Created
October 4, 2020 16:30
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Superconductor (PuzzleScript Script)
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Play this game by pasting the script in http://www.puzzlescript.net/editor.html |
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Learn more about bidirectional Unicode characters
title Superconductor | |
author My Name Here | |
homepage www.puzzlescript.net | |
run_rules_on_level_start | |
again_interval 0.03 | |
noaction | |
(verbose_logging) | |
======== | |
OBJECTS | |
======== | |
Background | |
White | |
Hole | |
Black | |
Exit | |
transparent | |
Growing | |
transparent | |
Disappearing | |
transparent | |
ActivatedExit | |
transparent | |
ArrowLPush | |
White green | |
...1. | |
..11. | |
.111. | |
..11. | |
...1. | |
ArrowRPush | |
White green | |
.1... | |
.11.. | |
.111. | |
.11.. | |
.1... | |
ArrowUPush | |
White green | |
..... | |
..1.. | |
.111. | |
11111 | |
..... | |
ArrowDPush | |
White green | |
..... | |
11111 | |
.111. | |
..1.. | |
..... | |
ArrowLRot | |
White brown | |
...1. | |
..11. | |
.111. | |
..11. | |
...1. | |
ArrowRRot | |
White brown | |
.1... | |
.11.. | |
.111. | |
.11.. | |
.1... | |
ArrowURot | |
White brown | |
..... | |
..1.. | |
.111. | |
11111 | |
..... | |
ArrowDRot | |
White brown | |
..... | |
11111 | |
.111. | |
..1.. | |
..... | |
ArrowLFlip | |
White darkgray | |
...1. | |
..11. | |
.111. | |
..11. | |
...1. | |
ArrowRFlip | |
White darkgray | |
.1... | |
.11.. | |
.111. | |
.11.. | |
.1... | |
ArrowUFlip | |
White darkgray | |
..... | |
..1.. | |
.111. | |
11111 | |
..... | |
ArrowDFlip | |
White darkgray | |
..... | |
11111 | |
.111. | |
..1.. | |
..... | |
LightL | |
Yellow | |
..... | |
..... | |
0.0.. | |
..... | |
..... | |
LightLIn | |
Yellow | |
..... | |
..... | |
0.0.. | |
..... | |
..... | |
LightR | |
Yellow | |
..... | |
..... | |
..0.0 | |
..... | |
..... | |
LightRIn | |
Yellow | |
..... | |
..... | |
..0.0 | |
..... | |
..... | |
LightU | |
Yellow | |
..0.. | |
..... | |
..0.. | |
..... | |
..... | |
LightUIn | |
Yellow | |
..0.. | |
..... | |
..0.. | |
..... | |
..... | |
LightD | |
Yellow | |
..... | |
..... | |
..0.. | |
..... | |
..0.. | |
LightDIn | |
Yellow | |
..... | |
..... | |
..0.. | |
..... | |
..0.. | |
Weak1LightL | |
#cc9900 | |
..... | |
..... | |
0.0.. | |
..... | |
..... | |
Weak1LightLIn | |
#cc9900 | |
..... | |
..... | |
0.0.. | |
..... | |
..... | |
Weak1LightR | |
#cc9900 | |
..... | |
..... | |
..0.0 | |
..... | |
..... | |
Weak1LightRIn | |
#cc9900 | |
..... | |
..... | |
..0.0 | |
..... | |
..... | |
Weak1LightU | |
#cc9900 | |
..0.. | |
..... | |
..0.. | |
..... | |
..... | |
Weak1LightUIn | |
#cc9900 | |
..0.. | |
..... | |
..0.. | |
..... | |
..... | |
Weak1LightD | |
#cc9900 | |
..... | |
..... | |
