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Mouse in Slippers (PuzzleScript Script)
Play this game by pasting the script in http://www.puzzlescript.net/editor.html
title Mouse in Slippers
author chapliboy
homepage playtest.chapliboy.com
background_color #F0F0EB
text_color #BC6965
(enable_level_select)
========
OBJECTS
========
Background
#F0F0EB
00000
00000
00000
00000
00000
Ground
#CDDDA3
00000
00000
00000
00000
00000
Cube
#A2CFF9 #F3F9FF
.....
.100.
.010.
.000.
.....
DeadCube
#A2CFF9
.....
.....
..0..
.....
.....
Slippery
#ECF6FF
00000
00000
00000
00000
00000
Target
#B5966F #8C8067
.....
.000.
.111.
.111.
.....
Goal
#B5966F #A2CFF9
.....
.000.
.111.
.111.
.....
Wall
#6E7776 #585F5E
.....
.001.
.0011
.0111
00111
Player
#6A584B #BC6965 #F3E4E3 #514339 #8F504D #B9ADAD
..03.
.003.
..14.
..25.
..25.
DeadPlayer
#6A584B #BC6965 #F3E4E3 #514339 #8F504D #B9ADAD
.....
...0.
22100
55433
.....
Crate
#AE8361 #F6FBB8
.....
.000.
.010.
.000.
.....
DeadCrate
#AE8361
.....
.....
..0..
.....
.....
=======
LEGEND
=======
. = Background
_ = Ground
C = Cube and Slippery and Ground
Q = Crate and Slippery and Ground
S = Slippery and Ground
# = Wall and Ground
P = Player and Ground
* = Crate and Ground
O = Target and Ground
pushOff = Cube or Crate
blockers = pushOff or Wall
=======
SOUNDS
=======
sfx0 1577107 (when stopping slide)
sfx1 85395909 (when stuck on slippery)
sfx2 29256107 (cube move)
sfx3 36772507 (crate move)
sfx4 84754908 (level complete)
sfx5 16338107 (pushing off wall)
sfx6 43431904 (no output)
sfx7 67077104 (dead)
sfx8 58064908 (goal created)
================
COLLISIONLAYERS
================
Background
Ground, DeadCube
DeadCrate
Slippery
Target, Goal,
DeadPlayer, Player, Wall, Cube, Crate
======
RULES
======
(Player can only walk on ground)
[ > Player | no Ground ] -> [ Player | ] sfx6
[ > Player | Target ] -> [ Player | Target ] sfx6
(special case 1 & 2)
[ > Player no Slippery | Cube | Cube | Crate ] -> [ Player | Cube | Cube | > Crate ] sfx3
[ > Player no Slippery | Cube | Cube ] -> [ Player | Cube | > Cube ] sfx2
[ > Player no Slippery | pushOff | no Wall no pushOff ] -> [ Player | > pushOff | ] sfx3
[ > Player no Slippery | Cube | Crate | blockers ] -> [ Player | Cube | Crate | blockers ] sfx6
[ > Player no Slippery | Cube | Crate ] -> [ Player | Cube | > Crate ] sfx3
[ > Player Slippery | no Wall no pushOff ] -> [ Player Slippery | ] sfx1
[ pushOff | > Player Slippery | pushOff ] -> [ < pushOff | Player Slippery | > pushOff ] sfx2
[ > Player Slippery | pushOff ] -> [ < Player Slippery | > pushOff ] sfx5
[ > Player Slippery | Wall ] -> [ < Player Slippery | Wall ] sfx5
[ > Player | Slippery | no Wall no pushOff ] -> [ | > Player Slippery | ]
[ > Player | Slippery | pushOff ] -> [ | Player Slippery | > pushOff ] sfx3
late [ Player no Ground ] -> [ DeadPlayer ] sfx7
late [ Player Target ] -> [ DeadPlayer Target ] sfx7
[ > Cube | Target ] -> [ | Goal ] sfx8
[ > Cube | no Wall no pushOff Ground ] -> [ Slippery | > Cube Slippery Ground ]
[ > Cube | pushOff ] -> [ Cube | > pushOff ] sfx0
(had to repeat this because otherwise the cube hit by cube would not continue moving)
[ > Cube | no Wall no pushOff Ground ] -> [ Slippery | > Cube Slippery Ground ]
[ > pushOff | Wall ] -> [ pushOff | Wall ]
[ > Cube | no Ground ] -> [ | DeadCube ]
[ > Crate | no Ground ] -> [ | DeadCrate ]
[ > Crate | Slippery | no Wall no pushOff ] -> [ | > Crate Slippery | ]
late [ Cube Target ] -> [ Goal ]
late [ Cube Goal ] -> [ Goal ]
late [ Crate Target ] -> [ Target ]
late [ Goal Slippery ] -> [ Goal ]
late [ Player Goal ] -> [ Player Goal ] sfx4
==============
WINCONDITIONS
==============
All Player on Goal
no DeadPlayer
=======
LEVELS
=======
(Playground level)
(
...............
._____________.
.______**__CC_.
._#O_PC___SSS#.
._#S______SSS_.
._____________.
...............
)
(Dipped Toes)
..........
.________.
.________.
._#o_pc__.
.________.
.________.
..........
(Sideways)
........
..__#...
.#____..
.______.
.__#_cp.
.______.
._o___..
..#.#...
........
(Friction)
..........
......#...
.....#s_..
...#_cs_#.
.#psss#_..
.._#__#__.
.#o______.
.......#..
..........
(Pitstop)
........
.....#..
.____o_.
._*____.
.______.
._c____.
.p_____.
........
(Stranded)
..........
._______..
._sscsso#.
...s_p*_..
..._____..
..........
(Revisit)
.........
.__...__.
._qsss__.
.p_ss___.
.__c__o_.
.........
(About Turn)
.........
..#__....
.#o___...
....*___.
...#__p_.
.__#____.
._____c_.
.___#___.
.........
(Horizons)
.........
..__##...
.#___s_..
.__*oss..
._#__ss..
.____ss..
..__#sc_.
..____p_.
....___..
.........
(Inertia)
........
.___....
.___....
.______.
._*__o_.
.______.
._c____.
.p_____.
........
(Narrow Pass - Seems to be some bug with the crate not falling at the end)
............
..___.......
.__#_.......
.____.......
.ss_###____.
._ssss_s___.
.____#_____.
.p*c_#_____.
.____#___o_.
.......###..
............
(Rivers)
.........
.___s___.
._c*s___.
._p_so__.
.___ss__.
.__ss___.
.___s___.
.........
(Boxed In)
..........
..__.#....
.._*ss_o#.
..__#___#.
.#____cp#.
..__#___#.
..........
(Plen Air)
.........
._______.
._______.
.#*__#__.
.#__cs__.
.#ss_p__.
..sos_...
..____...
..____...
..____...
.........
(Acrylic)
.........
._______.
._______.
._#s____.
._ss____.
._scs_o_.
.#______.
._______.
.__*__p_.
._______.
.........
(Deflect)
..........
..______..
.#pc__c_..
._______..
._____....
.___o_....
.____#....
..#.......
..........
(Circus)
..........
..#____...
.______#..
.___#__#..
.#____c_..
.#c___#_..
._____p_..
...o......
...#......
..........
(Coastline)
..........
..______..
.._c_pc_#.
.#o_ssss..
.....###..
..........
(Mirroring)
.........
.._*_....
.._____..
.#sssss..
..c____..
.._____..
.._#___..
..sssss#.
..#___cp.
.#o_____.
......#..
.........
(Stacks)
.......
._____.
._*___.
._s_*_.
._s_c_.
._so__.
.___p_.
.......
(Leverage)
..........
.___ss___.
.___ss___.
._csss___.
.__#ssp*_.
.__css___.
.___ss___.
.___os___.
....#.....
..........
(Distributaries)
...........
.____s____.
.____sp___.
._cc*ss___.
.____s____.
.____s____.
.____s____.
.___os____.
....#......
...........
(Reflections)
..........
.________.
.________.
.psc__o__.
.___._.._.
.__*__cs*.
.________.
..........
(Constant Pressure)
.........
...#.....
...o____.
...__c__.
.___#qp_.
._s_c___.
..______.
..______.
..______.
.........
(Overhang)
........
..___...
..____..
...____.
._opcq_.
._c____.
._____..
........
(Roundabout)
...........
._________.
._________.
.__*______.
.___css___.
.___sos___.
.___ssc___.
.______p__.
._________.
...........
(Backup Plan)
...........
.___.......
.________..
._____c__..
.____*po_#.
._____c__..
.________..
...........
(Pivot)
.......
._____.
._*s*_.
.s____.
.sosc_.
.__p__.
.......
(Baggage)
........
..#.*_..
..o___..
.______.
.______.
..._c*_.
...__p_.
........
(Breakthrough)
...........
.____......
._css___...
.__s____...
.p*_____...
.____#c_...
._______o#.
..._.......
...#.......
...........
(Back Home)
..........
.________.
.________.
._#o_pc__.
.________.
.________.
..........
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