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puzzlescript

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Play PuzzleScript games in your terminal!

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title Enclosed author Rosden Shadow [Mark Signorelli] homepage rosden.itch.io background_color #231F26 text_color #FFD9E0 again_interval 0.1 run_rules_on_level_start ======== OBJECTS ======== Background #231F26 #3B3942 00000 00100 01010 00100 00000 Target DarkBlue ..... .000. .0.0. .000. ..... Wall #E5C17E #CC7A52 #B32D2D #73342E #3B3942 21110 11111 21110 22121 33332 overWall #E5C17E #CC7A52 #B32D2D #73342E #3B3942 ..... ..... ..... ..... 10100 beforeWall2 #D9FFDC #7EE58D #5C8466 #4F5B46 #423D39 ..... ..1.. .1.1. ..1.. ..... Wall2 #D9FFDC #7EE58D #5C8466 #4F5B46 #423D39 21101 21110 12110 21221 33332 overWall2 #D9FFDC #7EE58D #5C8466 #4F5B46 #3B3942 ..... ..... ..... ..... 10010 playerright #FFD9E0 #C1A2A5 #845C5C .222. .200. .1110 .111. .1.1. playerleft #FFD9E0 #C1A2A5 #845C5C .222. .002. 0111. .111. .1.1. playerdown #FFD9E0 #C1A2A5 #845C5C .222. .000. 01110 .111. .1.1. playerup #FFD9E0 #C1A2A5 #845C5C .222. .222. 01110 .111. .1.1. ( Player #CC7A52 #73342E #E5C17E .222. .000. 01110 .111. .1.1. ) Crate #FFD9FC #E0AAF2 #A87EE5 #705C84 #E5C17E #CC7A52 #736053 21100 21110 22110 32223 .333. (cratem #D9FFF8 #AAE0F2 #7EA1E5 #394239 .0.0. 2.1.0 .1.1. 2.1.0 .2.2. cratem3 #D9FFF8 #AAE0F2 #7EA1E5 #394239 ..0.. .1.0. 2.1.0 .2.1. ..2.. cratem2 #D9FFF8 #AAE0F2 #7EA1E5 #394239 ..... ..0.. .2.0. ..2.. ..... cratem1 #D9FFF8 #AAE0F2 #7EA1E5 #394239 ..... ..... ..0.. ..... .....) cratem #D9FFF8 #AAE0F2 #7EA1E5 #394239 2.1.0 .1.1. 2.1.0 .2.2. ..... cratem3 #D9FFF8 #AAE0F2 #7EA1E5 #394239 .1.0. 2.1.0 .2.1. ..2.. ..... cratem2 #D9FFF8 #AAE0F2 #7EA1E5 #394239 ..0.. .2.0. ..2.. ..... ..... cratem1 #D9FFF8 #AAE0F2 #7EA1E5 #394239 ..... ..0.. ..... ..... ..... overcratem #D9FFF8 #AAE0F2 #7EA1E5 #394239 ..... ..... ..... ..... .0.0. overcratem3 #D9FFF8 #AAE0F2 #7EA1E5 #394239 ..... ..... ..... ..... ..0.. (Crate #D9FFF8 #AAE0F2 #7EA1E5 #394239 #E5C17E #CC7A52 #736053 21100 54110 55440 65556 .666.) crate2 #F2F2AA #E5C17E #CC7A52 #736053 21100 21110 22110 32223 .333. ( crate2m #F2F2AA #E5C17E #CC7A52 #736053 .0.0. 2.1.0 .1.1. 2.1.0 .2.2. crate2m3 #F2F2AA #E5C17E #CC7A52 #736053 ..0.. .1.0. 2.1.0 .2.1. ..2.. crate2m2 #F2F2AA #E5C17E #CC7A52 #736053 ..... ..0.. .2.0. ..2.. ..... crate2m1 #F2F2AA #E5C17E #CC7A52 #736053 ..... ..... ..0.. ..... .....) crate2m #F2F2AA #E5C17E #CC7A52 #736053 2.1.0 .1.1. 2.1.0 .2.2. ..... crate2m3 #F2F2AA #E5C17E #CC7A52 #736053 .1.0. 2.1.0 .2.1. ..2.. ..... crate2m2 #F2F2AA #E5C17E #CC7A52 #736053 ..0.. .2.0. ..2.. ..... ..... crate2m1 #F2F2AA #E5C17E #CC7A52 #736053 ..... ..0.. ..... ..... ..... overcrate2m #F2F2AA #E5C17E #CC7A52 #736053 ..... ..... ..... ..... .0.0. overcrate2m3 #F2F2AA #E5C17E #CC7A52 #736053 ..... ..... ..... ..... ..0.. overcrate #FFD9FC ..... ..... ..... ..... .000. overcrate2 #F2F2AA #E5C17E #CC7A52 #736053 ..... ..... ..... ..... .000. thefloor #231F26 00000 00000 00000 00000 00000 (------------Start score----------) a1 #FFD9E0 ..0.. .00.. ..0.. ..0.. .000. a2 #FFD9E0 .00.. ...0. ..0.. .0... .000. a3 #FFD9E0 .00.. ...0. .00.. ...0. .00.. a4 #FFD9E0 .0... .0.0. .000. ...0. ...0. a5 #FFD9E0 .000. .0... .00.. ...0. .00.. a6 #FFD9E0 ..00. .0... .000. .0.0. .000. a7 #FFD9E0 .000. ...0. ...0. ...0. ...0. a8 #FFD9E0 .000. .0.0. .000. .0.0. .000. a9 #FFD9E0 ..00. .0.0. .000. ...0. ...0. a0 #FFD9E0 ..00. .0.0. .0.0. .0.0. .00.. as #FFD9E0 .000. .0... .000. ...0. .000. ac #FFD9E0 .000. .0... .0... .0... .000. ao #FFD9E0 .000. .0.0. .0.0. .0.0. .000. ar #FFD9E0 .000. .0.0. .000. .00.. .0.0. ae #FFD9E0 .000. .0... .000. .0... .000. an #FFD9E0 ..... ..0.. ..... ..0.. ..... sscore black ..... ..... ..... ..... ..... nscore black ..... ..... ..... ..... ..... addscore black ..... ..... ..... ..... ..... nextscore black ..... ..... ..... ..... ..... nummove black ..... ..... ..... ..... ..... nummax black ..... ..... ..... ..... ..... scoreendpoint black ..... ..... ..... ..... ..... (------------End score----------) onthep black ..... ..... ..... ..... ..... wait black ..... ..... ..... ..... ..... wait1 black ..... ..... ..... ..... ..... wait2 black ..... ..... ..... ..... ..... wait3 black ..... ..... ..... ..... ..... spawner1 black ..... ..... ..... ..... ..... spawner2 black ..... ..... ..... ..... ..... asco black ..... ..... ..... ..... ..... blackdot black ..... ..0.. ..... ..... ..... ======= LEGEND ======= . = Background # = Wall P = Playerdown O = Target - = thefloor 1= as and thefloor 2=ac and thefloor 3 = ao and thefloor 4=ar and thefloor 5=ae and thefloor 6=an and thefloor 7=sscore and thefloor and a0 z=scoreendpoint and thefloor j=spawner1 and Crate and asco and blackdot k=spawner2 and crate2 and asco and blackdot player = playerright or playerleft or playerdown or playerup w =wait and thefloor numbers = a1 or a2 or a3 or a4 or a5 or a6 or a7 or a8 or a9 or a0 letters = as or ac or ao or ar or ae or an blocker = player or wall or Crate or crate2 or wall waitx = wait1 or wait or wait2 or wait3 push = Crate or crate2 feel=overcrate or overcrate2 or overWall or overWall2 them=cratem or cratem3 or cratem2 or cratem1 or crate2m or crate2m3 or crate2m2 or crate2m1 themover = overcratem or overcratem3 or overcrate2m or overcrate2m3 ======= SOUNDS ======= Crate MOVE 36772507 sfx0 97777702 player move 48296904 sfx1 53886700 ================ COLLISIONLAYERS ================ Background Target onthep asco thefloor spawner1 spawner2 beforeWall2 Player, Wall, Crate,crate2,wall2 waitx (score) numbers letters sscore nscore addscore nextscore nummove nummax scoreendpoint (endscore) blackdot them feel themover ====== RULES ====== [feel]->[] [themover]->[] [cratem]->[Crate] [cratem3]->[cratem] [cratem2]->[cratem3] [cratem1]->[cratem2] [crate2m]->[Crate2] [crate2m3]->[crate2m] [crate2m2]->[crate2m3] [crate2m1]->[crate2m2] [player]->[player onthep] [> player|push]->[> player | > push] [> push|push]->[> push| > push] [> crate | beforeWall2]->[> crate | ] [> crate | Wall2]->[> crate | ] ([> Crate|crate]->[|crate2] sfx0) ([ Crate |no blocker no them |crate]->[crate crate2m1|cratem1 | crate crate2m1] sfx0) ([ Crate2|no blocker no them |crate2]->[crate2 cratem1|crate2m1 | crate2 cratem1] sfx0) ( [ Crate|crate2|crate]->[crate2| |crate2] sfx0 [ Crate2|crate|crate2]->[crate| |crate] sfx0) (---score---) (late [onthep no player] [sscore]->[onthep] [addscore sscore]) late [player asco] [sscore]->[player] [addscore sscore] sfx1 (numbers up) late [addscore a0]->[a1] late [addscore a1]->[a2] late[addscore a2]->[a3] late[addscore a3]->[a4] late[addscore a4]->[a5] late[addscore a5]->[a6] late[addscore a6]->[a7] late[addscore a7]->[a8] late[addscore a8]->[a9] late[addscore a9]->[a0 nextscore] left[ nextscore | nscore]->[ | addscore nscore] (moving numbers across) late left[ nextscore | no nscore]->[ a1 | nummove] late[nummove] [sscore]->[nummove] [nummove sscore] late right [nummove sscore| thefloor]->[ nscore | sscore thefloor a0] late right [nummove sscore scoreendpoint]->[nummax] late [nummax][numbers]->[nummax][a9] late [nummove]->[] []->again (---score done---) late [spawner1 no blocker]->[spawner1 Crate asco] late [spawner2 no blocker]->[spawner2 Crate2 asco] (late [ left Playerright] -> [ left playerleft] late [ right Playerleft] -> [ right playerright]) (late [onthep no player][wait3]->[onthep crate][wait] late [onthep no player][wait2]->[onthep ][wait3]) ( late [onthep no player][wait2]->[onthep crate][wait] late [onthep no player][wait1]->[onthep][wait2] late [onthep no player][wait]->[onthep][wait1]) late [onthep no blocker beforeWall2]->[Wall2] late [onthep no player]->[beforeWall2] late [onthep]->[] late up[crate|]->[crate|overcrate] late up[crate2|]->[crate2|overcrate2] late up[wall|]->[wall|overwall] late up[wall2|]->[wall2|overwall2] late up[cratem|]->[cratem|overcratem] late up[cratem3|]->[cratem3|overcratem3] late up[crate2m|]->[crate2m|overcrate2m] late up[crate2m3|]->[crate2m3|overcrate2m3] [right player]->[right playerright] [left player]->[left playerleft] [up player]->[up playerup] [down player]->[down playerdown] ============== WINCONDITIONS ============== All player on target ======= LEVELS ======= message THE RULES: running over spaces twice creates a wall. Walls and proto-walls can be destroyed with cubes. Cubes can push other cubes message GOAL: create as many cubes as possible and get the highest score you can message My best is 20 see if you can reach it or beat it 1234567-z w-------- ######### #.......# #.......# #.......# #...j...# #...p...# #.......# #.......# ######### (The most I can make is 20)