# level design by Michael Abel module.exports = name: "mesh" scheme: "default_scheme" size: [11,11,11] intro: "mesh" help: "$scale(1.5)mission:\nget to the exit!" player: coordinates: [0,0,5] nostatus: 0 exits: [ name: "exit" active: 1 position: [0,0,0] ] create: -> s=world.getSize() middlemax = (u,v,w) -> s=world.getSize() d= 3.0/( (u-s.x/2.0)**2+ (v-s.y/2.0)**2 + (w-s.z/2.0)**2 + 1 ) return min(1.0 ,max(0.2,d)) middlemin = (u,v,w) -> s=world.getSize() d= ( (u-s.x/2.0)**2+ (v-s.y/2.0)**2 + (w-s.z/2.0)**2 )/25 return min(1.0 ,max(0.4,d)) # for (i,j,l) in [ (m,n,o) for m in range(s.x) for n in range(s.y) for o in range(s.z)] for i in [0...sx] for j in [0...s.y] for l in [0...s.z] if (i+1)%2 and (j+1)%2 and (l+1)%2 world.addObjectAtPos(KikiStone(KColor(0.1*i,0.1*j,0.1*l,middlemin(i,j,l)), true) , KikiPos(i,j,l))