enigma-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Enigma-devel] Hi from Ray Re: Enigma Levels revised


From: Ray Wick
Subject: [Enigma-devel] Hi from Ray Re: Enigma Levels revised
Date: Wed, 07 May 2008 17:27:01 -0700
User-agent: Thunderbird 2.0.0.12 (Windows/20080213)

Enigma E-mail List,

Here are three Enigma Levels, “Doors Galore, Switch Switch and Block the Way”, that I developed under a previous Enigma Version in which Bombs and Wood Blocks acted in a different manner than in the present version. This makes two Levels impossible and the third much easier. As distributed with the game currently they are not working as they did originally. To restore the original workability of the Levels I changed the “compatibility “ parameter to “engine="oxyd1”. Please try them. Your comments are welcome.

Thank You,

Ray Wick

<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"; 
xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd" 
xmlns:el="http://enigma-game.org/schema/level/1";>
  <el:protected>
    <el:info el:type="level">
      <el:identity el:title="Block_the_Way" el:subtitle="" el:id="RayWick003a"/>
      <el:version el:score="1" el:release="1" el:revision="0" 
el:status="stable"/>
      <el:author  el:name="Ray Wick" el:email="address@hidden" el:homepage=""/>
      <el:copyright>Copyright © Ray Wick</el:copyright>
      <el:license el:type="Donated to Enigma under the projects license" 
el:open="true"/>
      <el:compatibility el:enigma="0.92" el:engine="oxyd1">
      </el:compatibility>
      <el:modes el:easy="false" el:single="true" el:network="false"/>
      <el:comments>
        <el:code>Lua 5.1 and XML converted by Leveladministrators</el:code>
      </el:comments>
      <el:score el:easy="-" el:difficult="-"/>
    </el:info>
    <el:luamain><![CDATA[
LAND_FLOOR = "fl-wood"

SOFT_FLOOR = "fl-hay"

SWAMP_FLOOR = "fl-swamp"

WATER_FLOOR = "fl-water"

WALL = "st-rock4"


function color_block( color, x, y)

       stone = format( "st-%s4", color)

       set_stone( stone, x, y)

end

level = {

    "!!!!!!!!!!!!!!!!!!!!!!###`",

    "address@hidden",

    "!+x x x x x kx x x x+! +#`",

    "!+ ~~~~~~~~~~~~~~~~ +! 3#`",

    "!+x~~~~~~~~~~~~~~~~x+! +#`",

    "!+ ~~~~~~~~~~~~~~~~ +4 D#`",

    "!K-~~~~~~~~m~~~~~~~ +t  V>",

    "!L*~~~~~~~~Y~~~~~~~ +A @#`",

    "address@hidden +2  V<",

    "!+ ~~~~~~~~~~~~~~~~ +! E#`",

    "!+x~~~~~~~~~~~~~~~~x+! +#`",

    "!+ ~~~~~~~~~~~~~~~~ +! 1#`",

    "!+x x x x x  x x x xs! +#`",

    "address@hidden",

    "!!!!!!!!!!!!!!!!!!!!!!###`"

}

cells = {}

cells["!"] = function( x, y )

--    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-stoneimpulse", x, y )

end

cells["1"] = function( x, y )

    set_stone( "st-stoneimpulse", x, y, {name="imp1"} )

end

cells["2"] = function( x, y )

    set_stone( "st-stoneimpulse", x, y, {name="imp2"} )

end

cells["3"] = function( x, y )

    set_stone( "st-stoneimpulse", x, y, {name="imp3"} )

end

cells["4"] = function( x, y )

    set_stone( "st-stoneimpulse", x, y, {name="imp4"} )

end

cells["#"] = function( x, y )

    set_stone( WALL, x, y )

end

cells["*"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_actor( "ac-blackball", x+0.5, y+0.5 )

