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Created June 27, 2022 00:21
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Soft Clay (PuzzleScript Script)
Play this game by pasting the script in http://www.puzzlescript.net/editor.html
title Soft Clay
author Ziggy
homepage www.puzzlescript.net
verbose_logging
run_rules_on_level_start
========
OBJECTS
========
Background
lightgreen
Water
#ADD8E6
Player
black orange brown black
12221
13331
.3.3.
.....
.....
PlayerTop
black orange brown black
.....
.....
.....
..1..
.222.
( TODO implement a rolling animation )
BoulderA
grey darkgrey lightgray lightgreen #64A93A darkgreen
.432.
42200
02000
10001
.111.
BoulderB
grey darkgrey lightgray lightgreen #64A93A darkgreen
.224.
22204
02004
10001
.111.
BoulderC
grey darkgrey lightgray lightgreen #64A93A darkgreen
.220.
22200
02000
10005
.155.
BoulderD
grey darkgrey lightgray lightgreen #64A93A darkgreen
.220.
22200
42000
50001
.511.
BoulderM
transparent
DeepBoulder
black darkblue blue
.111.
12211
12111
01110
.000.
ShallowBoulder
grey darkgrey lightgray lightgreen #64A93A darkgreen
.....
.430.
42200
02000
.....
Rock
grey darkgrey lightgray lightgreen #64A93A darkgreen
.432.
42200
02000
10011
.....
Tree
#44891A brown #54992A #64A93A
.232.
02220
00000
.111.
.....
TreeTop
#44891A brown #54992A #64A93A
.....
.....
.....
.....
..3..
stump
brown LIGHTBROWN
.111.
.111.
.111.
.000.
.....
LogHA
brown lightbrown
..0..
00000
00000
00000
.....
LogHB
brown lightbrown
.....
00000
00100
00000
.....
LogHC
brown lightbrown
.....
00000
00000
00000
..0..
LogHD
brown lightbrown
.....
00000
00000
00000
.....
LogVA
brown lightbrown
.000.
.000.
.0000
.000.
.111.
LogVB
brown lightbrown
.000.
.000.
.010.
.000.
.111.
LogVC
brown lightbrown
.000.
.000.
0000.
.000.
.111.
LogVD
brown lightbrown
.000.
.000.
.000.
.000.
.111.
LogUpTop
brown lightbrown
.....
.....
.....
.111.
.111.
LogUpA
brown lightbrown
.111.
.000.
.000.
.000.
.....
LogUpB
brown lightbrown
.111.
.000.
.010.
.000.
.....
LogUpC
brown lightbrown
.111.
.000.
.0000
.000.
.....
LogUpD
brown lightbrown
.111.
.000.
0000.
.000.
.....
BridgeHA
brown
..0..
00000
00000
00000
.....
BridgeHB
brown lightbrown
.....
00000
00100
00000
.....
BridgeHC
brown
.....
00000
00000
00000
..0..
BridgeHD
brown
.....
00000
00000
00000
.....
BridgeVA
brown
.000.
.000.
.0000
.000.
.000.
BridgeVB
brown lightbrown
.000.
.000.
.010.
.000.
.000.
BridgeVC
brown
.000.
.000.
0000.
.000.
.000.
BridgeVD
brown
.000.
.000.
.000.
.000.
.000.
impulse
pink
....0
.....
.....
.....
.....
sinking
transparent
impulsed
blue
...0.
.....
.....
.....
.....
