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[Enigma-devel] Hi from Ray Re: Enigma Levels revised
From: |
Ray Wick |
Subject: |
[Enigma-devel] Hi from Ray Re: Enigma Levels revised |
Date: |
Wed, 07 May 2008 17:27:01 -0700 |
User-agent: |
Thunderbird 2.0.0.12 (Windows/20080213) |
Enigma E-mail List,
Here are three Enigma Levels, “Doors Galore, Switch Switch and Block the
Way”, that I developed under a previous Enigma Version in which Bombs
and Wood Blocks acted in a different manner than in the present version.
This makes two Levels impossible and the third much easier. As
distributed with the game currently they are not working as they did
originally. To restore the original workability of the Levels I changed
the “compatibility “ parameter to “engine="oxyd1”. Please try them. 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="Block_the_Way" el:subtitle="" el:id="RayWick003a"/>
<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:engine="oxyd1">
</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-wood"
SOFT_FLOOR = "fl-hay"
SWAMP_FLOOR = "fl-swamp"
WATER_FLOOR = "fl-water"
WALL = "st-rock4"
function color_block( color, x, y)
stone = format( "st-%s4", color)
set_stone( stone, x, y)
end
level = {
"!!!!!!!!!!!!!!!!!!!!!!###`",
"address@hidden",
"!+x x x x x kx x x x+! +#`",
"!+ ~~~~~~~~~~~~~~~~ +! 3#`",
"!+x~~~~~~~~~~~~~~~~x+! +#`",
"!+ ~~~~~~~~~~~~~~~~ +4 D#`",
"!K-~~~~~~~~m~~~~~~~ +t V>",
"!L*~~~~~~~~Y~~~~~~~ +A @#`",
"address@hidden +2 V<",
"!+ ~~~~~~~~~~~~~~~~ +! E#`",
"!+x~~~~~~~~~~~~~~~~x+! +#`",
"!+ ~~~~~~~~~~~~~~~~ +! 1#`",
"!+x x x x x x x x xs! +#`",
"address@hidden",
"!!!!!!!!!!!!!!!!!!!!!!###`"
}
cells = {}
cells["!"] = function( x, y )
-- set_floor( LAND_FLOOR, x, y )
set_stone( "st-stoneimpulse", x, y )
end
cells["1"] = function( x, y )
set_stone( "st-stoneimpulse", x, y, {name="imp1"} )
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["#"] = function( x, y )
set_stone( WALL, x, y )
end
cells["*"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_actor( "ac-blackball", x+0.5, y+0.5 )
-- set_item( "it-yinyang", x, y+0.5 )
end
cells["."] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_actor( "ac-whiteball", x+0.5, y+0.5 )
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( SOFT_FLOOR, x, y )
end
cells["<"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway-w", x, y)
end
cells[">"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway-e", x, y)
end
cells["-"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-dynamite", x, y )
end
cells["s"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-blackbomb", x, y )
set_stone( "st-wood", x, y )
end
cells["x"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-blackbomb", x, y )
end
cells[" "] = function( x, y )
set_floor( LAND_FLOOR, x,y )
end
cells["K"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-key_a", x, y, {target="laser1", action="onoff" })
end
cells["L"] = function( x, y )
set_floor( SOFT_FLOOR, x, y )
set_attrib(laser(x, y, FALSE, EAST), "name", "laser1")
end
cells["m"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-pmirror", x, y, {movable=1, transparent=0, orientation=4 })
end
cells["M"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-pmirror", x, y, {movable=1, transparent=0, orientation=2 })
end
cells["Y"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-3mirror", x, y, {movable=1, transparent=1, orientation=2 })
end
cells["t"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item("it-trigger", x, y, {action="on", target="laser1"})
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="trigger", target="imp2"})
end
cells["C"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item("it-trigger", x, y, {invisible=0, action="trigger", target="imp3"})
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="on", target="laser1"})
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["X"] = function( x, y )
set_stone( "st-bombs", x, y )
end
cells["k"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
-- set_stone( "st-wood", x, y )
set_item( "it-key_a", x, y )
end
create_world( 58, 37 )
fill_floor(SWAMP_FLOOR, 0, 0, 58, 37 )
draw_border( "st-metal" )
for y,line in pairs(level) do
for x = 1,strlen(line) do
cell = strchar(strbyte(line,x))
cells[cell]( x+17, y+10 )
end
end
oxyd(5,5)
oxyd(5,31)
oxyd(52,5)
oxyd(52,31)
oxyd_shuffle()
]]></el:luamain>
<el:i18n>
<el:string el:key="title">
<el:english el:translate="false"/>
</el:string>
</el:i18n>
</el:protected>
</el:level>
<?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="Doors_Galore" el:subtitle="" el:id="RayWick001a"/>
<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:engine="oxyd1">
</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-brick"
SOFT_FLOOR = "fl-hay"
WATER_FLOOR = "fl-water"
WALL = "st-brick"
level = {
"address@hidden@#",
"address@hidden > #B1#",
"C ~~~ ~~~~~~#5# D $",
"# ~~~~~~~ E H G#",
"#b+++ ~~~~~~@ #4# 7@",
"#e ~~~!~~+ ! #8##",
"# a ~~~~~~~~ ! ##",
"# ~~~~~~~~~~~ #c???#",
"# address@hidden * #??+ #",
"# ~~~~~~ + + ### #",
"# ~~~~~~ +++ 3 #9I#",
"# > + x +# < 2@",
"address@hidden"
}
cells = {}
cells["!"] = function( x, y )
-- set_floor( LAND_FLOOR, x, y )
set_stone( "st-stoneimpulse", x, y )
end
cells["#"] = function( x, y )
-- set_floor( LAND_FLOOR, x, y )
set_stone( WALL, x, y )
end
cells["*"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_actor( "ac-blackball", x+0.5, y+0.5 )
end
cells["@"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
oxyd(x,y)
end
cells["+"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-wood", x, y )
end
cells["~"] = function( x, y )
set_floor( WATER_FLOOR, x, y )
end
cells["$"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-coinslot", x, y, {action="callback", target="funcc"})
end
cells["<"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway-w", x, y)
end
cells["v"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway-s", x, y)
end
cells[">"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway-e", x, y)
end
cells["^"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway-n", x, y)
end
cells["?"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-coin1", x, y )
end
cells["x"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-blackbomb", x, y )
end
cells[" "] = function( x, y )
set_floor( LAND_FLOOR, x,y )
end
cells["1"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorh(x, y, {name="door1"} )
end
cells["2"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorv(x, y, {name="door2"} )
end
cells["3"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorv(x, y, {name="door3"} )
end
cells["4"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorh(x, y, {name="door4"} )
end
cells["5"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorh(x, y, {name="door5"} )
end
cells["6"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorh(x, y, {name="door6"} )
end
cells["7"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorv(x, y, {name="door7"} )
end
cells["8"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorh(x, y, {name="door8"} )
end
cells["9"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
doorh(x, y, {name="door9"} )
end
cells["A"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-key_a", x, y, {action="openclose", target="door1"})
end
cells["B"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-key_b", x, y, {action="openclose", target="door2"})
end
cells["C"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-key_c", x, y, {action="openclose", target="door3"})
end
cells["D"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-floppy", x, y, {action="openclose", target="door4"})
end
cells["E"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-floppy", x, y, {action="openclose", target="door5"})
end
cells["F"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-floppy", x, y, {action="openclose", target="door6"})
end
cells["G"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-floppy", x, y, {action="openclose", target="door7"})
end
cells["H"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-floppy", x, y, {action="openclose", target="door8"})
end
cells["I"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-floppy", x, y, {action="openclose", target="door9"})
end
cells["L"] = function( x, y )
set_floor( SOFT_FLOOR, x, y )
set_attrib(laser(x, y, FALSE, SOUTH), "name", "laser")
end
cells["S"] = function( x, y )
set_floor( SOFT_FLOOR, x, y )
set_stone( "st-switch", x, y, {target="laser", action="onoff", on=1 })
end
cells["a"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
-- set_stone( "st-wood", x, y )
set_item( "it-key_a", x, y )
end
cells["b"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
-- set_stone( "st-wood", x, y )
set_item( "it-key_b", x, y )
end
cells["c"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-wood", x, y )
set_item( "it-key_c", x, y )
end
cells["d"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
-- set_stone( "st-wood", x, y )
set_item( "it-floppy", x, y )
end
cells["e"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-wood", x, y )
set_item( "it-floppy", x, y )
end
cells["f"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
-- set_stone( "st-wood", x, y )
set_item( "it-floppy", x, y )
end
create_world( strlen(level[1]), getn(level) )
fill_floor (LAND_FLOOR)
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
oxyd_shuffle()
through=0
function funcc()
if through==1 then
through=0
end
if through==0 then
SendMessage("door3", "openclose")
SendMessage("door6", "openclose")
end
through=through+1
end
]]></el:luamain>
<el:i18n>
<el:string el:key="title">
<el:english el:translate="false"/>
</el:string>
</el:i18n>
</el:protected>
</el:level>
<?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="Switch_-_Switch" el:subtitle=""
el:id="RayWick002a"/>
<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:engine="oxyd1">
</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-wood"
SOFT_FLOOR = "fl-hay"
WATER_FLOOR = "fl-water"
WALL = "st-rock10"
function color_block( color, x, y)
stone = format( "st-%s4", color)
set_stone( stone, x, y)
end
level = {
"address@hidden@#",
"@W V @@ W a V@",
"@W > ~~~~ < V@",
"@W #~~~~~~# V@",
"@W ~~~~~~~~ V@",
"@W ~~~~~~~~ V@",
"#* ~~~~M~~~ x .#",
"#V+ ~~~~~~~~ #s+W#",
"#V+ ~~~~~~~~ #xsW#",
"#V+ #~~~~~~# #MsW#",
"#V+ < ~~~~ > #xsW#",
"#V+ V + W #x+W#",
"####################"
}
cells = {}
cells["#"] = function( x, y )
set_stone( WALL, x, y )
end
cells["*"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_actor( "ac-blackball", x+0.5, y+0.5)
-- set_item( "it-yinyang", x, y+0.5 )
end
cells["."] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_actor( "ac-whiteball", x+0.5, y+0.5 )
-- 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-w", x, y)
end
cells[">"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-oneway-e", x, y)
end
cells["s"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-blackbomb", x, y )
set_stone( "st-wood", x, y )
end
cells["x"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_item( "it-blackbomb", x, y )
end
cells[" "] = function( x, y )
set_floor( LAND_FLOOR, x,y )
end
cells["A"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-key_a", x, y, {target="laser", action="onoff" })
end
cells["L"] = function( x, y )
set_floor( SOFT_FLOOR, x, y )
set_attrib(laser(x, y, FALSE, SOUTH), "name", "laser")
end
cells["M"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
set_stone( "st-pmirror", x, y, {movable=1, transparent=0, orientation=2 })
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["X"] = function( x, y )
set_stone( "st-bombs", x, y )
end
cells["a"] = function( x, y )
set_floor( LAND_FLOOR, x, y )
-- set_stone( "st-wood", x, y )
set_item( "it-key_a", x, y )
end
create_world( strlen(level[1]), getn(level) )
fill_floor (LAND_FLOOR)
enigma.TwoPlayerGame = TRUE
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
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 Levels revised,
Ray Wick <=