..0.. | |
..... | |
..0.. | |
Weak1LightDIn | |
#cc9900 | |
..... | |
..... | |
..0.. | |
..... | |
..0.. | |
Weak2LightL | |
#cc9900 | |
..... | |
..... | |
0.0.. | |
..... | |
..... | |
Weak2LightLIn | |
#cc9900 | |
..... | |
..... | |
0.0.. | |
..... | |
..... | |
Weak2LightR | |
#cc9900 | |
..... | |
..... | |
..0.0 | |
..... | |
..... | |
Weak2LightRIn | |
#cc9900 | |
..... | |
..... | |
..0.0 | |
..... | |
..... | |
Weak2LightU | |
#cc9900 | |
..0.. | |
..... | |
..0.. | |
..... | |
..... | |
Weak2LightUIn | |
#cc9900 | |
..0.. | |
..... | |
..0.. | |
..... | |
..... | |
Weak2LightD | |
#cc9900 | |
..... | |
..... | |
..0.. | |
..... | |
..0.. | |
Weak2LightDIn | |
#cc9900 | |
..... | |
..... | |
..0.. | |
..... | |
..0.. | |
SensorH | |
Black Red | |
0...0 | |
0...0 | |
0.1.0 | |
0...0 | |
0...0 | |
SensorV | |
Black Red | |
00000 | |
..... | |
..1.. | |
..... | |
00000 | |
SplitterU | |
darkgray Black | |
.101. | |
.101. | |
11011 | |
11111 | |
..... | |
SplitterD | |
darkgray Black | |
..... | |
11111 | |
11011 | |
.101. | |
.101. | |
SplitterL | |
darkgray Black | |
..11. | |
1111. | |
0001. | |
1111. | |
..11. | |
SplitterR | |
darkgray Black | |
.11.. | |
.1111 | |
.1000 | |
.1111 | |
.11.. | |
DoorH | |
darkgray Black | |
00000 | |
01010 | |
01010 | |
01010 | |
00000 | |
Target | |
DarkBlue | |
Wall | |
Gray | |
GratingH | |
Gray | |
00000 | |
00000 | |
..... | |
00000 | |
00000 | |
GratingV | |
Gray | |
00.00 | |
00.00 | |
00.00 | |
00.00 | |
00.00 | |
Player | |
Yellow Pink BLACK | |
.000. | |
02020 | |
20002 | |
02220 | |
.000. | |
Blood | |
Red Black | |
.0... | |
0110. | |
0001. | |
01010 | |
.100. | |
Broken | |
Black | |
...0. | |
0.... | |
.0... | |
....0 | |
0.... | |
Emitter | |
transparent | |
ActivatedSplitter | |
White | |
..... | |
..... | |
..... | |
..... | |
..... | |
Crate | |
Orange | |
DoNotDelete | |
transparent | |
======= | |
LEGEND | |
======= | |
. = Background | |
x = Hole | |
# = Wall | |
P = Player | |
E = Exit | |
> = ArrowRFlip | |
< = ArrowLFlip | |
^ = ArrowUFlip | |
v = ArrowDFlip | |
] = ArrowRRot | |
[ = ArrowLRot | |
u = ArrowDRot | |
n = ArrowURot | |
} = ArrowRPush | |
{ = ArrowLPush | |
Y = ArrowDPush | |
A = ArrowUPush | |
6 = LightR and Emitter | |
7 = LightL and Emitter | |
9 = LightU and Emitter | |
8 = LightD and Emitter | |
H = SensorH | |
T = SensorV | |
| = DoorH and Exit | |
$ = DoorH | |
Q = SplitterU | |
b = Broken | |
- = GratingH | |
! = GratingV | |
Light = LightL or LightR or LightU or LightD | |
ArrowL = ArrowLRot or ArrowLFlip or ArrowLPush | |
ArrowR = ArrowRRot or ArrowRFlip or ArrowRPush | |
ArrowU = ArrowURot or ArrowUFlip or ArrowUPush | |
ArrowD = ArrowDRot or ArrowDFlip or ArrowDPush | |
Arrow = ArrowL or ArrowR or ArrowU or ArrowD | |
ArrowPush = ArrowLPush or ArrowRPush or ArrowUPush or ArrowDPush | |
LightIn = LightLIn or LightRIn or LightUIn or LightDIn | |
BlockAll = Wall or DoorH | |
Splitter = SplitterU or SplitterD or SplitterL or SplitterR | |
SplitterH = SplitterL or SplitterR | |
SplitterV = SplitterU or SplitterD | |
BlockU = BlockAll or SensorV or SplitterH or SplitterD or GratingH | |
BlockD = BlockAll or SensorV or SplitterH or SplitterU or GratingH | |
BlockL = BlockAll or SensorH or SplitterV or SplitterR or GratingV | |
BlockR = BlockAll or SensorH or SplitterV or SplitterL or GratingV | |
Door = DoorH | |
Sensor = SensorH or SensorV | |
WeakLightL = Weak1LightL or Weak2LightL | |
WeakLightR = Weak1LightR or Weak2LightR | |
WeakLightU = Weak1LightU or Weak2LightU | |
WeakLightD = Weak1LightD or Weak2LightD | |
WeakLightLIn = Weak1LightLIn or Weak2LightLIn | |
WeakLightRIn = Weak1LightRIn or Weak2LightRIn | |
WeakLightUIn = Weak1LightUIn or Weak2LightUIn | |
WeakLightDIn = Weak1LightDIn or Weak2LightDIn | |
WeakLight = WeakLightL or WeakLightR or WeakLightU or WeakLightD | |
WeakLightIn = WeakLightLIn or WeakLightRIn or WeakLightUIn or WeakLightDIn | |
Weak1Light = Weak1LightL or Weak1LightR or Weak1LightU or Weak1LightD | |
Weak2Light = Weak2LightL or Weak2LightR or Weak2LightU or Weak2LightD | |
Weak1LightIn = Weak1LightLIn or Weak1LightRIn or Weak1LightUIn or Weak1LightDIn | |
Weak2LightIn = Weak2LightLIn or Weak2LightRIn or Weak2LightUIn or Weak2LightDIn | |
AnyLightU = LightU or WeakLightU | |
AnyLightD = LightD or WeakLightD | |
AnyLightL = LightL or WeakLightL | |
AnyLightR = LightR or WeakLightR | |
AnyLight = LightL or LightR or LightU or LightD or WeakLightL or WeakLightR or WeakLightU or WeakLightD | |
AnyLightIn = LightLIn or LightRIn or LightUIn or LightDIn or WeakLightLIn or WeakLightRIn or WeakLightUIn or WeakLightDIn | |
Grating = GratingH or GratingV | |
CrateObstacles = Wall or DoorH or Splitter or Sensor or Player or Arrow or Broken or Grating | |
======= | |
SOUNDS | |
======= | |
Sfx0 6715102 (death) | |
Sfx1 2761707 (push) | |
Sfx2 83445301 (switch) | |
Sfx3 7968302 (destroy) | |
================ | |
COLLISIONLAYERS | |
================ | |
Background | |
Hole | |
Broken | |
Blood | |
Exit | |
ActivatedExit | |
Emitter | |
Growing | |
Disappearing | |
Target | |
Player, Wall, Crate, Arrow, Sensor, DoorH, Splitter, Grating | |
LightL, LightR | |
LightU, LightD | |
LightLIn, LightRIn | |
LightUIn, LightDIn | |
Weak1LightL, Weak1LightR | |
Weak1LightU, Weak1LightD | |
Weak1LightLIn, Weak1LightRIn | |
Weak1LightUIn, Weak1LightDIn | |
Weak2LightL, Weak2LightR | |
Weak2LightU, Weak2LightD | |
Weak2LightLIn, Weak2LightRIn | |
Weak2LightUIn, Weak2LightDIn | |
ActivatedSplitter | |
DoNotDelete | |
====== | |
RULES | |
====== | |
(death) | |
late [ AnyLight Player ] -> [ AnyLight Blood ] Sfx0 | |
late [ Hole Player ] -> [ Hole ] Sfx0 | |
