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Sep 21st, 2012
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Lua 19.13 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 = 216
  9. levelreached = 1
  10. scroll = 90
  11. leftscroll = false
  12. rightscroll = false
  13. up = true
  14. quit = false
  15. blockpos = {1,1,1,1}
  16. blockdir = 1
  17.  
  18. --tile = {0,4,5,10,20,6,14,0}
  19. tile = {0,84,6,94,21,92,15,82}
  20. tilesel = {0,42,3,47,10,46,7,41}
  21. tc = {0,84,6,94,21,92,15,82}
  22. tcs = {0,42,3,47,10,46,7,41}
  23.  
  24. local floormap = {
  25.     --level 1
  26.     {{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  27.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  28.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  29.     {1,1,1,1,1,1,0,0,0,0,0,0,0,0,0},
  30.     {1,1,1,1,1,1,1,1,1,0,0,0,0,0,0},
  31.     {0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
  32.     {0,0,0,0,0,1,1,2,1,1,0,0,0,0,0},
  33.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  34.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  35.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  36.     {8,7},1,{1,1,1,1,1,1,1},{2,4,2,4}},
  37.     --level 2
  38.     {{0,0,0,0,0,0,1,1,1,1,0,0,1,1,1},
  39.     {1,1,1,1,0,0,1,1,4,1,0,0,1,2,1},
  40.     {1,1,3,1,0,0,1,1,1,1,0,0,1,1,1},
  41.     {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
  42.     {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
  43.     {1,1,1,1,0,0,1,1,1,1,0,0,0,0,0},
  44.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  45.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  46.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  47.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  48.     {14,2},2,{3,3,2,5,5,5,6,1},{9,2,2,5,11,5,12,1},{2,5,2,5}},
  49.     --level 3
  50.     {{0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
  51.     {1,1,1,1,0,0,1,1,1,0,0,1,1,0,0},
  52.     {1,1,1,1,1,1,1,1,1,0,0,1,1,1,1},
  53.     {1,1,1,1,0,0,0,0,0,0,0,1,1,2,1},
  54.     {1,1,1,1,0,0,0,0,0,0,0,1,1,1,1},
  55.     {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
  56.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  57.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  58.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  59.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  60.     {14,4},1,{1,1,1,1,1,1,1,1},{2,4,2,4}},
  61.     --level 4
  62.     {{0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
  63.     {0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
  64.     {1,1,1,1,0,0,0,0,0,1,1,1,0,0,0},
  65.     {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
  66.     {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
  67.     {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
  68.     {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
  69.     {0,0,0,0,0,1,2,1,0,0,5,5,1,5,0},
  70.     {0,0,0,0,0,1,1,1,0,0,5,5,5,5,0},
  71.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  72.     {7,8},1,{1,1,1,1,1,1,1,1},{2,6,2,6}},
  73.     --level 5
  74.     {{0,0,0,0,0,0,0,0,0,0,0,1,1,1,1},
  75.     {0,1,1,1,1,1,1,1,3,1,1,1,1,1,1},
  76.     {0,1,1,1,1,0,0,0,0,0,0,0,1,1,1},
  77.     {0,1,1,3,1,0,0,0,0,0,0,0,0,0,0},
  78.     {0,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
  79.     {0,0,0,1,1,1,3,1,1,1,1,1,1,0,0},
  80.     {0,0,0,0,0,0,0,0,0,0,1,1,1,1,3},
