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[Enigma-devel] Hi from Ray Re: Enigma Level "Impulsive Order"
From: |
Ray Wick |
Subject: |
[Enigma-devel] Hi from Ray Re: Enigma Level "Impulsive Order" |
Date: |
Wed, 07 May 2008 16:33:50 -0700 |
User-agent: |
Thunderbird 2.0.0.12 (Windows/20080213) |
Enigma E-mail List,
Here is my latest development of a new Enigma Level, "Impulsive
Order". Please try it. Your comments are welcome.
Thank You,
Ray Wick
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd"
xmlns:el="http://enigma-game.org/schema/level/1">
<el:protected>
<el:info el:type="level">
<el:identity el:title="Impulsive Order" el:subtitle=""
el:id="RayWick005"/>
<el:version el:score="1" el:release="1" el:revision="0"
el:status="stable"/>
<el:author el:name="Ray Wick" el:email="address@hidden" el:homepage=""/>
<el:copyright>Copyright © Ray Wick</el:copyright>
<el:license el:type="Donated to Enigma under the projects license"
el:open="true"/>
<el:compatibility el:enigma="0.92">
</el:compatibility>
<el:modes el:easy="false" el:single="true" el:network="false"/>
<el:comments>
<el:code>Lua 5.1 and XML converted by Leveladministrators</el:code>
</el:comments>
<el:score el:easy="-" el:difficult="-"/>
</el:info>
<el:luamain><![CDATA[
LAND_FLOOR = "fl-marble"
MARBLE_FLOOR = "fl-marble"
WATER_FLOOR = "fl-water"
MARBLE = "st-marble"
GLASS = "st-glass"
function color_block( color, x, y)
stone = format( "st-%s4", color)
set_stone( stone, x, y)
end
level = {
" ",
"@.....;;~~~~;;.....@",
"~~~~~~.~~~~;;~~~~~..",
".....;;;.....~......",
" ~~~~ ~~~~~~~~~~~ ",
"@ @",
"ggg4g4g4g4g4g4g4g gg",
"Lgg+g+g+g+g+g+g+g gg",
"Mg x x x x x x x x~g",
"Mg x x x x x x x x~@",
"Mg x x x x x x x x~g",
"Jgvgggggggggggggg gg",
"ggEgggggg42gggggg gg",
"g g 44 K GGGGg",
"gvgvg 44 5g g Gg",
"gCgBg 44 44g g Gg",
"gvgvg 4 44gg g Gg",
"g g g 44 gg g Gg",
"g g gz 44 gg*Z4 Gg",
"g > g 44 gg g Gg",
"g < g 4 44gg g Gg",
"g g g 44 44g g Gg",
"g g g 44 3g g Gg",
"gvgvg 44 K GGGGg",
"gCgBggggg46ggggg ggg",
"gvgvgggggggggggg ggg",
"g 1 @",
"ggggggggggggggggggsg",
"@ ~~~~gg~~~~ @",
" ~~~~gg~~~~ ",
" ~~~~gg~~~~ ",
"~~~~~~~~ ~~~~~~~~",
"ggggg~~~ ~~~ggggg",
"~~~~~~~~ ~~~~~~~~",
" ~~~~gg~~~~ ",
"@ ~~~~gg~~~~ @",
" ~~~~gg~~~~ "
}
cells = {}
cells["*"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_actor( "ac-blackball", x+0.5, y+0.5, {player=0} )
-- set_item( "it-yinyang", x, y+0.5 )
end
cells["."] = function( x, y )
set_floor( "fl-swamp", x, y )
end
cells[";"] = function( x, y )
set_floor( "fl-leaves", x, y )
end
cells["&"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_actor( "ac-whiteball", x+0.5, y+0.5, {player=1} )
-- set_item( "it-yinyang", x, y+0.5 )
end
cells["@"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
oxyd(x,y)
end
cells["+"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-wood", x, y )
end
cells["~"] = function( x, y )
set_floor( WATER_FLOOR, x, y )
end
cells["<"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway", x, y, {orientation=WEST})
end
cells[">"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway", x, y, {orientation=EAST})
end
cells["^"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway", x, y, {orientation=NORTH})
end
cells["v"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway", x, y, {orientation=SOUTH})
end
cells["%"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-swap", x, y )
end
cells["x"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-blackbomb", x, y )
end
cells["z"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
shogundot3(x, y, {action="callback", target="sdot3"})
end
cells["1"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorv(x, y, {name="door1"} )
end
cells["2"] = function( x, y )
set_stone( "st-stoneimpulse", x, y, {name="imp2"} )
end
cells["3"] = function( x, y )
set_stone( "st-stoneimpulse", x, y, {name="imp3"} )
end
cells["4"] = function( x, y )
set_stone( "st-stoneimpulse", x, y, {name="imp4"} )
end
cells["5"] = function( x, y )
set_stone( "st-stoneimpulse", x, y, {name="imp5"} )
end
cells["6"] = function( x, y )
set_stone( "st-stoneimpulse", x, y, {name="imp6"} )
