Text Generation
Transformers
Safetensors
qwen2
godot
gdscript
qlora
game-development
conversational
text-generation-inference
Instructions to use khursheed/VibeGame-8B with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Transformers
How to use khursheed/VibeGame-8B with Transformers:
# Use a pipeline as a high-level helper from transformers import pipeline pipe = pipeline("text-generation", model="khursheed/VibeGame-8B") messages = [ {"role": "user", "content": "Who are you?"}, ] pipe(messages)# pip install -U transformers accelerate # Load model directly from transformers import AutoTokenizer, AutoModelForCausalLM tokenizer = AutoTokenizer.from_pretrained("khursheed/VibeGame-8B") model = AutoModelForCausalLM.from_pretrained("khursheed/VibeGame-8B", device_map="auto") messages = [ {"role": "user", "content": "Who are you?"}, ] inputs = tokenizer.apply_chat_template( messages, add_generation_prompt=True, tokenize=True, return_dict=True, return_tensors="pt", ).to(model.device) outputs = model.generate(**inputs, max_new_tokens=256) print(tokenizer.decode(outputs[0][inputs["input_ids"].shape[-1]:])) - Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- vLLM
How to use khursheed/VibeGame-8B with vLLM:
Install from pip and serve model
# Install vLLM from pip: pip install vllm # Start the vLLM server: vllm serve "khursheed/VibeGame-8B" # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:8000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "khursheed/VibeGame-8B", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker
docker model run hf.co/khursheed/VibeGame-8B
- SGLang
How to use khursheed/VibeGame-8B with SGLang:
Install from pip and serve model
# Install SGLang from pip: pip install sglang # Start the SGLang server: python3 -m sglang.launch_server \ --model-path "khursheed/VibeGame-8B" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "khursheed/VibeGame-8B", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker images
docker run --gpus all \ --shm-size 32g \ -p 30000:30000 \ -v ~/.cache/huggingface:/root/.cache/huggingface \ --env "HF_TOKEN=<secret>" \ --ipc=host \ lmsysorg/sglang:latest \ python3 -m sglang.launch_server \ --model-path "khursheed/VibeGame-8B" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "khursheed/VibeGame-8B", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }' - Docker Model Runner
How to use khursheed/VibeGame-8B with Docker Model Runner:
docker model run hf.co/khursheed/VibeGame-8B
File size: 82,260 Bytes
ae36cfb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 | #!/usr/bin/env python3
"""Original Codex targets for train-only prompts 009–020 and 045–064; Linux admission required."""
from __future__ import annotations
import hashlib
import json
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(ROOT / 'src'))
from vibegame.project import parse_project
from vibegame.seeds import PROJECT, SCENE
COMMON = '''
func _ready() -> void:
\trestart()
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\trestart()
\t\tqueue_redraw()
\t\treturn
\tgame_input(event)
func label(s: String, p: Vector2, size: int = 22, color: Color = Color.WHITE) -> void:
\tdraw_string(ThemeDB.fallback_font, p, s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color)
func header(title: String, detail: String) -> void:
\tdraw_rect(Rect2(0, 0, 960, 92), Color("14213a"))
\tlabel(title, Vector2(26, 38), 28, Color("63f5d2"))
\tlabel(detail, Vector2(26, 72), 18, Color("c9d5e9"))
'''
GAMES = {
9: ('Ice Circuit', '''extends Node2D
var tile = Vector2i(1, 1)
var visual = Vector2.ZERO
var marks: Array[Vector2i] = []
var steps = 0
var won = false
func center(c: Vector2i) -> Vector2:
\treturn Vector2(235, 120) + (Vector2(c) + Vector2(0.5, 0.5)) * 70
func blocked(c: Vector2i) -> bool:
\treturn c.x <= 0 or c.y <= 0 or c.x >= 6 or c.y >= 5 or c == Vector2i(3, 2) or c == Vector2i(3, 3)
func restart() -> void:
\ttile = Vector2i(1, 1)
\tvisual = center(tile)
\tmarks.assign([Vector2i(3, 1), Vector2i(5, 1), Vector2i(5, 2), Vector2i(5, 4), Vector2i(3, 4), Vector2i(1, 4), Vector2i(1, 3)])
\tsteps = 0
\twon = false
func game_input(event: InputEvent) -> void:
\tif won or visual.distance_to(center(tile)) > 1 or not (event is InputEventKey):
\t\treturn
\tif not event.pressed or event.echo:
\t\treturn
\tvar direction = Vector2i.ZERO
\tif event.keycode == KEY_LEFT: direction = Vector2i.LEFT
\tif event.keycode == KEY_RIGHT: direction = Vector2i.RIGHT
\tif event.keycode == KEY_UP: direction = Vector2i.UP
\tif event.keycode == KEY_DOWN: direction = Vector2i.DOWN
\tif direction == Vector2i.ZERO or blocked(tile + direction):
\t\treturn
\tsteps += 1
\twhile not blocked(tile + direction):
\t\ttile += direction
\t\tmarks.erase(tile)
