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ss_esp24.lua
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2003-07-30
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-- Smutty Smurf 2003
-- ESPRIT #024
-- problem: how can you change the magnet strength?
levelw = 20
levelh = 13
create_world(levelw, levelh)
oxyd_default_flavor = "b"
set_actor("ac-blackball", 10,6.5, {player=0})
fill_floor( "fl-red", 0, 0,levelw,levelh)
function renderLine( line, pattern)
for i=1, strlen(pattern) do
local c = strsub( pattern, i, i)
if c == "#" then
set_stone("st-blue-sand", i-1,line)
elseif c=="M" then
set_item("it-magnet",i-1,line,{name="magnet", on=1})
elseif c=="D" then
set_stone("st-death", i-1, line)
elseif c=="1" then
set_stone("st-switch",i-1,line, {action="callback", target="s1",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet1", on=1})
elseif c=="2" then
set_stone("st-switch",i-1,line, {action="callback", target="s2",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet2", on=1})
elseif c=="3" then
set_stone("st-switch",i-1,line, {action="callback", target="s3",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet3", on=1})
elseif c=="4" then
set_stone("st-switch",i-1,line, {action="callback", target="s4",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet4", on=1})
elseif c=="5" then
set_stone("st-switch",i-1,line, {action="callback", target="s5",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet5", on=1})
elseif c=="6" then
set_stone("st-switch",i-1,line, {action="callback", target="s6",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet6", on=1})
elseif c=="7" then
set_stone("st-switch",i-1,line, {action="callback", target="s7",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet7", on=1})
elseif c=="8" then
set_stone("st-switch",i-1,line, {action="callback", target="s8",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet8", on=1})
elseif c=="9" then
set_stone("st-switch",i-1,line, {action="callback", target="s9",on=1})
set_item("it-magnet",i-1,line-12,{name="magnet9", on=1})
elseif c=="F" then
fakeoxyd( i-1, line)
elseif c=="O" then
oxyd(i-1,line)
end
end
end
-- 01234567890123456789
renderLine(00 , "#DDDDDDDDDDDDDDDDDD#")
renderLine(01 , "# M #")
renderLine(02 , "# #")
renderLine(03 , "# #")
renderLine(04 , "# #")
renderLine(05 , "# #")
renderLine(06 , "# #")
renderLine(07 , "# #")
renderLine(08 , "# #")
renderLine(09 , "# #")
renderLine(10 , "# #")
renderLine(11 , "# #")
renderLine(12 , "#1O2O3O4O5O6O7O8O9F#")
-- 01234567890123456789
local num = {1,1,1,1,1,1,1,1,1}
power = 27
function s1() sx(1) end
function s2() sx(2) end
function s3() sx(3) end
function s4() sx(4) end
function s5() sx(5) end
function s6() sx(6) end
function s7() sx(7) end
function s8() sx(8) end
function s9() sx(9) end
function sx(x)
%num[x] = 1-%num[x]
power = 3*(%num[1] + %num[2] + %num[3] + %num[4] + %num[5] + %num[6] + %num[7] + %num[8] + %num[9])
if %num[x] == 0 then
enigma.SendMessage(enigma.GetNamedObject("magnet"..x), "off", nil)
else
enigma.SendMessage(enigma.GetNamedObject("magnet"..x), "on", nil)
end
if power == 0 then
enigma.SendMessage(enigma.GetNamedObject("magnet"), "off", nil)
else
enigma.SendMessage(enigma.GetNamedObject("magnet"), "on", nil)
end
enigma.SendMessage(enigma.GetNamedObject("magnet"), "strength", power) -- does this work?
end
oxyd_shuffle()