Created
October 8, 2013 01:20
-
-
Save anonymous/6877929 to your computer and use it in GitHub Desktop.
title
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 characters
| 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 characters
| title Explod | |
| author CHz | |
| homepage quiteajolt.com | |
| ======== | |
| OBJECTS | |
| ======== | |
| Background | |
| Green | |
| Goal | |
| DarkBlue Black | |
| .111. | |
| 10001 | |
| 10001 | |
| 10001 | |
| 10001 | |
| Wall | |
| DarkBrown DarkGray | |
| 00000 | |
| 01110 | |
| 01110 | |
| 01110 | |
| 00000 | |
| LivePlayer | |
| PINK | |
| ..0.. | |
| ..0.. | |
| .000. | |
| ..0.. | |
| .0.0. | |
| DeadPlayer | |
| RED | |
| ..... | |
| ..... | |
| 0.0.. | |
| .0000 | |
| 0.0.. | |
| Water | |
| Blue | |
| MovementCheck | |
| Black | |
| ..... | |
| ..... | |
| ..... | |
| ..... | |
| ..... | |
| ExplodingCheck | |
| Black | |
| ..... | |
| ..... | |
| ..... | |
| ..... | |
| ..... | |
| UnlitBomb3 | |
| Black Gray Brown | |
| ...22 | |
| ..2.. | |
| .101. | |
| .000. | |
| .101. | |
| UnlitBomb2 | |
| Black Gray Brown | |
| ...2. | |
| ..2.. | |
| .101. | |
| .000. | |
| .101. | |
| UnlitBomb1 | |
| Black Gray Brown | |
| ..... | |
| ..2.. | |
| .101. | |
| .000. | |
| .101. | |
| (internal) | |
| LitBomb4 | |
| BLACK | |
| LitBomb3 | |
| Black Gray Brown Yellow | |
| ...23 | |
| ..2.. | |
| .101. | |
| .000. | |
| .101. | |
| LitBomb2 | |
| Black Gray Brown Yellow | |
| ...3. | |
| ..2.. | |
| .101. | |
| .000. | |
| .101. | |
| LitBomb1 | |
| Black Gray Brown Yellow | |
| ..... | |
| ..3.. | |
| .101. | |
| .000. | |
| .101. | |
| Explosion | |
| Red Orange Yellow | |
| 0.0.0 | |
| .010. | |
| 01210 | |
| .010. | |
| 0.0.0 | |
| ======= | |
| LEGEND | |
| ======= | |
| . = Background | |
| # = Wall | |
| P = LivePlayer | |
| G = Goal | |
| W = Water | |
| 3 = UnlitBomb3 | |
| 2 = UnlitBomb2 | |
| 1 = UnlitBomb1 | |
| Player = LivePlayer or DeadPlayer | |
| Bomb = UnlitBomb3 or UnlitBomb2 or UnlitBomb1 or LitBomb4 or LitBomb3 or LitBomb2 or LitBomb1 | |
| ======= | |
| SOUNDS | |
| ======= | |
| showmessage 89095700 | |
| endlevel 83499103 | |
| SFX0 93522108 (explosion) | |
| SFX1 7122702 (dead) | |
| SFX2 60043507 (push) | |
| SFX3 57545505 (lighting a bomb) | |
| SFX4 47357104 (douse) | |
| SFX5 10248707 (tick) | |
| ================ | |
| COLLISIONLAYERS | |
| ================ | |
| Background | |
| MovementCheck, ExplodingCheck | |
| Goal, Water | |
| Player, Wall, Bomb | |
| Explosion | |
| ====== | |
| RULES | |
| ====== | |
| (don't let a dead player move) | |
| [ MOVING DeadPlayer ] -> [ STATIONARY DeadPlayer ] | |
| (require movement to tick: set flag under player) | |
| [ Player ] -> [ Player MovementCheck ] | |
| (if this is the 2nd explosion animation frame, we'll say the player moved so the animation isn't cancelled) | |
| [ ExplodingCheck ] [ Player MovementCheck ] -> [ ExplodingCheck ] [ Player no MovementCheck ] | |
| (shove bombs) | |
| [ > LivePlayer | Bomb ] -> [ > LivePlayer | > Bomb ] SFX2 | |
| (light bombs that aren't on water; a tick will occur later on this turn, so when we light a bomb we add 1 to its fuse) | |
