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Pegs in PuzzleScript – version hosted for puzzlescript.net
(The game Pegs for the TI-83+ graphing calculator, ported to the PuzzleScript engine.)
(The original Pegs was part of PuzzPack by Detached Solutions, and its main developer was Fred Coughlin. This port is by Rory O’Kane.)
title Pegs
author Fred Coughlin / Rory O'Kane
homepage http://roryokane.com/
(homepage of the original Pegs is http://www.detachedsolutions.com/puzzpack/pegs.php)
background_color LightGray
text_color Black
key_repeat_interval 0.25 (to prevent accidental falling down pits, etc.)
run_rules_on_level_start (to draw hole boundaries)
========
OBJECTS
========
(some colors chosen using HUSL: http://boronine.com/husl/)
(also mixed some colors using http://www.colorhexa.com/)
Background
White
NormalSolidBlock
#111 #222 #444 #555 #bbb
10001
02420
04340
02420
10001
CreatedSolidBlock
(mixed with 25% triangle colors)
(first two colors mixed with triangle outline, the rest with fill)
#141d18 #202a25 #5d6b63 #6a7870 #b6c5bc
10001
02420
04340
02420
10001
NormalPlayer
(Orange = #eb8931)
(HUSL Lightnesses 66, 63, 58, 54)
#eb8931 #db7f2d #cd762a #be6d26
.010.
0.2.0
12321
0.2.0
.010.
SelectingPlayer
(HUSL Lightnesses 88, 84, 80, 76)
#dddddd #d1d1d1 #c6c6c6 #bbbbbb
.010.
0.2.0
12321
0.2.0
.010.
(peg colors are HUSL pastel Saturation 100%, Lightness 25% and 85%)
(insides of selected pegs are 50% Saturation)
Circle
#3b3d1c #d4d8a8 (hue 90, yellow)
.000.
01110
01110
01110
.000.
SelectedCircle
#db7f2d #d4d6bf
.000.
01110
01110
01110
.000.
Square
#1a404e #acdbf3 (hue 225, blue)
00000
01110
01110
01110
00000
SelectedSquare
#db7f2d #c2d8e4
00000
01110
01110
01110
00000
Triangle
#1b432e #a8e1c0 (hue 145, green)
0....
00...
010..
0110.
00000
SelectedTriangle
#db7f2d #bfdbca
0....
00...
010..
0110.
00000
Cross
#543239 (hue 0, red)
..0..
..0..
00000
..0..
..0..
SelectedCross
#db7f2d
..0..
..0..
00000
..0..
..0..
EmptyHole
Black
(the colors of falling pegs have 50% of original Lightness)
HoleWithFallingCircle
Black #20220d #64664e
00000
00100
01210
00100
00000
HoleWithFallingTriangle
Black #0c2518 #4e6b5a
00000
01000
01200
01110
00000
HoleWithFallingCross
Black #301b1f
00000
00100
01110
00100
00000
HoleWithFallingPlayer
(player colors are based on the second and fourth normal colors)
Black #6e3d11 #61350e
00000
00100
01210
00100
00000
HoleWithSettlingSquare
#499cbb #d6ecf9 (lightened by 45%)
00000
01110
01110
01110
00000
FilledHole
#ebf6fd #fbfdfe (lightened by 90%)
00000
01110
01110
01110
00000
HoleBoundaryUp
#1a1a1a (halfway between #111 and #222)
00000
.....
.....
.....
.....
HoleBoundaryRight
#1a1a1a
....0
....0
....0
....0
....0
HoleBoundaryDown
#1a1a1a
.....
.....
.....
.....
00000
HoleBoundaryLeft
#1a1a1a
0....
0....
0....
0....
0....
InvisibleDeadPlayer
White
.....
.....
.....
.....
.....
=======
LEGEND
=======
Player = NormalPlayer or SelectingPlayer or InvisibleDeadPlayer
SelectedBlock = SelectedCircle or SelectedSquare or SelectedTriangle or SelectedCross
Block = Circle or Square or Triangle or Cross or SelectedBlock
SolidBlock = NormalSolidBlock or CreatedSolidBlock
Hole = EmptyHole or HoleWithFallingCircle or HoleWithFallingTriangle or HoleWithFallingCross or HoleWithFallingPlayer
HoleBoundary = HoleBoundaryUp or HoleBoundaryRight or HoleBoundaryDown or HoleBoundaryLeft
. = Background
· = Background
P = NormalPlayer
✠ = NormalPlayer
X = NormalSolidBlock
⛝ = NormalSolidBlock
# = EmptyHole
■ = EmptyHole
o = Circle
○ = Circle
s = Square
□ = Square
\ = Triangle
◺ = Triangle
+ = Cross
✚ = Cross
=======
SOUNDS
=======
(block interaction sounds)
Block move 16776907
sfx0 57315905 (destroy by combining matching blocks)
sfx1 93422102 (combine triangles, forming a wall)
sfx2 29154902 (combine crosses, starting replacement selection)
sfx3 39221701 (push block down hole)
sfx4 9351102 (fill hole with square block)
sfx5 60846506 (cycle selected block)
sfx6 57903306 (confirm selection)
(failure sounds)
sfx9 36821508 (combined blocks don't match)
sfx10 3824708 (player falls in hole)
(game sounds)
undo 418707
startlevel 27686900
restart 73263508
endlevel 2807108
================
COLLISIONLAYERS
================
Background
FilledHole, HoleWithSettlingSquare
Player, SolidBlock, Hole, Block, SelectedBlock
HoleBoundaryUp
HoleBoundaryRight
HoleBoundaryLeft
HoleBoundaryDown
======
RULES
======
(you can't move when you're dead)
[ > InvisibleDeadPlayer ] -> [ InvisibleDeadPlayer ]
[ Action InvisibleDeadPlayer ] -> restart
(allow scrolling through selections without moving player)
DOWN [ > SelectingPlayer ] [ SelectedTriangle ] -> [ SelectingPlayer ] [ SelectedCross ] sfx5
(simpler rules like this don't work for some reason: DOWN [ SelectedTriangle ] -> [ SelectedCross ])
DOWN [ > SelectingPlayer ] [ SelectedCross ] -> [ SelectingPlayer ] [ SelectedSquare ] sfx5
DOWN [ > SelectingPlayer ] [ SelectedSquare ] -> [ SelectingPlayer ] [ SelectedCircle ] sfx5
DOWN [ > SelectingPlayer ] [ SelectedCircle ] -> [ SelectingPlayer ] [ SelectedTriangle ] sfx5
UP [ > SelectingPlayer ] [ SelectedTriangle ] -> [ SelectingPlayer ] [ SelectedCircle ] sfx5
UP [ > SelectingPlayer ] [ SelectedCircle ] -> [ SelectingPlayer ] [ SelectedSquare ] sfx5
UP [ > SelectingPlayer ] [ SelectedSquare ] -> [ SelectingPlayer ] [ SelectedCross ] sfx5
UP [ > SelectingPlayer ] [ SelectedCross ] -> [ SelectingPlayer ] [ SelectedTriangle ] sfx5
[ > SelectingPlayer ] -> [ SelectingPlayer ]
(action confirms selection)
[ Action SelectingPlayer ] [ SelectedCircle ] -> [ NormalPlayer ] [ Circle ] sfx6
[ Action SelectingPlayer ] [ SelectedSquare ] -> [ NormalPlayer ] [ Square ] sfx6
[ Action SelectingPlayer ] [ SelectedTriangle ] -> [ NormalPlayer ] [ Triangle ] sfx6
[ Action SelectingPlayer ] [ SelectedCross ] -> [ NormalPlayer ] [ Cross ] sfx6
(player can push blocks)
[ > Player | Block ] -> [ > Player | > Block ]
(square pegs fill holes; other pegs fall in and disappear)
(when you fall down a hole, you must reset or undo)
(finish falling animations:)
[ HoleWithSettlingSquare ] -> [ FilledHole ]
[ HoleWithFallingCircle ] -> [ EmptyHole ]
[ HoleWithFallingTriangle ] -> [ EmptyHole ]
[ HoleWithFallingCross ] -> [ EmptyHole ]
[ HoleWithFallingPlayer ] -> [ EmptyHole ] message You fell and died.
(trigger falling animations:)
[ > Square | Hole ] -> [ | HoleWithSettlingSquare ] sfx4 again
[ > Circle | Hole ] -> [ | HoleWithFallingCircle ] sfx3 again
[ > Triangle | Hole ] -> [ | HoleWithFallingTriangle ] sfx3 again
[ > Cross | Hole ] -> [ | HoleWithFallingCross ] sfx3 again
[ > Player | Hole ] -> [ InvisibleDeadPlayer | HoleWithFallingPlayer ] sfx10 again
(draw hole boundaries)
UP [ Hole no HoleBoundaryUp | no Hole ] -> [ Hole HoleBoundaryUp | no Hole ]
RIGHT [ Hole no HoleBoundaryRight | no Hole ] -> [ Hole HoleBoundaryRight | no Hole ]
DOWN [ Hole no HoleBoundaryDown | no Hole ] -> [ Hole HoleBoundaryDown | no Hole ]
LEFT [ Hole no HoleBoundaryLeft | no Hole ] -> [ Hole HoleBoundaryLeft | no Hole ]
(remove hole boundaries when the hole disappears)
[ HoleBoundary no Hole ] -> [ ]
(some pegs disappear when combined)
[ > Circle | Circle ] -> [ | ] sfx0
[ > Square | Square ] -> [ | ] sfx0
(combined triangles turn into a solid block)
[ > Triangle | Triangle ] -> [ | CreatedSolidBlock ] sfx1
(combined crosses let you freely select a replacement)
[ > Cross | Cross ] [ > Player ] -> [ | SelectedTriangle ] [ > SelectingPlayer ] sfx2
(player gets scolded if non-matching pegs are combined)
[ > Circle | Block no Circle ] -> [ Circle | Block ] sfx9 message They don't match.
[ > Triangle | Block no Triangle ] -> [ Triangle | Block ] sfx9 message They don't match.
[ > Square | Block no Square ] -> [ Square | Block ] sfx9 message They don't match.
[ > Cross | Block no Cross ] -> [ Cross | Block ] sfx9 message They don't match.
==============
WINCONDITIONS
==============
No Block
=======
LEVELS
=======
(help)
message To beat each level you must destroy all of the pegs. If two like pegs are pushed into each other they disappear, except for triangles which form a solid block and plusses which allow you to choose a replacement block.
XXXXXXXXXXXX
X··········X
X···P··o···X
X····++\···X
X···□■·o···X
X··········X
X··········X
XXXXXXXXXXXX
message Nice Pegging!!!
XXXXXXXXXXXX
XXX···\\···X
XXX···X····X
XXX···XX···X
P···\\oo···X
XXX···XX···X
XXX···X····X
XXX···\\···X
message Nice Pegging!!!
XXXXXXXXXXXX
XXXXXXXXXXXX
X·····\·P···
X·XX·XX·XX\X
X··\·······X
XXXXXXXXXX\X
XXXXXXXXXXXX
XXXXXXXXXXXX
message Nice Pegging!!!
XXXXXXXXXXXX
■·□·\·\····X
■·+·o·\····X
■·o·□P\····X
■·\·□·\·+··X
■·□·o·\····X
■·o·□·\····X
XXXXXXXXXXXX
message Nice Pegging!!!
·■■·□■··■···
·■■·□□··■··\
\■■·■■■·X\\\
·■■·■□■·X\·\
·■■·■P■o■···
\■■·■■■·■···
·■■·□···■···
·■■··o··■oo·
message Nice Pegging!!!
P···········
\·········+·
\··\···\\···
·XX\XXXXXXX·
············
·XXXX·XX·XXX
·+······o□■·
···XXXX··XXX
message Nice Pegging!!!
XXXX··XXXXXX
XXX■··□■·XXX
XXXX·XoX·XXX
XXX\++P□\■XX
XXXX·X\X···X
XXXX··o··X·X
XXXXXXX·XX·X
XXXXXXX····X
message Nice Pegging!!!
XXXXXXXXXXXX
··+++++□++··
··+++\++o+··
P·+++\++□+··
··++□o++++··
··++o\++++··
··++\□++++··
XXXXXXXXXXXX
message Nice Pegging!!!
····XX······
·+··XX······
····\□□+·XX·
·X··\X···XXX
···\\PX····\
····\X··XXXX
·+X·\oo···+·
····□X······
message Nice Pegging!!!
XXXX\XXX····
XXXX·XXX···P
··□·■■■···+·
·++·■■■·□+□·
·++·■■■·□+□·
····■■■·+···
XXXXX·XX····
XXXXX\XX····
message Nice Pegging!!!
XPX·XX■··XXX
X···o□■■·\\·
X\X\·X■··\\·
X··\·X···++·
X\X··X·X·++·
·····X·XX·X·
·+□+·X·X····
····\\\XXXXX
message Nice Pegging!!!
P·····XXXXXX
X\X\X\XX···X
······X··X·X
X\X\X\X····X
······XXoo■X
X\X\X\XX·\\X
··········\X
X·XXXXXX··XX
message Nice Pegging!!!
XXXXXXXXXXXX
··□·\·o·□··■
··\·o·\·□··■
P·+·□·o·□··■
··o·□·\·□··■
··□·\·o·□··■
··+·+·\·□··■
XXXXXXXXXXXX
message Nice Pegging!!!
XXXXX··X··XX
XX·\··□··\·X
X■··oX·XX··X
XXX··+o+··XX
XX··XX·Xo··■
XX·\··□···PX
XX··X··XXXXX
XXXXXXXXXXXX
message Nice Pegging!!!
···■·■·■·■·X
···■·■·■·■·X
·+□■·■·■·■·\
·□·■·■□■·■·X
·+·■·■·■·■·X
P··■□■·■·■·X
··□■·■·■□■·X
··□■·■·■·■·X
message Congratulations!
message You finished Pegs!
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