  81.     {1,1,1,0,0,0,0,0,0,0,1,1,1,1,1},
  82.     {1,2,1,1,1,1,1,1,1,1,1,1,1,0,0},
  83.     {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},
  84.     {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}},
  85.     --level 6
  86.     {{0,0,0,0,0,1,1,1,1,1,1,0,0,0,0},
  87.     {0,0,0,0,0,1,0,0,1,1,1,0,0,0,0},
  88.     {0,0,0,0,0,1,0,0,1,1,1,1,1,0,0},
  89.     {1,1,1,1,1,1,0,0,0,0,0,1,1,1,1},
  90.     {0,0,0,0,1,1,1,0,0,0,0,1,1,2,1},
  91.     {0,0,0,0,1,1,1,0,0,0,0,0,1,1,1},
  92.     {0,0,0,0,0,0,1,0,0,1,1,0,0,0,0},
  93.     {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
  94.     {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
  95.     {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
  96.     {14,5},1,{1,1,1,1,1,1,1,1},{1,4,1,4}},
  97.     --level 7
  98.     {{0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
  99.     {0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
  100.     {1,1,1,0,0,0,0,0,1,0,0,1,1,1,1},
  101.     {1,1,1,1,1,1,1,1,1,0,0,0,1,2,1},
  102.     {1,1,1,0,0,0,0,1,1,4,0,0,1,1,1},
  103.     {1,1,1,0,0,0,0,1,1,1,0,0,1,1,1},
  104.     {0,1,1,0,0,0,0,1,0,0,0,0,0,0,0},
  105.     {0,0,1,1,1,1,1,1,0,0,0,0,0,0,0},
  106.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  107.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  108.     {14,4},1,{10,5,1,7,4,1},{2,4,2,4}},
  109.     --level 8
  110.     {{0,0,1,1,1,1,0,0,0,0,0,0,0,0,0},
  111.     {0,0,1,2,1,1,0,0,0,0,0,0,0,0,0},
  112.     {0,0,1,1,1,0,0,0,0,0,0,0,0,0,0},
  113.     {0,0,1,0,0,0,1,1,1,1,1,1,0,0,0},
  114.     {0,0,1,0,0,0,1,1,0,0,1,1,0,0,0},
  115.     {0,1,1,1,1,1,1,1,0,0,1,1,1,0,0},
  116.     {0,0,0,0,0,0,1,3,0,0,0,0,1,0,0},
  117.     {0,0,0,0,0,0,1,1,1,1,0,0,1,0,0},
  118.     {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
  119.     {0,0,0,0,0,0,0,0,0,1,1,1,0,0,0},
  120.     {4,2},1,{8,7,2,1,6,2,6,0},{2,6,2,6}},
  121.     --level 9
  122.     {{0,0,0,0,0,0,0,0,0,0,0,0,0,4,0},
  123.     {0,0,0,0,0,0,1,1,1,0,0,1,1,1,0},
  124.     {0,0,0,0,0,0,1,4,1,1,1,1,1,0,0},
  125.     {0,0,0,0,1,1,1,1,1,0,0,1,1,0,0},
  126.     {0,0,0,0,1,2,1,0,0,0,0,1,1,0,0},
  127.     {0,1,1,1,1,1,1,0,0,0,1,1,1,1,0},
  128.     {0,1,1,1,1,0,0,0,0,0,1,1,1,1,0},
  129.     {0,1,1,1,1,0,0,1,1,1,1,1,0,0,0},
  130.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  131.     {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
  132.     {6,5},2,{14,1,1,5,8,1,2},{8,3,1,3,14,1,2},{4,7,4,7}},
  133.     --level 10
  134.     {{1,1,1,5,1,1,1,1,5,1,1,1,1,0,0},
  135.     {1,1,0,0,0,0,0,0,0,0,1,1,1,0,0},
  136.     {1,1,0,0,0,0,0,0,0,0,0,1,1,1,0},
  137.     {1,1,1,0,0,0,1,1,1,0,0,1,1,1,0},
  138.     {1,1,1,5,5,5,1,2,1,0,0,1,1,1,0},
  139.     {1,1,1,0,0,5,1,1,1,0,0,1,1,1,0},
  140.     {0,0,1,0,0,5,5,5,5,5,1,1,0,0,0},
  141.     {0,0,1,1,1,5,5,1,5,5,5,0,0,0,0},
  142.     {0,0,0,1,1,5,5,5,5,5,5,0,0,0,0},
  143.     {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
  144.     {8,5},1,{1,1,1,1,1,1},{13,4,13,4}},
  145.     --level 11
  146.     {{0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
  147.     {0,0,0,1,1,1,0,0,1,1,1,0,0,0,0},
  148.     {1,0,0,1,1,1,1,1,1,1,1,1,1,1,0},
  149.     {1,0,0,1,1,1,0,0,0,0,0,0,4,1,0},
  150.     {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
  151.     {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
  152.     {1,0,0,0,0,0,0,0,1,1,1,1,1,1,0},