\t\tif tile == Vector2i(1, 1) and marks.is_empty():
\t\t\twon = true
func _process(dt: float) -> void:
\tvisual = visual.move_toward(center(tile), dt * 680)
\tqueue_redraw()
func _draw() -> void:
\theader("ICE CIRCUIT", "Arrow: slide to a wall / Visit all gold tiles, then return to EXIT / R: restart")
\tfor y in range(6):
\t\tfor x in range(7):
\t\t\tvar c = Vector2i(x, y)
\t\t\tdraw_rect(Rect2(center(c) - Vector2(33, 33), Vector2(66, 66)), Color("3b5368") if blocked(c) else Color("244366"))
\tdraw_rect(Rect2(center(Vector2i(1, 1)) - Vector2(25, 25), Vector2(50, 50)), Color("4a866e"))
\tfor c in marks:
\t\tdraw_circle(center(c), 12, Color("ffdc72"))
\tdraw_circle(visual, 20, Color("68edff"))
\tlabel("EXIT", center(Vector2i(1, 1)) + Vector2(-24, 31), 15)
\tlabel("Marked tiles: %d / 7 Slides: %d" % [7 - marks.size(), steps], Vector2(260, 588))
\tif won: label("Circuit complete! R to play again.", Vector2(265, 620), 25)
'''),
10: ('Magnet Cups', '''extends Node2D
var balls: Array[Vector2] = []
var speeds: Array[Vector2] = []
var home_cup: Array[int] = []
var filled = [false, false, false]
var cups = [Vector2(220, 535), Vector2(480, 535), Vector2(740, 535)]
var attracting = true
var captured = 0
func restart() -> void:
\tballs.assign([Vector2(240, 180), Vector2(480, 215), Vector2(720, 180)])
\tspeeds.assign([Vector2.ZERO, Vector2.ZERO, Vector2.ZERO])
\thome_cup.assign([-1, -1, -1])
\tfilled = [false, false, false]
\tattracting = true
\tcaptured = 0
func game_input(event: InputEvent) -> void:
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
\t\tattracting = not attracting
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_SPACE:
\t\tattracting = not attracting
func _process(dt: float) -> void:
\tvar magnet = get_global_mouse_position().clamp(Vector2(25, 110), Vector2(935, 610))
\tfor i in range(3):
\t\tif home_cup[i] >= 0: continue
\t\tvar offset = magnet - balls[i]
\t\tvar strength = maxf(0, 1 - offset.length() / 360.0) * 490.0
\t\tspeeds[i] += offset.normalized() * strength * dt * (1 if attracting else -1)
\t\tspeeds[i] *= maxf(0, 1 - dt * 2.1)
\t\tballs[i] += speeds[i] * dt
\t\tif balls[i].x < 20 or balls[i].x > 940: speeds[i].x *= -0.5
\t\tif balls[i].y < 112 or balls[i].y > 610: speeds[i].y *= -0.5
\t\tballs[i] = balls[i].clamp(Vector2(20, 112), Vector2(940, 610))
\t\tfor j in range(3):
\t\t\tif not filled[j] and balls[i].distance_to(cups[j]) < 30:
\t\t\t\tfilled[j] = true
\t\t\t\thome_cup[i] = j
\t\t\t\tballs[i] = cups[j]
\t\t\t\tcaptured += 1
\t\t\t\tbreak
\tqueue_redraw()
func _draw() -> void:
\theader("MAGNET CUPS", "Move mouse: magnet / Click or Space: attract-repel / Fill all three cups / R: restart")
\tfor j in range(3):
\t\tdraw_rect(Rect2(cups[j] - Vector2(39, 10), Vector2(78, 44)), Color("386552") if filled[j] else Color("516379"))
\t\tdraw_arc(cups[j], 36, 0, PI, 18, Color("d5e8f5"), 5)
\tfor b in balls: draw_circle(b, 13, Color("d8e4ed"))
\tvar magnet = get_global_mouse_position().clamp(Vector2(25, 110), Vector2(935, 610))
\tdraw_circle(magnet, 20, Color("ef6078") if attracting else Color("68b8ff"))
\tlabel("+" if attracting else "-", magnet + Vector2(-7, 8), 24)
\tlabel("%s Cups %d / 3" % ["ATTRACT" if attracting else "REPEL", captured], Vector2(28, 620))
\tif captured == 3: label("All metal collected! R for another round.", Vector2(230, 330), 27)
'''),
11: ('Rescue Harbor', '''extends Node2D
var boat = Vector2(110, 535)
var people: Array[Vector2] = []
var rocks = [Vector2(320, 320), Vector2(555, 250), Vector2(670, 475), Vector2(245, 150)]
var dock = Rect2(35, 455, 165, 145)
var cargo = 0
var rescued = 0
var left = 95.0
var done = false
func restart() -> void:
\tboat = Vector2(110, 535)
\tpeople.assign([Vector2(790, 135), Vector2(840, 280), Vector2(825, 470), Vector2(460, 145), Vector2(470, 535), Vector2(145, 300)])
\tcargo = 0
\trescued = 0
\tleft = 95
\tdone = false
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif not done:
\t\tleft -= dt
\t\tvar old = boat
\t\tboat += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 255 * dt
\t\tboat = boat.clamp(Vector2(20, 112), Vector2(940, 608))
\t\tfor rock in rocks:
\t\t\tif boat.distance_to(rock) < 58: boat = old
\t\tfor i in range(people.size() - 1, -1, -1):
\t\t\tif cargo < 3 and boat.distance_to(people[i]) < 30:
\t\t\t\tcargo += 1
\t\t\t\tpeople.remove_at(i)
\t\tif dock.has_point(boat):
\t\t\trescued += cargo
\t\t\tcargo = 0
\t\tdone = rescued == 6 or left <= 0
\tqueue_redraw()
func _draw() -> void:
\theader("RESCUE HARBOR", "Arrows: steer / Touch survivors, then return to dock / Capacity: three passengers / R: restart")
\tdraw_rect(Rect2(0, 95, 960, 545), Color("12334d"))
\tdraw_rect(dock, Color("627154"))
\tlabel("DOCK", dock.position + Vector2(40, 80), 23)
\tfor rock in rocks:
\t\tdraw_circle(rock, 42, Color("6d7484"))
\t\tdraw_circle(rock + Vector2(-8, -9), 23, Color("8b94a1"))
\tfor person in people:
\t\tdraw_circle(person, 15, Color("ffdd73"))
\t\tdraw_arc(person, 21, 0, TAU, 20, Color("fff0be"), 2)
\tdraw_rect(Rect2(boat - Vector2(20, 13), Vector2(40, 26)), Color("5ff0cf"))
\tfor i in range(cargo): draw_circle(boat + Vector2(i * 12 - 12, 0), 4, Color("ffdc73"))
\tlabel("Rescued %d / 6 Aboard %d / 3 Time %.0f" % [rescued, cargo, maxf(left, 0)], Vector2(260, 620))
\tif done: label("Everyone is safe! R to restart" if rescued == 6 else "Time ran out. R to restart", Vector2(285, 335), 26)
'''),
12: ('Three Ball Juggle', '''extends Node2D
var balls: Array[Vector2] = []
var speeds: Array[Vector2] = []
var score = 0
var misses = 0
var done = false
func restart() -> void:
\tballs.assign([Vector2(180, 330), Vector2(650, 170), Vector2(790, 290)])
\tspeeds.assign([Vector2(65, -70), Vector2(-80, 0), Vector2(55, -110)])
\tscore = 0
\tmisses = 0
\tdone = false
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif not done:
\t\tfor i in range(3):
\t\t\tvar before = balls[i]
\t\t\tspeeds[i].y += 440 * dt
\t\t\tballs[i] += speeds[i] * dt
\t\t\tif balls[i].x < 18 or balls[i].x > 942:
\t\t\t\tspeeds[i].x = -speeds[i].x
\t\t\t\tballs[i].x = clampf(balls[i].x, 18, 942)
\t\t\tif before.y >= 220 and balls[i].y < 220 and speeds[i].y < 0: score += 1
\t\t\tfor side in range(2):
\t\t\t\tvar held = Input.is_action_pressed("ui_left" if side == 0 else "ui_right")
\t\t\t\tvar py = 530.0 if held else 580.0
\t\t\t\tvar px = 30 + side * 465
\t\t\t\tif balls[i].x >= px and balls[i].x <= px + 430 and before.y <= py and balls[i].y >= py - 10 and speeds[i].y > 0:
\t\t\t\t\tballs[i].y = py - 11
\t\t\t\t\tspeeds[i].y = -565 if held else -295
\t\t\tif balls[i].y > 670:
\t\t\t\tmisses += 1
\t\t\t\tballs[i] = Vector2(180 + i * 290, 180)
\t\t\t\tspeeds[i].y = 0
\t\tdone = misses >= 3 or score >= 30
\tqueue_redraw()
func _draw() -> void:
\theader("THREE BALL JUGGLE", "Hold Left / Right: lift the matching paddle / Reach the gold height 30 times / R: restart")
\tdraw_line(Vector2(20, 220), Vector2(940, 220), Color("c5a858"), 2)
\tlabel("SCORE HEIGHT", Vector2(395, 205), 18, Color("ffe18b"))
\tfor side in range(2):
\t\tvar held = Input.is_action_pressed("ui_left" if side == 0 else "ui_right")
\t\tdraw_rect(Rect2(30 + side * 465, 530 if held else 580, 430, 14), Color("66eccd") if held else Color("557786"))
\tfor i in range(3): draw_circle(balls[i], 11, Color.from_hsv(float(i) / 3, 0.6, 1))
\tlabel("Height hits %d / 30 Misses %d / 3" % [score, misses], Vector2(290, 625))
\tif done: label("Juggle complete! R to restart" if score >= 30 else "Three balls dropped. R to restart", Vector2(260, 365), 26)
'''),
13: ('Dispatch Four', '''extends Node2D
var crates: Array[Vector2] = []
var departures: Array[Vector2] = []
var cooldown = [0.0, 0.0, 0.0, 0.0]
var clock_time = 0.0
var spawn_time = 0.0
var next_lane = 0
var delivered = 0
var strikes = 0
var notice = "Wait for a crate and a green exit."
func restart() -> void:
\tcrates.clear()
\tdepartures.clear()
\tcooldown = [0.0, 0.0, 0.0, 0.0]
\tclock_time = 0
\tspawn_time = 0
\tnext_lane = 0
\tdelivered = 0
\tstrikes = 0
\tnotice = "Wait for a crate and a green exit."
func clear_lane(lane: int) -> bool:
\treturn cooldown[lane] <= 0 and fmod(clock_time + lane * 1.4, 6.3) >= 2.1
func game_input(event: InputEvent) -> void:
\tif delivered >= 16 or strikes >= 3 or not (event is InputEventKey): return
\tif not event.pressed or event.echo: return
\tvar lane = -1
\tif event.keycode == KEY_1: lane = 0
\tif event.keycode == KEY_2: lane = 1
\tif event.keycode == KEY_3: lane = 2
\tif event.keycode == KEY_4: lane = 3
\tif lane < 0: return
\tfor i in range(crates.size()):
\t\tif int(crates[i].y) == lane and crates[i].x >= 424:
\t\t\tif clear_lane(lane):
\t\t\t\tdepartures.append(Vector2(470, lane))
\t\t\t\tcrates.remove_at(i)
\t\t\t\tcooldown[lane] = 1.4
\t\t\t\tdelivered += 1
\t\t\t\tnotice = "Dispatched safely."
\t\t\telse:
\t\t\t\tstrikes += 1
\t\t\t\tnotice = "Exit blocked! Wait for green."
\t\t\treturn
func _process(dt: float) -> void:
\tif delivered < 16 and strikes < 3:
\t\tclock_time += dt
\t\tspawn_time -= dt
\t\tfor lane in range(4): cooldown[lane] = maxf(0, cooldown[lane] - dt)
\t\tif spawn_time <= 0:
\t\t\tcrates.append(Vector2(50, next_lane))
\t\t\tnext_lane = (next_lane + 1) % 4
\t\t\tspawn_time = 1.6
\t\tfor i in range(crates.size()):
\t\t\tvar limit_x = 435.0
\t\t\tfor j in range(i):
\t\t\t\tif crates[j].y == crates[i].y: limit_x = minf(limit_x, crates[j].x - 56)
\t\t\tcrates[i].x = minf(crates[i].x + dt * 100, limit_x)
\t\t\tif crates[i].x < -10:
\t\t\t\tstrikes = 3
\t\t\t\tnotice = "Warehouse overflow."
\t\tfor i in range(departures.size() - 1, -1, -1):
\t\t\tdepartures[i].x += 350 * dt
\t\t\tif departures[i].x > 980: departures.remove_at(i)
\tqueue_redraw()
func _draw() -> void:
\theader("DISPATCH FOUR", "Keys 1 / 2 / 3 / 4: release waiting crate only on GREEN / Send sixteen / R: restart")
\tfor lane in range(4):
\t\tvar y = 150 + lane * 108
\t\tdraw_rect(Rect2(30, y, 900, 68), Color("25364c"))
\t\tdraw_rect(Rect2(487, y, 12, 68), Color("63e5b3") if clear_lane(lane) else Color("ef687a"))
\t\tlabel(str(lane + 1), Vector2(8, y + 43), 22)
\tfor c in crates: draw_rect(Rect2(c.x - 22, 164 + int(c.y) * 108, 44, 40), Color("f8cb72"))
\tfor c in departures: draw_rect(Rect2(c.x - 22, 164 + int(c.y) * 108, 44, 40), Color("71e7ce"))
\tlabel("Sent %d / 16 Mistakes %d / 3" % [delivered, strikes], Vector2(30, 608))
\tlabel("Shift complete! R to restart" if delivered >= 16 else ("Shift failed! R to restart" if strikes >= 3 else notice), Vector2(405, 608), 20)
'''),
14: ('Bridge Switchyard', '''extends Node2D
var route = [Vector2i(0, 2), Vector2i(1, 2), Vector2i(2, 2), Vector2i(2, 1), Vector2i(2, 0), Vector2i(3, 0), Vector2i(4, 0), Vector2i(5, 0), Vector2i(5, 1), Vector2i(5, 2), Vector2i(5, 3)]
var directions = [Vector2i.UP, Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT]
var bridges = {}
var ball = Vector2i.ZERO
var entry = 8
var ticking = 0.0
var rolling = false
var outcome = ""
func middle(c: Vector2i) -> Vector2:
\treturn Vector2(220, 145) + (Vector2(c) + Vector2(0.5, 0.5)) * 85
func bit_for(d: Vector2i) -> int:
\tfor i in range(4):
\t\tif directions[i] == d: return 1 << i
\treturn 0
func restart() -> void:
\tbridges.clear()
\tfor i in range(route.size()):
\t\tvar incoming = Vector2i.LEFT if i == 0 else route[i - 1] - route[i]
\t\tvar outgoing = Vector2i.DOWN if i == route.size() - 1 else route[i + 1] - route[i]
\t\tvar mask = bit_for(incoming) | bit_for(outgoing)
\t\tfor turn in range((i * 3 + 1) % 4): mask = ((mask << 1) & 15) | (mask >> 3)
\t\tbridges[route[i]] = mask
\tball = route[0]
\tentry = 8
\trolling = false
\toutcome = ""
\tticking = 0
func game_input(event: InputEvent) -> void:
\tif rolling or outcome != "": return
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
\t\tvar mouse = get_global_mouse_position()
\t\tvar cell = Vector2i(floor((mouse.x - 220) / 85), floor((mouse.y - 145) / 85))
\t\tif bridges.has(cell):
\t\t\tvar mask = int(bridges[cell])
\t\t\tbridges[cell] = ((mask << 1) & 15) | (mask >> 3)
\tif event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
\t\trolling = true
\t\tticking = 0.35
func _process(dt: float) -> void:
\tif rolling:
\t\tticking -= dt
\t\tif ticking <= 0:
\t\t\tticking = 0.35
\t\t\tvar mask = int(bridges.get(ball, 0))
\t\t\tif (mask & entry) == 0:
\t\t\t\toutcome = "Gap! R to reset the puzzle."
\t\t\t\trolling = false
\t\t\telif ball == route[-1]:
\t\t\t\toutcome = "Goal reached! R to play again."
\t\t\t\trolling = false
\t\t\telse:
\t\t\t\tfor i in range(4):
\t\t\t\t\tif (mask & (1 << i)) != 0 and (1 << i) != entry:
\t\t\t\t\t\tball += directions[i]
\t\t\t\t\t\tentry = 1 << ((i + 2) % 4)
\t\t\t\t\t\tbreak
\tqueue_redraw()
func _draw() -> void:
\theader("BRIDGE SWITCHYARD", "Click a bridge to rotate / Connect START to GOAL / Space: roll ball / R: reset")
\tfor y in range(4):
\t\tfor x in range(6): draw_rect(Rect2(middle(Vector2i(x, y)) - Vector2(40, 40), Vector2(80, 80)), Color("263347"))
\tfor c in bridges:
\t\tfor i in range(4):
\t\t\tif (int(bridges[c]) & (1 << i)) != 0: draw_line(middle(c), middle(c) + Vector2(directions[i]) * 42, Color("98b8c9"), 22)
\tdraw_circle(middle(route[-1]), 15, Color("69ecc3"))
\tdraw_circle(middle(ball), 13, Color("ffe187"))
\tlabel("START", middle(route[0]) + Vector2(-35, 34), 16)
\tlabel("GOAL", middle(route[-1]) + Vector2(-28, 35), 16)
\tlabel(outcome if outcome != "" else "Rotate the bridges before you launch.", Vector2(260, 585), 24)
'''),
15: ('Key After Dark', '''extends Node2D
var player = Vector2(80, 545)
var key_pos = Vector2(855, 525)
var exit_box = Rect2(820, 110, 100, 70)
var walls = [Rect2(380, 195, 80, 260), Rect2(155, 340, 92, 86), Rect2(705, 195, 82, 72)]
var guards = [Vector2(330, 275), Vector2(635, 365)]
var angles = [0.0, 0.0]
var elapsed = 0.0
var has_key = false
var outcome = ""
func restart() -> void:
\tplayer = Vector2(80, 545)
\telapsed = 0
\thas_key = false
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func exposed(g: Vector2, angle: float) -> bool:
\tvar offset = player - g
\tif offset.length() > 225 or absf(wrapf(offset.angle() - angle, -PI, PI)) > 0.42: return false
\tfor i in range(1, 21):
\t\tvar point = g.lerp(player, float(i) / 20)
\t\tfor wall in walls:
\t\t\tif wall.has_point(point): return false
\treturn true
func _process(dt: float) -> void:
\tif outcome == "":
\t\telapsed += dt
\t\tvar old = player
\t\tplayer += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 220 * dt
\t\tplayer = player.clamp(Vector2(20, 112), Vector2(940, 609))
\t\tfor wall in walls:
\t\t\tif wall.grow(11).has_point(player): player = old
\t\tangles[0] = elapsed * 0.58
\t\tangles[1] = -elapsed * 0.47 + PI
\t\tfor i in range(2):
\t\t\tif exposed(guards[i], angles[i]): outcome = "Spotted! R to try again."
\t\tif player.distance_to(key_pos) < 25: has_key = true
\t\tif has_key and exit_box.has_point(player): outcome = "Escaped with the key! R to replay."
\tqueue_redraw()
func _draw() -> void:
\theader("KEY AFTER DARK", "Arrows: sneak / Gold key unlocks green exit / Walls block guard sight / R: restart")
\tdraw_rect(exit_box, Color("47785e") if has_key else Color("424b60"))
\tlabel("EXIT", exit_box.position + Vector2(21, 43), 23)
\tfor i in range(2):
\t\tvar g = guards[i]
\t\tvar a = angles[i]
\t\tdraw_colored_polygon(PackedVector2Array([g, g + Vector2.from_angle(a - 0.42) * 225, g + Vector2.from_angle(a + 0.42) * 225]), Color(1, 0.4, 0.35, 0.26))
\t\tdraw_circle(g, 13, Color("f77d87"))
\tfor wall in walls: draw_rect(wall, Color("536477"))
\tif not has_key:
\t\tdraw_circle(key_pos, 11, Color("ffdb72"))
\t\tdraw_line(key_pos, key_pos + Vector2(22, 0), Color("ffdb72"), 6)
\tdraw_circle(player, 11, Color("6af3d2"))
\tlabel("Key: %s" % ("COLLECTED" if has_key else "missing"), Vector2(30, 620))
\tif outcome != "": label(outcome, Vector2(275, 620), 25)
'''),
16: ('Parking Escape', '''extends Node2D
var cars = []
var selected = 0
var moves = 0
var won = false
func restart() -> void:
\tcars = [{"p":Vector2i(0, 2), "n":2, "h":true}, {"p":Vector2i(2, 1), "n":2, "h":false}, {"p":Vector2i(4, 0), "n":3, "h":false}, {"p":Vector2i(3, 4), "n":2, "h":true}, {"p":Vector2i(0, 0), "n":2, "h":true}, {"p":Vector2i(5, 3), "n":2, "h":false}]
\tselected = 0
\tmoves = 0
\twon = false
func extent(car: Dictionary) -> Vector2i:
\treturn Vector2i(car.n, 1) if car.h else Vector2i(1, car.n)
func picture(car: Dictionary) -> Rect2:
\treturn Rect2(Vector2(240, 145) + Vector2(car.p) * 70 + Vector2(4, 4), Vector2(extent(car)) * 70 - Vector2(8, 8))
func try_move(direction: Vector2i) -> void:
\tvar car = cars[selected]
\tif (car.h and direction.y != 0) or (not car.h and direction.x != 0): return
\tvar target = car.p + direction
\tvar size_cells = extent(car)
\tif target.x < 0 or target.y < 0 or target.y + size_cells.y > 6: return
\tif selected != 0 and target.x + size_cells.x > 6: return
\tif selected == 0 and target.x > 6: return
\tvar region = Rect2i(target, size_cells)
\tfor i in range(cars.size()):
\t\tif i != selected and region.intersects(Rect2i(cars[i].p, extent(cars[i]))): return
\tcars[selected].p = target
\tmoves += 1
\twon = cars[0].p.x >= 6
func game_input(event: InputEvent) -> void:
\tif won: return
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
\t\tfor i in range(cars.size()):
\t\t\tif picture(cars[i]).has_point(get_global_mouse_position()): selected = i
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_LEFT: try_move(Vector2i.LEFT)
\t\tif event.keycode == KEY_RIGHT: try_move(Vector2i.RIGHT)
\t\tif event.keycode == KEY_UP: try_move(Vector2i.UP)
\t\tif event.keycode == KEY_DOWN: try_move(Vector2i.DOWN)
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\theader("PARKING ESCAPE", "Click a car / Arrows slide along its length / Free the RED car through right gap / R: restart")
\tfor y in range(6):
\t\tfor x in range(6): draw_rect(Rect2(240 + x * 70, 145 + y * 70, 68, 68), Color("29384e"))
\tdraw_rect(Rect2(660, 285, 170, 70), Color("366c5c"))
\tlabel("EXIT", Vector2(709, 328), 24)
\tfor i in range(cars.size()):
\t\tvar box = picture(cars[i])
\t\tdraw_rect(box, Color("ff6c7f") if i == 0 else Color.from_hsv(float(i) / 8, 0.45, 0.85))
\t\tif i == selected: draw_rect(box.grow(2), Color.WHITE, false, 3)
\t\tlabel(str(i + 1), box.position + Vector2(14, 31), 23)
\tlabel("Moves: %d" % moves, Vector2(250, 610))
\tif won: label("Red car escaped! R to reset.", Vector2(445, 610), 25)
'''),
17: ('Two Sensor Laser', '''extends Node2D
var mirrors = [Vector2i(3, 2), Vector2i(3, 0), Vector2i(5, 0), Vector2i(5, 3), Vector2i(7, 3)]
var slants = [1, 0, 0, 1, 1]
var sensors = [Vector2i(2, 2), Vector2i(5, 1)]
var lit = [false, false]
var beam: Array[Vector2] = []
var won = false
