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Created January 22, 2014 23:04
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title
Play this game by pasting the script in http://www.puzzlescript.net/editor.html
title Sticky Candy Puzzle Saga
author Alan Hazelden
homepage www.draknek.org
run_rules_on_level_start
noaction
========
OBJECTS
========
Background
Black DarkGrey
00000
00000
00000
00000
00000
Wall
Pink #febfc6
10001
00011
00110
01100
11000
Player
Pink #febfc6
.000.
.111.
00100
.000.
.0.0.
Yellow
Yellow White Orange
.000.
01100
01000
00002
.022.
Red
Red Orange DarkRed
.000.
01100
01000
00002
.022.
Blue
LightBlue White Blue
.000.
01100
01000
00002
.022.
YellowTarget
Brown Yellow
00000
01110
01010
01110
00000
RedTarget
DarkBrown Red
00000
01110
01010
01110
00000
BlueTarget
Purple LightBlue
00000
01110
01010
01110
00000
Marker
White
.....
.....
.....
.....
.....
WallL
White
0....
0....
0....
0....
0....
WallR
White
....0
....0
....0
....0
....0
WallU
White
00000
.....
.....
.....
.....
WallD
White
.....
.....
.....
.....
00000
WallLR
White
0...0
0...0
0...0
0...0
0...0
WallUD
White
00000
.....
.....
.....
00000
JoinL
#febfc6
0....
.....
.....
.....
0....
JoinR
#febfc6
....0
.....
.....
.....
....0
JoinU
#febfc6
0...0
.....
.....
.....
.....
JoinD
#febfc6
.....
.....
.....
.....
0...0
JoinBoth
#febfc6
0...0
.....
.....
.....
0...0
=======
LEGEND
=======
. = Background
# = Wall
P = Player
A = Red
B = Yellow
C = Blue
1 = RedTarget
2 = YellowTarget
3 = BlueTarget
WallCoverLR = WallL or WallR or WallLR
WallCoverUD = WallU or WallD or WallUD
JoinCoverLR = JoinL or JoinR or JoinBoth
JoinCoverUD = JoinU or JoinD
Join = JoinCoverLR or JoinCoverUD
CoverLR = WallCoverLR or JoinCoverLR
CoverUD = WallCoverUD or JoinCoverUD
Candy = Yellow or Red or Blue
Target = YellowTarget or RedTarget or BlueTarget
=======
SOUNDS
=======
sfx1 6045907 (candies sticking)
Candy MOVE 48059907
Player MOVE 11429307
Player CANTMOVE 11892304
================
COLLISIONLAYERS
================
Background
Marker
Target
Player, Wall, Candy
CoverLR
CoverUD
======
RULES
======
[ > Player | Candy ] -> [ > Player | > Candy ]
[ moving Candy | stationary Candy ] -> [ moving Candy | moving Candy ]
(Prevent movement in a way that triggers the "can't move" sound)
[ > Candy | Wall ] [ > Player | > Candy ] -> [ Candy | Wall ] [ > Player | Candy ]
[ > Player | stationary Candy ] [ moving Candy ] -> [ > Player | Candy ] [ Candy ]
(Trigger the "candies sticking" sound)
[ > Candy | no Candy ] -> [ > Candy | Marker ]
[ Marker | stationary Candy ] -> sfx1
[ Marker ] -> []
(Wall borders)
left [ Wall no WallCoverLR | no Wall ] -> [ Wall WallL | ]
right [ Wall no WallCoverLR | no Wall ] -> [ Wall WallR | ]
right [ Wall WallL | no Wall ] -> [ Wall WallLR | ]
up [ Wall no WallCoverUD | no Wall ] -> [ Wall WallU | ]
down [ Wall no WallCoverUD | no Wall ] -> [ Wall WallD | ]
down [ Wall WallU | no Wall ] -> [ Wall WallUD | ]
(Candy joins)
late [ Join ] -> []
late left [ Candy | Candy ] -> [ Candy JoinL | Candy ]
late right [ Candy no JoinL | Candy ] -> [ Candy JoinR | Candy ]
late right [ Candy JoinL | Candy ] -> [ Candy JoinBoth | Candy ]
late up [ Candy no JoinBoth | Candy ] -> [ Candy JoinU | Candy ]
late down [ Candy no JoinU no JoinBoth | Candy ] -> [ Candy JoinD | Candy ]
late down [ Candy JoinU | Candy ] -> [ Candy JoinBoth | Candy ]
==============
WINCONDITIONS
==============
All Yellow on YellowTarget
All Red on RedTarget
All Blue on BlueTarget
=======
LEVELS
=======
message Transport the sticky candies to the collection areas.
#######
##...##
#..b.2#
#pb#.2#
#..b.2#
##...##
#######
#########
##.....##
#..a.#.1#
#pa....1#
#..a.#.1#
##.....##
#########
message Don't let different candies stick together!
#######
##...##
##...##
#.bpa.#
#1...2#
#######
#########
##......#
#1.c.#b2#
#.b.p..2#
#3.a.#b2#
##......#
#########
########
#p...22#
#.b.a22#
#..b.a.#
#.a.b..#
#11a.b.#
#11....#
########
#########
#.b...###
#.b...###
#..c.b22#
#33.p.22#
#33c.b..#
###...c.#
###...c.#
#########
###########
##......###
##.#..a...#
#...a#..11#
#pa..#a#11#
#...a#..11#
##.#..a...#
##......###
###########
###########
####...A###
##......###
#..#A#..11#
#pA...A.11#
#..#A#..11#
##......###
####...A###
###########
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