  153.     {1,1,1,1,1,0,0,0,1,1,1,0,0,0,0},
  154.     {0,1,1,2,1,0,0,0,1,1,1,0,0,0,0},
  155.     {0,0,1,1,1,0,0,0,1,1,1,1,1,4,0},
  156.     {4,9},2,{13,4,2,3,2,3,3,2},{14,10,2,4,2,4,3,2},{5,3,5,3}},
  157.     --level 12
  158.     {{1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  159.     {1,1,1,1,1,1,1,1,1,0,0,0,1,1,1},
  160.     {1,1,1,0,0,0,0,0,1,1,1,1,1,2,1},
  161.     {1,1,1,0,0,0,0,0,0,0,0,0,4,4,1},
  162.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  163.     {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
  164.     {1,1,1,0,0,0,0,1,1,1,1,1,4,0,0},
  165.     {1,1,1,1,1,1,1,1,0,0,0,1,1,0,0},
  166.     {1,3,1,0,0,0,0,0,0,0,0,1,1,0,0},
  167.     {1,1,1,0,0,0,0,0,0,0,0,1,4,0,0},
  168.     {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}},
  169.     --level 13
  170.     {{0,0,0,0,0,0,0,3,0,0,0,0,0,0,0},
  171.     {1,1,3,1,0,0,0,1,0,0,0,0,0,0,0},
  172.     {1,1,1,1,1,0,0,1,0,0,0,0,0,0,0},
  173.     {1,3,1,1,1,1,1,1,0,0,1,1,0,0,1},
  174.     {1,1,1,1,1,0,0,0,1,0,0,0,1,0,0},
  175.     {1,1,3,1,0,0,0,0,1,0,0,0,1,0,0},
  176.     {1,0,0,0,0,0,0,0,3,0,0,1,1,1,0},
  177.     {1,0,0,0,0,0,0,0,0,0,1,1,2,1,0},
  178.     {1,0,0,4,0,0,0,0,0,0,1,1,1,1,0},
  179.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  180.     {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}},
  181.     --level 14
  182.     {{0,1,1,1,1,1,1,1,1,1,3,1,1,1,1},
  183.     {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
  184.     {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
  185.     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
  186.     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
  187.     {1,1,1,0,0,1,1,0,0,1,3,1,1,1,1},
  188.     {1,2,1,0,0,1,1,0,0,0,0,0,0,0,0},
  189.     {1,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
  190.     {0,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
  191.     {0,1,1,1,1,1,1,1,1,1,3,1,1,1,0},
  192.     {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}},
  193.     --level 15
  194.     {{0,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
  195.     {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
  196.     {1,1,0,0,1,1,1,1,1,1,0,0,0,0,0},
  197.     {1,1,1,1,1,1,0,0,1,0,0,0,0,0,0},
  198.     {1,1,1,1,0,0,0,0,1,0,0,0,1,1,1},
  199.     {0,1,1,0,0,0,0,0,4,1,1,1,1,2,1},
  200.     {0,0,1,0,0,0,0,0,4,1,0,0,1,1,1},
  201.     {0,0,1,1,1,0,0,0,1,1,0,0,0,0,0},
  202.     {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
  203.     {0,0,0,0,1,1,1,1,1,1,0,0,0,0,0},
  204.     {14,6},2,{9,6,1,10,4,2},{9,7,1,8,6,2},{2,4,2,4}},
  205.     --level 16
  206.     {{0,0,0,0,0,1,1,0,0,0,0,1,1,1,0},
  207.     {0,0,0,1,1,1,1,1,1,0,0,1,2,1,0},
  208.     {1,1,1,1,1,1,3,1,1,1,1,1,1,1,0},
  209.     {1,1,1,1,3,0,0,1,1,1,1,1,0,0,0},
  210.     {1,1,1,0,0,0,0,0,0,1,1,1,0,0,0},
  211.     {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
  212.     {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
  213.     {0,1,0,0,0,0,0,0,0,1,1,0,0,0,0},
  214.     {0,1,1,0,0,0,0,0,0,1,1,0,0,0,0},
  215.     {0,0,4,0,0,0,0,0,0,4,0,0,0,0,0},
  216.     {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}}
  217. }
  218.  
  219.     colormap = {{170,170,170},{194,41,0},{100,100,100},{50,50,50},{194,141,0}}
  220.     for i=1,5 do
  221.         colormap[i] = zmg.makeColor(colormap[i][1],colormap[i][2],colormap[i][3])
  222.     end
  223.  
  224.     --1=tile, 2=finish, 3=button, 4=hard button, 5=orange (weight)
  225.     --button:x,y hardbutton:y,x orange:x,y finish:x,y
  226.     --floormap{{tiles},{finish},nrofbridges,{button1coord,nroftilestobridge,bridge1coord,bridge2coord},{butto...},{startcoord,startcoord}}
  227. function onNewLevel()
  228.     for i=1,4 do
  229.         blockpos[i] = floormap[level][13+floormap[level][12]][i]
  230.     end
  231.     blockdir = 1
  232.     --blockdir 1=hor, 2=vert
  233.     up = true
  234.     done = false
  235.     win = false
  236.     falling = false
  237.     button = false
  238.     totalmoves = totalmoves + moves
  239.     moves = 0
  240.     alpha = 216
  241.     m=0
  242. end
  243.  
  244. function onarrowKey(key)
  245.  
  246.     if game then
  247.         if not done then
  248.         if key==27 then
  249.             blockpos[1] = blockpos[1] + 1
  250.             blockpos[3] = blockpos[3] + 1
  251.             moves = moves+1
  252.             if up then
  253.                 up = false
  254.                 blockdir=1
  255.                 blockpos[3]=blockpos[1]+1
  256.                 blockpos[4]=blockpos[2]
  257.             elseif blockdir==1 then
  258.                 up = true
  259.                 blockpos[1] = blockpos[1] + 1
  260.                 blockpos[3]=blockpos[1]
  261.                 blockpos[4]=blockpos[2]
  262.             end
  263.             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
  264.                 done = true
  265.                 win = false
  266.             end
  267.         elseif key==38 then
  268.             blockpos[1] = blockpos[1] - 1
  269.             blockpos[3]=blockpos[3] - 1
  270.             moves = moves+1
  271.             if up then
  272.                 up = false
  273.                 blockdir=1
  274.                 blockpos[1]=blockpos[1] - 1
  275.                 blockpos[3]=blockpos[1] + 1
  276.                 blockpos[4]=blockpos[2]
  277.             elseif blockdir==1 then
  278.                 up = true
  279.                 blockpos[3]=blockpos[1]
  280.                 blockpos[4]=blockpos[2]
  281.             end
  282.             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
  283.                 done = true
  284.                 win = false
  285.             end
  286.         elseif key==28 then
  287.             blockpos[2]=blockpos[2]-1
  288.             blockpos[4]=blockpos[4]-1
  289.             moves = moves+1
  290.             if up then
  291.                 up = false
  292.                 blockdir=2
  293.                 blockpos[2]=blockpos[2]-1
  294.                 blockpos[3]=blockpos[1]
  295.                 blockpos[4]=blockpos[2]+1
  296.             elseif blockdir==2 then
  297.                 up = true
  298.                 blockpos[3]=blockpos[1]
  299.                 blockpos[4]=blockpos[2]
  300.             end
  301.             if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
  302.             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
  303.                 done = true
  304.                 win = false
  305.             end
  306.             else
  307.                 done = true
  308.                 win=false
  309.             end
  310.         elseif key==37 then
  311.             blockpos[2]=blockpos[2] + 1
  312.             blockpos[4]=blockpos[4] + 1
  313.             moves = moves+1
  314.             if up then
  315.                 up = false
  316.                 blockdir=2
  317.                 blockpos[3]=blockpos[1]
  318.                 blockpos[4]=blockpos[2]+1
  319.             elseif blockdir==2 then
  320.                 up = true
  321.                 blockpos[2]=blockpos[2] + 1
  322.                 blockpos[3]=blockpos[1]
  323.                 blockpos[4]=blockpos[2]
  324.             end
  325.             if blockpos[2]>10 or blockpos[4]>10 then
  326.                 gmeover = true
  327.             else
  328.             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
  329.                 done = true
  330.                 win = false
  331.                 falling = true
  332.             end
  333.             end
  334.         end
  335.         if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
  336.         for m=0,floormap[level][12]-1 do
  337.             if floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==3 then
  338.                 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
  339.                     button = true
  340.                     for l=1,floormap[level][13+m][3] do
  341.                         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
  342.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  343.                         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
  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]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==2 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]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==2 then
  348.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  349.                         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
  350.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  351.                         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
  352.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  353.                         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
  354.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  355.                         end
  356.                         --veld = 1, knop = 0 ==> veld = 0 OK
  357.                         --veld = 1, knop = 1 ==> veld = 1 OK
  358.                         --veld = 1, knop = 2 ==> veld = 0 OK
  359.                         --veld = 0, knop = 0 ==> veld = 0 OK
  360.                         --veld = 0, knop = 1 ==> veld = 1 OK
  361.                         --veld = 0, knop = 2 ==> veld = 1 OK
  362.                     end
  363.                 end
  364.             elseif floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==4 then
  365.                 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
  366.                     for l=1,floormap[level][13+m][3] do
  367.                         if floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 then
  368.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
  369.                         else
  370.                             floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
  371.                         end
  372.                     end
  373.                 end
  374.             end
  375.             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
  376.                 done=true
  377.                 win=false
  378.                 falling=true
  379.             end
  380.         end
  381.         if blockpos[1]==floormap[level][11][1] and blockpos[2]==floormap[level][11][2] and up then
  382.             done=true
  383.             win=true
  384.         end
  385.         else
  386.             done = true
  387.             win = false
  388.        
  389.         moves = moves + 1
  390.         end
  391.     else
  392.         if key==38 then
  393.             if not leftscroll then
  394.                 leftscroll = true
  395.             elseif level>2 and leftscroll then
  396.                 leftscroll = false
  397.             end
  398.         end
  399.         if key==27 then
  400.             if not rightscroll then
  401.                 rightscroll = true
  402.             elseif level<=14 and rightscroll then
  403.                 rightscroll = false
  404.             end
  405.         end
  406.     end
  407. end
  408. end
  409. function ontabKey()
  410. zmg.clear()
  411.     if game then
  412.         game = false
  413.         zmg.fastCopy()
  414.     else
  415.         level = levelreached
  416.         zmg.fastCopy()
  417.     end
  418. end
  419. function onenterKey()
  420.     if game then
  421.         if done and win then
  422.             level=level+1
  423.             if level>levelreached then
  424.                 levelreached = level
  425.             end
  426.             onNewLevel()
  427.             --var.store("levelreached",levelreached)
  428.         end
  429.         if done and not win then
  430.             --var.store("levelreached",levelreached)
  431.         end
  432.         zmg.fastCopy()
  433.     else
  434.         game = true
  435.         zmg.fastCopy()
  436.     end
  437. end
  438.  
  439. function drawTile(x1, x2, xoff, y1, y2, yoff, tcreset)
  440.     for i=1,10 do
  441.         for j=1,15 do
  442.             --tcs = {0,42,3,47,10,46,8,41}
  443.             --tc = {0,84,6,94,21,92,15,82}
  444.    
  445.             for k=1,7,2 do
  446.                 --tc[k]=0,84,6,94,21,92,15,82[k]+i*7+j*8-18
  447.                 --tc[k+1]=0,84,6,94,21,92,15,82[k+1]+i*5-j*1+5
  448.                 tcs[k]=tcreset[k]+i*x1+j*x2+xoff
  449.                 tcs[k+1]=tcreset[k+1]+i*y1-j*y2+yoff
  450.             end
  451.             if floormap[level][i][j] > 0 then
  452.                 color = colormap[floormap[level][i][j]]
  453.                 zmg.drawLine(tcs[1],tcs[2],tcs[3],tcs[4],color)
  454.                 zmg.drawLine(tcs[3],tcs[4],tcs[5],tcs[6],color)
  455.                 zmg.drawLine(tcs[5],tcs[6],tcs[7],tcs[8],color)
  456.                 zmg.drawLine(tcs[7],tcs[8],tcs[1],tcs[2],color)
  457.             end
  458.  
  459.         end
  460.     end
  461. end
  462.  
  463. function drawselector()
  464.     zmg.clear()
  465.     -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
  466.     zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
  467.     drawTile(3,8,scroll,6,1,40,{0,42,3,47,10,46,8,41})
  468.     zmg.fastCopy()
  469.     key = zmg.keyMenu()
  470.     if levelreached > 1 then
  471.      if level < levelreached then
  472.       if key==27 then
  473.        level = level+1
  474.       end
  475.      end
  476.      if level > 1 then
  477.       if key==38 then
  478.        level = level-1
  479.       end
  480.      end
  481.     end
  482.     if key == 47 then quit = true end
  483. end
  484.  
