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* Add files via upload * blokl the hole blokl the hole * Update and rename blokl the hole.js to blokl_the_hole.js --------- Co-authored-by: Lucas Honda <[email protected]>
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/* | ||
@title: blokl the hole | ||
@tags: ['puzzle'] | ||
@img: "" | ||
@addedOn: 2024-05-02 | ||
@author: chase .A | ||
*/ | ||
|
||
// define the sprites in our game | ||
const player = "p"; | ||
const box = "b"; | ||
const goal = "g"; | ||
const wall = "w"; | ||
const melody = tune` | ||
205.4794520547945: C4/205.4794520547945 + D4/205.4794520547945 + F4-205.4794520547945 + A5-205.4794520547945 + B5/205.4794520547945, | ||
205.4794520547945: D4/205.4794520547945 + E4/205.4794520547945 + G4-205.4794520547945 + F5-205.4794520547945 + G5/205.4794520547945, | ||
6164.3835616438355` | ||
addText("find and patch the ", { y: 4, color: color`7` }); | ||
addText("hole", { y: 5, color: color`7` }); | ||
// assign bitmap art to each sprite | ||
setLegend( | ||
[player, bitmap` | ||
0000000000000000 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCC00000000CCC0 | ||
0CCC05555550CCC0 | ||
0CCC05455450CCC0 | ||
0CCC05455450CCC0 | ||
0CCC05555550CCC0 | ||
0CCC05333350CCC0 | ||
0CCC05555550CCC0 | ||
0000000000000000`], | ||
[goal, bitmap` | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................`], | ||
[wall, bitmap` | ||
0000000000000000 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0CCCCCCCCCCCCCC0 | ||
0000000000000000`] | ||
); | ||
const backmusic = tune` | ||
300: D5/300 + C5-300 + A5~300, | ||
300: C5/300 + A4^300 + E5^300 + B4^300 + F5~300, | ||
300: D5-300 + C5^300 + A4^300 + G5~300, | ||
300: C5/300 + B5~300, | ||
300: D5/300 + C5-300, | ||
300: C5/300 + G5~300, | ||
300: C5/300 + A5~300, | ||
300: B4/300 + F5~300, | ||
300: A4/300 + B4-300, | ||
300: A4/300 + A5~300 + G5~300, | ||
300: A4/300, | ||
300: B4/300 + E5~300, | ||
300: B4-300 + A4~300 + E5~300, | ||
300: C5/300 + A4~300 + E5~300, | ||
300: D5/300 + C5-300 + F5~300 + D4~300, | ||
300: D5/300 + C5^300 + D4~300 + G4~300, | ||
300: C5/300 + D4~300, | ||
300: B4/300 + B5~300, | ||
300: B4-300, | ||
300: B4/300 + A5~300, | ||
300: A4/300 + F5~300, | ||
300: G4/300 + B4~300, | ||
300: G4-300 + D5~300 + B4/300, | ||
300: A4/300 + F4/300 + E5~300 + C5~300, | ||
300: G4-300 + B4/300, | ||
300: A4/300, | ||
300: D5/300 + B4-300 + A5~300 + F5~300, | ||
300: C5/300 + B4^300 + G5~300 + E5~300, | ||
300: C5-300, | ||
300: E5/300 + D5^300, | ||
300: D5/300 + A5~300, | ||
300: D5-300` | ||
const playback = playTune(backmusic, Infinity) | ||
// create game levels | ||
let level = 0; // this tracks the level we are on | ||
const levels = [ | ||
map` | ||
wwwwwww | ||
wwwwwww | ||
wwpwwww | ||
w...gww | ||
w..wwww | ||
wwwwwww`, | ||
map` | ||
wwwwwwwwwwwwwwwwwwww | ||
wwwwwwwwwwwwwwwwwwww | ||
ww......w.w.......ww | ||
ww................gw | ||
ww................ww | ||
ww................ww | ||
ww................ww | ||
ww................ww | ||
ww................ww | ||
ww................ww | ||
www...............ww | ||
wwp...............ww | ||
www...............ww | ||
ww................ww | ||
ww................ww | ||
ww................ww | ||
ww................ww | ||
ww................ww | ||
wwww.wwwwww.wwwwwwww | ||
wwwwwwwwwwwwwwwwwwww`, | ||
map` | ||
pwww | ||
..gw | ||
w.ww | ||
w.ww`, | ||
map` | ||
pwww | ||
...w | ||
w..w | ||
wgww`, | ||
map` | ||
wwwww | ||
wpw.w | ||
w...w | ||
ww..w | ||
wwgww`, | ||
map` | ||
w.p.w | ||
ww.ww | ||
ww.ww | ||
..... | ||
gw.ww`, | ||
map` | ||
wwwwww | ||
w....w | ||
w....p | ||
w....w | ||
wwgwww`, | ||
map` | ||
wwwgwwwwpww | ||
w.....w...w | ||
w.........w | ||
w.w...w...w | ||
wwwwwwww.ww`, | ||
map` | ||
wwwwwwwwwww | ||
w.w.......p | ||
w.w..www..w | ||
w....wgwwww | ||
w.wwww....w | ||
w.......w.. | ||
wwwwwwwwwww`, | ||
map` | ||
wwwwww.w | ||
.w.....p | ||
.w..w.w. | ||
......w. | ||
gw..www.`, | ||
map` | ||
w........... | ||
w.wwwwwwww.. | ||
w.wwww...w.. | ||
w.ww.w.wgww. | ||
w.ww.w.www.. | ||
w....w..w... | ||
w..wpw.ww.w. | ||
w..www.wwww. | ||
wwwwww......` | ||
]; | ||
|
||
// set the map displayed to the current level | ||
const currentLevel = levels[level]; | ||
setMap(currentLevel); | ||
|
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setSolids([player, box, wall]); // other sprites cannot go inside of these sprites | ||
|
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// allow certain sprites to push certain other sprites | ||
setPushables({ | ||
[player]: [] | ||
}); | ||
|
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// inputs for player movement control | ||
onInput("s", () => { | ||
getFirst(player).y += 1; | ||
playTune(melody) // positive y is downwards | ||
clearText() | ||
}); | ||
onInput("w", () => { | ||
getFirst(player).y += -1; | ||
playTune(melody) // positive y is downwards | ||
}); | ||
|
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onInput("d", () => { | ||
getFirst(player).x += 1; | ||
playTune(melody) | ||
}); | ||
onInput("a", () => { | ||
getFirst(player).x += -1; | ||
playTune(melody) | ||
}); | ||
|
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// input to reset level | ||
onInput("j", () => { | ||
const currentLevel = levels[level]; // get the original map of the level | ||
|
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// make sure the level exists before we load it | ||
if (currentLevel !== undefined) { | ||
clearText(""); | ||
setMap(currentLevel); | ||
} | ||
}); | ||
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// these get run after every input | ||
afterInput(() => { | ||
// count the number of tiles with goals | ||
const targetNumber = tilesWith(goal).length; | ||
|
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// count the number of tiles with goals and boxes | ||
const numberCovered = tilesWith(goal, player).length; | ||
|
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// if the number of goals is the same as the number of goals covered | ||
// all goals are covered and we can go to the next level | ||
if (numberCovered === targetNumber) { | ||
// increase the current level number | ||
level = level + 1; | ||
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const currentLevel = levels[level]; | ||
|
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// make sure the level exists and if so set the map | ||
// otherwise, we have finished the last level, there is no level | ||
// after the last level | ||
if (currentLevel !== undefined) { | ||
setMap(currentLevel); | ||
} else { | ||
addText("you win!", { y: 4, color: color`4` }); | ||
|
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} | ||
} | ||
}); |