func middle(c: Vector2i) -> Vector2:
\treturn Vector2(180, 170) + (Vector2(c) + Vector2(0.5, 0.5)) * 70
func restart() -> void:
\tslants = [1, 0, 0, 1, 1]
\ttrace_beam()
func trace_beam() -> void:
\tbeam.clear()
\tlit = [false, false]
\twon = false
\tvar cell = Vector2i(0, 2)
\tvar direction = Vector2i.RIGHT
\tbeam.append(middle(cell))
\tfor step in range(64):
\t\tcell += direction
\t\tbeam.append(middle(cell))
\t\tif cell.x < 0 or cell.x >= 8 or cell.y < 0 or cell.y >= 5: break
\t\tfor j in range(2):
\t\t\tif cell == sensors[j]: lit[j] = true
\t\tif cell == Vector2i(7, 0):
\t\t\twon = lit[0] and lit[1]
\t\t\tbreak
\t\tvar mirror_index = mirrors.find(cell)
\t\tif mirror_index >= 0:
\t\t\tdirection = Vector2i(-direction.y, -direction.x) if slants[mirror_index] == 0 else Vector2i(direction.y, direction.x)
func game_input(event: InputEvent) -> void:
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and not won:
\t\tvar mouse = get_global_mouse_position()
\t\tfor i in range(mirrors.size()):
\t\t\tif middle(mirrors[i]).distance_to(mouse) < 32:
\t\t\t\tslants[i] = 1 - slants[i]
\t\t\t\ttrace_beam()
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\theader("TWO SENSOR LASER", "Click mirrors: flip diagonal / Light BOTH sensors before reaching receiver / R: restart")
\tfor y in range(5):
\t\tfor x in range(8): draw_rect(Rect2(middle(Vector2i(x, y)) - Vector2(33, 33), Vector2(66, 66)), Color("26364d"))
\tif beam.size() > 1: draw_polyline(PackedVector2Array(beam), Color("ff7792"), 3)
\tfor i in range(mirrors.size()):
\t\tvar c = middle(mirrors[i])
\t\tvar offset = Vector2(23, -23) if slants[i] == 0 else Vector2(23, 23)
\t\tdraw_line(c - offset, c + offset, Color("c0e6f5"), 7)
\tfor i in range(2):
\t\tdraw_circle(middle(sensors[i]), 17, Color("67ecc1") if lit[i] else Color("94784c"))
\t\tlabel(str(i + 1), middle(sensors[i]) + Vector2(-6, 7), 18)
\tdraw_circle(middle(Vector2i(0, 2)), 19, Color("ef5f87"))
\tdraw_rect(Rect2(middle(Vector2i(7, 0)) - Vector2(24, 24), Vector2(48, 48)), Color("60dfb4") if won else Color("6981a0"))
\tlabel("Receiver", middle(Vector2i(7, 0)) + Vector2(-36, -34), 16)
\tlabel("Both sensors online! R to replay." if won else "Route the beam through sensors 1 and 2.", Vector2(275, 600), 25)
'''),
18: ('Firefly Lantern', '''extends Node2D
var player = Vector2(95, 550)
var flies: Array[Vector2] = []
var hazards: Array[Vector2] = []
var bases = [Vector2(460, 190), Vector2(760, 420), Vector2(310, 350)]
var elapsed = 0.0
var immunity = 0.0
var lives = 3
var light_on = false
var outcome = ""
func restart() -> void:
\tplayer = Vector2(95, 550)
\tflies.clear()
\tfor i in range(10): flies.append(Vector2(140 + (i * 173) % 700, 150 + (i * 97) % 370))
\thazards.assign(bases)
\telapsed = 0
\tlives = 3
\timmunity = 0
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tlight_on = Input.is_action_pressed("ui_accept") and outcome == ""
\tif outcome == "":
\t\telapsed += dt
\t\timmunity = maxf(0, immunity - dt)
\t\tplayer += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * (135 if light_on else 265) * dt
\t\tplayer = player.clamp(Vector2(20, 115), Vector2(940, 610))
\t\tfor i in range(flies.size() - 1, -1, -1):
\t\t\tif light_on and flies[i].distance_to(player) < 260:
\t\t\t\tflies[i] = flies[i].move_toward(player, 105 * dt)
\t\t\telse:
\t\t\t\tflies[i] += Vector2(sin(elapsed + i), cos(elapsed * 0.6 + i)) * 24 * dt
\t\t\tflies[i] = flies[i].clamp(Vector2(25, 125), Vector2(930, 590))
\t\t\tif light_on and flies[i].distance_to(player) < 22: flies.remove_at(i)
\t\tfor i in range(3):
\t\t\tif light_on and hazards[i].distance_to(player) < 450:
\t\t\t\thazards[i] = hazards[i].move_toward(player, 145 * dt)
\t\t\telse:
\t\t\t\thazards[i] = hazards[i].move_toward(bases[i], 50 * dt)
\t\t\tif hazards[i].distance_to(player) < 33 and immunity <= 0:
\t\t\t\tlives -= 1
\t\t\t\timmunity = 1.5
\t\tif flies.is_empty(): outcome = "All ten fireflies collected! R to replay."
