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bmj-04-17
Play this game at http://www.puzzlescript.net/play.html?p=b87d1c5ef19807ed09c5a9da460fcac3 or by pasting the script in http://www.puzzlescript.net/editor.html
realtime_interval 0.25
color_palette 4
background_color lightblue
text_color black
noundo
title No Ant Not Dead
homepage berlinminijam.de
========
OBJECTS
========
Dirt
brown darkbrown
00001
01000
00000
00010
00000
Sky
lightblue blue
11111
11111
00000
11111
00000
Glass
grey brown white yellow
.....
.00..
02201
.33..
..3..
LightH
yellow
.....
.....
00000
.....
.....
LightV
yellow
..0..
..0..
..0..
..0..
..0..
LightCornerUpRight
yellow
..0..
..0..
...00
.....
.....
LightCornerUpLeft
yellow
..0..
..0..
00...
.....
.....
LightCornerDownLeft
yellow
.....
.....
00...
..0..
..0..
LightCornerDownRight
yellow
.....
.....
...00
..0..
..0..
Grass
Lightgreen brown darkbrown
00000
10100
11111
11121
11111
Tunnel
darkbrown darkred
10001
01110
00000
11001
00100
MirrorUp
darkblue lightblue
...11
..101
.101.
101..
11...
MirrorDown
darkblue lightblue
11...
101..
.101.
..101
...11
MirrorHTUp
lightblue
....0
...0.
..0..
.0...
0....
MirrorHTDown
lightblue
0....
.0...
..0..
...0.
....0
Ant
black
.....
.....
0....
.0000
0.0.0
AntBurning0
black yellow orange red
.....
..2..
0211.
.0000
0.0.0
AntBurning1
black yellow orange red
3.333
.3232
32112
22020
0.0.0
AntBurning2
black yellow orange red
..3.3
.3332
32123
21113
20202
AntBurning3
darkgrey orange black
.....
.....
.100.
10201
22220
PlayerGrab
orange
.000.
0...0
0...0
0...0
.000.
PlayerFree
white
00.00
0...0
.....
0...0
00.00
Sensor
white red
.....
.010.
.010.
.000.
.....
SensorActivated
white green
.....
.000.
.010.
.010.
.....
Gate
lightgray darkgrey black yellow
23232
01000
01110
01010
32323
GateOpen
lightgray black yellow
10.00
11.10
.....
10.10
21.21
Tombstone
Grey darkgrey
.000.
01100
00000
01110
00000
Stick
brown yellow
..0..
00100
..0..
..0..
..0..
DirN
transparent
DirE
transparent
DirS
transparent
DirW
transparent
=======
LEGEND
=======
Background = Sky or Tunnel
Light = LightH or LightV or LightCornerUpRight or LightCornerUpLeft or LightCornerDownRight or LightCornerDownLeft
Mirror = MirrorUp or MirrorDown or MirrorHTDown or MirrorHTup
Player = playerFree or playerGrab
AntsNotDead = Ant or Antburning0 or Antburning1 or Antburning2
Ants = AntsNotDead or AntBurning3
DirTag = dirn or dire or dirs or dirw
LightBlocker = Dirt or Grass or AntBurning3 or Gate
A = Sky
O = Tombstone and Sky
F = Stick and Sky
. = Tunnel
P = PlayerFree and Sky
G = Grass
# = Dirt
T = Ant and tunnel
D = MirrorDown and Tunnel
U = MirrorUp and Tunnel
B = MirrorHTDown and Tunnel
C = MirrorHTUp and Tunnel
S = Glass
@ = Sensor and Tunnel
X = Gate
k = antburning3 and tunnel
=======
SOUNDS
=======
AntBurning0 create 8273908
LightH create 44355300
LightV create 44355300
GateOpen create 39068107
================
COLLISIONLAYERS
================
Sky, Tunnel
Grass, Dirt, Tombstone, Stick
Mirror, Glass, Sensor, SensorActivated, Gate, GateOpen, Ants
Light
Player
Dirn dire dirs dirw
======
RULES
======
(--------------------- player input ---------------------)
(mirror placement)
[ Action PlayerFree Mirror ] -> [ PlayerGrab Mirror ]
[ Action PlayerGrab Mirror ] -> [ PlayerFree Mirror ]
(move mirror only with player)
rigid [ > PlayerGrab Mirror ] -> [ > PlayerGrab > Mirror ]
[ > PlayerGrab stationary Mirror ] -> [ PlayerGrab Mirror ]
(avoid shooting multiple lights)
[ Action Player Glass ] [Light] -> [> Player Glass] [Light]
(reset ants on spawning light)
[ Action Player Glass ] [Ants] -> [ Action Player Glass ] [Ant]
(reset sensors)
[ Action Player Glass ] [SensorActivated] -> [Action Player Glass] [Sensor]
[ Action Player Glass ] [GateOpen] -> [ Action Player Glass ] [Gate]
(spawn light)
[ Action Player Glass ] -> [ Player Glass LightV DirS ]
(--------------------- game tick ---------------------)
(movement rules)
[ stationary Player] [Light DirN] -> [Player] [up LightV up DirN]
[ stationary Player] [Light DirE] -> [Player] [right LightH right DirE]
[ stationary Player] [Light DirS] -> [Player] [down LightV down DirS]
[ stationary Player] [Light DirW] -> [Player] [left LightH left DirW]
(light blocking, repeated later)
[ stationary Player ] [> Light | LightBlocker ] -> [Player] [ | LightBlocker]
(--------------------- mirror rules ---------------------)
(mirror up)
[ stationary Player] [> Light DirN | MirrorUP] -> [Player] [ | LightCornerDownRight DirE MirrorUP]
[ stationary Player] [> Light DirE | MirrorUP] -> [Player] [ | LightCornerUpLeft DirN MirrorUP]
[ stationary Player] [> Light DirS | MirrorUP] -> [Player] [ | LightCornerUpLeft DirW MirrorUP]
[ stationary Player] [> Light DirW | MirrorUP] -> [Player] [ | LightCornerDownRight DirS MirrorUP]
(mirror down)
[ stationary Player] [> Light DirN | Mirrordown] -> [Player] [ | LightCornerDownLeft DirW Mirrordown]
[ stationary Player] [> Light DirE | Mirrordown] -> [Player] [ | LightCornerDownLeft DirS Mirrordown]
[ stationary Player] [> Light DirS | Mirrordown] -> [Player] [ | LightCornerUpRight DirE Mirrordown]
[ stationary Player] [> Light DirW | Mirrordown] -> [Player] [ | LightCornerUpRight DirN Mirrordown]
(half transparent mirror down)
[ stationary Player] [> Light DirN | MirrorHTdown | ] -> [Player] [ | LightCornerDownLeft DirW MirrorHTdown | LightV DirN]
[ stationary Player] [> Light DirE | MirrorHTdown | ] -> [Player] [ | LightCornerDownLeft DirS MirrorHTdown | LightH DirE]
[ stationary Player] [> Light DirS | MirrorHTdown | ] -> [Player] [ | LightCornerUpRight DirE MirrorHTdown | LightV DirS]
[ stationary Player] [> Light DirW | MirrorHTdown | ] -> [Player] [ | LightCornerUpRight DirN MirrorHTdown | LightH DirW]
(half transparent mirror up)
[ stationary Player] [> Light DirN | MirrorHTup | ] -> [Player] [ | LightCornerDownRight DirE MirrorHTup | LightV DirN]
[ stationary Player] [> Light DirE | MirrorHTup | ] -> [Player] [ | LightCornerUpLeft DirN MirrorHTup | LightH DirE]
[ stationary Player] [> Light DirS | MirrorHTup | ] -> [Player] [ | LightCornerUpLeft DirW MirrorHTup | LightV DirS]
[ stationary Player] [> Light DirW | MirrorHTup | ] -> [Player] [ | LightCornerDownRight DirS MirrorHTup | LightH DirW]
(Dead ant)
[ stationary Player] [AntBurning2] -> [Player] [AntBurning3]
[ stationary Player] [AntBurning1] -> [Player] [AntBurning2]
[ stationary Player] [AntBurning0] -> [Player] [AntBurning1]
(light blocking)
[ stationary Player ] [> Light | LightBlocker ] -> [Player] [ | LightBlocker]
late [Light Lightblocker] -> [Lightblocker]
(burning ants)
[ stationary Player ] [> Light | Ant ] -> [Player] [ > Light | AntBurning0 ]
[ stationary Player ] [Light Ant ] -> [Player] [ > Light AntBurning0 ]
(sensors)
[ stationary Player ] [> Light | Sensor ] -> [Player] [ | SensorActivated ]
[ stationary Player ] [Light Sensor ] -> [Player] [SensorActivated ]
[ stationary Player ][ SensorActivated | Gate ] -> [Player] [ SensorActivated | Tunnel GateOpen ]
(delete remaining dirtags)
late [dirtag no light] -> []
==============
WINCONDITIONS
==============
No AntsNotDead
Any Player
=======
LEVELS
=======
message The ants have defied you!
message Use your magnifying glass to retaliate!
AAAASAAAPA
GGGG.GGGGG
####.#####
####.#####
#U..U#####
#.########
#D...T####
##########
message This one is hidden deep.
message You'll have to place the mirrors yourself.
aaaasaaapa
gggg.ggggg
####.####d
####....#d
#######.#u
##......#u
##.######d
##.#######
##....t###
##########
message Now place the mirrors to get them all with one shot.
(message The dead will cover the living.)
asaaaaaapa
g.gggggggg
#.#...###d
#.#.#.###d
#.#.t..t#d
#.###.###u
#.....###u
##########
message These anthills have lots of branches.
message You will need to take multiple pathes in parallel.
asaaapaaaa
g.gggggggg
#.......t#
#.####.###
#.##t..#u#
#.######d#
#...t###b#
########b#
message The dead will protect the living.
asaapaaa
g.#ggggg
#.##t###
#.#..#u#
#b.tt#u#
#.##.#d#
#.##.###
#....###
########
message Curses, they use blast doors with light sensors!
message These ants are rather smart - or are they?
asaaaaaapa
g.gggggggg
#..#######
#..##bdd##
#@x#######
##......t#
##########
message Cowards!
asaaaap
g.ggggg
#.....#
#.....#
#..#@##
#...xt#
#@x####
##t##bb
#####bd
message Think! Think! Think!
aaasapaaaa
ggg.gggggg
###..@...#
#t...x...#
##t......#
###...####
ud#t..#bb#
uu#####bb#
##########
message Use what you learned to navigate this maze.
aasapaaaaaaaaa
dg.ggg.ggg.ggg
u#.t.#t#...t.#
b#.#.####@x#.#
c#.........#.#
u#......t..#.#
u#...##.##.#.#
dd##..t......#
dd############
message We have reached their home.
aaaaasaaapa
ggggg.ggggg
#####.##t##
#t....#t.##
##.##t##.##
##.#####.##
##.......t#
##t########
####ccbcb##
message What a massacre!
message Was victory worth this price?
aofooaof
gggggggg
#k#kk#k#
###kk###
#k#k##k#
##kkkk##
##kkkk##
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