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Sep 15th, 2012
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Lua 23.13 KB | None | 0 0
  1. a = 1
  2. level = 1
  3. levelreached = 1
  4. moves = 0
  5. totalmoves = 0
  6. game = false
  7. finished = false
  8.     alpha = 384
  9.     levelreached = 1
  10.     scroll = 90
  11.     alpha = 384
  12.     leftscroll = false
  13.     rightscroll = false
  14.     --tile = {0,4,5,10,20,6,14,0}
  15.     tile = {0,84,6,94,21,92,15,82}
  16.     tilechange = {0,84,6,94,21,92,15,82}
  17.     tilesel = {0,42,3,47,10,46,7,41}
  18.     tilechangesel = {0,42,3,47,10,46,7,41}
  19. floormap = {
  20.     --level 1
  21.     {{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  22.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  23.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  24.     {1,1,1,1,1,1,0,0,0,0,0,0,0,0,0},
  25.     {1,1,1,1,1,1,1,1,1,0,0,0,0,0,0},
  26.     {0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
  27.     {0,0,0,0,0,1,1,2,1,1,0,0,0,0,0},
  28.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  29.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  30.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  31.     {8,7},1,{1,1,1,1,1,1,1},{2,4,2,4}},
  32.     --level 2
  33.     {{0,0,0,0,0,0,1,1,1,1,0,0,1,1,1},
  34.     {1,1,1,1,0,0,1,1,4,1,0,0,1,2,1},
  35.     {1,1,3,1,0,0,1,1,1,1,0,0,1,1,1},
  36.     {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
  37.     {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
  38.     {1,1,1,1,0,0,1,1,1,1,0,0,0,0,0},
  39.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  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.     {14,2},2,{3,3,2,5,5,5,6,1},{9,2,2,5,11,5,12,1},{2,5,2,5}},
  44.     --level 3
  45.     {{0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
  46.     {1,1,1,1,0,0,1,1,1,0,0,1,1,0,0},
  47.     {1,1,1,1,1,1,1,1,1,0,0,1,1,1,1},
  48.     {1,1,1,1,0,0,0,0,0,0,0,1,1,2,1},
  49.     {1,1,1,1,0,0,0,0,0,0,0,1,1,1,1},
  50.     {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
  51.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  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.     {14,4},1,{1,1,1,1,1,1,1,1},{2,4,2,4}},
  56.     --level 4
  57.     {{0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
  58.     {0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
  59.     {1,1,1,1,0,0,0,0,0,1,1,1,0,0,0},
  60.     {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
  61.     {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
  62.     {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
  63.     {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
  64.     {0,0,0,0,0,1,2,1,0,0,5,5,1,5,0},
  65.     {0,0,0,0,0,1,1,1,0,0,5,5,5,5,0},
  66.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  67.     {7,8},1,{1,1,1,1,1,1,1,1},{2,6,2,6}},
  68.     --level 5
  69.     {{0,0,0,0,0,0,0,0,0,0,0,1,1,1,1},
  70.     {0,1,1,1,1,1,1,1,3,1,1,1,1,1,1},
  71.     {0,1,1,1,1,0,0,0,0,0,0,0,1,1,1},
  72.     {0,1,1,3,1,0,0,0,0,0,0,0,0,0,0},
  73.     {0,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
  74.     {0,0,0,1,1,1,3,1,1,1,1,1,1,0,0},
  75.     {0,0,0,0,0,0,0,0,0,0,1,1,1,1,3},