| [ Action LivePlayer | UnlitBomb3 No Water ] -> [ Action LivePlayer | LitBomb4 No Water ] SFX3 | |
| [ Action LivePlayer | UnlitBomb2 No Water ] -> [ Action LivePlayer | LitBomb3 No Water ] SFX3 | |
| [ Action LivePlayer | UnlitBomb1 No Water ] -> [ Action LivePlayer | LitBomb2 No Water ] SFX3 | |
| (hitting X counts as movement, so clear the movement flag) | |
| [ Action LivePlayer MovementCheck ] -> [ Action LivePlayer ] | |
| (the ticking and movement rules here are fairly order-sensitive 〔゚~゚〕 ) | |
| (douse bombs) | |
| late [ LitBomb3 Water ] -> [ UnlitBomb3 Water ] SFX4 | |
| late [ LitBomb2 Water ] -> [ UnlitBomb2 Water ] SFX4 | |
| late [ LitBomb1 Water ] -> [ UnlitBomb1 Water ] SFX4 | |
| (draw/clear explosions) | |
| late [ Explosion ] -> [ ] | |
| late [ ExplodingCheck ] -> [ ] | |
| late [ LitBomb1 ] [ Bomb ] -> [ LitBomb1 ] [ Bomb ExplodingCheck ] | |
| late [ LitBomb1 no Explosion ] -> [ LitBomb1 Explosion ] again | |
| late [ LitBomb1 | no Explosion ] -> [ LitBomb1 | Explosion ] | |
| (explosions blow things up) | |
| late [ LitBomb1 | LivePlayer ] -> [ LitBomb1 | DeadPlayer ] SFX1 | |
| late [ LitBomb1 | Wall ] -> [ LitBomb1 | ] | |
| late [ LitBomb1 | UnlitBomb3 ] -> [ LitBomb1 | LitBomb4 ] SFX3 | |
| late [ LitBomb1 | UnlitBomb2 ] -> [ LitBomb1 | LitBomb3 ] SFX3 | |
| late [ LitBomb1 | UnlitBomb1 ] -> [ LitBomb1 | LitBomb2 ] SFX3 | |
| late [ LitBomb1 ] -> [ ] SFX0 | |
| (fuse ticking; if ExplodingCheck is set anywhere, then a bomb exploded this frame, so we'll hold off ticking until the next frame so we don't double tick) | |
| late [ LitBomb2 no ExplodingCheck ] -> [ LitBomb1 no ExplodingCheck ] SFX5 | |
| late [ LitBomb3 no ExplodingCheck ] -> [ LitBomb2 no ExplodingCheck ] SFX5 | |
| late [ LitBomb4 no ExplodingCheck ] -> [ LitBomb3 no ExplodingCheck ] | |
| (require movement to tick: check if the player didn't move and cancel the move if so) | |
| late [ Player MovementCheck ] -> CANCEL | |
| late [ MovementCheck ] -> [ ] | |
| ============== | |
| WINCONDITIONS | |
| ============== | |
| some LivePlayer on Goal | |
| ======= | |
| LEVELS | |
| ======= | |
| message X lights bombs. | |
| .#...#. | |
| .#..1#. | |
| .#...#. | |
| G#.P2#. | |
| .#...#. | |
| .#..3#. | |
| .#...#. | |
| G#.... | |
| .#.33. | |
| .#.33. | |
| .#...P | |
| message X causes time to pass too. | |
| 3333333.#. | |
| 3333333.#. | |
| 3.3P3.3.#G | |
| 3333333.#. | |
| 3333333.#. | |
| ..G.. | |
| ##### | |
| ##### | |
| ##### | |
| .3P3. | |
| 3#3#3 | |
| .###. | |
| 3###3 | |
| .#3#. | |
| .###. | |
| P#... | |
| .332. | |
| ###2. | |
| ###2. | |
| G#.3. | |
| .3.3.3####### | |
| 3.3.3.####### | |
| P3.3.3######G | |
| 3.3.3.####### | |
| .3.3.3####### | |
| message Water douses lit fuses. | |
| .#.33WP | |
| .#.33W. | |
| .#.33W. | |
| G#.33W. | |
| .3###G###3. | |
| .3#######3. | |
| .3WWWWWWW3. | |
| .3#######3. | |
| .3#.3P3.#3. | |
| G#W3# | |
| ##W3# | |
| W.W3. | |
| ..W3. | |
| P.W3. | |
| ........P | |
| ...WWWWW. | |
| ...W333W. | |
| ...W333W. | |
| #..W333W. | |
| ##.WWWWW. | |
| ###...... | |
| ####..... | |
| G####.... | |
| message You are an excellent bomb exploder! |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment