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Sep 16th, 2012
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  1. key = zmg.keyMenuFast()
  2. a = 1
  3. level = 1
  4. levelreached = 1
  5. moves = 0
  6. totalmoves = 0
  7. game = false
  8. finished = false
  9.     alpha = 384
  10.     levelreached = 1
  11.     scroll = 90
  12.     alpha = 384
  13.     leftscroll = false
  14.     rightscroll = false
  15.     --tile = {0,4,5,10,20,6,14,0}
  16.     tile = {0,84,6,94,21,92,15,82}
  17.     tilechange = {0,84,6,94,21,92,15,82}
  18.     tilesel = {0,42,3,47,10,46,7,41}
  19.     tilechangesel = {0,42,3,47,10,46,7,41}
  20. floormap = {
  21.     --level 1
  22.     {{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  23.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  24.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  25.     {1,1,1,1,1,1,0,0,0,0,0,0,0,0,0},
  26.     {1,1,1,1,1,1,1,1,1,0,0,0,0,0,0},
  27.     {0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
  28.     {0,0,0,0,0,1,1,2,1,1,0,0,0,0,0},
  29.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  30.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  31.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  32.     {8,7},1,{1,1,1,1,1,1,1},{2,4,2,4}},
  33.     --level 2
  34.     {{0,0,0,0,0,0,1,1,1,1,0,0,1,1,1},
  35.     {1,1,1,1,0,0,1,1,4,1,0,0,1,2,1},
  36.     {1,1,3,1,0,0,1,1,1,1,0,0,1,1,1},
  37.     {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
  38.     {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
  39.     {1,1,1,1,0,0,1,1,1,1,0,0,0,0,0},
  40.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  41.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  42.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  43.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  44.     {14,2},2,{3,3,2,5,5,5,6,1},{9,2,2,5,11,5,12,1},{2,5,2,5}},
  45.     --level 3
  46.     {{0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
  47.     {1,1,1,1,0,0,1,1,1,0,0,1,1,0,0},
  48.     {1,1,1,1,1,1,1,1,1,0,0,1,1,1,1},
  49.     {1,1,1,1,0,0,0,0,0,0,0,1,1,2,1},
  50.     {1,1,1,1,0,0,0,0,0,0,0,1,1,1,1},
  51.     {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
  52.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  53.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  54.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  55.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  56.     {14,4},1,{1,1,1,1,1,1,1,1},{2,4,2,4}},
  57.     --level 4
  58.     {{0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
  59.     {0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
  60.     {1,1,1,1,0,0,0,0,0,1,1,1,0,0,0},
  61.     {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
  62.     {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
  63.     {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
  64.     {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
  65.     {0,0,0,0,0,1,2,1,0,0,5,5,1,5,0},
  66.     {0,0,0,0,0,1,1,1,0,0,5,5,5,5,0},
  67.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  68.     {7,8},1,{1,1,1,1,1,1,1,1},{2,6,2,6}},
  69.     --level 5
  70.     {{0,0,0,0,0,0,0,0,0,0,0,1,1,1,1},
  71.     {0,1,1,1,1,1,1,1,3,1,1,1,1,1,1},
  72.     {0,1,1,1,1,0,0,0,0,0,0,0,1,1,1},
  73.     {0,1,1,3,1,0,0,0,0,0,0,0,0,0,0},
  74.     {0,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
