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Created June 27, 2022 00:21
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  1. variousauthors created this gist Jun 27, 2022.
    1 change: 1 addition & 0 deletions readme.txt
    Original file line number Diff line number Diff line change
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    Play this game by pasting the script in http://www.puzzlescript.net/editor.html
    631 changes: 631 additions & 0 deletions script.txt
    Original file line number Diff line number Diff line change
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    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.
    .....

    LogHA
    brown lightbrown
    ..0..
    00000
    00000
    00000
    .....

    LogHB
    brown lightbrown
    .....
    00000
    00100
    00000
    .....

    LogHC
    brown lightbrown
    .....
    00000
    00000
    00000
    ..0..

    LogHD
    brown lightbrown
    .....
    00000
    00000
    00000
    .....

    LogVA
    brown lightbrown
    .000.
    .000.
    .0000
    .000.
    .111.

    LogVB
    brown lightbrown
    .000.
    .000.
    .010.
    .000.
    .111.

    LogVC
    brown lightbrown
    .000.
    .000.
    0000.
    .000.
    .111.

    LogVD
    brown lightbrown
    .000.
    .000.
    .000.
    .000.
    .111.

    LogUpTop
    brown lightbrown
    .....
    .....
    .....
    .111.
    .111.

    LogUpA
    brown lightbrown
    .111.
    .000.
    .000.
    .000.
    .....

    LogUpB
    brown lightbrown
    .111.
    .000.
    .010.
    .000.
    .....

    LogUpC
    brown lightbrown
    .111.
    .000.
    .0000
    .000.
    .....

    LogUpD
    brown lightbrown
    .111.
    .000.
    0000.
    .000.
    .....

    BridgeHA
    brown
    ..0..
    00000
    00000
    00000
    .....

    BridgeHB
    brown lightbrown
    .....
    00000
    00100
    00000
    .....

    BridgeHC
    brown
    .....
    00000
    00000
    00000
    ..0..

    BridgeHD
    brown
    .....
    00000
    00000
    00000
    .....

    BridgeVA
    brown
    .000.
    .000.
    .0000
    .000.
    .000.

    BridgeVB
    brown lightbrown
    .000.
    .000.
    .010.
    .000.
    .000.

    BridgeVC
    brown
    .000.
    .000.
    0000.
    .000.
    .000.

    BridgeVD
    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

    bridgeV = BridgeVA or BridgeVB or BridgeVC or BridgeVD
    bridgeH = BridgeHA or BridgeHB or BridgeHC or BridgeHD
    bridge = BridgeH or BridgeV
    logH = logHA or LogHB or LogHC or LogHD
    logV = logVA or LogVB or LogVC or LogVD
    logUp = LogUpA or LogUpB or LogUpC or LogUpD
    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 log )
    ( tries to roll the log away from the knob )

    ( BUGS )

    ( push standing log into water, log does not resolve into knob log )

    ( 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 )
    left [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogHA | no obstacle ]
    right [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogHA | no obstacle ]
    up [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogVD | no obstacle ]
    down [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogVB | no obstacle ]

    ( LOG )

    ( push it over )
    left [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogHA | no obstacle ]
    left [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogHC | no obstacle ]
    left [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogHB | no obstacle ]
    left [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogHD | no obstacle ]

    right [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogHA | no obstacle ]
    right [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogHC | no obstacle ]
    right [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogHD | no obstacle ]
    right [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogHB | no obstacle ]

    up [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogVD | no obstacle ]
    up [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogVB | no obstacle ]
    up [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogVA | no obstacle ]
    up [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogVC | no obstacle ]

    down [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogVB | no obstacle ]
    down [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogVD | no obstacle ]
    down [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogVA | no obstacle ]
    down [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogVC | 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 ]

    left [ impulse | impulsed LogHA | no obstacle ] -> [ | > LogUpA | no obstacle ]
    left [ impulse | impulsed LogHB | no obstacle ] -> [ | > LogUpD | no obstacle ]
    left [ impulse | impulsed LogHC | no obstacle ] -> [ | > LogUpB | no obstacle ]
    left [ impulse | impulsed LogHD | no obstacle ] -> [ | > LogUpC | no obstacle ]

    right [ impulse | impulsed LogHA | no obstacle ] -> [ | > LogUpA | no obstacle ]
    right [ impulse | impulsed LogHB | no obstacle ] -> [ | > LogUpC | no obstacle ]
    right [ impulse | impulsed LogHC | no obstacle ] -> [ | > LogUpB | no obstacle ]
    right [ impulse | impulsed LogHD | no obstacle ] -> [ | > LogUpD | no obstacle ]

    up [ impulse | impulsed LogVA | no obstacle ] -> [ | > LogUpC | no obstacle ]
    up [ impulse | impulsed LogVB | no obstacle ] -> [ | > LogUpA | no obstacle ]
    up [ impulse | impulsed LogVC | no obstacle ] -> [ | > LogUpD | no obstacle ]
    up [ impulse | impulsed LogVD | no obstacle ] -> [ | > LogUpB | no obstacle ]

    down [ impulse | impulsed LogVA | no obstacle ] -> [ | > LogUpC | no obstacle ]
    down [ impulse | impulsed LogVB | no obstacle ] -> [ | > LogUpB | no obstacle ]
    down [ impulse | impulsed LogVC | no obstacle ] -> [ | > LogUpD | no obstacle ]
    down [ impulse | impulsed LogVD | no obstacle ] -> [ | > LogUpA | no obstacle ]

    ( exception: put them back on the stump )
    left [ > player | logHA | stump ] -> [ > player | > LogUpA | stump ]
    left [ > player | logHB | stump ] -> [ > player | > LogUpD | stump ]
    left [ > player | logHC | stump ] -> [ > player | > LogUpB | stump ]
    left [ > player | logHD | stump ] -> [ > player | > LogUpC | stump ]

    right [ > player | logHA | stump ] -> [ > player | > LogUpA | stump ]
    right [ > player | logHB | stump ] -> [ > player | > LogUpC | stump ]
    right [ > player | logHC | stump ] -> [ > player | > LogUpB | stump ]
    right [ > player | logHD | stump ] -> [ > player | > LogUpD | stump ]

    up [ > player | logVA | stump ] -> [ > player | > LogUpC | stump ]
    up [ > player | logVB | stump ] -> [ > player | > LogUpA | stump ]
    up [ > player | logVC | stump ] -> [ > player | > LogUpD | stump ]
    up [ > player | logVD | stump ] -> [ > player | > LogUpB | stump ]

    down [ > player | logVA | stump ] -> [ > player | > LogUpC | stump ]
    down [ > player | logVB | stump ] -> [ > player | > LogUpB | stump ]
    down [ > player | logVC | stump ] -> [ > player | > LogUpD | stump ]
    down [ > player | logVD | stump ] -> [ > player | > LogUpA | stump ]


    ( vertical [ > player | logV | stump ] -> [ > player | > LogUp | stump ] )

    ( LOG: HORIZONTAL LOG ROLLING )
    late down [ impulse | impulsed LogHD ] -> [ impulse | impulsed BoulderM ]
    late down [ impulse | impulsed LogHC ] -> [ impulse | impulsed LogHD ]
    late down [ impulse | impulsed LogHB ] -> [ impulse | impulsed LogHC ]
    late down [ impulse | impulsed LogHA ] -> [ impulse | impulsed LogHB ]

    late up [ impulse | impulsed LogHB ] -> [ impulse | impulsed BoulderM ]
    late up [ impulse | impulsed LogHC ] -> [ impulse | impulsed LogHB ]
    late up [ impulse | impulsed LogHD ] -> [ impulse | impulsed LogHC ]
    late up [ impulse | impulsed LogHA ] -> [ impulse | impulsed LogHD ]

    late [ BoulderM ] -> [ LogHA ]

    ( LOG: VERTICAL LOG ROLLING )
    late left [ impulse | impulsed LogVD ] -> [ impulse | impulsed BoulderM ]
    late left [ impulse | impulsed LogVC ] -> [ impulse | impulsed LogVD ]
    late left [ impulse | impulsed LogVB ] -> [ impulse | impulsed LogVC ]
    late left [ impulse | impulsed LogVA ] -> [ impulse | impulsed LogVB ]

    late right [ impulse | impulsed LogVB ] -> [ impulse | impulsed BoulderM ]
    late right [ impulse | impulsed LogVC ] -> [ impulse | impulsed LogVB ]
    late right [ impulse | impulsed LogVD ] -> [ impulse | impulsed LogVC ]
    late right [ impulse | impulsed LogVA ] -> [ impulse | impulsed LogVD ]

    late [ BoulderM ] -> [ LogVA ]

    ( LOG: STATES )
    late [ LogHA sink no BridgeV ] -> [ BridgeHA sink ]
    late [ LogHB sink no BridgeV ] -> [ BridgeHB sink ]
    late [ LogHC sink no BridgeV ] -> [ BridgeHC sink ]
    late [ LogHD sink no BridgeV ] -> [ BridgeHD sink ]

    ( the log then settles into one of two states because logs don't float that way )
    late down [ impulse | impulsed bridgeHB ] -> [ impulse | impulsed BridgeHC ]
    late up [ impulse | impulsed bridgeHB ] -> [ impulse | impulsed BridgeHA ]

    late down [ impulse | impulsed bridgeHD ] -> [ impulse| impulsed BridgeHA ]
    late up [ impulse | impulsed bridgeHD ] -> [ impulse | impulsed BridgeHC ]

    late [ LogVA sink no BridgeH ] -> [ BridgeVA sink ]
    late [ LogVB sink no BridgeH ] -> [ BridgeVB sink ]
    late [ LogVC sink no BridgeH ] -> [ BridgeVC sink ]
    late [ LogVD sink no BridgeH ] -> [ BridgeVD sink ]

    ( the log then settles into one of two states because logs don't float that way )
    late left [ impulse | impulsed bridgeVB ] -> [ impulse | impulsed BridgeVC ]
    late right [ impulse | impulsed bridgeVB ] -> [ impulse | impulsed BridgeVA ]

    late left [ impulse | impulsed bridgeVD ] -> [ impulse| impulsed BridgeVA ]
    late right [ impulse | impulsed bridgeVD ] -> [ impulse | impulsed BridgeVC ]

    ( the log then settles into one of two states because logs don't float that way )
    late [ bridgeVB ] -> [ BridgeVA ]
    late [ bridgeVD ] -> [ BridgeVC ]

    ( 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 HORIZONTAL )
    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..~~..b.#
    #...~~~....#
    #.~~~....T.#
    #~~~..T....#
    #~~~.....o.#
    ############