late [ Hole Arrow ] -> [ Hole ] Sfx0 | |
(operation) | |
[> Player | ArrowPush | no CrateObstacles ] -> [ | Player no Light no LightIn | ArrowPush no Light ] Sfx1 again | |
[> Player | ArrowURot ] -> [Player | ArrowRRot ] Sfx1 | |
[> Player | ArrowDRot ] -> [Player | ArrowLRot ] Sfx1 | |
[> Player | ArrowLRot ] -> [Player | ArrowURot ] Sfx1 | |
[> Player | ArrowRRot ] -> [Player | ArrowDRot ] Sfx1 | |
([action Player | ArrowURot ] -> [Player | ArrowLRot ] Sfx1 | |
[action Player | ArrowDRot ] -> [Player | ArrowRRot ] Sfx1 | |
[action Player | ArrowLRot ] -> [Player | ArrowDRot ] Sfx1 | |
[action Player | ArrowRRot ] -> [Player | ArrowURot ] Sfx1) | |
[> Player | ArrowUFlip ] -> [ Player | ArrowDFlip ] Sfx1 | |
[> Player | ArrowDFlip ] -> [ Player | ArrowUFlip ] Sfx1 | |
[> Player | ArrowLFlip ] -> [ Player | ArrowRFlip ] Sfx1 | |
[> Player | ArrowRFlip ] -> [ Player | ArrowLFlip ] Sfx1 | |
([action Player | ArrowUFlip ] -> [ Player | ArrowDFlip ] Sfx1 | |
[action Player | ArrowDFlip ] -> [ Player | ArrowUFlip ] Sfx1 | |
[action Player | ArrowLFlip ] -> [ Player | ArrowRFlip ] Sfx1 | |
[action Player | ArrowRFlip ] -> [ Player | ArrowLFlip ] Sfx1) | |
(Light creation) | |
[ DoNotDelete ] -> [ ] | |
Down [ LightD | no LightUIn no BlockU] -> [ LightD | LightUIn ] | |
Up [ LightU | no LightDIn no BlockD] -> [ LightU | LightDIn ] | |
Right [ LightR | no LightLIn no BlockL] -> [ LightR | LightLIn ] | |
Left [ LightL | no LightRIn no BlockR] -> [ LightL | LightRIn ] | |
[ LightUIn no Arrow no LightD no Splitter ] -> [ LightUIn LightD ] again | |
[ LightDIn no Arrow no LightU no Splitter ] -> [ LightDIn LightU ] again | |
[ LightLIn no Arrow no LightR no Splitter ] -> [ LightLIn LightR ] again | |
[ LightRIn no Arrow no LightL no Splitter ] -> [ LightRIn LightL ] again | |
[ ArrowU no LightU LightUIn ] -> [ LightUIn Broken ] again Sfx3 | |
[ ArrowD no LightD LightDIn ] -> [ LightDIn Broken ] again Sfx3 | |
[ ArrowL no LightL LightLIn ] -> [ LightLIn Broken ] again Sfx3 | |
[ ArrowR no LightR LightRIn ] -> [ LightRIn Broken ] again Sfx3 | |
[ LightIn ArrowU no LightU ] -> [ LightIn ArrowU LightU ] again | |
[ LightIn ArrowD no LightD ] -> [ LightIn ArrowD LightD ] again | |
[ LightIn ArrowL no LightL ] -> [ LightIn ArrowL LightL ] again | |
[ LightIn ArrowR no LightR ] -> [ LightIn ArrowR LightR ] again | |
(Weak Light) | |
[ LightUIn SplitterU no ActivatedSplitter] -> [ LightUIn SplitterU ActivatedSplitter ] | |
[ LightDIn SplitterD no ActivatedSplitter] -> [ LightUIn SplitterD ActivatedSplitter ] | |
[ LightLIn SplitterL no ActivatedSplitter] -> [ LightUIn SplitterL ActivatedSplitter ] | |
[ LightRIn SplitterR no ActivatedSplitter] -> [ LightUIn SplitterR ActivatedSplitter ] | |
[ ActivatedSplitter SplitterV no WeakLight ] -> [ ActivatedSplitter SplitterV Weak1LightL Weak2LightR ] again | |
