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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1 @@ Play this game by pasting the script in http://www.puzzlescript.net/editor.html This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,397 @@ title Soft Clay author Ziggy homepage www.puzzlescript.net verbose_logging run_rules_on_level_start ======== OBJECTS ======== Background lightgreen Water #ADD8E6 Player black orange brown black 12221 13331 .3.3. ..... ..... PlayerTop black orange brown black ..... ..... ..... ..1.. .222. ( TODO implement a rolling animation ) BoulderA grey darkgrey lightgray lightgreen #64A93A darkgreen .432. 42200 02000 10001 .111. BoulderB grey darkgrey lightgray lightgreen #64A93A darkgreen .224. 22204 02004 10001 .111. BoulderC grey darkgrey lightgray lightgreen #64A93A darkgreen .220. 22200 02000 10005 .155. BoulderD grey darkgrey lightgray lightgreen #64A93A darkgreen .220. 22200 42000 50001 .511. BoulderM transparent DeepBoulder black darkblue blue .111. 12211 12111 01110 .000. ShallowBoulder grey darkgrey lightgray lightgreen #64A93A darkgreen ..... .430. 42200 02000 ..... Rock grey darkgrey lightgray lightgreen #64A93A darkgreen .432. 42200 02000 10011 ..... Tree #44891A brown #54992A #64A93A .232. 02220 00000 .111. ..... TreeTop #44891A brown #54992A #64A93A ..... ..... ..... ..... ..3.. stump brown LIGHTBROWN .111. .111. .111. .000. ..... LogH brown lightbrown ..... 00000 00000 00000 ..... LogV brown lightbrown .000. .000. .000. .000. .111. LogUpTop brown lightbrown ..... ..... ..... .111. .111. LogUp brown lightbrown .111. .000. .000. .000. ..... BridgeH brown ..... 00000 00000 00000 ..... BridgeV brown .000. .000. .000. .000. .000. impulse pink ....0 ..... ..... ..... ..... sinking transparent impulsed blue ...0. ..... ..... ..... ..... border black 00000 00000 00000 00000 00000 ======= LEGEND ======= . = Background P = Player b = BoulderA T = tree o = rock ~ = Water # = border bridge = BridgeH or BridgeV log = logH or logV or LogUp boulder = boulderA or BoulderB or BoulderC or BoulderD or BoulderM lightObject = log heavyObject = boulder or tree solidObject = rock or stump or ShallowBoulder or border obstacle = lightobject or heavyobject or solidobject object = lightObject or heavyObject sink = water ======= SOUNDS ======= ================ COLLISIONLAYERS ================ Background Water DeepBoulder ShallowBoulder stump BridgeH, BridgeV Player, border Boulder tree rock log impulse sinking impulsed PlayerTop TreeTop LogUpTop ====== RULES ====== ( TODO ) ( boulder rolling onto a log bridge should move the bridge somehow ) ( log rolling onto same orientation log bridge should do something ) ( in either case I like the idea of the bridge trying to move away ) ( BUGS ) ( PLAYER ) [ > player | object ] -> [ > player impulse | impulsed object ] ( can walk over bridges ) horizontal [ > player | water no BridgeH ] -> [ player | water ] vertical [ > player | water no BridgeV ] -> [ player | water ] ( can's step off bridges wrong ) horizontal [ > player BridgeV ] -> [ player BridgeV ] vertical [ > player BridgeH ] -> [ player BridgeH ] ( can walk behind rocks lol ) down [ > player rock ] -> [ player rock ] up [ > player | rock ] -> [ player | rock ] ( PHYSICS ) ( transfering force ) startloop [ impulse | impulsed lightobject | lightobject ] -> [ | lightobject impulse | impulsed lightobject ] again [ impulse | impulsed lightobject | heavyobject ] -> [ | lightobject | heavyobject ] again [ impulse | impulsed heavyobject | lightobject ] -> [ | heavyobject impulse | impulsed lightobject ] again [ impulse | impulsed heavyobject | heavyobject ] -> [ | heavyobject impulse | impulsed