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Kick the Can
Play this game by pasting the script in http://www.puzzlescript.net/editor.html
title Kick the Can
author Mark Richardson
again_interval 0.1
key_repeat_interval 0.15
========
OBJECTS
========
Background
#333 #444
00000
01111
01111
01111
01111
Road
#000 #111 #222
00120
10000
00002
02000
00010
Grass
#060 #030 #090
00120
10000
00002
02000
00010
Water
#006 #008
00010
11000
00000
00110
00000
Move
Black
.....
.....
.....
.....
.....
RollL
Yellow
.....
.....
0....
.....
.....
RollR
Yellow
.....
.....
....0
.....
.....
RollU
Yellow
..0..
.....
.....
.....
.....
RollD
Yellow
.....
.....
.....
.....
..0..
Wall
Red DarkGray
10000
11111
00100
11111
10000
Window
White Blue
11011
11011
00000
11011
11011
Barrier
Yellow LightGray
...0.
..00.
.00.1
.0...
1.1..
ClosedDoor
Gray LightBlue DarkGray
00000
01110
01112
00000
00000
OpenDoor
Gray
00...
00...
00...
0....
0....
Bed
White Red
.000.
.111.
.111.
.111.
.111.
Player
Pink Yellow Blue Orange DarkBlue
.111.
.202.
33333
.444.
44.44
Zombie
Green Brown Red #F00
.000.
.202.
03330
.111.
11.31
Soldier
Pink Red Blue #999 #666
.111.
.202.
44443
.111.
44.44
Can
#666 #777 #888 #999
.....
.....
2223.
11123
0001.
Dead
#F00
.....
00..0
.000.
0..0.
.....
Sound4
White
.0...
...0.
0....
..0..
.....
Sound3
White
.....
...0.
0....
.....
..0..
Sound2
White
.....
.0...
.....
.....
...0.
Sound1
White
.....
.....
..0..
.....
.....
=======
LEGEND
=======
. = Background
, = Road
' = Grass
~ = Water
# = Wall
* = Background and Window
$ = Background and Barrier
% = Road and Barrier
& = Grass and Barrier
| = Background and ClosedDoor
- = Background and ClosedDoor
/ = Background and OpenDoor
B = Background and Bed
P = Background and Player
Q = Road and Player
R = Grass and Player
X = Background and Zombie and Move
Y = Road and Zombie and Move
Z = Grass and Zombie and Move
S = Background and Soldier
T = Road and Soldier
U = Grass and Soldier
C = Background and Can
D = Road and Can
E = Grass and Can
Roll = RollL or RollR or RollU or RollD
Sound = Sound4 or Sound3 or Sound2 or Sound1
Obstacle = Wall or Window or Barrier or ClosedDoor or Player or Zombie or Soldier or Can
=======
SOUNDS
=======
SFX0 46128707 (Step)
SFX1 43332502 (Door)
SFX2 70464908 (Dead)
SFX3 23431508 (Slam)
SFX4 94600108 (Rattle)
SFX5 47059108 (Snore)
SFX6 76381100 (Window)
SFX7 83050708 (Water)
SFX8 55787708 (Gun fire)
================
COLLISIONLAYERS
================
Background
Road, Grass, Water, Bed, OpenDoor
Can, Dead
Wall, Window, Barrier, ClosedDoor, Player, Zombie, Soldier
Sound
Move, Roll
======
RULES
======
(Fade sound)
[ Sound ] -> [ action Sound ]
[ action Sound ] [ Roll ] -> [ Sound ] [ Roll ]
[ action Sound ] -> [ ]
(Reset zombie movement)
[ > Player ] [ Zombie ] -> [ > Player ] [ Zombie Move ]
[ action Player ] [ Zombie ] -> [ action Player ] [ Zombie Move ]
(Drag out death)
[ Dead ] -> [ action Dead ]
[ action Dead ] [ Player ] -> [ Dead ] [ Player ]
[ action Dead no Roll ] -> restart
[ Dead RollR ] -> [ Dead Sound4 ] again
[ Dead RollL ] -> [ Dead RollR Sound4 ] again
[ Dead RollD ] -> [ Dead RollL Sound4 ] again
[ Dead RollU ] -> [ Dead RollD Sound4 ] again
(Player kicks can)
left [ action Player | Can ] -> [ Player | Can RollL ]
right [ action Player | Can ] -> [ Player | Can RollR ]
up [ action Player | Can ] -> [ Player | Can RollU ]
down [ action Player | Can ] -> [ Player | Can RollD ]
(Player moves can)
