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2p CEC17 validation games public + no ignore .txt
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rdgain committed Jul 10, 2017
1 parent b55410a commit 2307c71
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1 change: 0 additions & 1 deletion .gitignore
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Expand Up @@ -25,7 +25,6 @@ production/
*.class
*.xml
*.html
*.txt
*.png
*.gif
*.pyc
48 changes: 48 additions & 0 deletions examples/2player/aliens.txt
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BasicGame square_size=32 no_players=2
SpriteSet
background > Immovable img=oryx/space1 hidden=True
base > Immovable color=WHITE img=oryx/planet
avatar > FlakAvatar
avatar1 > stype=sam1 img=oryx/spaceship1
avatar2 > stype=sam2 img=oryx/spaceship2
missile > Missile
sam > orientation=UP color=BLUE singleton=True
sam1 > img=oryx/bullet1
sam2 > img=oryx/bullet2
bomb > orientation=DOWN color=RED speed=0.5 img=oryx/bullet2
alien > Bomber stype=bomb prob=0.01 cooldown=3 speed=0.8
alienGreen > img=oryx/alien3
alienBlue > img=oryx/alien1
portal > invisible=True hidden=True
portalSlow > SpawnPoint stype=alienBlue cooldown=16 total=20 img=portal
portalFast > SpawnPoint stype=alienGreen cooldown=12 total=20 img=portal

LevelMapping
. > background
0 > background base
1 > background portalSlow
2 > background portalFast
A > background avatar1
B > background avatar2

TerminationSet
SpriteCounter stype=avatar limit=1 win=False,False
MultiSpriteCounter stype1=portal stype2=alien limit=0 win=True,True

InteractionSet
avatar EOS > stepBack
avatar avatar > stepBack
alien EOS > turnAround
missile EOS > killSprite

base bomb > killBoth
base sam1 > killBoth scoreChange=1,0
base sam2 > killBoth scoreChange=0,1

base alien > killSprite
avatar1 alien > killSprite scoreChange=-1,0
avatar2 alien > killSprite scoreChange=0,-1
avatar1 bomb > killSprite scoreChange=-1,0
avatar2 bomb > killSprite scoreChange=0,-1
alien sam1 > killSprite scoreChange=2,0
alien sam2 > killSprite scoreChange=0,2
11 changes: 11 additions & 0 deletions examples/2player/aliens_lvl0.txt
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1.............................
000...........................
000...........................
..............00..............
..............00..............
..............00..............
..............00..............
.......000....00....000.......
.00...00.00...00...00.00...00.
..............................
........A............B........
11 changes: 11 additions & 0 deletions examples/2player/aliens_lvl1.txt
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@@ -0,0 +1,11 @@
1.............................
000...........................
000...........................
..............................
..............................
.0000....................0000.
.0000....................0000.
....0000....00..00....0000....
....0000......00......0000....
..............................
........A............B........
11 changes: 11 additions & 0 deletions examples/2player/aliens_lvl2.txt
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@@ -0,0 +1,11 @@
2.............................
000...........................
000...........................
..............................
..............................
..............................
..............................
.0...0...0...00...0...0...0...
...0...0...0....0...0...0...0.
..............................
........A............B........
11 changes: 11 additions & 0 deletions examples/2player/aliens_lvl3.txt
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@@ -0,0 +1,11 @@
1.............................
000...........................
000...........................
..............................
.............0..0.............
..00.........0..0.........00..
..00.........0..0.........00..
..00.........0..0.........00..
..00......................00..
..............................
........A............B........
11 changes: 11 additions & 0 deletions examples/2player/aliens_lvl4.txt
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@@ -0,0 +1,11 @@
2.............................
000...........................
000...........................
..............................
..............................
..............................
..............................
..............00..............
..............00..............
..............................
........A............B........
207 changes: 207 additions & 0 deletions examples/2player/circuit.txt
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BasicGame key_handler=Pulse no_players=2
SpriteSet
background > Immovable hidden=True img=oryx/space1
empty > Immovable img=oryx/space1

pipe > Immovable
pipeLR > color=RED img=newset/pipeLR
pipeUD > color=BLUE img=newset/pipeUD

pipeLU > color=PINK img=newset/pipeLU
pipeLD > color=GREEN img=newset/pipeLD
pipeRU > color=YELLOW img=newset/pipeRU
pipeRD > color=ORANGE img=newset/pipeRD