[ ActivatedSplitter SplitterH no WeakLight ] -> [ ActivatedSplitter SplitterH Weak1LightU Weak2LightD ] again | |
Down [ Weak1LightD | no Weak1LightUIn no BlockU ] -> [ Weak1LightD | Weak1LightUIn ] | |
Up [ Weak1LightU | no Weak1LightDIn no BlockD ] -> [ Weak1LightU | Weak1LightDIn ] | |
Right [ Weak1LightR | no Weak1LightLIn no BlockL ] -> [ Weak1LightR | Weak1LightLIn ] | |
Left [ Weak1LightL | no Weak1LightRIn no BlockR ] -> [ Weak1LightL | Weak1LightRIn ] | |
Down [ Weak2LightD | no Weak2LightUIn no BlockU ] -> [ Weak2LightD | Weak2LightUIn ] | |
Up [ Weak2LightU | no Weak2LightDIn no BlockD ] -> [ Weak2LightU | Weak2LightDIn ] | |
Right [ Weak2LightR | no Weak2LightLIn no BlockL ] -> [ Weak2LightR | Weak2LightLIn ] | |
Left [ Weak2LightL | no Weak2LightRIn no BlockR ] -> [ Weak2LightL | Weak2LightRIn ] | |
[ Weak1LightUIn no Arrow no Weak1LightD no Splitter ] -> [ Weak1LightUIn Weak1LightD ] again | |
[ Weak1LightDIn no Arrow no Weak1LightU no Splitter ] -> [ Weak1LightDIn Weak1LightU ] again | |
[ Weak1LightLIn no Arrow no Weak1LightR no Splitter ] -> [ Weak1LightLIn Weak1LightR ] again | |
[ Weak1LightRIn no Arrow no Weak1LightL no Splitter ] -> [ Weak1LightRIn Weak1LightL ] again | |
[ Weak2LightUIn no Arrow no Weak2LightD no Splitter ] -> [ Weak2LightUIn Weak2LightD ] again | |
[ Weak2LightDIn no Arrow no Weak2LightU no Splitter ] -> [ Weak2LightDIn Weak2LightU ] again | |
[ Weak2LightLIn no Arrow no Weak2LightR no Splitter ] -> [ Weak2LightLIn Weak2LightR ] again | |
[ Weak2LightRIn no Arrow no Weak2LightL no Splitter ] -> [ Weak2LightRIn Weak2LightL ] again | |
[ ArrowU Weak1LightIn Weak2LightIn no WeakLightUIn] -> [ Weak1LightIn Weak2LightIn ArrowU LightU DoNotDelete ] again | |
[ ArrowD Weak1LightIn Weak2LightIn no WeakLightUIn] -> [ Weak1LightIn Weak2LightIn ArrowD LightD DoNotDelete ] again | |
[ ArrowL Weak1LightIn Weak2LightIn no WeakLightUIn] -> [ Weak1LightIn Weak2LightIn ArrowL LightL DoNotDelete ] again | |
[ ArrowR Weak1LightIn Weak2LightIn no WeakLightUIn] -> [ Weak1LightIn Weak2LightIn ArrowR LightR DoNotDelete ] again | |
[ Weak1LightIn ArrowU no AnyLightU no Weak1LightUIn ] -> [ Weak1LightIn ArrowU Weak1LightU ] again | |
[ Weak1LightIn ArrowD no AnyLightD no Weak1LightDIn ] -> [ Weak1LightIn ArrowD Weak1LightD ] again | |
[ Weak1LightIn ArrowL no AnyLightL no Weak1LightLIn ] -> [ Weak1LightIn ArrowL Weak1LightL ] again | |
[ Weak1LightIn ArrowR no AnyLightR no Weak1LightRIn ] -> [ Weak1LightIn ArrowR Weak1LightR ] again | |
[ Weak2LightIn ArrowU no AnyLightU no Weak2LightUIn ] -> [ Weak2LightIn ArrowU Weak2LightU ] again | |
[ Weak2LightIn ArrowD no AnyLightD no Weak2LightDIn ] -> [ Weak2LightIn ArrowD Weak2LightD ] again | |
[ Weak2LightIn ArrowL no AnyLightL no Weak2LightLIn ] -> [ Weak2LightIn ArrowL Weak2LightL ] again | |
[ Weak2LightIn ArrowR no AnyLightR no Weak2LightRIn ] -> [ Weak2LightIn ArrowR Weak2LightR ] again | |
(Light destroying) | |
Down [ no WeakLightD | WeakLightUIn ] -> [ | no WeakLightUIn ] | |
Up [ no WeakLightU | WeakLightDIn ] -> [ | no WeakLightDIn ] | |
Right [ no WeakLightR | WeakLightLIn ] -> [ | no WeakLightLIn ] | |
Left [ no WeakLightL | WeakLightRIn ] -> [ | no WeakLightRIn ] | |
Down [ no LightD | LightUIn no Emitter ] -> [ | no LightUIn ] | |
Up [ no LightU | LightDIn no Emitter ] -> [ | no LightDIn ] | |
Right [ no LightR | LightLIn no Emitter ] -> [ | no LightLIn ] | |
Left [ no LightL | LightRIn no Emitter ] -> [ | no LightRIn ] | |
[ Disappearing Light WeakLight ] -> [ Light no WeakLight no Disappearing ] again | |
[ Disappearing AnyLight ] -> [ no AnyLight no Disappearing ] again | |
[ WeakLightL LightL ] -> [ Disappearing WeakLightL LightL ] | |
[ WeakLightR LightR ] -> [ Disappearing WeakLightR LightR ] | |
[ WeakLightU LightU ] -> [ Disappearing WeakLightU LightU ] | |
[ WeakLightD LightD ] -> [ Disappearing WeakLightD LightD ] | |
[ ArrowU WeakLightUIn ] -> [ ArrowU ] again | |
[ ArrowD WeakLightDIn ] -> [ ArrowD ] again | |
[ ArrowL WeakLightLIn ] -> [ ArrowL ] again | |
[ ArrowR WeakLightRIn ] -> [ ArrowR ] again | |
[ no Arrow no WeakLightUIn WeakLightD no SplitterH no Disappearing ] -> [ WeakLightD Disappearing ] again | |
[ no Arrow no WeakLightDIn WeakLightU no SplitterH no Disappearing ] -> [ WeakLightU Disappearing ] again | |
[ no Arrow no WeakLightLIn WeakLightR no SplitterV no Disappearing ] -> [ WeakLightR Disappearing ] again | |
[ no Arrow no WeakLightRIn WeakLightL no SplitterV no Disappearing ] -> [ WeakLightL Disappearing ] again | |
[ no WeakLightIn Arrow WeakLight no Disappearing ] -> [ Arrow WeakLight Disappearing ] again | |
[ no Arrow no LightUIn no Emitter LightD no Disappearing] -> [ LightD Disappearing ] again | |
[ no Arrow no LightDIn no Emitter LightU no Disappearing] -> [ LightU Disappearing ] again | |
[ no Arrow no LightLIn no Emitter LightR no Disappearing] -> [ LightR Disappearing ] again | |
[ no Arrow no LightRIn no Emitter LightL no Disappearing] -> [ LightL Disappearing ] again | |
[ no LightIn Arrow Light no Disappearing no DoNotDelete] -> [ Arrow Light Disappearing ] again | |
[ AnyLightIn Arrow no ArrowU LightU] -> [ AnyLightIn Arrow ] again | |
[ AnyLightIn Arrow no ArrowD LightD] -> [ AnyLightIn Arrow ] again | |
[ AnyLightIn Arrow no ArrowL LightL] -> [ AnyLightIn Arrow ] again | |
[ AnyLightIn Arrow no ArrowR LightR] -> [ AnyLightIn Arrow ] again | |
[ no LightUIn SplitterU ActivatedSplitter] -> [ SplitterU no ActivatedSplitter] | |
[ no LightDIn SplitterD ActivatedSplitter] -> [ SplitterD no ActivatedSplitter] | |
[ no LightLIn SplitterL ActivatedSplitter] -> [ SplitterL no ActivatedSplitter] | |