[ > Player | Can ] -> [ Player | action Can Sound3 ] SFX4 again
[ Player | action Can | no Obstacle ] -> [ Player | | Can Sound3 ]
[ Obstacle | action Can | no Obstacle ] -> [ Obstacle | | Can Sound3 ]
[ no Obstacle | action Can | no Obstacle ] -> [ | | Can Sound3 ]
(Player breaks window)
[ > Player | Window ] -> [ Player | Sound4 ] SFX6 again
(Player operates door)
[ action Player | OpenDoor no Obstacle ] -> [ Player | ClosedDoor Sound4 ] SFX1 again
[ action Player | ClosedDoor | ] -> [ Player | OpenDoor Sound4 | ] SFX1 again
[ > Player | ClosedDoor | ] -> [ Player | OpenDoor Sound4 | ] SFX1 again
[ action Player | ClosedDoor ] -> [ Player | ClosedDoor Sound4 ] SFX1 again
[ > Player | ClosedDoor ] -> [ Player | ClosedDoor Sound4 ] SFX1 again
(Player walks)
[ > Player | no Obstacle ] -> [ Sound2 | Player Sound2 ] SFX0 again
[ > Player | Obstacle ] -> [ Player | Obstacle ]
(Player sleeps)
[ Player RollR ] -> win
[ Player RollL ] -> [ Player RollR Sound2 ] SFX5 again
[ Player RollD ] -> [ Player RollL Sound2 ] SFX5 again
[ Player RollU ] -> [ Player RollD Sound2 ] SFX5 again
[ Player no Roll Bed ] -> [ Player RollU Sound2 Bed ] SFX5 again
[ Player Roll ] [ Zombie no Move ] -> [ Player Roll ] [ Zombie Move ] again
(Roll can)
[ stationary Can RollL ] -> [ left Can left RollL ]
[ stationary Can RollR ] -> [ right Can right RollR ]
[ stationary Can RollU ] -> [ up Can up RollU ]
[ stationary Can RollD ] -> [ down Can down RollD ]
[ > Can > Roll | no Obstacle ] -> [ > Can > Roll Sound3 | ] SFX4 again
[ > Can > Roll | Window ] -> [ Can Sound4 | Sound4 ] SFX6 again
[ > Can > Roll | Zombie ] -> [ Can Sound4 | Zombie ] SFX3 again
[ > Can > Roll | Obstacle ] -> [ Can Sound4 | Obstacle ] SFX3 again
(Things fall into water)
[ Water Can Roll ] -> [ Water Sound4 ] SFX7 again
[ Water Can no Roll ] -> [ Water Sound4 ] SFX7 again
[ Water Player ] -> [ Water Sound4 Dead RollU ] SFX7 again
[ Water Zombie ] -> [ Water Sound4 Dead ] SFX7 again
(Solider shoots zombie)
[ Soldier | Zombie ] -> [ Soldier Sound4 | Dead Sound2 ] SFX8 again
[ Soldier | | Zombie ] -> [ Soldier Sound4 | | Dead Sound2 ] SFX8 again
(Expand sound)
[ Sound4 | no Wall no Sound4 no Sound3 ] -> [ Sound4 | Sound3 ]
[ Sound3 | no Wall no Sound4 no Sound3 no Sound2 ] -> [ Sound3 | Sound2 ]
[ Sound2 | no Wall no Sound4 no Sound3 no Sound2 no Sound1 ] -> [ Sound2 | Sound1 ]
(Delay zombies until cans stop rolling)
[ Zombie Move ] -> [ action Zombie Move ]
[ action Zombie Move ] [ Can Roll ] -> [ Zombie Move ] [ Can Roll ]
(Zombie eat player)
[ action Zombie Move | Player ] -> [ Zombie | Dead Sound4 RollU ] SFX2 again
(Zombie moves can)
[ action Zombie Move Sound3 | Sound4 Can | no Obstacle ] -> [ Sound3 | Zombie Sound4 | Can Sound3 ] SFX4
[ action Zombie Move Sound2 | Sound3 Can | no Obstacle ] -> [ Sound2 | Zombie Sound3 | Can Sound3 ] SFX4
[ action Zombie Move Sound1 | Sound2 Can | no Obstacle ] -> [ Sound1 | Zombie Sound2 | Can Sound3 ] SFX4
[ action Zombie Move no Sound | Sound1 Can | no Obstacle ] -> [ | Zombie Sound1 | Can Sound3 ] SFX4
(Zombie follows sound)
[ action Zombie Move Sound3 | Sound4 no Obstacle ] -> [ Sound3 | Zombie Sound4 ]
[ action Zombie Move Sound2 | Sound3 no Obstacle ] -> [ Sound2 | Zombie Sound3 ]
[ action Zombie Move Sound1 | Sound2 no Obstacle ] -> [ Sound1 | Zombie Sound2 ]
[ action Zombie Move no Sound | Sound1 no Obstacle ] -> [ | Zombie Sound1 ]
==============
WINCONDITIONS
==============
(Never...)