correct > invisible=True hidden=True
incorrect > invisible=True hidden=True

change > Immovable
cpipeLR > invisible=True hidden=True
cpipeUD > invisible=True hidden=True

cpipeLU > invisible=True hidden=True
cpipeLD > invisible=True hidden=True
cpipeRU > invisible=True hidden=True
cpipeRD > invisible=True hidden=True

moving >
avatar > ShootAvatar
avatar1 > stype=flip img=oryx/spaceship1
avatar2 > stype=flip img=oryx/spaceship2
ball > Missile speed=0
ball1 > img=oryx/bullet1
ball1L > orientation=LEFT
ball1R > orientation=RIGHT
ball1U > orientation=UP
ball1D > orientation=DOWN
ball2 > img=oryx/bullet1
ball2L > orientation=LEFT
ball2R > orientation=RIGHT
ball2U > orientation=UP
ball2D > orientation=DOWN

flip > Flicker

start > Immovable invisible=True hidden=True
start1 >
start2 >
reset > Portal invisible=True portal=True
reset1 > stype=start1
reset2 > stype=start2

end > Door
end1 > img=newset/exit2
end2 > img=newset/exit2

LevelMapping
A > avatar1 background
B > avatar2 background
p > end1 background
e > end2 background
a > ball1R start1 background
b > ball2R start2 background
0 > pipeLR background
1 > pipeUD background
2 > pipeLU background
3 > pipeLD background
4 > pipeRU background
5 > pipeRD background
. > empty

TerminationSet
MultiSpriteCounter stype1=end1 stype2=end2 limit=0 win=True,True
MultiSpriteCounter stype1=ball1 stype2=ball2 limit=0 win=False,False
SpriteCounter stype=end1 limit=0 win=True,False
SpriteCounter stype=end2 limit=0 win=False,True
SpriteCounter stype=ball2 limit=0 win=True,False
SpriteCounter stype=ball1 limit=0 win=False,True

InteractionSet
avatar wall EOS > stepBack
ball1 EOS > killSprite scoreChange=-10,0
ball2 EOS > killSprite scoreChange=0,-10
end1 ball1 > killSprite
end2 ball2 > killSprite

incorrect flip > killSprite
correct flip > killSprite

#hitting the ball teleports it to start point
ball1 flip wall empty > spawn stype=reset1
reset1 ball1 > killSprite
ball1 reset1 > transformTo stype=ball1R
ball1 reset1 > teleportToExit

ball2 flip wall empty > spawn stype=reset2
reset2 ball2 > killSprite
ball2 reset2 > transformTo stype=ball2R
ball2 reset2 > teleportToExit

#hitting the start points sets the ball moving
start1 flip > setSpeedForAll value=1 stype=ball1
start2 flip > setSpeedForAll value=1 stype=ball2

#flipping pipes
pipeLR flip > spawn stype=cpipeUD
pipeUD flip > spawn stype=cpipeLU
pipeLU flip > spawn stype=cpipeLD
pipeLD flip > spawn stype=cpipeRU
pipeRU flip > spawn stype=cpipeRD
pipeRD flip > spawn stype=cpipeLR

pipeRD cpipeLR > transformTo stype=pipeLR
pipeRU cpipeRD > transformTo stype=pipeRD
pipeLD cpipeRU > transformTo stype=pipeRU
pipeLU cpipeLD > transformTo stype=pipeLD
pipeUD cpipeLU > transformTo stype=pipeLU
pipeLR cpipeUD > transformTo stype=pipeUD

#ball not ok, must stop
pipeLR ball1U ball1D > spawn stype=incorrect
pipeUD ball1L ball1R > spawn stype=incorrect
pipeLU ball1L ball1U > spawn stype=incorrect
pipeLD ball1L ball1D > spawn stype=incorrect
pipeRU ball1R ball1U > spawn stype=incorrect
pipeRD ball1R ball1D > spawn stype=incorrect

pipeLR ball2U ball2D > spawn stype=incorrect
pipeUD ball2L ball2R > spawn stype=incorrect
pipeLU ball2L ball2U > spawn stype=incorrect
pipeLD ball2L ball2D > spawn stype=incorrect
pipeRU ball2R ball2U > spawn stype=incorrect
pipeRD ball2R ball2D > spawn stype=incorrect