[ no LightRIn SplitterR ActivatedSplitter] -> [ SplitterR no ActivatedSplitter] | |
[ Splitter no ActivatedSplitter WeakLight ] -> [ Splitter WeakLight Disappearing ] again | |
[ Emitter LightIn ] -> [ LightIn ] | |
(Sensors) | |
[ Sensor AnyLight ] [ Door ] -> [ Sensor AnyLight ] [ no Door ] Sfx2 | |
[ WeakLight Exit ] -> [ WeakLight ] message "The beam is too weak to power the launcher." | |
[ Light Exit ] -> [ Light ActivatedExit ] | |
late [ Player Exit ] -> [ Player Exit ] message "I should convey the beam to the exit first." | |
============== | |
WINCONDITIONS | |
============== | |
some player | |
all Player on ActivatedExit | |
======= | |
LEVELS | |
======= | |
message "This is the only beam of energy we have." | |
message "Try to convey it to the launcher. This is our only hope." | |
message "Remember: the should always be contained in a magnetic loop! Be careful!" | |
message Level 1: push the transmitters to flip them. | |
################ | |
#.......#......# | |
#..v..<...v.<..# | |
#.p............# | |
#.......#.>.^..# | |
#..>6.^.#......# | |
#.......#......# | |
###########..### | |
#..............# | |
#.......>.v.>..# | |
#..............# | |
#.v.......<....| | |
#.H............# | |
#.>.....^......# | |
################ | |
message Level 2 | |
############### | |
#.............# | |
#.v.>.<.v.....# | |
#.............# | |
#.H.^...<.....| | |
#.............# | |
#.<...^.......# | |
########.###### | |
#.....#.......# | |
#.....#.v.>.v.# | |
#.....#.......# | |
#.v.<.<.<...v.# | |
#.....#.......# | |
#.>6^.#.>.^.<.# | |
#p....#.......# | |
############### | |
message Level 3: green transmitters are pushable. | |
################# | |
#.....#.}...Y...# | |
#.Y7{.#.........# | |
#p....<.A...{.{.# | |
#.}.A.#.........# | |
#.....#.........# | |
#########^####### | |
#...............# | |
#...............| | |
#.....}..Y..A...# | |
#..H............# | |
#...............# | |
#.....A..{..}...# | |
#...............# | |
################# | |
message Level 4 Safeguard | |
################ | |
#....>v>v>v....# | |
#p...9......Y..# | |
#.}..^>^>^>v...# | |
#...#!#!#!#!#### | |
#..............# | |
#..............# | |
#..............# | |
#.A..A.....{...# | |
#..............# | |
###E############ | |
message Level 5: brown transmitters are rotatable. Push them to rotate them clockwise. | |
############### | |
#.....#.......# | |
#.>6v.#.>.].v.# | |
#p....#.......# | |
#.n.u.<.^.<.u.# | |
#.....#.......# | |
#.^.<.#.^...<.# | |
#.....#.......# | |
##########^#### | |
#.............# | |
#...]..>..v...# | |
#......H......# | |
#...n..[..[...| | |
#.............# | |
############### | |
message Level 6 | |
######### | |
#.......# | |
#p]6].u.# | |
#.......# | |
#.n.<.u.# | |
#.......# | |
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