  76.     {1,1,1,0,0,0,0,0,0,0,1,1,1,1,1},
  77.     {1,2,1,1,1,1,1,1,1,1,1,1,1,0,0},
  78.     {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},
  79.     {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}},
  80.     --level 6
  81.     {{0,0,0,0,0,1,1,1,1,1,1,0,0,0,0},
  82.     {0,0,0,0,0,1,0,0,1,1,1,0,0,0,0},
  83.     {0,0,0,0,0,1,0,0,1,1,1,1,1,0,0},
  84.     {1,1,1,1,1,1,0,0,0,0,0,1,1,1,1},
  85.     {0,0,0,0,1,1,1,0,0,0,0,1,1,2,1},
  86.     {0,0,0,0,1,1,1,0,0,0,0,0,1,1,1},
  87.     {0,0,0,0,0,0,1,0,0,1,1,0,0,0,0},
  88.     {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
  89.     {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
  90.     {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
  91.     {14,5},1,{1,1,1,1,1,1,1,1},{1,4,1,4}},
  92.     --level 7
  93.     {{0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
  94.     {0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
  95.     {1,1,1,0,0,0,0,0,1,0,0,1,1,1,1},
  96.     {1,1,1,1,1,1,1,1,1,0,0,0,1,2,1},
  97.     {1,1,1,0,0,0,0,1,1,4,0,0,1,1,1},
  98.     {1,1,1,0,0,0,0,1,1,1,0,0,1,1,1},
  99.     {0,1,1,0,0,0,0,1,0,0,0,0,0,0,0},
  100.     {0,0,1,1,1,1,1,1,0,0,0,0,0,0,0},
  101.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  102.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  103.     {14,4},1,{10,5,1,7,4,1},{2,4,2,4}},
  104.     --level 8
  105.     {{0,0,1,1,1,1,0,0,0,0,0,0,0,0,0},
  106.     {0,0,1,2,1,1,0,0,0,0,0,0,0,0,0},
  107.     {0,0,1,1,1,0,0,0,0,0,0,0,0,0,0},
  108.     {0,0,1,0,0,0,1,1,1,1,1,1,0,0,0},
  109.     {0,0,1,0,0,0,1,1,0,0,1,1,0,0,0},
  110.     {0,1,1,1,1,1,1,1,0,0,1,1,1,0,0},
  111.     {0,0,0,0,0,0,1,3,0,0,0,0,1,0,0},
  112.     {0,0,0,0,0,0,1,1,1,1,0,0,1,0,0},
  113.     {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
  114.     {0,0,0,0,0,0,0,0,0,1,1,1,0,0,0},
  115.     {4,2},1,{8,7,2,1,6,2,6,0},{2,6,2,6}},
  116.     --level 9
  117.     {{0,0,0,0,0,0,0,0,0,0,0,0,0,4,0},
  118.     {0,0,0,0,0,0,1,1,1,0,0,1,1,1,0},
  119.     {0,0,0,0,0,0,1,4,1,1,1,1,1,0,0},
  120.     {0,0,0,0,1,1,1,1,1,0,0,1,1,0,0},
  121.     {0,0,0,0,1,2,1,0,0,0,0,1,1,0,0},
  122.     {0,1,1,1,1,1,1,0,0,0,1,1,1,1,0},
  123.     {0,1,1,1,1,0,0,0,0,0,1,1,1,1,0},
  124.     {0,1,1,1,1,0,0,1,1,1,1,1,0,0,0},
  125.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  126.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  127.     {6,5},2,{14,1,1,5,8,1,2},{8,3,1,3,14,1,2},{4,7,4,7}},
  128.     --level 10
  129.     {{1,1,1,5,1,1,1,1,5,1,1,1,1,0,0},
  130.     {1,1,0,0,0,0,0,0,0,0,1,1,1,0,0},
  131.     {1,1,0,0,0,0,0,0,0,0,0,1,1,1,0},
  132.     {1,1,1,0,0,0,1,1,1,0,0,1,1,1,0},
  133.     {1,1,1,5,5,5,1,2,1,0,0,1,1,1,0},
  134.     {1,1,1,0,0,5,1,1,1,0,0,1,1,1,0},
  135.     {0,0,1,0,0,5,5,5,5,5,1,1,0,0,0},
  136.     {0,0,1,1,1,5,5,1,5,5,5,0,0,0,0},
  137.     {0,0,0,1,1,5,5,5,5,5,5,0,0,0,0},
  138.     {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
  139.     {8,5},1,{1,1,1,1,1,1},{13,4,13,4}},
  140.     --level 11
  141.     {{0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
  142.     {0,0,0,1,1,1,0,0,1,1,1,0,0,0,0},
  143.     {1,0,0,1,1,1,1,1,1,1,1,1,1,1,0},
  144.     {1,0,0,1,1,1,0,0,0,0,0,0,4,1,0},
  145.     {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
