Changeset View
Changeset View
Standalone View
Standalone View
ps/trunk/binaries/data/mods/public/maps/random/wild_lake.js
Show First 20 Lines • Show All 235 Lines • ▼ Show 20 Lines | groveEntities = [ | ||||
g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3, | g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3, | ||||
g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5 | g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5 | ||||
], | ], | ||||
groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium], groveTileClass = undefined, | groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium], groveTileClass = undefined, | ||||
groveTerrainTexture = getArray(g_Terrains.forestFloor1) | groveTerrainTexture = getArray(g_Terrains.forestFloor1) | ||||
) | ) | ||||
{ | { | ||||
let position = new Vector2D(point.x, point.y); | let position = new Vector2D(point.x, point.y); | ||||
g_Map.placeEntityPassable(pickRandom(["structures/gaul_outpost", "gaia/flora_tree_oak_new"]), 0, position, randomAngle()); | g_Map.placeEntityPassable(pickRandom(["structures/gaul_outpost", "gaia/tree/oak_new"]), 0, position, randomAngle()); | ||||
let quantity = randIntInclusive(20, 30); | let quantity = randIntInclusive(20, 30); | ||||
let dAngle = 2 * Math.PI / quantity; | let dAngle = 2 * Math.PI / quantity; | ||||
for (let i = 0; i < quantity; ++i) | for (let i = 0; i < quantity; ++i) | ||||
{ | { | ||||
let angle = dAngle * randFloat(i, i + 1); | let angle = dAngle * randFloat(i, i + 1); | ||||
let dist = randFloat(2, 5); | let dist = randFloat(2, 5); | ||||
let objectList = groveEntities; | let objectList = groveEntities; | ||||
▲ Show 20 Lines • Show All 391 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator