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GameStar Special 2004 August
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Geschicklichkeit
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Enigma
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Enigma-081.exe
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natmaze6.lua
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2003-01-05
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-- Magritte
-- A level for Enigma
-- Copyright (c) 2002 Nat Pryce
-- License: GPL v2.0 or above
dofile( enigma.FindDataFile("levels/natmaze.lua") )
maze = new_kruskal_maze( 12, 12 )
startx, starty = random(maze.width-2), random(maze.height-2)
offsetx = 2
offsety = 2
cell_side = 5
cell_gap = 1
last_trigger = nil
function cell_to_level( cellx, celly )
local x = offsetx + cellx * cell_side + (cellx-1) * cell_gap
local y = offsety + celly * cell_side + (celly-1) * cell_gap
return x, y
end
function at_corner( x, y )
return x == 0 and y == 0
or x == 0 and y == maze.height - 1
or x == maze.width-1 and y == 0
or x == maze.width-1 and y == maze.height-1
end
function at_start( x, y )
return x == startx and y == starty
end
random_stones = {
"st-grate1",
"st-fakeoxyd",
"st-brownie",
"st-glass",
"st-chameleon",
"st-greenbrown",
"st-greenbrown_hole",
"st-greenbrown_move",
"st-invisible"
}
random_floors = {
"fl-rough",
"fl-leaves",
"fl-gray",
"fl-dunes",
"fl-sand",
}
function draw_cell( cellx, celly )
local x,y = cell_to_level( cellx, celly )
fill_floor( "fl-wood", x, y, cell_side, cell_side )
fill_floor( random_element(random_floors),
x+1, y+1, cell_side-2, cell_side-2 )
if not at_corner(cellx,celly) and not at_start(cellx,celly) then
if random() < 0.5 then
set_stone( random_element(random_stones), x+2, y+2 )
end
end
end
function draw_cells()
for celly = 0,maze.height-1 do
for cellx = 0,maze.width-1 do
draw_cell( cellx, celly )
end
end
end
function draw_link( cellx, celly, test_link, x, y )
if test_link( maze, cellx, celly ) then
set_floor( "fl-wood", x, y )
else
set_floor( "fl-water", x, y )
end
end
function draw_links_for_cell( cellx, celly )
local x,y = cell_to_level( cellx, celly )
local offset = cell_side/2 + 1
x = x + 2
y = y + 2
draw_link( cellx, celly, maze.can_go_north, x, y-3 )
draw_link( cellx, celly, maze.can_go_south, x, y+3 )
draw_link( cellx, celly, maze.can_go_west, x-3, y )
draw_link( cellx, celly, maze.can_go_east, x+3, y )
end
function draw_links()
for celly = 0,maze.height-1 do
for cellx = 0,maze.width-1 do
draw_links_for_cell( cellx, celly )
end
end
end
last_regenerate_id = nil
function regenerate_maze( trigger_pressed, id )
if trigger_pressed == 1 and id ~= last_regenerate_id then
maze = new_kruskal_maze( maze.width, maze.height )
draw_links()
last_regenerate_id = id
end
end
function trigger_callback_1( trigger_pressed )
regenerate_maze( trigger_pressed, 1 )
end
function trigger_callback_2( trigger_pressed )
regenerate_maze( trigger_pressed, 2 )
end
function trigger_callback_3( trigger_pressed )
regenerate_maze( trigger_pressed, 3 )
end
function trigger_callback_4( trigger_pressed )
regenerate_maze( trigger_pressed, 4 )
end
function set_oxyd( cellx, celly, callback )
local x,y = cell_to_level( cellx, celly )
oxyd(x+2,y+2)
set_regenerate_trigger( x, y+cell_side/2, callback )
set_regenerate_trigger( x+cell_side/2, y, callback )
set_regenerate_trigger( x+cell_side-1, y+cell_side/2, callback )
set_regenerate_trigger( x+cell_side/2, y+cell_side-1, callback )
end
function set_regenerate_trigger( x, y, callback )
set_item( "it-trigger", x, y,
{target=callback, action="callback"} )
end
create_world( maze.width*cell_side + (maze.width-1)*cell_gap + 2*offsetx + 2,
maze.height*cell_side + (maze.height-1)*cell_gap + 2*offsety )
fill_floor( "fl-water", 0, 0, level_width, level_height )
draw_cells()
draw_links()
set_oxyd( 0, 0, "trigger_callback_1" )
set_oxyd( 0, maze.height-1, "trigger_callback_2" )
set_oxyd( maze.width-1, 0, "trigger_callback_3" )
set_oxyd( maze.width-1, maze.height-1, "trigger_callback_4" )
actorx, actory = cell_to_level( startx, starty )
set_actor( "ac-blackball", actorx + 2.5, actory + 2.5, { player=0 } )
display.SetFollowMode(display.FOLLOW_SCROLLING)