  146.     {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
  147.     {1,0,0,0,0,0,0,0,1,1,1,1,1,1,0},
  148.     {1,1,1,1,1,0,0,0,1,1,1,0,0,0,0},
  149.     {0,1,1,2,1,0,0,0,1,1,1,0,0,0,0},
  150.     {0,0,1,1,1,0,0,0,1,1,1,1,1,4,0},
  151.     {4,9},2,{13,4,2,3,2,3,3,2},{14,10,2,4,2,4,3,2},{5,3,5,3}},
  152.     --level 12
  153.     {{1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  154.     {1,1,1,1,1,1,1,1,1,0,0,0,1,1,1},
  155.     {1,1,1,0,0,0,0,0,1,1,1,1,1,2,1},
  156.     {1,1,1,0,0,0,0,0,0,0,0,0,4,4,1},
  157.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  158.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  159.     {1,1,1,0,0,0,0,1,1,1,1,1,4,0,0},
  160.     {1,1,1,1,1,1,1,1,0,0,0,1,1,0,0},
  161.     {1,3,1,0,0,0,0,0,0,0,0,1,1,0,0},
  162.     {1,1,1,0,0,0,0,0,0,0,0,1,4,0,0},
  163.     {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}},
  164.     --level 13
  165.     {{0,0,0,0,0,0,0,3,0,0,0,0,0,0,0},
  166.     {1,1,3,1,0,0,0,1,0,0,0,0,0,0,0},
  167.     {1,1,1,1,1,0,0,1,0,0,0,0,0,0,0},
  168.     {1,3,1,1,1,1,1,1,0,0,1,1,0,0,1},
  169.     {1,1,1,1,1,0,0,0,1,0,0,0,1,0,0},
  170.     {1,1,3,1,0,0,0,0,1,0,0,0,1,0,0},
  171.     {1,0,0,0,0,0,0,0,3,0,0,1,1,1,0},
  172.     {1,0,0,0,0,0,0,0,0,0,1,1,2,1,0},
  173.     {1,0,0,4,0,0,0,0,0,0,1,1,1,1,0},
  174.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  175.     {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}},
  176.     --level 14
  177.     {{0,1,1,1,1,1,1,1,1,1,3,1,1,1,1},
  178.     {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
  179.     {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
  180.     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
  181.     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
  182.     {1,1,1,0,0,1,1,0,0,1,3,1,1,1,1},
  183.     {1,2,1,0,0,1,1,0,0,0,0,0,0,0,0},
  184.     {1,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
  185.     {0,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
  186.     {0,1,1,1,1,1,1,1,1,1,3,1,1,1,0},
  187.     {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}},
  188.     --level 15
  189.     {{0,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
  190.     {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
  191.     {1,1,0,0,1,1,1,1,1,1,0,0,0,0,0},
  192.     {1,1,1,1,1,1,0,0,1,0,0,0,0,0,0},
  193.     {1,1,1,1,0,0,0,0,1,0,0,0,1,1,1},
  194.     {0,1,1,0,0,0,0,0,4,1,1,1,1,2,1},
  195.     {0,0,1,0,0,0,0,0,4,1,0,0,1,1,1},
  196.     {0,0,1,1,1,0,0,0,1,1,0,0,0,0,0},
  197.     {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
  198.     {0,0,0,0,1,1,1,1,1,1,0,0,0,0,0},
  199.     {14,6},2,{9,6,1,10,4,2},{9,7,1,8,6,2},{2,4,2,4}},
  200.     --level 16
  201.     {{0,0,0,0,0,1,1,0,0,0,0,1,1,1,0},
  202.     {0,0,0,1,1,1,1,1,1,0,0,1,2,1,0},
  203.     {1,1,1,1,1,1,3,1,1,1,1,1,1,1,0},
  204.     {1,1,1,1,3,0,0,1,1,1,1,1,0,0,0},
  205.     {1,1,1,0,0,0,0,0,0,1,1,1,0,0,0},
  206.     {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
  207.     {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
  208.     {0,1,0,0,0,0,0,0,0,1,1,0,0,0,0},
  209.     {0,1,1,0,0,0,0,0,0,1,1,0,0,0,0},
  210.     {0,0,4,0,0,0,0,0,0,4,0,0,0,0,0},
  211.     {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}}
  212. }
  213.  
  214.     colormap = {{170,170,170},{194,41,0},{100,100,100},{50,50,50},{194,141,0}}
  215.     --1=0,84,6,94,21,92,15,82, 2=finish, 3=button, 4=hard button, 5=orange (weight)
  216.     --button:x,y hardbutton:y,x orange:x,y finish:x,y
  217.     --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}}
  218.     blockpos = floormap[level][13+floormap[level][12]]
  219.     blockdir = 1
  220.     --blockdir 1=hor, 2=vert
  221.     up = true
  222.     done = false
  223.     win = false
  224.     falling = false
  225.     button = false
  226.     totalmoves = totalmoves + moves
  227.     moves = 0
  228.     alpha = 384
  229.     m=0
  230. repeat
  231. zmg.clear()
  232.     if levelreached<16 then
  233.         finished = false
  234.     else
  235.         finished = true
  236.     end
  237. function onarrowKey()
  238.     if game then
  239.         if not done then
  240.         if zmg.keyMenuFast()==27 then
  241.             blockpos[1] = blockpos[1] + 1
  242.             blockpos[3] = blockpos[3] + 1
  243.             if up then
  244.                 up = false
  245.                 blockdir=1
  246.                 blockpos[3]=blockpos[1]+1
  247.                 blockpos[4]=blockpos[2]
  248.             elseif blockdir==1 then
  249.                 up = true
  250.                 blockpos[1] = blockpos[1] + 1
  251.                 blockpos[3]=blockpos[1]
  252.                 blockpos[4]=blockpos[2]
  253.             end
  254.             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
  255.                 done = true
  256.                 win = false
  257.             end
  258.         elseif zmg.keyMenuFast()==38 then
  259.             blockpos[1] = blockpos[1] - 1
  260.             blockpos[3]=blockpos[3] - 1
  261.             if up then
  262.                 up = false
  263.                 blockdir=1
  264.                 blockpos[1]=blockpos[1] - 1
  265.                 blockpos[3]=blockpos[1] + 1
  266.                 blockpos[4]=blockpos[2]
  267.             elseif blockdir==1 then
  268.                 up = true
  269.                 blockpos[3]=blockpos[1]
  270.                 blockpos[4]=blockpos[2]
  271.             end
  272.             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
  273.                 done = true
  274.                 win = false
  275.             end
  276.         elseif zmg.keyMenuFast()==28 then
  277.             blockpos[2] = blockpos[2] - 1
  278.             blockpos[4] = blockpos[4] - 1
  279.             if up then
  280.                 up = false
  281.                 blockdir=2
  282.                 blockpos[2] = blockpos[2] - 1
  283.                 blockpos[3]=blockpos[1]
  284.                 blockpos[4]=blockpos[2]+1
  285.             elseif blockdir==2 then
  286.                 up = true
  287.                 blockpos[3]=blockpos[1]
  288.                 blockpos[4]=blockpos[2]
  289.             end
  290.             if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
  291.             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
  292.                 done = true
  293.                 win = false
  294.             end
  295.             else
  296.                 done = true
  297.                 win=false
  298.             end
  299.         elseif zmg.keyMenuFast()==37 then
  300.             blockpos[2] = blockpos[2] + 1
  301.             blockpos[4] = blockpos[4] + 1
  302.             if up then
  303.                 up = false
  304.                 blockdir=2
  305.                 blockpos[3]=blockpos[1]
  306.                 blockpos[4]=blockpos[2]+1
  307.             elseif blockdir==2 then
  308.                 up = true
  309.                 blockpos[2] = blockpos[2] + 1
  310.                 blockpos[3]=blockpos[1]
  311.                 blockpos[4]=blockpos[2]
  312.             end
  313.             if blockpos[2]>10 or blockpos[4]>10 then
  314.                 gmeover = true
  315.             else
  316.             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
  317.                 done = true
  318.                 win = false
  319.                 falling = true
  320.             end
  321.             end
  322.         end
  323.         if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
  324.         for m=0,floormap[level][12]-1 do
  325.             if floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==3 then
  326.                 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
  327.                     button = true
  328.                     for l=1,floormap[level][13+m][3] do
  329.                         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
  330.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  331.                         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
  332.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  333.                         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
