level.cfdg

2008-10-17 22:31:39
level.cfdg
startshape level rule level { terminus {x -0.5 f 90 hue 20 y 1} seg {} weather{} } rule terminus { CIRCLE{s 2 5.5 b 1 sat 0.5 x 0.2 r 3} CIRCLE{s 2 5.5 b 1 sat 1 r 1} CIRCLE{s 2 5 x 0.1 a -0.8 r -2} CIRCLE{s 1.75 4.75 x 0.1} } rule avatar { CIRCLE { s 1.5 b 1 sat 0.1 hue 220 y 0.9} CIRCLE { s 1.5 b 0.1 sat 0.5 hue 220 y 0.8} CIRCLE { s 1.5 b 0.5 sat 0.9 hue 220 y 0.85} CIRCLE { s 1.25 b 1 sat 0.8 hue 220 y 0.85} CIRCLE { s 0.25 b 1 y 1.15 x 0.25 a -0.2} } rule weather { dub {y 2} maybe_cloud {y 5} } rule dub { CIRCLE {y +0.25 s 20 sat 0.1 b 1 hue 220 z -120} CIRCLE {y -0.25 s 20 sat 0.3 b 1 hue 220 z -120} CIRCLE {y 0 s 20 sat 0.2 b 1 hue 220 z -100} } rule maybe_cloud { maybe_cloud {f 90} } rule maybe_cloud { maybe_cloud {x 2} } rule maybe_cloud { maybe_cloud {y 0.2 } } rule maybe_cloud { CIRCLE {s 5 2 sat 0 b 1 y 0.1 hue 220 z -50} CIRCLE {s 5 2 sat 0 b 0.8 y -0.1 hue 220 z -50} CIRCLE {s 5 2 sat 0.1 b 1 hue 220 z -50} } rule maybe_cloud 0.5 {} rule moar 10 { seg{z 1} weather{} maybe_avatar{z 1} } rule moar { terminus {hue 200 x -0.5 y 1} weather{} } rule maybe_avatar { avatar {} } rule maybe_avatar 2 { maybe_avatar {y 0.25} } rule maybe_avatar { maybe_avatar {x -1} } rule maybe_avatar 2 { maybe_avatar {hue 90} } rule maybe_avatar 5 {} rule seg { flat {} } rule seg 0.5 { loop {} } rule seg { gap {} } rule seg { ramp {} } rule seg { shift {} } rule seg { round {x -0.25} } rule round { round_down {} } rule round { round_up {} } rule shift { drop {} } rule shift { hop {} } rule ramp { ramp_up{} } rule ramp { ramp_down{} } rule round_up { 9*{x 0.5 r 10} thin{x 0.25} 3*{x 1} thick {x 4 y 3} moar {x 7 y 3} } rule round_down { 9*{x 0.5 r -10} thin{x 0.25} 3*{x 1} thick {x 4 y -3} moar {x 7 y -3} } rule loop { 36*{x 0.5 r 10} thin{x 0.25} flat{z 1} } rule flat { 5*{x 1} thick{} moar{x 5} } rule gap { 1*{x 1} thin{} 1*{x 1} thin{x 3} moar{x 5} } rule drop { 1*{x 1} thick{} 1*{x 1} thin{x 3 y -3} moar{x 5 y -3} } rule hop{ 3*{x 1} thin{} spring{x 0} 2*{x 1} thick{x 3 y 3} moar{x 5 y 3} } rule ramp_up { 4*{x 1 y 0.25} thick{} moar{y 1 x 4} } rule ramp_down { 4*{x 1 y -0.25} thick{} moar{y -1 x 4} } rule spring { SQUARE {s 0.85 0.20 b 1 sat 0.2 y 0.35} SQUARE {s 0.85 0.25 y 0.25} SQUARE {s 0.75 0.20 b 1 sat 1 y 0.30} } rule ground { SQUARE {b 0.0 s 2 1 x +1 y -0.2 z -1 } SQUARE {b 0.2 s 2 1 x +1 y -0.1 } SQUARE {b 0.3 s 2 1 x +1 } TRIANGLE {r 180 b 0.5 s 0.2 1 x 1.5} } rule blade { TRIANGLE {s 0.2 1 y -0.1 b 1 sat 0.1} TRIANGLE {s 0.2 2 y +0.25 b 1 sat 1 b 0.5} TRIANGLE {s 0.2 1 z 1 b 1 sat 0.8 b 0.8} } rule grass { 11*{x 0.2} blade {r 180 y -0.25} } rule thick { grass {s 0.5 hue 120 x -0.5} 6*{y -0.5 b 0.1} ground {s 0.5 hue 20 sat 0 b 0.3 x -0.5 y -0.5} } rule thin { grass {s 0.5 hue 120 x -0.5} 2*{y -0.5 b 0.1} ground {s 0.5 hue 20 sat 0 b 0.3 x -0.5 y -0.5} }
cfdgcontextfreelevelplatformerportalsonic
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