  485. function drawgame()
  486.     zmg.clear()
  487.     if finished then
  488.         zmg.drawText(60,25,"Game finished (last level reached)",0x0000, 0xFFFF)
  489.     end
  490.     zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
  491.     -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
  492.     drawTile(7,16,-18,11,2,5,{0,84,6,94,21,92,15,82});
  493.     if up then
  494.         blocktop = {5,74,11,84,26,82,20,72}
  495.         blockfront = {11,84,11,108,26,106,26,82}
  496.         blockleft = {5,74,5,98,11,108,11,84}
  497.     elseif blockdir==1 then
  498.         blocktop = {5,84,11,94,42,90,36,80}
  499.         blockfront = {11,84,11,108,42,104,42,90}
  500.         blockleft = {5,84,5,98,11,108,11,84}
  501.     elseif blockdir==2 then
  502.         blocktop = {5,84,18,105,33,103,20,82}
  503.         blockfront = {18,105,18,119,33,117,33,103}
  504.         blockleft = {5,84,5,98,18,119,18,105}
  505.     end
  506.  
  507.     -- HERE
  508.     if done and not win then
  509.         alpha = alpha - 24
  510.         if alpha >= 0 then
  511.             zmg.drawRectFill(0,alpha,384,216-alpha,zmg.makeColor("crimson"))
  512.             zmg.fastCopy()
  513.         else
  514.             onNewLevel()
  515.             drawgame()
  516.         end
  517.         return
  518.     end
  519.  
  520.     for k=1,7,2 do
  521.         blocktop[k] = blocktop[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  522.         blocktop[k+1] = blocktop[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  523.         blockfront[k] = blockfront[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  524.         blockfront[k+1] = blockfront[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  525.         blockleft[k] = blockleft[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
  526.         blockleft[k+1] = blockleft[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
  527.     end
  528.     if done and win then
  529.         level = level + 1
  530.         if level>16 then
  531.             level = 16
  532.             finished = true
  533.         end
  534.         if level>levelreached then
  535.             levelreached = level
  536.         end
  537.         --var.store("levelreached",levelreached)
  538.         onNewLevel()
  539.     end
  540.     zmg.drawLine(blocktop[1],blocktop[2],blocktop[3],blocktop[4],zmg.makeColor(80,80,80))
  541.     zmg.drawLine(blocktop[3],blocktop[4],blocktop[5],blocktop[6],zmg.makeColor(80,80,80))
  542.     zmg.drawLine(blocktop[5],blocktop[6],blocktop[7],blocktop[8],zmg.makeColor(80,80,80))
  543.     zmg.drawLine(blocktop[7],blocktop[8],blocktop[1],blocktop[2],zmg.makeColor(80,80,80))
  544.     zmg.drawLine(blockfront[1],blockfront[2],blockfront[3],blockfront[4],zmg.makeColor(0,0,0))
  545.     zmg.drawLine(blockfront[3],blockfront[4],blockfront[5],blockfront[6],zmg.makeColor(0,0,0))
  546.     zmg.drawLine(blockfront[5],blockfront[6],blockfront[7],blockfront[8],zmg.makeColor(0,0,0))
  547.     zmg.drawLine(blockfront[7],blockfront[8],blockfront[1],blockfront[2],zmg.makeColor(0,0,0))
  548.     zmg.drawLine(blockleft[1],blockleft[2],blockleft[3],blockleft[4],zmg.makeColor(40,40,40))
  549.     zmg.drawLine(blockleft[3],blockleft[4],blockleft[5],blockleft[6],zmg.makeColor(40,40,40))
  550.     zmg.drawLine(blockleft[5],blockleft[6],blockleft[7],blockleft[8],zmg.makeColor(40,40,40))
  551.     zmg.drawLine(blockleft[7],blockleft[8],blockleft[1],blockleft[2],zmg.makeColor(40,40,40))
  552.     zmg.drawText(0,5,"Moves: "..moves,0x0000, 0xFFFF)
  553.     zmg.fastCopy()
  554. end
  555.  
  556. function onpaint()
  557.     if game then
  558.         drawgame()
  559.     else
  560.         drawselector()
  561.     end
  562.     local key = zmg.keyMenuFast()
  563.     if key==31 then
  564.         onenterKey()
  565.     elseif key==68 then
  566.         ontabKey()
  567.     elseif key==38 or key==37 or key==28 or key==27 then
  568.         onarrowKey(key)
  569.     end
  570. end
  571.  
  572. --Actual start is here
  573. onNewLevel()
  574. zmg.clear()
  575.  
  576. repeat
  577.     if levelreached<16 then
  578.         finished = false
  579.     else
  580.         finished = true
  581.     end
  582. if a==1 then
  583.     onpaint()
  584. end
  585.  
  586. zmg.fastCopy()
  587. until zmg.keyMenuFast() == 47 or quit == true
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