end
cells["8"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorv(x, y )
end
cells["9"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorh(x, y )
end
cells["A"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item("it-trigger", x, y, {invisible=0, action="trigger", target="imp1"})
end
cells["B"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item("it-trigger", x, y, {invisible=0, action="callback",
target="hit2"})
end
cells["C"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item("it-trigger", x, y, {invisible=0, action="callback",
target="hit3"})
end
cells["D"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item("it-trigger", x, y, {invisible=0, action="trigger", target="imp4"})
end
cells["E"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item("it-trigger", x, y, {action="onoff", target="laser1"})
end
cells["G"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-grate2", x, y )
end
cells["I"] = function( x, y )
set_floor( "fl-ice_001", x, y )
-- set_stone( "st-grate1", x, y )
end
cells["J"] = function( x, y )
set_floor( MARBLE, x, y )
-- set_stone( "st-grate1", x, y )
end
cells["K"] = function( x, y )
set_floor( "fl-abyss", x, y )
-- set_stone( "st-grate1", x, y )
end
cells["L"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_attrib(laser(x, y, FALSE, SOUTH), "name", "laser1")
end
cells["M"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-pmirror", x, y, {movable=0, transparent=1, orientation=2 })
end
cells["S"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-grate1", x, y )
set_item( "it-seed", x+0.5, y+0.5 )
end
cells["V"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
color_block( "black", x, y)
end
cells["W"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
color_block( "white", x, y)
end
cells["Y"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-yinyang1", x, y )
end
cells["Z"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-shogun", x, y, {holes=7})
end
cells["a"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-grate1", x, y )
set_item( "it-key_a", x, y )
end
cells["b"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-grate1", x, y )
set_item( "it-key_b", x, y )
end
cells["c"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-grate1", x, y )
set_item( "it-key_c", x, y )
end
cells["d"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-grate1", x, y )
set_item( "it-floppy", x, y )
end
cells["g"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( GLASS, x, y )
end
cells["s"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-grate2", x, y )
set_item( "it-spring1", x, y )
end
cells[" "] = function( x, y )
-- set_floor( LAND_FLOOR, x,y )
end
create_world( 20, 37 )
fill_floor(MARBLE_FLOOR, 0, 0, 20, 37 )
draw_border( MARBLE )
for y,line in pairs(level) do
for x = 1,strlen(line) do
cell = strchar(strbyte(line,x))
cells[cell]( x-1, y-1 )
end
end
-- counter variables for callbacks hit2 and hit3
through3 = 0
through2 = 0
function hit3()
-- code so the impulse stones only fire when stepping ON
-- the floor trigger (and don't fire when stepping OFF)
through3 = through3 + 1
if through3 == 1 then
impc=enigma.GetNamedObject("imp3")
enigma.SendMessage(impc, "trigger", nil)
impe=enigma.GetNamedObject("imp5")
enigma.SendMessage(impe, "trigger", nil)
else
through3 = 0
end
end
function hit2()
-- code so the impulse stones only fire when stepping ON
-- the floor trigger (and don't fire when stepping OFF)
through2 = through2 + 1
if through2 == 1 then
impb=enigma.GetNamedObject("imp2")
enigma.SendMessage(impb, "trigger", nil)
impf=enigma.GetNamedObject("imp6")
enigma.SendMessage(impf, "trigger", nil)
else
through2 = 0
end
end
function sdot3()
-- shogun-dot callback, opens door when all of
-- the dots are stacked in place.
doora=enigma.GetNamedObject("door1")
enigma.SendMessage(doora, "openclose", nil)
end
oxyd_shuffle()
oxyd_shuffle()
]]></el:luamain>
<el:i18n>
<el:string el:key="title">
<el:english el:translate="false"/>
</el:string>
</el:i18n>
</el:protected>
</el:level>
- [Enigma-devel] Hi from Ray Re: Enigma Level "Impulsive Order",
Ray Wick <=