  75.     {0,0,0,1,1,1,3,1,1,1,1,1,1,0,0},
  76.     {0,0,0,0,0,0,0,0,0,0,1,1,1,1,3},
  77.     {1,1,1,0,0,0,0,0,0,0,1,1,1,1,1},
  78.     {1,2,1,1,1,1,1,1,1,1,1,1,1,0,0},
  79.     {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},
  80.     {2,9},4,{9,2,2,2,6,2,7,2},{4,4,2,9,6,9,7,1},{7,6,2,9,6,9,7,0},{15,7,2,9,6,9,7,2},{14,2,14,2}},
  81.     --level 6
  82.     {{0,0,0,0,0,1,1,1,1,1,1,0,0,0,0},
  83.     {0,0,0,0,0,1,0,0,1,1,1,0,0,0,0},
  84.     {0,0,0,0,0,1,0,0,1,1,1,1,1,0,0},
  85.     {1,1,1,1,1,1,0,0,0,0,0,1,1,1,1},
  86.     {0,0,0,0,1,1,1,0,0,0,0,1,1,2,1},
  87.     {0,0,0,0,1,1,1,0,0,0,0,0,1,1,1},
  88.     {0,0,0,0,0,0,1,0,0,1,1,0,0,0,0},
  89.     {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
  90.     {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
  91.     {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
  92.     {14,5},1,{1,1,1,1,1,1,1,1},{1,4,1,4}},
  93.     --level 7
  94.     {{0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
  95.     {0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
  96.     {1,1,1,0,0,0,0,0,1,0,0,1,1,1,1},
  97.     {1,1,1,1,1,1,1,1,1,0,0,0,1,2,1},
  98.     {1,1,1,0,0,0,0,1,1,4,0,0,1,1,1},
  99.     {1,1,1,0,0,0,0,1,1,1,0,0,1,1,1},
  100.     {0,1,1,0,0,0,0,1,0,0,0,0,0,0,0},
  101.     {0,0,1,1,1,1,1,1,0,0,0,0,0,0,0},
  102.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  103.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  104.     {14,4},1,{10,5,1,7,4,1},{2,4,2,4}},
  105.     --level 8
  106.     {{0,0,1,1,1,1,0,0,0,0,0,0,0,0,0},
  107.     {0,0,1,2,1,1,0,0,0,0,0,0,0,0,0},
  108.     {0,0,1,1,1,0,0,0,0,0,0,0,0,0,0},
  109.     {0,0,1,0,0,0,1,1,1,1,1,1,0,0,0},
  110.     {0,0,1,0,0,0,1,1,0,0,1,1,0,0,0},
  111.     {0,1,1,1,1,1,1,1,0,0,1,1,1,0,0},
  112.     {0,0,0,0,0,0,1,3,0,0,0,0,1,0,0},
  113.     {0,0,0,0,0,0,1,1,1,1,0,0,1,0,0},
  114.     {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
  115.     {0,0,0,0,0,0,0,0,0,1,1,1,0,0,0},
  116.     {4,2},1,{8,7,2,1,6,2,6,0},{2,6,2,6}},
  117.     --level 9
  118.     {{0,0,0,0,0,0,0,0,0,0,0,0,0,4,0},
  119.     {0,0,0,0,0,0,1,1,1,0,0,1,1,1,0},
  120.     {0,0,0,0,0,0,1,4,1,1,1,1,1,0,0},
  121.     {0,0,0,0,1,1,1,1,1,0,0,1,1,0,0},
  122.     {0,0,0,0,1,2,1,0,0,0,0,1,1,0,0},
  123.     {0,1,1,1,1,1,1,0,0,0,1,1,1,1,0},
  124.     {0,1,1,1,1,0,0,0,0,0,1,1,1,1,0},
  125.     {0,1,1,1,1,0,0,1,1,1,1,1,0,0,0},
  126.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  127.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  128.     {6,5},2,{14,1,1,5,8,1,2},{8,3,1,3,14,1,2},{4,7,4,7}},
  129.     --level 10
  130.     {{1,1,1,5,1,1,1,1,5,1,1,1,1,0,0},
  131.     {1,1,0,0,0,0,0,0,0,0,1,1,1,0,0},
  132.     {1,1,0,0,0,0,0,0,0,0,0,1,1,1,0},
  133.     {1,1,1,0,0,0,1,1,1,0,0,1,1,1,0},
  134.     {1,1,1,5,5,5,1,2,1,0,0,1,1,1,0},
  135.     {1,1,1,0,0,5,1,1,1,0,0,1,1,1,0},
  136.     {0,0,1,0,0,5,5,5,5,5,1,1,0,0,0},
  137.     {0,0,1,1,1,5,5,1,5,5,5,0,0,0,0},
  138.     {0,0,0,1,1,5,5,5,5,5,5,0,0,0,0},
  139.     {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
  140.     {8,5},1,{1,1,1,1,1,1},{13,4,13,4}},
  141.     --level 11
  142.     {{0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
  143.     {0,0,0,1,1,1,0,0,1,1,1,0,0,0,0},
  144.     {1,0,0,1,1,1,1,1,1,1,1,1,1,1,0},
  145.     {1,0,0,1,1,1,0,0,0,0,0,0,4,1,0},
  146.     {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
  147.     {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
