This page describes a level layout for the game Blinkensisters. You can help and expand it here by editing the page. See BlinkenSistersWiki for the syntax used. Basics are: + = start point, - = end point, # = pixel, A-E = monsters, 1-9 = walls.
"The term Ivory Tower designates a world or atmosphere where intellectuals engage in pursuits that are disconnected from the practical concerns of everyday life." en-wp:Ivory_Tower
#AAAAAAAAAA AAAAA# 888888888888 8888888 8 -###### 8 8 2121231 8 8 A 8 8 # 31 8 8 227 8 8 5453 8 8 # 8 8 523 C 8 8 52219 8 8 8 8 # 132 8 8 479 A # 8 8 48723 8 8 A 8 8 969 8 8 C# 8 8 77329 8 8 8 8 B 548 8 8 352 # 8 8 7312 8 8 8 8 821 8 8 # A 8 8 122651 8 8 8 8 # 987 8 8 123 A 8 8 8842 8 8 A 8 8 767 8 8 A 8 8 23399 8 8 # 8 8 132 8 8 754 8 8 6667 8 8 # 2 8 929 6 8 B 6 8999 9943499 7 8 # 8 8 32199 8# B 8 83765643 953543 8 2 # 8 5 99692 5# A 1 89239 44 55 3 8 4 8 992285 8 8 B BB### +5 12345678123456781221455555
level 2:
8 8 8 8 8 8 8 8 8 DEAD AA -AA DEAD C 8 8 8957629721389471549872 8 8 5 8 8 8 8 3 8 8 # 8 8 7 8 8 # 8 8 5 345 8 8 AAB BC BD A 8 8 23412341234423567 51 8 8 8 8 45 8 8 8 8 56 8 8 67 8 8 AAB ~ CCE 8 8 23412341234123412341238 8 8 8 # 66 8 8 6 8 8 5 8 8 6 4 8 8 3 8 8 8 8 5 4 8 8 8 82343452362345233 # 8 8 C 8 8 ~ 222 3 8 8 2 8 8 8 8 2 8 8 # * 8 8 2 2 3 8 8 8 8 2 8 8 8 8 2 8 8 # 2 2 8 8 2 8 8 8 8 2 # 3 8 8 2 3 8 8 C 8 8 A 222 3 8 8 B 22 8 8 22 3 8 8 + 8 938572394549458298751934857193857234459842345823498347
script for level2:
-- write out that we loaded sucessfully (mor or less, anyway) io.write("Starting script for Level 2 of S23-IvoryTower in BlinkenLUA / ",_VERSION,"!\n") -- declare some global variables -- Fire-Tiles -- --Config-- How many Fire-Tiles are there overall? COUNT_FIRETILES = 5; -- -- End of Config -- -- --Config-- Where should they be (x,y) CFG_FIRETILES_VALUES_Y = { 41, 35, 35, 33, 41 }; CFG_FIRETILES_VALUES_X = { 12, 5, 33, 35, 21 }; for i=15,53 do COUNT_FIRETILES=COUNT_FIRETILES+1; CFG_FIRETILES_VALUES_Y[COUNT_FIRETILES] = 53; CFG_FIRETILES_VALUES_X[COUNT_FIRETILES] = i; end for i=2,14 do COUNT_FIRETILES=COUNT_FIRETILES+1; CFG_FIRETILES_VALUES_Y[COUNT_FIRETILES] = 31; CFG_FIRETILES_VALUES_X[COUNT_FIRETILES] = i; end -- -- End of Config -- GFX_FIRETILES = {}; for i=1,6 do GFX_FIRETILES[i]=-1; end OBJ_FIRETILES = {}; STATUS_FIRETILES = {}; for i=1,COUNT_FIRETILES do OBJ_FIRETILES[i] = -1; STATUS_FIRETILES[i] = math.random(6); end BLINKEN_TIMER = 0; -- Required function: Initializing the level function initLevel () -- Create Fire-Tiles -- Load gfx GFX_FIRETILES[1] = LoadGFX("firetile1.png"); GFX_FIRETILES[2] = LoadGFX("firetile2.png"); GFX_FIRETILES[3] = LoadGFX("firetile3.png"); GFX_FIRETILES[4] = LoadGFX("firetile4.png"); GFX_FIRETILES[5] = LoadGFX("firetile5.png"); GFX_FIRETILES[6] = LoadGFX("firetile6.png"); -- Add Objects for i=1,COUNT_FIRETILES do OBJ_FIRETILES[i] = AddObject(GFX_FIRETILES[1], (CFG_FIRETILES_VALUES_X[i])-1, (CFG_FIRETILES_VALUES_Y[i])-1, 0, 1, 1, 1); end end -- Required function: Physics-loop for scripting part function scriptPhysics () -- Fire-Tiles display BLINKEN_TIMER = BLINKEN_TIMER + 1; if BLINKEN_TIMER > 9 then for i=1,COUNT_FIRETILES do STATUS_FIRETILES[i] = math.mod(STATUS_FIRETILES[i], 6)+1; if (math.random(100)>95) then STATUS_FIRETILES[i] = math.random(6); end SetGFX(OBJ_FIRETILES[i], GFX_FIRETILES[STATUS_FIRETILES[i]]); end BLINKEN_TIMER = 0; end end -- Required function: Callback on "Action"-Button on FG-Objects function handleAction (obj_id) -- not needed this time end -- Script-internal functions --none needed
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