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dam.txt
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dam.txt
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-- Automatically generated file
local tile_mapping = {["."]="empty", ["0"]="panel_h_l", ["1"]="panel_h_c", ["2"]="panel_h_r", ["3"]="panel_s", ["4"]="buoy_h_l", ["5"]="buoy_h_c", ["6"]="buoy_h_r", ["7"]="buoy_s", ["8"]="water", ["9"]="panel_c_b", ["a"]="panel_ul", ["b"]="panel_u", ["c"]="panel_ur", ["d"]="panel_v_u", ["e"]="buoy_ul", ["f"]="buoy_u", ["g"]="buoy_ur", ["h"]="buoy_v_u", ["i"]="water_s", ["j"]="panel_c_s1", ["k"]="panel_l", ["l"]="panel_c", ["m"]="panel_r", ["n"]="panel_v_c", ["o"]="buoy_l", ["p"]="buoy_c", ["q"]="buoy_r", ["r"]="buoy_v_c", ["s"]="acid", ["t"]="panel_c_s2", ["u"]="panel_dl", ["v"]="panel_d", ["w"]="panel_dr", ["x"]="panel_v_d", ["y"]="buoy_dl", ["z"]="buoy_d", ["A"]="buoy_dr", ["B"]="buoy_v_d", ["C"]="acid_s", ["D"]="pillar_ull", ["E"]="pillar_ul", ["F"]="pillar_u", ["G"]="pillar_ur", ["H"]="pillar_urr", ["I"]="stalactite_many", ["J"]="stalactite_big", ["K"]="stalactite_small", ["L"]="line_h", ["M"]="line_v", ["N"]="pillar_ull_w", ["O"]="pillar_l", ["P"]="pillar_c", ["Q"]="pillar_r", ["R"]="pillar_urr_w", ["S"]="railing", ["T"]="railing_broken", ["U"]="stalagmite", ["V"]="pillar_ull_a", ["W"]="water_ledge", ["X"]="ledge", ["Y"]="acidr_ledge", ["Z"]="pillar_urr_a", ["@"]="black_ledge", ["#"]="black", ["$"]="glitch_ugly", ["%"]="glitch_tunnel", ["="]="glitch_check", ["?"]="glitch_static1", ["!"]="glitch_static2", ["^"]="glitch_static3", ["&"]="glitch_static5", ["/"]="glitch_static4"}
function start(is_wet)
if is_wet then
ApplyTiles(tile_mapping, 0, 0, [[
3..................M
M.................3M
M3................MM
MM................M3
3M..............egMM
MM......abciiiiiyA3M
M3iiiiiiklm8888888MM
MM88888abcm8888888M3
3M88888klmm8888888MM
MM8888abcmm88888883M
M38888klmmm8888888MM
MM888abcmmm888ac88M3
3M888k9mmmm888uw88MM
bbbbbklmmmmbbbbbbbbb
lllllklmmmmlllllllll
]])
else
ApplyTiles(tile_mapping, 0, 0, [[
3..................M
M.................3M
M3................MM
MM................M3
3M................MM
MM......abc.......3M
M3......klm.......MM
MM.....abcm.......M3
3M.....klmm.......MM
MM....abcmm.......3M
M3....klmmm.......MM
MM...abcmmm...acegM3
3Miiik9mmmmiiiuwyAMM
bbbbbklmmmmbbbbbbbbb
lllllklmmmmlllllllll
]])
end
Spawn("player", 15, 10)
Spawn("chest", 12.5, 12.5, "start")
Global("chest", 3.5, 12.5, "start")
Spawn("crystal", 17, 5)
end
function reject(is_wet)
if is_wet then
ApplyTiles(tile_mapping, 0, 0, [[
#..................#
#..................#
#.................##
##................##
##................##
##...###........eg##
##iii###iiiiiiiiyA##
##888####888888888##
##888####888888888##
##888#####88888888##
##888#####88888888##
##888######888##88##
##888######888##88##
####################
####################
]])
else
ApplyTiles(tile_mapping, 0, 0, [[
#..................#
#..................#
#.................##
##................##
##................##
##...###..........##
##...###..........##
##...####.........##
##...####.........##
##...#####........##
##...#####........##
##...######...##eg##
##iii######iii##yA##
####################
####################
]])
end
Global("chest", 3.5, 12.5, "reject")
Spawn("chest", 12.5, 12.5, "reject")
Spawn("diamond", 17, 6)
Spawn("player", 15, 10)
end
tiles = "tiles/glacier"
pattern = "backgrounds/icy"
dark = { 0, 0.18, 0.36 }
light = { 0.24, 0.35, 0.48 }