heavyobject ] again [ impulse | impulsed object | solidobject ] -> [ | object | solidobject ] again endloop ( OBJECTS ) ( TREE ) ( push it over ) horizontal [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogH | no obstacle ] vertical [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogV | no obstacle ] ( LOG ) ( push it over ) horizontal [ impulse | impulsed LogUp | no obstacle ] -> [ | > LogH | no obstacle ] vertical [ impulse | impulsed LogUp | no obstacle ] -> [ | > LogV | no obstacle ] ( roll them ) vertical [ impulse | impulsed LogH | no obstacle ] -> [ | impulsed > LogH impulse | no obstacle ] again horizontal [ impulse | impulsed LogV | no obstacle ] -> [ | impulsed > LogV impulse | no obstacle ] again ( stand them up ) ( exception: shove into water ) horizontal [ impulse | impulsed LogH | no obstacle sink ] -> [ | > LogH | no obstacle sink ] vertical [ impulse | impulsed LogV | no obstacle sink ] -> [ | > LogV | no obstacle sink ] horizontal [ impulse | impulsed LogH | no obstacle ] -> [ | > LogUp | no obstacle ] vertical [ impulse | impulsed LogV | no obstacle ] -> [ | > LogUp | no obstacle ] ( exception: put them back on the stump ) horizontal [ > player | logH | stump ] -> [ > player | > LogUp | stump ] vertical [ > player | logV | stump ] -> [ > player | > LogUp | stump ] ( LOG: STATES ) late [ LogH sink no BridgeV ] -> [ BridgeH sink ] late [ LogV sink no BridgeH ] -> [ BridgeV sink ] ( BOULDER ) ( BOULDER: ROLLING ) [ impulse | impulsed Boulder | no obstacle ] -> [ | impulsed > Boulder impulse | no obstacle ] again ( BOULDER: STATES ) late [ Boulder sink ] -> [ Boulder sinking sink ] late [ Boulder sinking ] -> [ ShallowBoulder ] ( ROCK ) ( ROCK: PUSHING ) ( ROCK: STATES ) ( END OBJECTS ) ( PHYSICS: CLEAN UP ) ( keep the impulsed tag with the moving object ) [ impulsed > object ] -> [ > impulsed > object ] ( stop player from moving into obstacles that were blocked ) [ > player | stationary object ] -> [ player | object ] ( remove impulses if the object was removed ) late [ impulse | impulsed no object ] -> [ | no object ] ( RENDER ) late up [ no Player | PlayerTop ] -> [ | ] late up [ Player | no PlayerTop ] -> [ Player | PlayerTop ] late up [ no Tree | TreeTop ] -> [ | ] late up [ Tree | no TreeTop ] -> [ Tree | TreeTop ] late up [ no LogUp | LogUpTop ] -> [ | ] late up [ LogUp | no LogUpTop ] -> [ LogUp | LogUpTop ] ( ROLLING BOULDER ) late right [ impulse | impulsed BoulderD ] -> [ impulse | impulsed BoulderM ] late right [ impulse | impulsed BoulderC ] -> [ impulse | impulsed BoulderD ] late right [ impulse | impulsed BoulderB ] -> [ impulse | impulsed BoulderC ] late right [ impulse | impulsed BoulderA ] -> [ impulse | impulsed BoulderB ] late left [ impulse | impulsed BoulderB ] -> [ impulse | impulsed BoulderM ] late left [ impulse | impulsed BoulderC ] -> [ impulse | impulsed BoulderB ] late left [ impulse | impulsed BoulderD ] -> [ impulse | impulsed BoulderC ] late left [ impulse | impulsed BoulderA ] -> [ impulse | impulsed BoulderD ] late [ BoulderM ] -> [ BoulderA ] ( ROLLING VERTICAL ) late vertical [ impulse | impulsed BoulderD ] -> [ impulse | impulsed BoulderM ] late vertical [ impulse | impulsed BoulderA ] -> [ impulse | impulsed BoulderD ] late [ BoulderM ] -> [ BoulderA ] late vertical [ impulse | impulsed BoulderC ] -> [ impulse | impulsed BoulderM ] late vertical [ impulse | impulsed BoulderB ] -> [ impulse | impulsed BoulderC ] late [ BoulderM ] -> [ BoulderB ] ============== WINCONDITIONS ============== ======= LEVELS ======= ############ #..........# #...T..T...# #.b..b...o.# #..P...~~~~# #T.T..~~~~~# #.b..~~..b.# #...~~.....# #.~~~....T.# #~~~..T....# #~~~.....o.# ############