GetObjectWorldY(obj),GetObjectWorldZ(obj))
DirBox as integer
DirBox = CreateObjectBox( 1.0, 1.0, 1.0 )
SetObjectPosition( DirBox, GetVector3X( PositionVec ), GetVector3Y( PositionVec ), GetVector3Z( PositionVec ) )
setobjectrotation(Dirbox,GetObjectWorldAngleX(obj),GetObjectWorldAngleY(obj),GetObjectWorldAngleZ(obj))
MoveObjectLocalZ(DirBox,-0.005)
DirVec = CreateVector3( GetobjectWorldX(DirBox )-GetVector3X(PositionVec), GetobjectWorldY(DirBox)-GetVector3Y(PositionVec), GetobjectWorldZ(DirBox)-GetVector3Z(PositionVec))
DeleteObject(DirBox)
endfunction DirVec
function CreatePoint(x as float, y as float, z as float)
p as point
p.x = x
p.y = y
p.z = z
endfunction p
function setupskyandworld()
//textimages[0]= createtexture(64,64,MakeColor(0,255,0),255)
textimages[0]= createtexture(64,64,MakeColor(255,255,255),255)
sundirection as point
sundirection = CreatePoint(0.2, -1, 0.2) /// Setup Sun and lighting
SetSunDirection(sundirection.x, sundirection.y, sundirection.z)
SetAmbientColor(0x60, 0x60, 0x60)
SetSkyBoxSkyColor(14,158,194 )
SetSkyBoxHorizonSize(1,-350 )
SetSkyBoxVisible(0)
SetSunColor(0x80, 0x80, 0x80)
//SetSkyBoxSunVisible(1)
shadowmode as integer
shadowMode = 3 // start with cascade shadow mapping which gives the best quality
SetShadowMappingMode( shadowMode )
SetShadowSmoothing( 1 ) // random sampling
SetShadowMapSize( 1024,1024 )
SetShadowRange( -1 ) // use the full camera range
SetShadowBias( 0.0012 ) // offset shadows slightly to avoid shadow artifacts
endfunction
function setupcamera()
camerax#=0
cameray#=50
cameraz#=-70
SetCameraRotation(1,26,0,0)
endfunction
function setupobjects()
team as _side
frameImg=LoadImage("\media\frame2.png")
frameSpr=createSprite(frameImg)
SetSpriteShape(frameSPr,3)
//SetSpriteVisible(frameSpr,0)
chopperObj=LoadObject("chopper.obj")
chopperBladesObj=LoadObject("blades.obj")
chopperImg=loadImage("chopper.png")
chopperBladesImg=LoadImage("blades.png")
tankObj=LoadObject("leopard2A4.obj")
tankImg=loadImage("leopard2A4.png")
soldierObj=LoadObject("soldier.obj")
soldierImg=LoadImage("soldier.png")
castleObj=LoadObject("castle.obj")
castleImg=loadImage("castle.png")
SetObjectImage(castleObj,castleImg,0)
SetObjectPosition(castleObj,0,6,0)
SetObjectScale(castleObj,10,10,10)
RotateObjectLocalY(castleObj,45)
Create3DPhysicsStaticBody(castleObj)
xOffset=0:zOffset=0
for teams =1 to 4
x=random2(-(sizex*3),(sizex*3)):z=random2(-(sizez*3),(sizez*3))
angle=random(0,360):xOffset=1:zOffset=4
team.ID=CloneObject(chopperObj)
team.bladesID=CloneObject(chopperBladesObj)
team.bladesImgID=chopperImg
team.imgID=chopperImg
SetObjectImage(team.ID,team.imgID,0)
SetObjectImage(team.bladesID,team.bladesImgID,0)
SetObjectPosition(team.ID,0,5,-10)
SetObjectScale(team.ID,2,2,2)
SetObjectPosition(team.bladesID,0,.6,0)
FixObjectToObject(team.bladesID,team.ID)
SetObjectScale(team.bladesID,5,5,5)
SetObjectCastShadow(team.ID,1)
SetObjectCastShadow(team.bladesID,1)
SetObjectColor(team.id,255,0,0,255)
SetObjectColor(team.bladesID,255,0,0,255)
SetObjectPosition(team.ID,x+(xOffset*2),5,z-(10+zOffset))
RotateObjectLocalY(team.ID,angle)
vec=getForwardDirectionVector2(team.ID,.025)
team.xDir=GetVector3X(vec)
team.zDir=GetVector3Z(vec)
team.height=10
team.sideType="Chopper"
team1.insert(team):xOffset=1:zOffset=2
team.ID=cloneObject(tankObj)
team.imgID=tankImg
SetObjectImage(team.ID,team.imgID,0)
SetObjectPosition(team.ID,x+(xOffset*2),2,z-(10+zOffset))
//RotateObjectLocalY(team.ID,-90)
RotateObjectLocalY(team.ID,angle)
SetObjectScale(team.ID,1,1,1)
SetObjectCastShadow(team.ID,1)
SetObjectColor(team.id,255,0,0,255)
vec=getForwardDirectionVector2(team.ID,.025)
team.xDir=GetVector3X(vec)
team.zDir=GetVector3Z(vec)
team.height=2
team.sideType="Tank"
team1.insert(team):xOffset=0:zOffset=0
for num = 0 to 5
team.ID=CloneObject(soldierObj)
team.imgID=soldierImg
SetObjectImage(team.ID,team.imgID,0)
SetObjectPosition(team.ID,x+(xOffset*2),6,z-(10+zOffset))
//RotateObjectLocalY(team.ID,90)
RotateObjectLocalY(team.ID,angle)
SetObjectScale(team.ID,.6,.6,.6)
SetObjectCastShadow(team.ID,1)
SetObjectColor(team.id,255,0,0,255)
vec=getForwardDirectionVector2(team.ID,.025)
team.xDir=GetVector3X(vec)
team.zDir=GetVector3Z(vec)
team.height=7
team.sideType="Soldier"
team1.insert(team)
inc xOffset
if xOffset=3
xOffset=0:zOffset=2
endif
next num
next teams
//stuck the below in because they are being cloned
SetObjectVisible(chopperObj,0):SetObjectCollisionMode(chopperObj,0)
SetObjectVisible(chopperBladesObj,0):SetObjectCollisionMode(chopperBladesObj,0)
SetObjectVisible(tankObj,0):SetObjectCollisionMode(tankObj,0)
SetObjectVisible(soldierObj,0):SetObjectCollisionMode(soldierObj,0)
endfunction
//vec=getForwardDirectionVector2(objId,.005)
//xDir=GetVector3X(vec)
//zDir=GetVector3Z(vec)
function getForwardDirectionVector2(obj as integer,moveAmmount as float)
PositionVec= CreateVector3(GetObjectWorldX(obj),GetObjectWorldY(obj),GetObjectWorldZ(obj))
DirBox as integer
DirBox = CreateObjectBox( 1.0, 1.0, 1.0 )
SetObjectPosition( DirBox, GetVector3X( PositionVec ), GetVector3Y( PositionVec ), GetVector3Z( PositionVec ) )
setobjectrotation(Dirbox,GetObjectWorldAngleX(obj),GetObjectWorldAngleY(obj),GetObjectWorldAngleZ(obj))
MoveObjectLocalX(DirBox,-moveAmmount)
DirVec = CreateVector3( GetobjectWorldX(DirBox )-GetVector3X(PositionVec), GetobjectWorldY(DirBox)-GetVector3Y(PositionVec), GetobjectWorldZ(DirBox)-GetVector3Z(PositionVec))
DeleteObject(DirBox)
endfunction DirVec
function getMoveAmmount(Obj,x as float,z as float)
x#=GetObjectWorldX(Obj):y#=GetObjectWorldY(Obj):z#=GetObjectWorldZ(Obj)
xx#=x#+x:zz#=z#+z
vec1=CreateVector3(x#,y#,z#)
vec2=CreateVector3(xx#,y#,zz#)
moveAmmount#=GetVector3Distance(vec1,vec2 )
DeleteVector3(vec1)
DeleteVector3(vec2)
endfunction moveAmmount#
function moveObjects2(Obj,x as float,z as float,height as float)
x#=getobjectx(Obj)
y#=getobjecty(Obj)
z#=getobjectz(Obj)
//vec=getForwardDirectionVector2(obj,moveAmmount#)
moveAmmount#=getMoveAmmount(Obj,x,z)
hitObj=ObjectRayCast(0,getobjectx(obj),getobjecty(obj)-(maxTerrainHeight#+50),getobjectz(obj),getobjectx(obj),getobjecty(obj),getobjectz(obj))
if hitObj>0
yy#=GetObjectY(hitObj)+height
else
yy#=getObjectY(obj)