--    set_item( "it-yinyang", x, y+0.5 )

end

cells["."] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_actor( "ac-whiteball", x+0.5, y+0.5 )

    set_item( "it-yinyang", x, y+0.5 )

end

cells["@"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    oxyd(x,y)

end

cells["+"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-wood", x, y )

end

cells["~"] = function( x, y )

    set_floor( WATER_FLOOR, x, y )

end

cells["`"] = function( x, y )

    set_floor( SOFT_FLOOR, x, y )

end

cells["<"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-oneway-w", x, y)

end

cells[">"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-oneway-e", x, y)

end

cells["-"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item( "it-dynamite", x, y )

end

cells["s"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item( "it-blackbomb", x, y )

    set_stone( "st-wood", x, y )

end

cells["x"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item( "it-blackbomb", x, y )

end

cells[" "] = function( x, y )

    set_floor( LAND_FLOOR, x,y )

end

cells["K"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-key_a", x, y, {target="laser1", action="onoff" })

end

cells["L"] = function( x, y )

    set_floor( SOFT_FLOOR, x, y )

    set_attrib(laser(x, y, FALSE, EAST), "name", "laser1")

end

cells["m"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-pmirror", x, y, {movable=1, transparent=0, orientation=4 })

end

cells["M"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-pmirror", x, y, {movable=1, transparent=0, orientation=2 })

end

cells["Y"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-3mirror", x, y, {movable=1, transparent=1, orientation=2 })

end

cells["t"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item("it-trigger", x, y, {action="on", target="laser1"})

end

cells["A"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item("it-trigger", x, y, {invisible=0, action="trigger", target="imp1"})

end

cells["B"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item("it-trigger", x, y, {invisible=0, action="trigger", target="imp2"})

end

cells["C"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item("it-trigger", x, y, {invisible=0, action="trigger", target="imp3"})

end

cells["D"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item("it-trigger", x, y, {invisible=0, action="trigger", target="imp4"})

end

cells["E"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item("it-trigger", x, y, {action="on", target="laser1"})

end

cells["V"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    color_block( "black", x, y)

end

cells["W"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    color_block( "white", x, y)

end

cells["X"] = function( x, y )

    set_stone( "st-bombs", x, y )

end

cells["k"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

--    set_stone( "st-wood", x, y )

    set_item( "it-key_a", x, y )

end



create_world( 58, 37 )

fill_floor(SWAMP_FLOOR, 0, 0, 58, 37 )

draw_border( "st-metal" )

for y,line in pairs(level) do

    for x = 1,strlen(line) do

        cell = strchar(strbyte(line,x))

        cells[cell]( x+17, y+10 )

    end

end

oxyd(5,5)

oxyd(5,31)

oxyd(52,5)

oxyd(52,31)

oxyd_shuffle()
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"; 
xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd" 
xmlns:el="http://enigma-game.org/schema/level/1";>
  <el:protected>
    <el:info el:type="level">
      <el:identity el:title="Doors_Galore" el:subtitle="" el:id="RayWick001a"/>
      <el:version el:score="1" el:release="1" el:revision="0" 
el:status="stable"/>
      <el:author  el:name="Ray Wick" el:email="address@hidden" el:homepage=""/>
      <el:copyright>Copyright © Ray Wick</el:copyright>
      <el:license el:type="Donated to Enigma under the projects license" 
el:open="true"/>
      <el:compatibility el:enigma="0.92" el:engine="oxyd1">
      </el:compatibility>
      <el:modes el:easy="false" el:single="true" el:network="false"/>
      <el:comments>
        <el:code>Lua 5.1 and XML converted by Leveladministrators</el:code>
      </el:comments>
      <el:score el:easy="-" el:difficult="-"/>
    </el:info>
    <el:luamain><![CDATA[
LAND_FLOOR = "fl-brick"
SOFT_FLOOR = "fl-hay"
WATER_FLOOR = "fl-water"
WALL = "st-brick"

level = {
    "address@hidden@#",
    "address@hidden > #B1#",
    "C ~~~ ~~~~~~#5# D  $",
    "#     ~~~~~~~ E H G#",
    "#b+++ ~~~~~~@ #4# 7@",
    "#e    ~~~!~~+ ! #8##",
    "#  a ~~~~~~~~ !   ##",
    "# ~~~~~~~~~~~ #c???#",
    "# address@hidden * #??+ #",
    "# ~~~~~~  + + ###  #",
    "# ~~~~~~  +++ 3 #9I#",
    "# >  + x     +# < 2@",
    "address@hidden"
}

cells = {}
cells["!"] = function( x, y )
--    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-stoneimpulse", x, y )
end

cells["#"] = function( x, y )
--    set_floor( LAND_FLOOR, x, y )
    set_stone( WALL, x, y )
end
cells["*"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_actor( "ac-blackball", x+0.5, y+0.5 )
end
cells["@"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    oxyd(x,y)
end
cells["+"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-wood", x, y )
end
cells["~"] = function( x, y )
    set_floor( WATER_FLOOR, x, y )
end
cells["$"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-coinslot", x, y, {action="callback", target="funcc"})
end
cells["<"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-oneway-w", x, y)
end
cells["v"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-oneway-s", x, y)
end
cells[">"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-oneway-e", x, y)
end
cells["^"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-oneway-n", x, y)
end
cells["?"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_item( "it-coin1", x, y )
end
cells["x"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_item( "it-blackbomb", x, y )
end
cells[" "] = function( x, y )
    set_floor( LAND_FLOOR, x,y )
end
cells["1"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorh(x, y, {name="door1"} )
end
cells["2"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorv(x, y, {name="door2"} )
end
cells["3"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorv(x, y, {name="door3"} )
end
cells["4"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorh(x, y, {name="door4"} )
end
cells["5"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorh(x, y, {name="door5"} )
end
cells["6"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorh(x, y, {name="door6"} )
end
cells["7"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorv(x, y, {name="door7"} )
end
cells["8"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorh(x, y, {name="door8"} )
end
cells["9"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    doorh(x, y, {name="door9"} )
end
cells["A"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-key_a", x, y, {action="openclose", target="door1"})
end
cells["B"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-key_b", x, y, {action="openclose", target="door2"})
end
cells["C"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-key_c", x, y, {action="openclose", target="door3"})
end
cells["D"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-floppy", x, y, {action="openclose", target="door4"})
end
cells["E"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-floppy", x, y, {action="openclose", target="door5"})
end
cells["F"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-floppy", x, y, {action="openclose", target="door6"})
end
cells["G"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-floppy", x, y, {action="openclose", target="door7"})
end
cells["H"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-floppy", x, y, {action="openclose", target="door8"})
end
cells["I"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-floppy", x, y, {action="openclose", target="door9"})
end
cells["L"] = function( x, y )
    set_floor( SOFT_FLOOR, x, y )
    set_attrib(laser(x, y, FALSE, SOUTH), "name", "laser")
end
cells["S"] = function( x, y )
    set_floor( SOFT_FLOOR, x, y )
    set_stone( "st-switch", x, y, {target="laser", action="onoff", on=1 })
end
cells["a"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
--    set_stone( "st-wood", x, y )
    set_item( "it-key_a", x, y )
end
cells["b"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
--    set_stone( "st-wood", x, y )
    set_item( "it-key_b", x, y )
end
cells["c"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-wood", x, y )
    set_item( "it-key_c", x, y )
end
cells["d"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
--    set_stone( "st-wood", x, y )
    set_item( "it-floppy", x, y )
end
cells["e"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
    set_stone( "st-wood", x, y )
    set_item( "it-floppy", x, y )
end
cells["f"] = function( x, y )
    set_floor( LAND_FLOOR, x, y )
--    set_stone( "st-wood", x, y )
    set_item( "it-floppy", x, y )
end

create_world( strlen(level[1]), getn(level) )
fill_floor (LAND_FLOOR)

for y,line in pairs(level) do
    for x = 1,strlen(line) do
        cell = strchar(strbyte(line,x))
        cells[cell]( x-1, y-1 )
    end
end
oxyd_shuffle()
through=0
function funcc()
    if through==1 then
        through=0
    end
    if through==0 then
        SendMessage("door3", "openclose")
        SendMessage("door6", "openclose")
    end
    through=through+1
end
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>

PNG image

<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"; 
xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd" 
xmlns:el="http://enigma-game.org/schema/level/1";>
  <el:protected>
    <el:info el:type="level">
      <el:identity el:title="Switch_-_Switch" el:subtitle="" 
el:id="RayWick002a"/>
      <el:version el:score="1" el:release="1" el:revision="0" 
el:status="stable"/>
      <el:author  el:name="Ray Wick" el:email="address@hidden" el:homepage=""/>
      <el:copyright>Copyright © Ray Wick</el:copyright>
      <el:license el:type="Donated to Enigma under the projects license" 
el:open="true"/>
      <el:compatibility el:enigma="0.92" el:engine="oxyd1">
      </el:compatibility>
      <el:modes el:easy="false" el:single="true" el:network="false"/>
      <el:comments>
        <el:code>Lua 5.1 and XML converted by Leveladministrators</el:code>
      </el:comments>
      <el:score el:easy="-" el:difficult="-"/>
    </el:info>
    <el:luamain><![CDATA[
LAND_FLOOR = "fl-wood"

SOFT_FLOOR = "fl-hay"

WATER_FLOOR = "fl-water"

WALL = "st-rock10"


function color_block( color, x, y)

       stone = format( "st-%s4", color)

       set_stone( stone, x, y)

end

level = {

    "address@hidden@#",

    "@W   V  @@  W   a V@",

    "@W   > ~~~~ <     V@",

    "@W   #~~~~~~#     V@",

    "@W   ~~~~~~~~     V@",

    "@W   ~~~~~~~~     V@",

    "#*   ~~~~M~~~   x .#",

    "#V+  ~~~~~~~~  #s+W#",

    "#V+  ~~~~~~~~  #xsW#",

    "#V+  #~~~~~~#  #MsW#",

    "#V+  < ~~~~ >  #xsW#",

    "#V+  V  +   W  #x+W#",

    "####################"

}

cells = {}

cells["#"] = function( x, y )

    set_stone( WALL, x, y )

end

cells["*"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_actor( "ac-blackball", x+0.5, y+0.5)

--    set_item( "it-yinyang", x, y+0.5 )

end

cells["."] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_actor( "ac-whiteball", x+0.5, y+0.5 )

--    set_item( "it-yinyang", x, y+0.5 )

end

cells["@"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    oxyd(x,y)

end

cells["+"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-wood", x, y )

end

cells["~"] = function( x, y )

    set_floor( WATER_FLOOR, x, y )

end

cells["<"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-oneway-w", x, y)

end

cells[">"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-oneway-e", x, y)

end

cells["s"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item( "it-blackbomb", x, y )

    set_stone( "st-wood", x, y )

end

cells["x"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_item( "it-blackbomb", x, y )

end

cells[" "] = function( x, y )

    set_floor( LAND_FLOOR, x,y )

end

cells["A"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-key_a", x, y, {target="laser", action="onoff" })

end

cells["L"] = function( x, y )

    set_floor( SOFT_FLOOR, x, y )

    set_attrib(laser(x, y, FALSE, SOUTH), "name", "laser")

end

cells["M"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    set_stone( "st-pmirror", x, y, {movable=1, transparent=0, orientation=2 })

end

cells["V"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    color_block( "black", x, y)

end

cells["W"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

    color_block( "white", x, y)

end

cells["X"] = function( x, y )

    set_stone( "st-bombs", x, y )

end

cells["a"] = function( x, y )

    set_floor( LAND_FLOOR, x, y )

--    set_stone( "st-wood", x, y )

    set_item( "it-key_a", x, y )

end



create_world( strlen(level[1]), getn(level) )
fill_floor (LAND_FLOOR)

enigma.TwoPlayerGame = TRUE

for y,line in pairs(level) do

    for x = 1,strlen(line) do

        cell = strchar(strbyte(line,x))

        cells[cell]( x-1, y-1 )

    end

end

oxyd_shuffle()

oxyd_shuffle()
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>

PNG image

PNG image


reply via email to

[Prev in Thread] Current Thread [Next in Thread]