  334.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  335.                         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
  336.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  337.                         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
  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]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 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]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 then
  342.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  343.                         end
  344.                         --veld = 1, knop = 0 ==> veld = 0 OK
  345.                         --veld = 1, knop = 1 ==> veld = 1 OK
  346.                         --veld = 1, knop = 2 ==> veld = 0 OK
  347.                         --veld = 0, knop = 0 ==> veld = 0 OK
  348.                         --veld = 0, knop = 1 ==> veld = 1 OK
  349.                         --veld = 0, knop = 2 ==> veld = 1 OK
  350.                     end
  351.                 end
  352.             elseif floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==4 then
  353.                 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
  354.                     for l=1,floormap[level][13+m][3] do
  355.                         if floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 then
  356.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  357.                         else
  358.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  359.                         end
  360.                     end
  361.                 end
  362.             end
  363.             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
  364.                 done=true
  365.                 win=false
  366.                 falling=true
  367.             end
  368.         end
  369.         if blockpos[1]==floormap[level][11][1] and blockpos[2]==floormap[level][11][2] and up then
  370.             done=true
  371.             win=true
  372.         end
  373.         else
  374.             done = true
  375.             win = false
  376.        
  377.         moves = moves + 1
  378.         end
  379.     else
  380.         if zmg.keyMenuFast()==38 then
  381.             if not leftscroll then
  382.                 leftscroll = true
  383.             elseif level>2 and leftscroll then
  384.                 leftscroll = false
  385.             end
  386.         end
  387.         if zmg.keyMenuFast()==27 then
  388.             if not rightscroll then
  389.                 rightscroll = true
  390.             elseif level<=14 and rightscroll then
  391.                 rightscroll = false
  392.             end
  393.         end
  394.     zmg.fastCopy()
  395.     end
  396. end
  397. end
  398. function ontabKey()
  399.     if game then
  400.         game = false
  401.         zmg.fastCopy()
  402.     else
  403.         level = levelreached
  404.         zmg.fastCopy()
  405.     end
  406. end
  407. function onenterKey()
  408.     if game then
  409.         if done and win then
  410.             level=level+1
  411.             if level>levelreached then
  412.                 levelreached = level
  413.             end
  414.             var.store("levelreached",levelreached)
  415.         end
  416.         if done and not win then
  417.             var.store("levelreached",levelreached)
  418.         end
  419.         zmg.fastCopy()
  420.     else
  421.         game = true
  422.         zmg.fastCopy()
  423.     end
  424. end
  425. function drawselector()
  426.     -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
  427.     zmg.makeColor(0,0,0)
  428.     zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
  429.     for i=1,10 do
  430.         for j=1,15 do
  431.             zmg.makeColor(170,170,170)
  432.             for k=1,7,2 do
  433.                 --tilechange[k]=0,84,6,94,21,92,15,82[k]+i*7+j*8-18
  434.                 --tilechange[k+1]=0,84,6,94,21,92,15,82[k+1]+i*5-j*1+5
  435.                 tilechangesel[k]=tilechangesel[k]+i*3+j*8+scroll
  436.                 tilechangesel[k+1]=tilechangesel[k+1]+i*6-j*1+40
  437.             end
  438.             if floormap[level][i][j] == 1 then 
  439.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],0x0000)
  440.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],0x0000)
  441.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],0x0000)
  442.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],0x0000)
  443.             elseif floormap[level][i][j]==2 then
  444.                 zmg.makeColor(194,41,0)
  445.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(194,41,0))
  446.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(194,41,0))
  447.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(194,41,0))
  448.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(194,41,0))
  449.                 zmg.makeColor(170,170,170)
  450.             elseif floormap[level][i][j]==3 then
  451.                 zmg.makeColor(100,100,100)
  452.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(100,100,100))