endif
setobjectposition(Obj,x#,yy#,z#)
MoveObjectLocalX(Obj,-moveAmmount#)
setobjectrotation(Obj,0,GetObjectWorldAngleY(obj),0)
//getting new y value in front
MoveObjectLocalX(Obj,-moveAmmount#)
x2#=getobjectx(Obj)
z2#=getobjectz(Obj)
hitObj=ObjectRayCast(0,getobjectx(obj),getobjecty(obj)-(maxTerrainHeight#+50),getobjectz(obj),getobjectx(obj),getobjecty(obj),getobjectz(obj))
if hitObj>0
y2#=GetObjectY(hitObj)+height
else
y2#=getObjecty(obj)
endif
moveobjectlocalX(Obj,moveAmmount#)
//setobjectlookat(Obj,GetVector3X(vec),GetVector3Y(vec),GetVector3Z(vec),0)
moveobjectlocalZ(Obj,moveAmmount#)
x3#=getobjectx(Obj)
z3#=getobjectz(Obj)
hitObj=ObjectRayCast(0,getobjectx(obj),getobjecty(obj)-(maxTerrainHeight#+50),getobjectz(obj),getobjectx(obj),getobjecty(obj),getobjectz(obj))
if hitObj>0
y3#=GetObjectY( hitObj)+height
else
y3#=getObjectY(obj)
endif
MoveObjectLocalZ(Obj,-moveAmmount#)
//////////////////////////////////////////////////////
if getObjectX(Obj)<-(sizex*3) then SetObjectPosition(Obj,(sizex*3),getObjectY(Obj),getObjectZ(Obj))
if getObjectX(Obj)>(sizex*3) then SetObjectPosition(Obj,-(sizex*3),getObjectY(Obj),getObjectZ(Obj))
if getObjectZ(Obj)<-(sizez*3) then SetObjectPosition(Obj,getObjectX(Obj),getObjectY(Obj),(sizez*3))
if getObjectZ(Obj)>(sizez*3) then SetObjectPosition(Obj,getObjectX(Obj),getObjectY(Obj),-(sizez*3))
if getobjectx(obj)<-sizex then SetObjectVisible(obj,0)
if getobjectx(obj)>sizex then SetObjectVisible(obj,0)
if getobjectz(obj)<-sizez then SetObjectVisible(obj,0)
if getobjectz(obj)>sizez then SetObjectVisible(obj,0)
endfunction
made a second movemap function to keep the code you were working hence this changed I just found the other moved in wrong directions and not proportional (some complex math used tho)
if GetRawKeyState(KEY_NUMPAD_4)
movemap2(0.05,0)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0.05,0)
next num
endif
if GetRawKeyState(KEY_NUMPAD_6)
movemap2(-0.05,0)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,-0.05,0)
next num
endif
if GetRawKeyState(KEY_NUMPAD_8)
movemap2(0,-0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0,-0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_2)
movemap2(0,0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0,0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_7)
movemap2(0.05,-0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0.05,-0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_9)
movemap2(-0.05,-0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,-0.05,-0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_3)
movemap2(-0.05,0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,-0.05,0.05)
next num
endif
if GetRawKeyState(KEY_NUMPAD_1)
movemap2(0.05,0.05)
for num = 0 to team1.length
moveObjectsWithMap(team1[num].ID,0.05,0.05)
next num
endif
endfunction
don't think we really need complex math if we want a rotated map aslong as width and depth are the same
moving up would be the same movements for x as it is for z otherwise if we don't rotate the map and just think
of the movements as they logically would be
fubar