border
black
00000
00000
00000
00000
00000
=======
LEGEND
=======
. = Background
P = Player
b = BoulderA
T = tree
o = rock
~ = Water
# = border
bridgeV = BridgeVA or BridgeVB or BridgeVC or BridgeVD
bridgeH = BridgeHA or BridgeHB or BridgeHC or BridgeHD
bridge = BridgeH or BridgeV
logH = logHA or LogHB or LogHC or LogHD
logV = logVA or LogVB or LogVC or LogVD
logUp = LogUpA or LogUpB or LogUpC or LogUpD
log = logH or logV or LogUp
boulder = boulderA or BoulderB or BoulderC or BoulderD or BoulderM
lightObject = log
heavyObject = boulder or tree
solidObject = rock or stump or ShallowBoulder or border
obstacle = lightobject or heavyobject or solidobject
object = lightObject or heavyObject
sink = water
=======
SOUNDS
=======
================
COLLISIONLAYERS
================
Background
Water
DeepBoulder
ShallowBoulder
stump
BridgeH, BridgeV
Player, border
Boulder
tree
rock
log
impulse
sinking
impulsed
PlayerTop
TreeTop
LogUpTop
======
RULES
======
( TODO )
( boulder rolling onto log )
( tries to roll the log away from the knob )
( BUGS )
( push standing log into water, log does not resolve into knob log )
( PLAYER )
[ > player | object ] -> [ > player impulse | impulsed object ]
( can walk over bridges )
horizontal [ > player | water no BridgeH ] -> [ player | water ]
vertical [ > player | water no BridgeV ] -> [ player | water ]
( can's step off bridges wrong )
horizontal [ > player BridgeV ] -> [ player BridgeV ]
vertical [ > player BridgeH ] -> [ player BridgeH ]
( can walk behind rocks lol )
down [ > player rock ] -> [ player rock ]
up [ > player | rock ] -> [ player | rock ]
( PHYSICS )
( transfering force )
startloop
[ impulse | impulsed lightobject | lightobject ] -> [ | lightobject impulse | impulsed lightobject ] again
[ impulse | impulsed lightobject | heavyobject ] -> [ | lightobject | heavyobject ] again
[ impulse | impulsed heavyobject | lightobject ] -> [ | heavyobject impulse | impulsed lightobject ] again
[ impulse | impulsed heavyobject | heavyobject ] -> [ | heavyobject impulse | impulsed heavyobject ] again
[ impulse | impulsed object | solidobject ] -> [ | object | solidobject ] again
endloop
( OBJECTS )
( TREE )
( push it over )
left [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogHA | no obstacle ]
right [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogHA | no obstacle ]
up [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogVD | no obstacle ]
down [ impulse | impulsed Tree | no obstacle ] -> [ | stump > LogVB | no obstacle ]
( LOG )
( push it over )
left [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogHA | no obstacle ]
left [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogHC | no obstacle ]
left [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogHB | no obstacle ]
left [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogHD | no obstacle ]
right [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogHA | no obstacle ]
right [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogHC | no obstacle ]
right [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogHD | no obstacle ]
right [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogHB | no obstacle ]
up [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogVD | no obstacle ]
up [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogVB | no obstacle ]
up [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogVA | no obstacle ]
up [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogVC | no obstacle ]
down [ impulse | impulsed LogUpA | no obstacle ] -> [ | > LogVB | no obstacle ]
down [ impulse | impulsed LogUpB | no obstacle ] -> [ | > LogVD | no obstacle ]
down [ impulse | impulsed LogUpC | no obstacle ] -> [ | > LogVA | no obstacle ]
down [ impulse | impulsed LogUpD | no obstacle ] -> [ | > LogVC | no obstacle ]
( roll them )
vertical [ impulse | impulsed LogH | no obstacle ] -> [ | impulsed > LogH impulse | no obstacle ] again
horizontal [ impulse | impulsed LogV | no obstacle ] -> [ | impulsed > LogV impulse | no obstacle ] again
( stand them up )
( exception: shove into water )
horizontal [ impulse | impulsed LogH | no obstacle sink ] -> [ | > LogH | no obstacle sink ]
vertical [ impulse | impulsed LogV | no obstacle sink ] -> [ | > LogV | no obstacle sink ]
left [ impulse | impulsed LogHA | no obstacle ] -> [ | > LogUpA | no obstacle ]
left [ impulse | impulsed LogHB | no obstacle ] -> [ | > LogUpD | no obstacle ]
left [ impulse | impulsed LogHC | no obstacle ] -> [ | > LogUpB | no obstacle ]
left [ impulse | impulsed LogHD | no obstacle ] -> [ | > LogUpC | no obstacle ]
right [ impulse | impulsed LogHA | no obstacle ] -> [ | > LogUpA | no obstacle ]
right [ impulse | impulsed LogHB | no obstacle ] -> [ | > LogUpC | no obstacle ]
right [ impulse | impulsed LogHC | no obstacle ] -> [ | > LogUpB | no obstacle ]
right [ impulse | impulsed LogHD | no obstacle ] -> [ | > LogUpD | no obstacle ]
up [ impulse | impulsed LogVA | no obstacle ] -> [ | > LogUpC | no obstacle ]
up [ impulse | impulsed LogVB | no obstacle ] -> [ | > LogUpA | no obstacle ]
up [ impulse | impulsed LogVC | no obstacle ] -> [ | > LogUpD | no obstacle ]
up [ impulse | impulsed LogVD | no obstacle ] -> [ | > LogUpB | no obstacle ]
down [ impulse | impulsed LogVA | no obstacle ] -> [ | > LogUpC | no obstacle ]
down [ impulse | impulsed LogVB | no obstacle ] -> [ | > LogUpB | no obstacle ]
down [ impulse | impulsed LogVC | no obstacle ] -> [ | > LogUpD | no obstacle ]
down [ impulse | impulsed LogVD | no obstacle ] -> [ | > LogUpA | no obstacle ]
( exception: put them back on the stump )
left [ > player | logHA | stump ] -> [ > player | > LogUpA | stump ]
left [ > player | logHB | stump ] -> [ > player | > LogUpD | stump ]
left [ > player | logHC | stump ] -> [ > player | > LogUpB | stump ]
left [ > player | logHD | stump ] -> [ > player | > LogUpC | stump ]
right [ > player | logHA | stump ] -> [ > player | > LogUpA | stump ]
right [ > player | logHB | stump ] -> [ > player | > LogUpC | stump ]
right [ > player | logHC | stump ] -> [ > player | > LogUpB | stump ]
right [ > player | logHD | stump ] -> [ > player | > LogUpD | stump ]
up [ > player | logVA | stump ] -> [ > player | > LogUpC | stump ]
up [ > player | logVB | stump ] -> [ > player | > LogUpA | stump ]
up [ > player | logVC | stump ] -> [ > player | > LogUpD | stump ]
up [ > player | logVD | stump ] -> [ > player | > LogUpB | stump ]
down [ > player | logVA | stump ] -> [ > player | > LogUpC | stump ]
down [ > player | logVB | stump ] -> [ > player | > LogUpB | stump ]
down [ > player | logVC | stump ] -> [ > player | > LogUpD | stump ]
down [ > player | logVD | stump ] -> [ > player | > LogUpA | stump ]
( vertical [ > player | logV | stump ] -> [ > player | > LogUp | stump ] )
( LOG: HORIZONTAL LOG ROLLING )
late down [ impulse | impulsed LogHD ] -> [ impulse | impulsed BoulderM ]
late down [ impulse | impulsed LogHC ] -> [ impulse | impulsed LogHD ]
late down [ impulse | impulsed LogHB ] -> [ impulse | impulsed LogHC ]
late down [ impulse | impulsed LogHA ] -> [ impulse | impulsed LogHB ]
late up [ impulse | impulsed LogHB ] -> [ impulse | impulsed BoulderM ]
late up [ impulse | impulsed LogHC ] -> [ impulse | impulsed LogHB ]
late up [ impulse | impulsed LogHD ] -> [ impulse | impulsed LogHC ]
late up [ impulse | impulsed LogHA ] -> [ impulse | impulsed LogHD ]
late [ BoulderM ] -> [ LogHA ]
( LOG: VERTICAL LOG ROLLING )
late left [ impulse | impulsed LogVD ] -> [ impulse | impulsed BoulderM ]
late left [ impulse | impulsed LogVC ] -> [ impulse | impulsed LogVD ]
late left [ impulse | impulsed LogVB ] -> [ impulse | impulsed LogVC ]
late left [ impulse | impulsed LogVA ] -> [ impulse | impulsed LogVB ]
late right [ impulse | impulsed LogVB ] -> [ impulse | impulsed BoulderM ]
late right [ impulse | impulsed LogVC ] -> [ impulse | impulsed LogVB ]
late right [ impulse | impulsed LogVD ] -> [ impulse | impulsed LogVC ]
late right [ impulse | impulsed LogVA ] -> [ impulse | impulsed LogVD ]
late [ BoulderM ] -> [ LogVA ]
( LOG: STATES )
late [ LogHA sink no BridgeV ] -> [ BridgeHA sink ]
late [ LogHB sink no BridgeV ] -> [ BridgeHB sink ]
late [ LogHC sink no BridgeV ] -> [ BridgeHC sink ]
late [ LogHD sink no BridgeV ] -> [ BridgeHD sink ]
( the log then settles into one of two states because logs don't float that way )
late down [ impulse | impulsed bridgeHB ] -> [ impulse | impulsed BridgeHC ]
late up [ impulse | impulsed bridgeHB ] -> [ impulse | impulsed BridgeHA ]
late down [ impulse | impulsed bridgeHD ] -> [ impulse| impulsed BridgeHA ]
late up [ impulse | impulsed bridgeHD ] -> [ impulse | impulsed BridgeHC ]
late [ LogVA sink no BridgeH ] -> [ BridgeVA sink ]
late [ LogVB sink no BridgeH ] -> [ BridgeVB sink ]
late [ LogVC sink no BridgeH ] -> [ BridgeVC sink ]
late [ LogVD sink no BridgeH ] -> [ BridgeVD sink ]
( the log then settles into one of two states because logs don't float that way )
late left [ impulse | impulsed bridgeVB ] -> [ impulse | impulsed BridgeVC ]
late right [ impulse | impulsed bridgeVB ] -> [ impulse | impulsed BridgeVA ]
late left [ impulse | impulsed bridgeVD ] -> [ impulse| impulsed BridgeVA ]
late right [ impulse | impulsed bridgeVD ] -> [ impulse | impulsed BridgeVC ]
( the log then settles into one of two states because logs don't float that way )
late [ bridgeVB ] -> [ BridgeVA ]
late [ bridgeVD ] -> [ BridgeVC ]
( BOULDER )
( BOULDER: ROLLING )
[ impulse | impulsed Boulder | no obstacle ] -> [ | impulsed > Boulder impulse | no obstacle ] again
( BOULDER: STATES )
late [ Boulder sink ] -> [ Boulder sinking sink ]
late [ Boulder sinking ] -> [ ShallowBoulder ]
( ROCK )
( ROCK: PUSHING )
( ROCK: STATES )
( END OBJECTS )
( PHYSICS: CLEAN UP )
( keep the impulsed tag with the moving object )
[ impulsed > object ] -> [ > impulsed > object ]
( stop player from moving into obstacles that were blocked )
[ > player | stationary object ] -> [ player | object ]
( remove impulses if the object was removed )
late [ impulse | impulsed no object ] -> [ | no object ]
( RENDER )
late up [ no Player | PlayerTop ] -> [ | ]
late up [ Player | no PlayerTop ] -> [ Player | PlayerTop ]
late up [ no Tree | TreeTop ] -> [ | ]
late up [ Tree | no TreeTop ] -> [ Tree | TreeTop ]
late up [ no LogUp | LogUpTop ] -> [ | ]
late up [ LogUp | no LogUpTop ] -> [ LogUp | LogUpTop ]
( ROLLING BOULDER HORIZONTAL )
late right [ impulse | impulsed BoulderD ] -> [ impulse | impulsed BoulderM ]
late right [ impulse | impulsed BoulderC ] -> [ impulse | impulsed BoulderD ]
late right [ impulse | impulsed BoulderB ] -> [ impulse | impulsed BoulderC ]
late right [ impulse | impulsed BoulderA ] -> [ impulse | impulsed BoulderB ]
late left [ impulse | impulsed BoulderB ] -> [ impulse | impulsed BoulderM ]
late left [ impulse | impulsed BoulderC ] -> [ impulse | impulsed BoulderB ]
late left [ impulse | impulsed BoulderD ] -> [ impulse | impulsed BoulderC ]
late left [ impulse | impulsed BoulderA ] -> [ impulse | impulsed BoulderD ]
late [ BoulderM ] -> [ BoulderA ]
( ROLLING VERTICAL )
late vertical [ impulse | impulsed BoulderD ] -> [ impulse | impulsed BoulderM ]
late vertical [ impulse | impulsed BoulderA ] -> [ impulse | impulsed BoulderD ]
late [ BoulderM ] -> [ BoulderA ]
late vertical [ impulse | impulsed BoulderC ] -> [ impulse | impulsed BoulderM ]
late vertical [ impulse | impulsed BoulderB ] -> [ impulse | impulsed BoulderC ]
late [ BoulderM ] -> [ BoulderB ]
==============
WINCONDITIONS
==============
=======
LEVELS
=======
############
#..........#
#...T..T...#
#.b..b...o.#
#.P....~~~~#
#.....~~~~~#
#.T..~~..b.#
#...~~~....#
#.~~~....T.#
#~~~..T....#
#~~~.....o.#
############
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