\t\telif lives <= 0 or elapsed >= 75: outcome = "Lantern lost. R to try again."
\tqueue_redraw()
func _draw() -> void:
\theader("FIREFLY LANTERN", "Arrows: move / Hold Space: attract fireflies AND hazards / Release to escape faster / R: restart")
\tif light_on: draw_circle(player, 260, Color(1, 0.9, 0.3, 0.1))
\tfor f in flies:
\t\tdraw_circle(f, 13, Color(1, 0.85, 0.3, 0.17))
\t\tdraw_circle(f, 5, Color("ffe076"))
\tfor h in hazards: draw_circle(h, 22, Color("fa6e91"))
\tif immunity <= 0 or int(immunity * 10) % 2 == 0: draw_circle(player, 12, Color("72f3d6"))
\tlabel("Fireflies %d / 10 Lives %d Time %.0f" % [10 - flies.size(), maxi(lives, 0), maxf(75 - elapsed, 0)], Vector2(30, 622))
\tif outcome != "": label(outcome, Vector2(245, 335), 25)
'''),
19: ('Circle Push', '''extends Node2D
var hub = Vector2(480, 345)
var player = Vector2(480, 345)
var blocks: Array[Vector2] = []
var touched: Array[bool] = []
var radius = 260.0
var elapsed = 0.0
var pushed = 0
var outcome = ""
func restart() -> void:
\tplayer = hub
\tblocks.clear()
\ttouched.clear()
\tfor i in range(10):
\t\tblocks.append(hub + Vector2.from_angle(float(i) * TAU / 10) * 188)
\t\ttouched.append(false)
\tradius = 260
\telapsed = 0
\tpushed = 0
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif outcome == "":
\t\telapsed += dt
\t\tradius = maxf(120, 260 - elapsed * 3.5)
\t\tvar motion = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 245 * dt
\t\tplayer += motion
\t\tfor i in range(blocks.size() - 1, -1, -1):
\t\t\tvar offset = blocks[i] - player
\t\t\tif offset.length() < 32 and motion.length() > 0:
\t\t\t\tblocks[i] = player + offset.normalized() * 32 + motion * 0.25
\t\t\t\ttouched[i] = true
\t\t\tif blocks[i].distance_to(hub) > radius + 8:
\t\t\t\tif touched[i]: pushed += 1
\t\t\t\tblocks.remove_at(i)
\t\t\t\ttouched.remove_at(i)
\t\tif player.distance_to(hub) + 11 > radius: outcome = "Outside the safe circle! R to retry."
\t\telif elapsed >= 40: outcome = "Survived! R to play again."
\tqueue_redraw()
func _draw() -> void:
\theader("CIRCLE PUSH", "Arrows: move and push / Stay inside for 40 seconds / Push blocks out for bonus points / R: restart")
\tdraw_circle(hub, radius, Color("244d4b"))
\tdraw_arc(hub, radius, 0, TAU, 80, Color("6decc6"), 4)
\tfor i in range(blocks.size()):
\t\tdraw_rect(Rect2(blocks[i] - Vector2(15, 15), Vector2(30, 30)), Color("ffd475") if touched[i] else Color("b49c71"))
\tdraw_circle(player, 11, Color("74dcff"))
\tlabel("Survival %.1f / 40s Blocks pushed out: %d" % [minf(elapsed, 40), pushed], Vector2(225, 624))
\tif outcome != "": label(outcome, Vector2(260, 335), 25)
'''),
20: ('Spark Route', '''extends Node2D
var path: Array[Vector2i] = []
var targets = [Vector2i(3, 1), Vector2i(6, 3), Vector2i(9, 1)]
var fired = [false, false, false]
var barriers = [Vector2i(4, 2), Vector2i(4, 3), Vector2i(5, 1), Vector2i(7, 2), Vector2i(8, 2)]
var progress = 0
var timer = 0.0
var running = false
var outcome = ""
func middle(c: Vector2i) -> Vector2:
\treturn Vector2(160, 145) + (Vector2(c) + Vector2(0.5, 0.5)) * 64
func restart() -> void:
\tpath.assign([Vector2i(0, 2), Vector2i(1, 2), Vector2i(2, 2)])
\tfired = [false, false, false]
\tprogress = 0
\ttimer = 0.7
\trunning = false
\toutcome = ""
func game_input(event: InputEvent) -> void:
\tif outcome != "": return
\tif event is InputEventKey and event.pressed and event.keycode == KEY_SPACE: running = true
\tif event is InputEventMouseButton and event.pressed:
\t\tif event.button_index == MOUSE_BUTTON_RIGHT and path.size() > maxi(1, progress + 1):
\t\t\tpath.pop_back()
\t\tif event.button_index == MOUSE_BUTTON_LEFT:
\t\t\tvar mouse = get_global_mouse_position()
\t\t\tvar cell = Vector2i(floor((mouse.x - 160) / 64), floor((mouse.y - 145) / 64))
\t\t\tvar offset = cell - path[-1]
\t\t\tif cell.x >= 0 and cell.x < 10 and cell.y >= 0 and cell.y < 5 and abs(offset.x) + abs(offset.y) == 1 and not path.has(cell) and not barriers.has(cell):
\t\t\t\tpath.append(cell)
func _process(dt: float) -> void:
\tif running and outcome == "":
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\ttimer = 0.7
\t\t\tif progress + 1 >= path.size():
\t\t\t\toutcome = "Spark reached unfinished fuse. R to retry."
\t\t\telse:
\t\t\t\tprogress += 1
\t\t\t\tfor i in range(3):
\t\t\t\t\tif path[progress] == targets[i]: fired[i] = true
\t\t\t\tif fired[0] and fired[1] and fired[2]: outcome = "All fireworks launched! R to replay."