=======
LEVELS
=======
message Oh no! I've stayed out too late.
message The zombies are out, and they're between me and my bed.
message All I have is this trash can...
message (Press X to kick cans and use doors.)
message * Ailsa Street *
#########%%%#
#........,,,#
#........,Q,#
%,,,,,,,,,,,#
%,Y,,,,,,,,,#
%,,,,,,,,,,,#
#.......C,,,#
#####....,,,#
#...#X...,,,#
|...*....,,,#
#...#....Y,,#
#...|....,,,#
#B..#....,,,#
#########%%%#
message I can't stay here. I have to find another bed.
message * Borg Street *
#%%%###############
%,,,,,,,,,,,,,,,.X#
%,,,,,Y,,,,,,,,,,.#
%,,,,,,,Y,,,,,D,,,%
#,,,##-##..###,,,,%
#,,,#...#..#.##,,,%
#,,,#...#..#..##..#
#,,,#...#..*...#..#
#,,,#...#..#...#..#
#,,,#.B.#..#...|.P|
#,,,#####..*...#..#
#,,,.......#...#..#
#,,,.......#...#..#
#%%%############$$#
message Sometimes the beds are still warm.
message * Crown Alley *
#%%%##########
#,,,.........$
#,,,.........$
#,,,###/###..#
#,,D#.....#..#
#,,,*.....*..#
#,Q,#...XB#..#
#%%%##########
message * Denver Road *
###############
%,,,,,,,,,,,,,%
%,,,,,Y,,,,,Y,%
%,Q,,,,,,,,,,,%
%,,,,,,,,Y,,,,%
%,,,,,,,,,,,,,%
###*########*##
#......#......#
#......#......#
#.CC...#.....B#
#####-###-#####
(message * Enderman Close *)
(message * Fitzroy Street *)
(
message * Grand Haven Hotel *
#%%%#######################
#,,,*...X.....#.BX.#.|....#
#,Q,*.......C.#....#.#....#
#,,,*.........#..../.#..B.#
#,D,*.X.......######.######
#,,,*.......X.#....|.#..B.#
#,,,*.........#....#.#....#
#,,,*.........#.B..#./X...#
#,,,*.....X...######.######
#,,,*.....................$
#,,,|.....................$
#,,,*..X..................$
#,,,*.........######X######
#,,,*.........#.BX.#.|X...#
#,,D*....X....#....#.#....#
#,,,*.........#....|.#..B.#
#,,,*.........######.######
#,,,*.X.......#..../.#..B.#
#,,,*.......X.#....#.#....#
#,,,*.........#.B..#./X...#
#%%%#######################
)
message * Ilkew Court *
#################$%%%#
#...#.#.BX.#....#.,Q,#
#...|.#....#B.X.#C,,,#
#...*.#....#....#C,,,#
#B..#.##-*###-*##.,,,#
#####.,,,,,,,,,,,,,,,#
#...#.Y,,D,,,,,,,,,,,#
#...*.##-*###-*##C,,,#
#...|.#....#....#C,,,#
#...#.#...B#....#C,,,#
#.B.#.#....#....#.,,,#
#################$%%%#
(message * Jester Highway *)
message Is there a person in that house?
message * Kiora Court *
###########''''#
#'''''''''#''''#
#''''&''''#''''#
##-*###*-#######
#...X#....#''''#
#....#....#''''#
#....#....#''''#
##-*###*-###*-##
..........#....#
,,,,,,,,,.#....#
Q,,,,Y,,,.*....#
,,,,,,,Y,.|S...#
..........#.BB.#
##-*###*-#######
#....#...X#.BB.#
#....#....#....|
#....#....#....*
##-*###*-##....#
#''''&''''#....#
#''''&''''##-*##
###########''''#
message "Hi, I'm Joe. Sleep here tonight. I'll keep watch."
