home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar Special 2004 August
/
GSSH0804.iso
/
Geschicklichkeit
/
Enigma
/
Enigma-081.exe
/
data
/
levels
/
martin96.lua
< prev
next >
Wrap
Text File
|
2003-08-18
|
2KB
|
81 lines
-- created by Martin Hawlisch
-- reused code from ant16.lua
dofile(enigma.FindDataFile("levels/ant.lua"))
dofile(enigma.FindDataFile("levels/natmaze.lua"))
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- i took these from Nat Pryce's natmaze.lua maps
function cell_to_level( cellx, celly )
return originx + cellx * 2, originy + celly * 2
end
function render_cell(maze, cellx, celly)
x,y = cell_to_level(cellx, celly)
cells["w"](x, y)
if maze:can_go_south(cellx,celly) then
cells["w"](x, y+1)
end
if maze:can_go_east(cellx,celly) then
cells["w"](x+1, y)
end
end
-- to get the size of maze
originx, originy = nil, nil
mazew, mazeh = nil, nil
function get_limits(x,y)
originx = originx or x
originy = originy or y
if (x>originx) then
mazew = ceil((x-originx+1)/2)
end
if (y>originy) then
mazeh = ceil((y-originy+1)/2)
end
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
cells={}
if (options.Difficulty==1) then -- easy
cells[" "]=cell{floor="fl-bluegray"}
else
cells[" "]=cell{floor="fl-bluegray",stone="st-grate2"}
end
cells["."]=cell{floor="fl-water"}
cells["w"]=cell{stone="st-knight",floor="fl-bluegray"}
cells["#"]=cell{stone="st-plain"}
cells["o"]=cell{actor={"ac-blackball", {player=0, mouseforce=1}}}
cells["|"]=cell{item="it-sword"}
cells["Z"]=cell{{{get_limits}}}
level = {
"#0################0#",
"# Z............. #",
"# ............... #",
"# ............... #",
"# ............... #",
"# ............... #",
"# o............... #",
"# ............... #",
"# ............... #",
"# ............... #",
"# ............... #",
"# |.............Z #",
"#0################0#"
}
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
set_default_parent(cells[" "])
create_world_by_map(level)
render_maze(new_kruskal_maze(mazew, mazeh), render_cell)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --