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title
Play this game by pasting the script in http://www.puzzlescript.net/editor.html
title Cratopia
author CHz [v1]
homepage quiteajolt.com
again_interval 0.06
run_rules_on_level_start
========
OBJECTS
========
BlueSky
Blue
CrateInfection
#3F5AC2 #5063C5 Blue
00000
02120
01110
02120
00000
Space
Black
EditModeDrop
Black
.....
.....
.....
.....
.....
EditModeArrow
White Black
11011
11011
11011
10001
11011
EditModeCursor
Red
00.00
0...0
.....
0...0
00.00
Goal
DarkBlue #0D1319
11111
10001
10001
10001
10001
GoalLocked
DarkBlue #0D1319 Gray
12121
22222
12021
22222
12021
Key
Yellow
.....
.....
...00
00000
0.0..
Crate
#765026 #C77629
00000
0.1.0
01110
0.1.0
00000
Ladder
DarkBrown
0...0
00000
0...0
00000
0...0
Fire
Brown #765026 Orange Red
33232
32222
22220
00000
00100
BurningCrate
DarkRed Red
00000
0.1.0
01110
0.1.0
00000
BurntCrate
DarkGray Gray
00000
0.1.0
01110
0.1.0
00000
PlayerRight
Black Orange White Red
.000.
.111.
.2222
.333.
.3.3.
PlayerLeft
Black Orange White Red
.000.
.111.
2222.
.333.
.3.3.
PlayerLadder
Black Orange White Red
.000.
.111.
22222
.333.
.3.3.
PlayerRightDisabled
Gray
.000.
.000.
.0000
.000.
.0.0.
PlayerLeftDisabled
Gray
.000.
.000.
0000.
.000.
.0.0.
PlayerLadderDisabled
Gray
.000.
.000.
00000
.000.
.0.0.
PlayerJumpLeft
Black
PlayerJumpRight
Black
Orb
Red Purple DarkBlue
.000.
01110
01210
01110
.000.
CrateArtifact
#765026 #C77629
.....
.000.
.010.
.000.
.....
CrateInfectionSeed
White
CrateInfectionComplete
White
.....
.....
.....
.....
.....
CrateInfectionTemp
White
.....
.....
.....
.....
.....
Grass
Brown #765026 Green LightGreen
23233
02002
10000
00000
00100
Dirt
Brown #765026
00001
00000
10000
00000
00100
Crumble
Brown
0.0.0
00000
.....
.....
.....
=======
LEGEND
=======
Background = BlueSky or CrateInfection
. = BlueSky
+ = CrateInfection
S = Space
D = EditModeDrop and Space
G = Goal
@ = GoalLocked
K = Key
L = Ladder
> = PlayerRight
< = PlayerLeft
^ = PlayerLadder
Player = PlayerLeft or PlayerRight or PlayerLadder or EditModeCursor
NonCursorPlayer = PlayerLeft or PlayerRight or PlayerLadder
PlayerJump = PlayerJumpLeft or PlayerJumpRight
PlayerDisabled = PlayerLeftDisabled or PlayerRightDisabled or PlayerLadderDisabled
C = Crate
O = Orb
A = CrateArtifact and CrateInfection
T = Dirt and EditModeDrop
Y = Goal and CrateInfectionSeed
U = Grass and EditModeDrop
I = EditModeDrop
* = Grass
# = Dirt
F = Fire
- = Crumble
Ground = Grass or Dirt or Fire or Crumble
Solid = Crate or Ground or Space or Key or Fire or Crumble
Thing = Orb or Player or PlayerDisabled or Crate or Ground or EditModeArrow or Key or Fire or Crumble
Transformable = Key or Ladder or Fire or BurningCrate or BurntCrate or Grass or Dirt or Crumble
=======
SOUNDS
=======
ShowMessage 72692706
Crate Move Horizontal 99804707
EditModeCursor Move 44871706
SFX0 97366302 (win; manually triggered because some levels are cutscenes)
SFX1 41487108 (activate edit mode)
SFX2 37184702 (bridge crumble)
SFX3 79796108 (CRATE RAIN)
SFX4 73912901 (leave edit mode)
SFX5 26404105 (jump)
SFX6 31560708 (get orb)
SFX7 16509700 (get key)
SFX8 38835508 (crate fire)
SFX9 24561108 (crate infection)
================
COLLISIONLAYERS
================
Background
Goal, GoalLocked, Ladder, EditModeDrop
Orb, Key, Player, PlayerJump, PlayerDisabled, Crate, Ground, Space, EditModeArrow, Fire, BurningCrate, BurntCrate, CrateArtifact
EditModeCursor, CrateInfectionSeed, CrateInfectionComplete, CrateInfectionTemp
======
RULES
======
( ==================
ENDGAME ANIMATIONS
================== )
(play the sound effect when infection begins)
[ NonCursorPlayer CrateInfectionSeed ] -> [ Crate CrateInfectionSeed ] SFX9
[ Goal CrateInfectionSeed ] -> [ Goal CrateInfectionSeed ] SFX9
(infection radiation)
[ CrateInfectionSeed | no CrateInfectionComplete no Space ] -> [ CrateInfectionSeed | CrateInfectionTemp ] again
[ CrateInfectionSeed ] -> [ CrateInfectionComplete ]
(when the infection hits a specified trigger tile, move on to the next level; due to the object limit, I'm using EditModeDrop for this)
[ CrateInfectionComplete EditModeDrop ] -> [ CrateInfectionComplete EditModeDrop ] win
(infection tile transformations)
late [ CrateInfectionTemp BlueSky ] -> [ CrateInfectionTemp CrateInfection ]
late [ CrateInfectionTemp Transformable ] -> [ CrateInfectionTemp Crate ]
late [ CrateInfectionTemp ] -> [ CrateInfectionSeed ]
(when the player touches the artifact, start infection)
[ > NonCursorPlayer | CrateArtifact ] -> [ | NonCursorPlayer CrateInfectionSeed ]
( =========
EDIT MODE
========= )
(hitting the X key when in the normal game activates the edit mode)
[ EditModeDrop Space ] UP [ ACTION NonCursorPlayer | ... | EditModeDrop ] -> [ EditModeDrop Space ] [ ACTION NonCursorPlayer | ... | EditModeDrop EditModeCursor ] SFX1
[ EditModeDrop Space ] [ ACTION NonCursorPlayer ] -> [ EditModeDrop EditModeArrow ] [ ACTION NonCursorPlayer ]
[ EditModeDrop EditModeArrow ] [ ACTION PlayerLeft ] -> [ EditModeDrop EditModeArrow ] [ PlayerLeftDisabled ]
[ EditModeDrop EditModeArrow ] [ ACTION PlayerRight ] -> [ EditModeDrop EditModeArrow ] [ PlayerRightDisabled ]
[ EditModeDrop EditModeArrow ] [ ACTION PlayerLadder ] -> [ EditModeDrop EditModeArrow ] [ PlayerLadderDisabled ]
(hitting the X key while in edit mode returns to platform control)
[ ACTION EditModeCursor ] [ EditModeDrop EditModeArrow ] -> [ ACTION EditModeCursor ] [ EditModeDrop Space ]
[ ACTION EditModeCursor ] [ PlayerLeftDisabled ] -> [ ACTION EditModeCursor ] [ PlayerLeft ]
[ ACTION EditModeCursor ] [ PlayerRightDisabled ] -> [ ACTION EditModeCursor ] [ PlayerRight ]
[ ACTION EditModeCursor ] [ PlayerLadderDisabled ] -> [ ACTION EditModeCursor ] [ PlayerLadder ]
[ ACTION EditModeCursor ] -> [ ] SFX4
(restrict the cursor's movement)
HORIZONTAL [ > EditModeCursor | no EditModeArrow ] -> [ EditModeCursor | no EditModeArrow ]
[ UP EditModeCursor ] -> [ EditModeCursor ]
( {1} )
(Hitting the down arrow in edit mode drops a crate. The rule that does this is further down so that it happens after the normal gravity assertion; if it were here, the crate would fall one row before drawing and would appear to start on the second row from the top.
Search for {2} to find the rule.)
( ===============
NORMAL MOVEMENT
=============== )
(forces another turn after player movement to assert gravity)
[ MOVING NonCursorPlayer ] -> [ MOVING NonCursorPlayer ] again
(Change the player's orientation based on movement.)
[ LEFT NonCursorPlayer ] -> [ LEFT PlayerLeft ]
[ RIGHT NonCursorPlayer ] -> [ RIGHT PlayerRight ]
late [ NonCursorPlayer Ladder ] -> [ PlayerLadder Ladder ]
(shove crates)
HORIZONTAL [ > NonCursorPlayer | Crate ] -> [ > NonCursorPlayer | > Crate ]
(level 2 ends when you grab the orb)
[ > NonCursorPlayer | Orb ] -> [ > NonCursorPlayer | Orb ] SFX6 win
(burn some crates)
[ BurntCrate ] -> [ ]
[ BurningCrate ] -> [ BurntCrate ] again
[ BurntCrate | Crate ] -> [ BurntCrate | BurningCrate ]
DOWN [ Crate no CrateInfection | Fire ] -> [ BurningCrate | Fire ] SFX8 again
( ==================
CLIMBING & GRAVITY
================== )
(A player can climb on top of a crate by walking into it or pressing up while facing it, but only if there's something on the other side of the crate so the player can't push it, and also if there's nothing above the player or the crate. Done by using a temporary player object that moves up if there's no obstacle above and then moves on top of the crate if there's no obstacle there.)
RIGHT [ > NonCursorPlayer | Crate | Solid ] -> [ PlayerJumpRight | Crate | Solid ]
RIGHT [ ^ PlayerRight | Crate | Solid ] -> [ PlayerJumpRight | Crate | Solid ]
UP [ PlayerJumpRight | no Solid ] -> [ PlayerJumpRight | v PlayerRight ]
LEFT [ > NonCursorPlayer | Crate | Solid ] -> [ PlayerJumpLeft | Crate | Solid ]
LEFT [ v PlayerLeft | Crate | Solid ] -> [ PlayerJumpLeft | Crate | Solid ]
UP [ PlayerJumpLeft | no Solid ] -> [ PlayerJumpLeft | ^ PlayerLeft ]
(don't let the player move up or down unless they're on a ladder)
[ UP NonCursorPlayer no Ladder ] -> [ NonCursorPlayer no Ladder ]
(assert gravity)
DOWN [ STATIONARY Crate ] -> [ > Crate ] again
DOWN [ STATIONARY NonCursorPlayer no Ladder | no Ladder ] -> [ > NonCursorPlayer no Ladder | no Ladder ] again
(get keys and unlock goals; happens after gravity so you can fall on keys)
HORIZONTAL DOWN [ > NonCursorPlayer | Key ] [ GoalLocked ] -> [ > NonCursorPlayer | ] [ Goal ] SFX7
(Clean up after jumping.)
(If the player is on top of a temporary jump token, then the player moved up but was blocked by an obstacle on top of the crate, so move the player back down.)
late DOWN [ NonCursorPlayer | PlayerJump ] -> [ | NonCursorPlayer ]
(If the player and the temporary jump token both exist here, then the player jumped successfully. Clear the token and destroy the crumbling floor if the player was standing on one.)
late DOWN [ NonCursorPlayer ] [ PlayerJump | Crumble ] -> [ NonCursorPlayer ] [ | ] SFX5 SFX2
late [ NonCursorPlayer ] [ PlayerJump ] -> [ NonCursorPlayer ] [ ] SFX5
(If there's a temporary jump token remaining here, then the player tried jumping but was blocked from above. Turn the token back into the player.)
late [ PlayerJumpLeft ] -> [ PlayerLeft ]
late [ PlayerJumpRight ] -> [ PlayerRight ]
( =============
MISCELLANEOUS
============= )
( {2} )
(Hitting X over one of the arrows in edit mode drops a crate. Search for {1} for an explanation of why this rule is here after gravity.)
DOWN [ DOWN EditModeCursor | no Thing ] -> [ EditModeCursor | Crate ] SFX3 again
[ DOWN EditModeCursor ] -> [ EditModeCursor ]
(win condition; player must be standing on solid ground to enter the goal)
late DOWN [ NonCursorPlayer Goal | Solid ] -> [ NonCursorPlayer Goal | Solid ] SFX0 win
(crumble breakable floors if the player is walking away after standing on one; happens after pushing, climbing, & gravity)
DOWN [ PERPENDICULAR NonCursorPlayer no Ladder | Crumble ] -> [ PERPENDICULAR NonCursorPlayer no Ladder | ] SFX2
==============
WINCONDITIONS
==============
(win condition is a rule to enforce that the player must be stationary on the goal)
=======
LEVELS
=======
message I love crates.
message I could push them or climb on them every day.
(mechanics tutorial)
SSSSSSSSS
S.......S
S.*..C..S
S.#****LS
SG.C..#LS
S..C..#LS
S*****#LS
S......LS
S>.C..C.S
S*******S
SSSSSSSSS
(mechanics quiz)
SSSSSSSSSSSSSSSSSSSSS
S................C..S
S..............****LS
S................C.LS
S.......C.CL...****LS
S.......***L.......LS
SG....>......***...LS
S**...C....C......C*S
S##*.**************#S
S###*###############S
SSSSSSSSSSSSSSSSSSSSS
message I wish the world had more crates.
(rain tutorial prelude)
SSSSSSSSSSSSSSSSSSS
SG..<.............S
S*.*L.............S
S...L.............S
S.***.********....S
S..C..............S
SL***.****.****...S
SL.........C...***S
SL.......L***....OS
S*......C.....C.**S
S#*************.##S
S##############*##S
SSSSSSSSSSSSSSSSSSS
message [Press X to rain crates. Use the arrow keys to drop crates and X to return.]
message
message Who said that?
(rain tutorial)
SDDDDDDDDDDDDDDDDDS
SG................S
S*.*L.............S
S...L.............S
S.***.********....S
S.................S
SL***.****.****...S
SL.............***S
SL.......L***....>S
S*.....CC......C**S
S#*************C##S
S##############*##S
SSSSSSSSSSSSSSSSSSS
message This is... exhilarating.
(rain 1)
SDDDS
SG..S
S*..S
S...S
S...S
S...S
S>..S
S***S
SSSSS
(rain 2)
SDDDDDDDDDDDDS
S.K.........<S
S.**.**.**.**S
S...........@S
S..........**S
S............S
S............S
S............S
S************S
SSSSSSSSSSSSSS
(rain 3)
SDDDDDDDS
S......KS
SL**.***S
SL.C.C..S
SL.C.C..S
SL.C.C..S
SL.C@C..S
SL.C*C..S
SL.C^C..S
SL.C*C..S
SL.C.C..S
SL.C.C..S
SL*****LS
SL.....LS
SSSSSSSSS
(fire 1)
SDDDDDDDDDDDS
S...........S
S@.......C<.S
S******L***LS
S..........LS
SK..*......LS
S*C...C.C..*S
S#*****F***#S
SSSSSSSSSSSSS
(fire 2)
SDDDDDDDDDDS
S......C...S
S..**L***..S
S....L....KS
S....L...**S
S>.C..C...@S
S****F*****S
SSSSSSSSSSSS
(fire 3)
SDDDDDDDDDS
S.........S
S...^.....S
S*.***....S
S#.#......S
S#.#K*....S
S#.#......S
S#.#**....S
S#.....**LS
S#.....@#LS
S......*#LS
S........LS
S***F*****S
SSSSSSSSSSS
(crumble 1)
SDDDDDDDDDDDS
SK..........S
S****...L...S
S@.>........S
S****-----**S
S####*FFF*##S
SSSSSSSSSSSSS
(crumble 2)
SDDDDDDDDDS
S.......**S
S.****..##S
S.......C<S
S*----****S
S#..F*####S
S#....G###S
S#F.***###S
S##*######S
SSSSSSSSSSS
(crumble 3)
SDDDDDDDDDDDDDDDS
S*******.*******S
S...............S
SL*.**.****L***LS
SL.........L...LS
SL**.***.****.*LS
SL.............LS
SL*.****.*.F*.*LS
SL.............LS
SL****-.*.-*F.*LS
SL......G......LS
S*C.....^.....C*S
S#**FFF***FFF**#S
SSSSSSSSSSSSSSSSS
(endgame 1 [temple])
SSSSSSSSSSSSSSSSSSSSS
S................+++S
S..............+++++S
S............+++++A+S
S>........+++++++CCCS
S*******CCCCCCCCCCCCS
ST##CCCCCCCCCCCCCCCCS
SSSSSSSSSSSSSSSSSSSSS
(endgame 2 [crumble 3 redux])
SSSSSSSSSSSSSSSSS
SU******.*******S
S...............S
SL*.**.****L***LS
SL.........L...LS
SL**.***.****.*LS
SL.............LS
SL*.****.*.F*.*LS
SL.............LS
SL****-.*.-*F.*LS
SL......Y......LS
S*C...........C*S
S#**FFF***FFF**#S
SSSSSSSSSSSSSSSSS
(endgame 3 [mechanics tutorial redux])
SSSSSSSSS
S.......S
S.*..C..S
S.#****LS
SY.C..#LS
S..C..#LS
S*****#LS
S......LS
S..C..C.S
S******US
SSSSSSSSS
(endgame 4 [planet])
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
SSSSSSSSSSSS###.....SSSSSSSSSSSS
SSSSSSSSS#####**#......SSSSSSSSS
SSSSSSSS######****#.....SSSSSSSS
SSSSSY##########***#.....*SSSSSS
SSSSS#############.........SSSSS
SSSS###FFFFF................SSSS
SSSS................****###.SSSS
SSS................****######SSS
SSFF..............#****####**.SS
SS##....*.........##########**SS
SS#.....#..........##########.SS
S#.................#######.....S
S.................#######......S
S...............FFF##..........S
S............#FF...............S
S........#######..........F....S
S......#####****#..............S
S.......#####***#..............S
S..............................S
SS............................SS
SSFFF......................***SS
SS.FFF.....................***SS
SSS.##......................*SSS
SSSS#.......................SSSS
SSSS........................SSSS
SSSSS#....................ISSSSS
SSSSSS###.................SSSSSS
SSSSSSSS####............SSSSSSSS
SSSSSSSSS######........SSSSSSSSS
SSSSSSSSSSSS######..SSSSSSSSSSSS
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
message
message
message Bliss.
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