puzzlescript
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title Bruised
author Rosden Shadow [Mark Signorelli]
homepage rosden.itch.io
noaction
run_rules_on_level_Start
background_color #231F26
text_color #F2F2AA
again_interval 0.1
========
OBJECTS
========
Background
333333 #231F26 (#E57ED5 #CC5285)
11111
11011
10001
11011
11111
(
00101
01110
11011
01111
10110)
(
11101
00101
11111
10100
10111)
nomove
FFEED9 #536673
.....
.000.
.010.
.000.
.....
Target
F2F2AA #231F26
.....
.000.
.010.
.000.
.....
Wall
FFD9E0 #C1A2A5 #845C5C #5B4846
21110
21110
22221
23232
32323
overwall
FFD9E0 #C1A2A5 #845C5C #5B4846
.....
.....
.....
10000
21110
Playerright
D9FFF8 #AAE0F2 #5B4846 #423D39
.000.
11202
11313
11110
.1.1.
playerleft
D9FFF8 #AAE0F2 #5B4846 #423D39
.000.
20211
31311
01111
.1.1.
Crate
F2F2AA #E5C17E #CC7A52 #736053
21100
21110
22110
32223
.333.
overcrate
F2F2AA #E5C17E #CC7A52 #736053
.....
.....
.....
.....
.000.
end
F2F2AA #E5C17E #CC7A52 #736053
21100
21110
22110
32223
.333.
endx
F2F2AA #E5C17E #CC7A52 #736053
21100
21110
22110
32223
.333.
cloner
E5C17E #DB7F55 #B32D2D #73342E
.100.
.210.
.221.
.332.
.....
swapcrate
Orange Yellow
00000
0...0
0...0
0...0
00000
swapwall
black
.....
.....
.....
.....
.....
thefloor
231F26
00000
00000
00000
00000
00000
thefloorx
231F26
00000
00000
00000
00000
00000
eend
231F26
00000
00000
00000
00000
00000
(
checkempty
black
.....
.....
.....
.....
.....
checkblock
black
.....
.....
.....
.....
.....
)
lb
E0AAF2 #A87EE5 #705C84 #52465B
21...
211..
22...
3....
.....
rb
E0AAF2 #A87EE5 #705C84 #52465B
...00
..110
...10
....3
.....
ub
E0AAF2 #A87EE5 #705C84 #52465B
.111.
..1..
.....
.....
.....
ubup
E0AAF2 #A87EE5 #705C84 #52465B
.....
.....
.....
.....
.000.
db
E0AAF2 #A87EE5 #705C84 #52465B
.....
..1..
.211.
.222.
.333.
lb2
TRANSPARENT
rb2
TRANSPARENT
ub2
TRANSPARENT
db2
TRANSPARENT
start
TRANSPARENT
startx
TRANSPARENT
switcrate
black
.....
.....
.....
.....
.....
switcrate2
black
.....
.....
.....
.....
.....
arrow
black
.....
.....
.0.0.
.000.
..0..
arrow2
black
.....
.0.0.
.000.
..0..
.....
spa
black
.....
.....
.....
.....
.....
arrowx
black
.....
.....
.....
.....
.....
arrowx2
black
.....
.....
.....
.....
.....
winend
E0AAF2 #A87EE5 #705C84 #52465B
1000.
21100
21110
22110
.2221
=======
LEGEND
=======
. = Background
= Wall
P = Playerright and start
* = Crate
O = Target
n = nomove
a = arrow2 and wall
e=end
t = end and target and eend
w=end and winend
c=cloner
-=thefloor
x=thefloorx
feel=overwall or overcrate
pushable=crate or cloner or swapcrate or switcrate or switcrate2
win=crate or wall
theemx= crate
player=playerright or playerleft
blocker = wall or nomove or arrow
arrowk = arrow or arrow2 or arrowx or arrowx2
bru= ub or lb or rb or db or ub2 or lb2 or rb2 or db2 or ubup
brux= ub or lb or rb or db
bru2=ub2 or lb2 or rb2 or db2
blockx=blocker or crate
=======
SOUNDS
=======
pushable MOVE 36772507
EndLevel 74089700
player MOVE 68988304
sfx0 52836103
sfx1 45427502
sfx2 29503700
sfx3 81951902
sfx4 21197501
sfx5 28385307
================
COLLISIONLAYERS
================
Background
Target
nomove
Player, Wall, pushable,swapwall,thefloor,thefloorx
ub
lb
rb
db
ub2
lb2
rb2
db2
spa
startx
start
arrow, arrow2, arrowx, arrowx2
winend
eend
end, endx
feel
ubup
======
RULES
======
[]
[bru no crate]->[]
[]
late down[db2 crate|no player]->[db crate|] sfx4
late up[ub2 crate|no player]->[ub crate|] sfx4
late right[rb2 crate|no player]->[rb crate|] sfx4
late left[lb2 crate|no player]->[lb crate|] sfx4
right[ right Player | crate no lb | no blocker ] -> [ right Player | right crate lb2| ]
left[ left Player | crate no rb | no blocker ] -> [ left Player | left crate rb2| ]
up[ up Player | crate no db| no blocker ] -> [ up Player | up crate db2| ]
down[ down Player | crate no ub | no blocker ] -> [ down Player | down crate ub2 | ]
right[ right Player | crate lb ] -> [ right Player | crate lb ] sfx5
left[ left Player | crate rb ] -> [ left Player | crate rb ] sfx5
up[ up Player | crate db] -> [ up Player | crate db] sfx5
down[ down Player | crate ub ] -> [ down Player | crate ub ] sfx5
crate][crate]->[> crate][> crate]
[moving crate bru] -> [moving crate moving bru]
bru|crate|blocker]->[bru|crate|blocker]
bru|crate|crate|blocker]->[bru|crate|crate|blocker]
bru|crate|crate|crate|blocker]->[bru|crate|crate|crate|blocker]
bru|crate|crate|crate|crate|blocker]->[bru|crate|crate|crate|crate|blocker]
([ spa no player][moving crate bru] -> [ spa ][moving crate moving bru])
bru|blocker]->[ bru|blocker]
([ right crate]->[crate])
([player no spa]->[spa player]
[ spa no player]->[]
late [startx][ spa player]->cancel
late [start]->[startx])
crate|Target]->[> crate|target] sfx2
[ left Playerright] -> [ left playerleft]
[ right Playerleft] -> [ right playerright]
[endx] ->[thefloor] sfx2
[end | thefloor]-> [endx |thefloor]
late up [wall| ]-> [wall|overwall]
late up [theemx| ]-> [theemx|overcrate]
late up [ub| ]-> [ub|ubup]
(late up [crate2| ]-> [crate2|overcrate2])
late up [end| ]-> [end|overcrate]
late up [endx| ]-> [endx|overcrate]
[action player eend|]->[action player eend |crate Target]
again
(
[arrowx2]
[arrowx]
[arrow]
[arrow2])
==============
WINCONDITIONS
==============
all Target on crate
=======
LEVELS
=======
message Have a cube on all targets
message level 1 of 7
---------
####
...#
####.#.#
...#.#*#
...#.O.#
....#.##
....###-
..*..#--
.#.#.#--
##P###--
message level 2 of 7
---------
######-
..O..#-
#....O##
...#...#
.......#
.*...*.#
...P...#
.......#
#.....##
######-
message level 3 of 7
---------
##-###-
.###.#-
#..#..##
.*.O...#
...O.*.#
.*.O...#
##.p.###
.....#-
#.#.##-
####--
message level 4 of 7
---------
########
.......#
..#O#..#
..#.#..#
.#.#.#.#
..*.*..#
...P...#
#.....##
.....#-
######-
message level 5 of 7
---------
######-
#..*..##
..O.O..#
##.#.###
.......#
.*.P.*.#
.......#
...O...#
#.....##
######-
message level 6 of 7
---------
######-
#.....##
...#...#
..#O#..#
...P...#
..*.*..#
...*...#
.O...O.#
#.###.##
##-###-
message level 7 of 7
---------
######-
#.#.#.##
..#O#..#
.......#
...#*..#
.P.#**.#
.......#
..#O#..#
#.#.#.##
######-
(---------
######-
#.....##
...O.O.#
..#....#
.....O.#
..*....#
.*.*.#.#
.......#
#..P..##
######-)
(---------
######-
#.....##
.O.O.O.#
.......#
.......#
..***..#
.#...#.#
.......#
#..P..##
######-)
(----------
----------
#########
........#
..#O#...#
..#.#..#-
.#.#.#.#-
..*.*..#-
...P...#-
#.....##-
######--)
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