  148.     {1,0,0,0,0,0,0,0,1,1,1,1,1,1,0},
  149.     {1,1,1,1,1,0,0,0,1,1,1,0,0,0,0},
  150.     {0,1,1,2,1,0,0,0,1,1,1,0,0,0,0},
  151.     {0,0,1,1,1,0,0,0,1,1,1,1,1,4,0},
  152.     {4,9},2,{13,4,2,3,2,3,3,2},{14,10,2,4,2,4,3,2},{5,3,5,3}},
  153.     --level 12
  154.     {{1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  155.     {1,1,1,1,1,1,1,1,1,0,0,0,1,1,1},
  156.     {1,1,1,0,0,0,0,0,1,1,1,1,1,2,1},
  157.     {1,1,1,0,0,0,0,0,0,0,0,0,4,4,1},
  158.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  159.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  160.     {1,1,1,0,0,0,0,1,1,1,1,1,4,0,0},
  161.     {1,1,1,1,1,1,1,1,0,0,0,1,1,0,0},
  162.     {1,3,1,0,0,0,0,0,0,0,0,1,1,0,0},
  163.     {1,1,1,0,0,0,0,0,0,0,0,1,4,0,0},
  164.     {14,3},5,{13,4,1,7,7,0},{14,4,1,7,7,1},{13,7,1,3,8,1},{2,9,1,8,9,2},{13,10,2,2,10,8,10,2},{2,2,2,2}},
  165.     --level 13
  166.     {{0,0,0,0,0,0,0,3,0,0,0,0,0,0,0},
  167.     {1,1,3,1,0,0,0,1,0,0,0,0,0,0,0},
  168.     {1,1,1,1,1,0,0,1,0,0,0,0,0,0,0},
  169.     {1,3,1,1,1,1,1,1,0,0,1,1,0,0,1},
  170.     {1,1,1,1,1,0,0,0,1,0,0,0,1,0,0},
  171.     {1,1,3,1,0,0,0,0,1,0,0,0,1,0,0},
  172.     {1,0,0,0,0,0,0,0,3,0,0,1,1,1,0},
  173.     {1,0,0,0,0,0,0,0,0,0,1,1,2,1,0},
  174.     {1,0,0,4,0,0,0,0,0,0,1,1,1,1,0},
  175.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  176.     {13,8},6,{2,4,2,4,9,4,10,0},{3,6,4,9,2,9,3,4,13,4,14,0},{3,2,4,9,2,9,3,4,13,4,14,0},{8,1,2,4,9,4,10,1},{9,7,4,9,2,9,3,4,13,4,14,1},{4,9,1,5,6,2},{3,4,3,4}},
  177.     --level 14
  178.     {{0,1,1,1,1,1,1,1,1,1,3,1,1,1,1},
  179.     {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
  180.     {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
  181.     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
  182.     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
  183.     {1,1,1,0,0,1,1,0,0,1,3,1,1,1,1},
  184.     {1,2,1,0,0,1,1,0,0,0,0,0,0,0,0},
  185.     {1,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
  186.     {0,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
  187.     {0,1,1,1,1,1,1,1,1,1,3,1,1,1,0},
  188.     {2,7},3,{11,1,2,6,8,6,9,2},{11,6,2,10,3,10,4,0},{11,10,2,10,3,10,4,1},{2,1,2,1}},
  189.     --level 15
  190.     {{0,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
  191.     {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
  192.     {1,1,0,0,1,1,1,1,1,1,0,0,0,0,0},
  193.     {1,1,1,1,1,1,0,0,1,0,0,0,0,0,0},
  194.     {1,1,1,1,0,0,0,0,1,0,0,0,1,1,1},
  195.     {0,1,1,0,0,0,0,0,4,1,1,1,1,2,1},
  196.     {0,0,1,0,0,0,0,0,4,1,0,0,1,1,1},
  197.     {0,0,1,1,1,0,0,0,1,1,0,0,0,0,0},
  198.     {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
  199.     {0,0,0,0,1,1,1,1,1,1,0,0,0,0,0},
  200.     {14,6},2,{9,6,1,10,4,2},{9,7,1,8,6,2},{2,4,2,4}},
  201.     --level 16
  202.     {{0,0,0,0,0,1,1,0,0,0,0,1,1,1,0},
  203.     {0,0,0,1,1,1,1,1,1,0,0,1,2,1,0},
  204.     {1,1,1,1,1,1,3,1,1,1,1,1,1,1,0},
  205.     {1,1,1,1,3,0,0,1,1,1,1,1,0,0,0},
  206.     {1,1,1,0,0,0,0,0,0,1,1,1,0,0,0},
  207.     {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
  208.     {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
  209.     {0,1,0,0,0,0,0,0,0,1,1,0,0,0,0},
  210.     {0,1,1,0,0,0,0,0,0,1,1,0,0,0,0},
  211.     {0,0,4,0,0,0,0,0,0,4,0,0,0,0,0},
  212.     {13,2},4,{5,4,2,8,3,4,13,0},{7,3,2,8,3,4,13,0},{3,10,1,4,13,2},{10,10,1,8,3,2},{2,4,2,4}}
  213. }
  214.  