  453.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(100,100,100))
  454.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(100,100,100))
  455.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(100,100,100))
  456.                 zmg.makeColor(170,170,170)
  457.             elseif floormap[level][i][j]==4 then
  458.                 zmg.makeColor(50,50,50)
  459.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(50,50,50))
  460.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(50,50,50))
  461.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(50,50,50))
  462.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(50,50,50))
  463.                 zmg.makeColor(170,170,170)
  464.             elseif floormap[level][i][j]==5 then
  465.                 zmg.makeColor(194,141,0)
  466.                 zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(194,141,0))
  467.                 zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(194,141,0))
  468.                 zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(194,141,0))
  469.                 zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(194,141,0))
  470.                 zmg.makeColor(170,170,170)
  471.             end
  472.             --zmg.makeColor(unpack(colormap[floormap[level][i][j]]))
  473.             --zmg.drawLine(0,84,6,94,21,92,15,82)
  474.             tilechangesel = {0,42,3,47,10,46,8,41}
  475.         end
  476.     end
  477. end
  478. function drawgame()
  479.     if finished then
  480.         zmg.drawText(60,25,"Game finished (last level reached)",0x0000, 0xFFFF)
  481.     end
  482.     zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
  483.     -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
  484.     zmg.makeColor(170,170,170)
  485.     for i=1,10 do
  486.         for j=1,15 do
  487.             for k=1,7,2 do
  488.                 tilechange[k]=tilechange[k]+i*7+j*16-18
  489.                 tilechange[k+1]=tilechange[k+1]+i*11-j*2+5
  490.             end
  491.             if floormap[level][i][j]==1 then   
  492.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],0x0000)
  493.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],0x0000)
  494.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],0x0000)
  495.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],0x0000)
  496.             elseif floormap[level][i][j]==2 then
  497.                 zmg.makeColor(194,41,0)
  498.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(194,41,0))
  499.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(194,41,0))
  500.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(194,41,0))
  501.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(194,41,0))
  502.                 zmg.makeColor(170,170,170)
  503.             elseif floormap[level][i][j]==3 then
  504.                 zmg.makeColor(100,100,100)
  505.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(100,100,100))
  506.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(100,100,100))
  507.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(100,100,100))
  508.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(100,100,100))
  509.                 zmg.makeColor(170,170,170)
  510.             elseif floormap[level][i][j]==4 then
  511.                 zmg.makeColor(50,50,50)
  512.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(50,50,50))
  513.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(50,50,50))
  514.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(50,50,50))
  515.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(50,50,50))
  516.                 zmg.makeColor(170,170,170)
  517.             elseif floormap[level][i][j]==5 then
  518.                 zmg.makeColor(194,141,0)
  519.                 zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(194,141,0))
  520.                 zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(194,141,0))
  521.                 zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(194,141,0))
  522.                 zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(194,141,0))
  523.                 zmg.makeColor(170,170,170)
  524.             end
  525.             --zmg.makeColor(unpack(colormap[floormap[level][i][j]]))
  526.             --zmg.drawLine(0,84,6,94,21,92,15,82)
  527.             tilechange = {0,84,6,94,21,92,15,82}
  528.         end
  529.     end
  530. zmg.fastCopy()
  531. end
  532.     if up then
  533.         blocktop = {5,74,11,84,26,82,20,72}
  534.         blockfront = {11,84,11,108,26,106,26,82}
  535.         blockleft = {5,74,5,98,11,108,11,84}
  536.     elseif blockdir==1 then
  537.         blocktop = {5,84,11,94,42,90,36,80}
  538.         blockfront = {11,84,11,108,42,104,42,90}
  539.         blockleft = {5,84,5,98,11,108,11,84}
  540.     elseif blockdir==2 then
  541.         blocktop = {5,84,18,105,33,103,20,82}
  542.         blockfront = {18,105,18,119,33,117,33,103}
  543.         blockleft = {5,84,5,98,18,119,18,105}
  544.     end
  545.  
  546.     for k=1,7,2 do
  547.         blocktop[k] = blocktop[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  548.         blocktop[k+1] = blocktop[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  549.         blockfront[k] = blockfront[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  550.         blockfront[k+1] = blockfront[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  551.         blockleft[k] = blockleft[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  552.         blockleft[k+1] = blockleft[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  553.     end
  554.     if done then
  555.         --gc:setAlpha(alpha)
  556.     end
  557.     if alpha <= 0 then
  558.         alpha = 384
  559.         if win then
  560.             level = level + 1
  561.             if level>16 then
  562.                 level = 16
  563.                 finished = true
  564.             end
  565.             if level>levelreached then
  566.                 levelreached = level
  567.             end
  568.             var.store("levelreached",levelreached)
  569.         end
  570.     end
  571.    
  572.     zmg.drawLine(blocktop[1],blocktop[2],blocktop[3],blocktop[4],zmg.makeColor(80,80,80))
  573.     zmg.drawLine(blocktop[3],blocktop[4],blocktop[5],blocktop[6],zmg.makeColor(80,80,80))
  574.     zmg.drawLine(blocktop[5],blocktop[6],blocktop[7],blocktop[8],zmg.makeColor(80,80,80))
  575.     zmg.drawLine(blocktop[7],blocktop[8],blocktop[1],blocktop[2],zmg.makeColor(80,80,80))
  576.     zmg.drawLine(blockfront[1],blockfront[2],blockfront[3],blockfront[4],zmg.makeColor(0,0,0))
  577.     zmg.drawLine(blockfront[3],blockfront[4],blockfront[5],blockfront[6],zmg.makeColor(0,0,0))
  578.     zmg.drawLine(blockfront[5],blockfront[6],blockfront[7],blockfront[8],zmg.makeColor(0,0,0))
  579.     zmg.drawLine(blockfront[7],blockfront[8],blockfront[1],blockfront[2],zmg.makeColor(0,0,0))
  580.     zmg.drawLine(blockleft[1],blockleft[2],blockleft[3],blockleft[4],zmg.makeColor(40,40,40))
  581.     zmg.drawLine(blockleft[3],blockleft[4],blockleft[5],blockleft[6],zmg.makeColor(40,40,40))
  582.     zmg.drawLine(blockleft[5],blockleft[6],blockleft[7],blockleft[8],zmg.makeColor(40,40,40))
  583.     zmg.drawLine(blockleft[7],blockleft[8],blockleft[1],blockleft[2],zmg.makeColor(40,40,40))
  584.     if done and not win then
  585.     alpha = alpha-1
  586.     zmg.drawLine(alpha, 0, alpha, 216, zmg.makeColor(194,41,0))
  587.     end
  588.     zmg.drawText(0,5,"Moves: "..moves,0x0000, 0xFFFF)  
  589.     zmg.fastCopy()
  590.  
  591.  
  592. function onpaint()
  593.     if game then
  594.         drawgame()
  595.     else
  596.         drawselector()
  597.     end
  598.     if zmg.keyMenuFast()==31 then
  599.         onenterKey()
  600.     elseif zmg.keyMenuFast()==68 then
  601.         ontabKey()
  602.     elseif zmg.keyMenuFast()==38 or zmg.keyMenuFast()==37 or zmg.keyMenuFast()==28 or zmg.keyMenuFast()==27 then
  603.         onarrowKey()
  604.     end
  605. end
  606. if a==1 then
  607.     onpaint()
  608. end
  609.  
  610. zmg.fastCopy()
  611. until zmg.keyMenuFast() == 47
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