#ball ok, can continue
pipeLR ball1L ball1R > spawn stype=correct
pipeUD ball1U ball1D > spawn stype=correct

pipeLR ball2L ball2R > spawn stype=correct
pipeUD ball2U ball2D > spawn stype=correct

#ball met correct corner, change orientation
ball1R pipeLU > align orient=False
ball1R pipeLU > spawn stype=correct
ball1R pipeLU > transformTo stype=ball1U
ball1D pipeLU > align orient=False
ball1D pipeLU > spawn stype=correct
ball1D pipeLU > transformTo stype=ball1L

ball1R pipeLD > align orient=False
ball1R pipeLD > spawn stype=correct
ball1R pipeLD > transformTo stype=ball1D
ball1U pipeLD > align orient=False
ball1U pipeLD > spawn stype=correct
ball1U pipeLD > transformTo stype=ball1L

ball1L pipeRU > align orient=False
ball1L pipeRU > spawn stype=correct
ball1L pipeRU > transformTo stype=ball1U
ball1D pipeRU > align orient=False
ball1D pipeRU > spawn stype=correct
ball1D pipeRU > transformTo stype=ball1R

ball1L pipeRD > align orient=False
ball1L pipeRD > spawn stype=correct
ball1L pipeRD > transformTo stype=ball1D
ball1U pipeRD > align orient=False
ball1U pipeRD > spawn stype=correct
ball1U pipeRD > transformTo stype=ball1R

ball2R pipeLU > align orient=False
ball2R pipeLU > spawn stype=correct
ball2R pipeLU > transformTo stype=ball2U
ball2D pipeLU > align orient=False
ball2D pipeLU > spawn stype=correct
ball2D pipeLU > transformTo stype=ball2L

ball2R pipeLD > align orient=False
ball2R pipeLD > spawn stype=correct
ball2R pipeLD > transformTo stype=ball2D
ball2U pipeLD > align orient=False
ball2U pipeLD > spawn stype=correct
ball2U pipeLD > transformTo stype=ball2L

ball2L pipeRU > align orient=False
ball2L pipeRU > spawn stype=correct
ball2L pipeRU > transformTo stype=ball2U
ball2D pipeRU > align orient=False
ball2D pipeRU > spawn stype=correct
ball2D pipeRU > transformTo stype=ball2R

ball2L pipeRD > align orient=False
ball2L pipeRD > spawn stype=correct
ball2L pipeRD > transformTo stype=ball2D
ball2U pipeRD > align orient=False
ball2U pipeRD > spawn stype=correct
ball2U pipeRD > transformTo stype=ball2R

incorrect ball1 > setSpeedForAll value=0 stype=ball1
correct ball1 > setSpeedForAll value=1 stype=ball1
incorrect ball2 > setSpeedForAll value=0 stype=ball2
correct ball2 > setSpeedForAll value=1 stype=ball2

#tidying up
correct correct > killSprite
incorrect incorrect > killSprite
incorrect correct > killBoth
change flip > killBoth
7 changes: 7 additions & 0 deletions examples/2player/circuit_lvl0.txt
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....A....
a0001000p
.........
wwwwwwwww
.........
b0001000e
....B....
7 changes: 7 additions & 0 deletions examples/2player/circuit_lvl1.txt
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@@ -0,0 +1,7 @@
....A....
a00010000
......00p
wwwwwwwww
....B....
b00010000
......00e
13 changes: 13 additions & 0 deletions examples/2player/circuit_lvl2.txt
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@@ -0,0 +1,13 @@
...000...
...0.0...
...0A0...
a000.000p
...0.0...
...000...
wwwwwwwww
...000...
...0.0...
...0B0...
b000.000e
...0.0...
...000...
9 changes: 9 additions & 0 deletions examples/2player/circuit_lvl3.txt
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@@ -0,0 +1,9 @@
....A....
a000.5003
...002..1
...00000p
wwwwwwwww
....B....
b000.5003
...002..1
...00000e
13 changes: 13 additions & 0 deletions examples/2player/circuit_lvl4.txt
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@@ -0,0 +1,13 @@
....A....
....5530.
....0.40p
a03.43...
..43.0...
...402...
wwwwwwwww
....B....
....5530.
....0.40e
b03.43...
..43.0...
...402...
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