  215.     colormap = {{170,170,170},{194,41,0},{100,100,100},{50,50,50},{194,141,0}}
  216.     --1=0,84,6,94,21,92,15,82, 2=finish, 3=button, 4=hard button, 5=orange (weight)
  217.     --button:x,y hardbutton:y,x orange:x,y finish:x,y
  218.     --floormap{{{0,84,6,94,21,92,15,82s},{finish},nrofbridges,{button1coord,nrof0,84,6,94,21,92,15,82stobridge,bridge1coord,bridge2coord},{butto...},{startcoord,startcoord}}
  219.     blockpos = floormap[level][13+floormap[level][12]]
  220.     blockdir = 1
  221.     --blockdir 1=hor, 2=vert
  222.     up = true
  223.     done = false
  224.     win = false
  225.     falling = false
  226.     button = false
  227.     totalmoves = totalmoves + moves
  228.     moves = 0
  229.     alpha = 384
  230.     m=0
  231. zmg.clear()
  232. repeat
  233.     if levelreached<16 then
  234.         finished = false
  235.     else
  236.         finished = true
  237.     end
  238. function onarrowKey()
  239.  
  240.     if game then
  241.         if not done then
  242.         if key==27 then
  243.             blockpos[1] = blockpos[1] + 1
  244.             blockpos[3] = blockpos[3] + 1
  245.             moves = moves+1
  246.             if up then
  247.                 up = false
  248.                 blockdir=1
  249.                 blockpos[3]=blockpos[1]+1
  250.                 blockpos[4]=blockpos[2]
  251.             elseif blockdir==1 then
  252.                 up = true
  253.                 blockpos[1] = blockpos[1] + 1
  254.                 blockpos[3]=blockpos[1]
  255.                 blockpos[4]=blockpos[2]
  256.             end
  257.             if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]]then
  258.                 done = true
  259.                 win = false
  260.             end
  261.         elseif key==38 then
  262.             blockpos[1] = blockpos[1] - 1
  263.             blockpos[3]=blockpos[3] - 1
  264.             moves = moves+1
  265.             if up then
  266.                 up = false
  267.                 blockdir=1
  268.                 blockpos[1]=blockpos[1] - 1
  269.                 blockpos[3]=blockpos[1] + 1
  270.                 blockpos[4]=blockpos[2]
  271.             elseif blockdir==1 then
  272.                 up = true
  273.                 blockpos[3]=blockpos[1]
  274.                 blockpos[4]=blockpos[2]
  275.             end
  276.             if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]] then
  277.                 done = true
  278.                 win = false
  279.             end
  280.         elseif key==28 then
  281.             blockpos[2] = blockpos[2] - 1
  282.             blockpos[4] = blockpos[4] - 1
  283.             moves = moves+1
  284.             if up then
  285.                 up = false
  286.                 blockdir=2
  287.                 blockpos[2] = blockpos[2] - 1
  288.                 blockpos[3]=blockpos[1]
  289.                 blockpos[4]=blockpos[2]+1
  290.             elseif blockdir==2 then
  291.                 up = true
  292.                 blockpos[3]=blockpos[1]
  293.                 blockpos[4]=blockpos[2]
  294.             end
  295.             if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
  296.             if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]] then
  297.                 done = true
  298.                 win = false
  299.             end
  300.             else
  301.                 done = true
  302.                 win=false
  303.             end
  304.         elseif key==37 then
  305.             blockpos[2] = blockpos[2] + 1
  306.             blockpos[4] = blockpos[4] + 1
  307.             moves = moves+1
  308.             if up then
  309.                 up = false
  310.                 blockdir=2
  311.                 blockpos[3]=blockpos[1]
  312.                 blockpos[4]=blockpos[2]+1
  313.             elseif blockdir==2 then
  314.                 up = true
  315.                 blockpos[2] = blockpos[2] + 1
  316.                 blockpos[3]=blockpos[1]
  317.                 blockpos[4]=blockpos[2]
  318.             end
  319.             if blockpos[2]>10 or blockpos[4]>10 then
  320.                 gmeover = true
  321.             else
  322.             if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]] then
  323.                 done = true
  324.                 win = false
  325.                 falling = true
  326.             end
  327.             end
  328.         end
  329.         if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
  330.         for m=0,floormap[level][12]-1 do
  331.             if floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==3 then
  332.                 if blockpos[1]==floormap[level][13+m][1] and blockpos[2]==floormap[level][13+m][2] or blockpos[3]==floormap[level][13+m][1] and blockpos[4]==floormap[level][13+m][2] then
  333.                     button = true
  334.                     for l=1,floormap[level][13+m][3] do
  335.                         if     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 then
  336.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  337.                         elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==0 then
  338.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  339.                         elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==2 then
  340.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  341.                         elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==2 then
  342.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  343.                         elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==0 then
  344.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  345.                         elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 then
  346.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  347.                         elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 then
  348.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  349.                         end
  350.                         --veld = 1, knop = 0 ==> veld = 0 OK
  351.                         --veld = 1, knop = 1 ==> veld = 1 OK
  352.                         --veld = 1, knop = 2 ==> veld = 0 OK
  353.                         --veld = 0, knop = 0 ==> veld = 0 OK
  354.                         --veld = 0, knop = 1 ==> veld = 1 OK
  355.                         --veld = 0, knop = 2 ==> veld = 1 OK
  356.                     end
  357.                 end
  358.             elseif floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==4 then
  359.                 if blockpos[1]==floormap[level][13+m][1] and blockpos[2]==floormap[level][13+m][2] and blockpos[3]==floormap[level][13+m][1] and blockpos[4]==floormap[level][13+m][2] then
  360.                     for l=1,floormap[level][13+m][3] do
  361.                         if floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 then
  362.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  363.                         else
  364.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  365.                         end
  366.                     end
  367.                 end
  368.             end
  369.             if floormap[level][blockpos[2]][blockpos[1]]==5 and floormap[level][blockpos[4]][blockpos[3]]==5 and blockpos[1]==blockpos[3] and blockpos[2]==blockpos[4] then
  370.                 done=true
  371.                 win=false
  372.                 falling=true
  373.             end
  374.         end
  375.         if blockpos[1]==floormap[level][11][1] and blockpos[2]==floormap[level][11][2] and up then
  376.             done=true
  377.             win=true
  378.         end
  379.         else
  380.             done = true
  381.             win = false
  382.        
  383.         moves = moves + 1
  384.         end
  385.     else
  386.         if key==38 then
  387.             if not leftscroll then
  388.                 leftscroll = true
  389.             elseif level>2 and leftscroll then
  390.                 leftscroll = false
  391.             end
  392.         end
  393.         if key==27 then
  394.             if not rightscroll then
  395.                 rightscroll = true
  396.             elseif level<=14 and rightscroll then
  397.                 rightscroll = false
  398.             end
  399.         end
  400.     end
  401. end
  402. end
  403. function ontabKey()
  404.     if game then
  405.         game = false
  406.         zmg.fastCopy()
  407.     else
  408.         level = levelreached
  409.         zmg.fastCopy()
  410.     end
  411. end
  412. function onenterKey()
  413.     if game then
  414.         if done and win then
  415.             level=level+1
  416.             if level>levelreached then
  417.                 levelreached = level
  418.                 done = false
  419.                 win = false
  420.                 alpha = 384
  421.                 blockpos = floormap[level][13+floormap[level][12]]
  422.             end
  423.             --var.store("levelreached",levelreached)
  424.         end
  425.         if done and not win then
  426.             --var.store("levelreached",levelreached)
  427.         end
  428.         zmg.fastCopy()
  429.     else
  430.         game = true
  431.         zmg.fastCopy()
  432.     end
  433. end
  434. function drawselector()
  435.     -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
  436.     zmg.makeColor(0,0,0)
  437.     zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
  438.     for i=1,10 do
  439.         for j=1,15 do
  440.             zmg.makeColor(170,170,170)
  441.             for k=1,7,2 do
  442.                 --tilechange[k]=0,84,6,94,21,92,15,82[k]+i*7+j*8-18
  443.                 --tilechange[k+1]=0,84,6,94,21,92,15,82[k+1]+i*5-j*1+5
  444.                 tilechangesel[k]=tilechangesel[k]+i*3+j*8+scroll
  445.                 tilechangesel[k+1]=tilechangesel[k+1]+i*6-j*1+40
  446.             end
  447.             if floormap[level][i][j] == 1 then 
  448.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],0x0000)
  449.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],0x0000)
  450.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],0x0000)
  451.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],0x0000)
  452.             elseif floormap[level][i][j]==2 then
  453.                 zmg.makeColor(194,41,0)
  454.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(194,41,0))
  455.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(194,41,0))
  456.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(194,41,0))
  457.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(194,41,0))
  458.                 zmg.makeColor(170,170,170)
  459.             elseif floormap[level][i][j]==3 then
  460.                 zmg.makeColor(100,100,100)
  461.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(100,100,100))
  462.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(100,100,100))
  463.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(100,100,100))
  464.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(100,100,100))
  465.                 zmg.makeColor(170,170,170)
  466.             elseif floormap[level][i][j]==4 then
  467.                 zmg.makeColor(50,50,50)
  468.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(50,50,50))
  469.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(50,50,50))
  470.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(50,50,50))
  471.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(50,50,50))
  472.                 zmg.makeColor(170,170,170)
  473.             elseif floormap[level][i][j]==5 then
  474.                 zmg.makeColor(194,141,0)
  475.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(194,141,0))
  476.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(194,141,0))
  477.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(194,141,0))
  478.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(194,141,0))
  479.                 zmg.makeColor(170,170,170)
  480.             end
  481.             --zmg.makeColor(unpack(colormap[floormap[level][i][j]]))
  482.             --zmg.drawLine(0,84,6,94,21,92,15,82)
  483.             tilechangesel = {0,42,3,47,10,46,8,41}
  484.         end
  485.     end
  486. end
  487. function drawgame()
  488.  
  489. zmg.clear()
  490.     if finished then
  491.         zmg.drawText(60,25,"Game finished (last level reached)",0x0000, 0xFFFF)
  492.     end
  493.     zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
  494.     -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
  495.     zmg.makeColor(170,170,170)
  496.     for i=1,10 do
  497.         for j=1,15 do
  498.             for k=1,7,2 do
  499.                 tilechange[k]=tilechange[k]+i*7+j*16-18
  500.                 tilechange[k+1]=tilechange[k+1]+i*11-j*2+5
  501.             end
  502.             if floormap[level][i][j]==1 then   
  503.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],0x0000)
  504.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],0x0000)
  505.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],0x0000)
  506.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],0x0000)
  507.             elseif floormap[level][i][j]==2 then
  508.                 zmg.makeColor(194,41,0)
  509.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(194,41,0))
  510.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(194,41,0))
  511.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(194,41,0))
  512.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(194,41,0))
  513.                 zmg.makeColor(170,170,170)
  514.             elseif floormap[level][i][j]==3 then
  515.                 zmg.makeColor(100,100,100)
  516.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(100,100,100))
  517.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(100,100,100))
  518.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(100,100,100))
  519.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(100,100,100))
  520.                 zmg.makeColor(170,170,170)
  521.             elseif floormap[level][i][j]==4 then
  522.                 zmg.makeColor(50,50,50)
  523.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(50,50,50))
  524.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(50,50,50))
  525.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(50,50,50))
  526.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(50,50,50))
  527.                 zmg.makeColor(170,170,170)
  528.             elseif floormap[level][i][j]==5 then
  529.                 zmg.makeColor(194,141,0)
  530.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(194,141,0))
  531.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(194,141,0))
  532.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(194,141,0))
  533.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(194,141,0))
  534.                 zmg.makeColor(170,170,170)
  535.             end
  536.             --zmg.makeColor(unpack(colormap[floormap[level][i][j]]))
  537.             --zmg.drawLine(0,84,6,94,21,92,15,82)
  538.             tilechange = {0,84,6,94,21,92,15,82}
  539.         end
  540.     end
  541. end
  542.     if up then
  543.         blocktop = {5,74,11,84,26,82,20,72}
  544.         blockfront = {11,84,11,108,26,106,26,82}
  545.         blockleft = {5,74,5,98,11,108,11,84}
  546.     elseif blockdir==1 then
  547.         blocktop = {5,84,11,94,42,90,36,80}
  548.         blockfront = {11,84,11,108,42,104,42,90}
  549.         blockleft = {5,84,5,98,11,108,11,84}
  550.     elseif blockdir==2 then
  551.         blocktop = {5,84,18,105,33,103,20,82}
  552.         blockfront = {18,105,18,119,33,117,33,103}
  553.         blockleft = {5,84,5,98,18,119,18,105}
  554.     end
  555.  
  556.     for k=1,7,2 do
  557.         blocktop[k] = blocktop[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  558.         blocktop[k+1] = blocktop[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  559.         blockfront[k] = blockfront[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  560.         blockfront[k+1] = blockfront[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  561.         blockleft[k] = blockleft[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  562.         blockleft[k+1] = blockleft[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  563.     end
  564.     if done then
  565.         --gc:setAlpha(alpha)
  566.     end
  567.     if alpha <= 0 then
  568.         alpha = 384
  569.         if win then
  570.             level = level + 1
  571.             if level>16 then
  572.                 level = 16
  573.                 finished = true
  574.             end
  575.             if level>levelreached then
  576.                 levelreached = level
  577.             end
  578.             --var.store("levelreached",levelreached)
  579.  else //ie, if alpha <= 0 and !win
  580. done = false
  581. win = false
  582. alpha = 384
  583. blockpos = floormap[level][13+floormap[level][12]]
  584.         end
  585.     end
  586.    
  587.     zmg.drawLine(blocktop[1],blocktop[2],blocktop[3],blocktop[4],zmg.makeColor(80,80,80))
  588.     zmg.drawLine(blocktop[3],blocktop[4],blocktop[5],blocktop[6],zmg.makeColor(80,80,80))
  589.     zmg.drawLine(blocktop[5],blocktop[6],blocktop[7],blocktop[8],zmg.makeColor(80,80,80))
  590.     zmg.drawLine(blocktop[7],blocktop[8],blocktop[1],blocktop[2],zmg.makeColor(80,80,80))
  591.     zmg.drawLine(blockfront[1],blockfront[2],blockfront[3],blockfront[4],zmg.makeColor(0,0,0))
  592.     zmg.drawLine(blockfront[3],blockfront[4],blockfront[5],blockfront[6],zmg.makeColor(0,0,0))
  593.     zmg.drawLine(blockfront[5],blockfront[6],blockfront[7],blockfront[8],zmg.makeColor(0,0,0))
  594.     zmg.drawLine(blockfront[7],blockfront[8],blockfront[1],blockfront[2],zmg.makeColor(0,0,0))
  595.     zmg.drawLine(blockleft[1],blockleft[2],blockleft[3],blockleft[4],zmg.makeColor(40,40,40))
  596.     zmg.drawLine(blockleft[3],blockleft[4],blockleft[5],blockleft[6],zmg.makeColor(40,40,40))
  597.     zmg.drawLine(blockleft[5],blockleft[6],blockleft[7],blockleft[8],zmg.makeColor(40,40,40))
  598.     zmg.drawLine(blockleft[7],blockleft[8],blockleft[1],blockleft[2],zmg.makeColor(40,40,40))
  599.     if done and not win then
  600. drawgame()
  601.     end
  602.     zmg.drawText(0,5,"Moves: "..moves,0x0000, 0xFFFF)  
  603. zmg.fastCopy()
  604.  
  605. function onpaint()
  606.     if game then
  607.         drawgame()
  608.     else
  609.         drawselector()
  610.     end
  611.     if key==31 then
  612.         onenterKey()
  613.     elseif key==68 then
  614.         ontabKey()
  615.     elseif key==38 or key==37 or key==28 or key==27 then
  616.         onarrowKey()
  617.     end
  618. end
  619. if a==1 then
  620.     onpaint()
  621. end
  622.  
  623. zmg.fastCopy()
  624. until key == 47
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