message "There's a survivors' refuge past the wetlands to the east. I'm heading the other way but you should make your way there."
message * Lord Malcolm Highway *
######$%%%%%$%%%%%$######
#....#.,,,,,.,,,,,.#.B..#
#....#.,Y,,,#,,,,,C#....#
#....#.,,,,,#,,,,,.#....#
#....#.,,,,,#,,,,Y.#....#
##-###.,,,,,#,,,,,.###-##
#....#.,,,,,#,,,,,.#....#
#....*.,,,,,#,Y,,,.$....#
#....#.,,Y,,#,,,,,.#....#
#....#.,,,,,#,,,,,.#....#
##*-##.Y,,,,#,,,,,.##-*##
$......,,,,,.,,,,,......$
%Q,,,,,,,,,,,,,,,,,Y,,,,%
%,,,,,,,,,,,Y,,,,,,,,,,,%
$..X...,,,,,.,,,,,......$
##*-##.,,,,,#,,,,,.##-*##
#....#.,,,,,#,,,,,.#....#
#....#.,,,,,#,,,,,.#....#
#....#.,,,,,#,,,,,.#....#
#....#X,,,,,#,,,,,.#....#
##-###.,,,,,#,,Y,,.###-##
#....#.,,,,,#,,,,,.#....#
#....#.,,,,,#,,,,,.#....#
#....*.,,,,,#,,,,,.$....#
#....#.,,,,,.,,,,,.#....#
######$%%%%%$%%%%%$######
(message * Nina Crescent *)
(
message * Olivia Road x Paige Place *
#%%%######%%%######%%%#
%,,,,,,,,%,,,,,,,,,,,,%
%,P,,,,,,%,,,,,,,,,,,,%
%,,,,,,,,%,,,,,,,,,,,,%
#,,,##*###,,,###*##,,,#
#,,,#....#,,,#....#,,,#
#,,,#....|,,X|....#,,,#
#,,,#....#X,,#....#,,,#
#,,,#....#,,,#....#,,,#
#%%%##*###,X,###*##,,,#
%,,,,,,,,,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
#,,,##*###X,,###%##%%%#
#,,,#C..C#,,X#....#,,,#
#,,,#....|,,,|....#,,,#
#,,,#....#,X,#....#,,,#
#,,,#C..C#,,,#...B#,,,#
#,,,##*###,,,###*##,,,#
%,,,,,,,,,,,,%,,,,,,,,,
%,,,,,,,,,,,,%,,,,,,,,,
%,,,,,,,,,,,,%,,,,,,,,,
#%%%######%%%######,,,#
)
message * Quiet Square *
#%%%###################
%,,,,,,,,,,,,,,,,,,,,,%
%,Q,,,,,,D,,,,,,,,,Y,,%
%,,,Y,,,,,,,,,,,,,,,,,%
#,,,........X....######
#,,,.....X.......#....#
#,,,.........X.../....#
#,,,X............#..X.#
#,,,.............#....#
#D,,.....X.......#...B#
#,,,.............######
#,,,.............#.X..#
#,,,X....C....X..#....#
#,,,............./....#
#,,,.....X.......#....#
#,,,.............#....#
#,,,.............#...B#
#%%%###################
(message * Research Drive *)
(message * Southern Parkway *)
(message * Taurus Junction *)
(message * Ultra Violet Boulevard *)
(
message * Wetlands Causeway *
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
%,,,,,,,,,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
%Q,,,,Y,,,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
~~~C.~~~..~~~..~~~..~~~
%,,,,,,,,,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
%,,,,,,,Y,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
%,,,,,,,,,,,,,,,,,,,,,%
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
)
(message * Xiang Drive *)
(message * Yellowstone Trail *)
message This is it, the survivors' refuge!
message * Route Zed *
#########.,,,.#########
#.B.B.B.#.,,,.#.B.B.B.#
#.......|.,,,.|.......#
#.B.B.B.#.,,,.#.B.B.B.#
#########.,,,.#########
..........,,,..........
........S.,,,.S........
#########$%%%.#########
........$.,,,.$....X...
..X.....$.%%%$$........
......X...,,,..X.......
..........,,,........X.
..........,,Y..........
...X....X.,,,..X...X...
..........,,,..........
......X...,,,X.......X.
X.........Y,,....X.....
..........,,,..X.......
..X.......,Y,.........X
.....X....,,,..........
..........,,,..X.......
.......X..,,,.......X..
..X.......,Q,....X.....
message You fall asleep, for the first time in many weeks, without fear.
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