\tqueue_redraw()
func _draw() -> void:
\theader("SPARK ROUTE", "Click next adjacent cell: extend fuse / Right-click: undo unburned end / Space: launch / R: restart")
\tfor y in range(5):
\t\tfor x in range(10):
\t\t\tvar c = Vector2i(x, y)
\t\t\tdraw_rect(Rect2(middle(c) - Vector2(30, 30), Vector2(60, 60)), Color("526174") if barriers.has(c) else Color("25374c"))
\tfor i in range(1, path.size()): draw_line(middle(path[i - 1]), middle(path[i]), Color("66523d") if i <= progress else Color("d4b67d"), 7)
\tfor i in range(3):
\t\tvar c = middle(targets[i])
\t\tdraw_circle(c, 17, Color("70efc9") if fired[i] else Color("e98bab"))
\t\tlabel(str(i + 1), c + Vector2(-6, 7), 17)
\t\tif fired[i]:
\t\t\tfor ray in range(8): draw_line(c + Vector2.from_angle(ray * TAU / 8) * 22, c + Vector2.from_angle(ray * TAU / 8) * 33, Color("ffe28d"), 2)
\tdraw_circle(middle(path[progress]), 10, Color("fff0a0"))
\tvar count = int(fired[0]) + int(fired[1]) + int(fired[2])
\tlabel("Fireworks %d / 3 Fuse cells ahead: %d" % [count, path.size() - progress - 1], Vector2(260, 550))
\tlabel(outcome if outcome != "" else "Lay a route through all three targets; keep extending while the spark moves.", Vector2(80, 601), 21)
'''),
}
GAMES.update({
45: ('Keep Your Eye', '''extends Node2D
var cup_x = [240.0, 480.0, 720.0]
var cup_y = [350.0, 350.0, 350.0]
var phase = "reveal"
var timer = 1.5
var swaps = 0
var first = 0
var second = 1
var from_a = 0.0
var from_b = 0.0
var choice = -1
func restart() -> void:
\tcup_x = [240.0, 480.0, 720.0]
\tcup_y = [350.0, 350.0, 350.0]
\tphase = "reveal"
\ttimer = 1.5
\tswaps = 0
\tchoice = -1
func begin_swap() -> void:
\tfirst = swaps % 3
\tsecond = (swaps + 1) % 3
\tfrom_a = cup_x[first]
\tfrom_b = cup_x[second]
\ttimer = 0
\tphase = "shuffle"
func game_input(event: InputEvent) -> void:
\tif phase != "guess": return
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
\t\tfor i in range(3):
\t\t\tif Rect2(cup_x[i] - 65, cup_y[i] - 85, 130, 115).has_point(get_global_mouse_position()):
\t\t\t\tchoice = i
\t\t\t\tphase = "result"
func _process(dt: float) -> void:
\tif phase == "reveal":
\t\ttimer -= dt
\t\tif timer <= 0: begin_swap()
\telif phase == "shuffle":
\t\ttimer += dt
\t\tvar t = minf(timer / 0.72, 1)
\t\tcup_x[first] = lerpf(from_a, from_b, t)
\t\tcup_x[second] = lerpf(from_b, from_a, t)
\t\tcup_y[first] = 350 - sin(t * PI) * 60
\t\tcup_y[second] = 350 + sin(t * PI) * 60
\t\tif t >= 1:
\t\t\tcup_y[first] = 350
\t\t\tcup_y[second] = 350
\t\t\tswaps += 1
\t\t\tif swaps >= 8: phase = "guess"
\t\t\telse: begin_swap()
\tqueue_redraw()
func _draw() -> void:
\theader("KEEP YOUR EYE", "Remember the gold token / Watch eight swaps / Click its final cup / R: restart")
\tdraw_rect(Rect2(100, 405, 760, 18), Color("6d5866"))
\tfor i in range(3):
\t\tvar c = Vector2(cup_x[i], cup_y[i])
\t\tdraw_colored_polygon(PackedVector2Array([c + Vector2(-45, -85), c + Vector2(45, -85), c + Vector2(65, 25), c + Vector2(-65, 25)]), Color("73bdcf"))
\t\tdraw_line(c + Vector2(-65, 25), c + Vector2(65, 25), Color("c5f0f6"), 5)
\t\tif (phase == "reveal" or phase == "result") and i == 1: draw_circle(c + Vector2(0, 48), 16, Color("ffdc70"))
\tvar text = "Remember this cup!" if phase == "reveal" else ("Follow the moving cups..." if phase == "shuffle" else "Choose the cup hiding the token.")
\tif phase == "result": text = "Correct! R for another round." if choice == 1 else "Wrong cup. R to try again."
\tlabel(text, Vector2(295, 540), 26)
\tlabel("Swaps %d / 8" % swaps, Vector2(395, 590), 21)
'''),
46: ('Echo Bloom', '''extends Node2D
var dots: Array[Vector2] = []
var speeds: Array[Vector2] = []
var touched: Array[bool] = []
var blooms: Array[Vector3] = []
var used = false
var hits = 0
var outcome = ""
func restart() -> void:
\tdots.clear()
\tspeeds.clear()
\ttouched.clear()
\tblooms.clear()
\tfor i in range(36):
\t\tdots.append(Vector2(195 + (i % 6) * 110, 170 + int(i / 6) * 67))
\t\tspeeds.append(Vector2.from_angle(i * 2.39) * 67)
\t\ttouched.append(false)
\tused = false
\thits = 0
\toutcome = ""
func bloom_radius(age: float) -> float:
\treturn maxf(0, 1 - absf(age - 0.8) / 0.8) * 80
func game_input(event: InputEvent) -> void:
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and not used:
\t\tvar mouse = get_global_mouse_position()
\t\tif mouse.y > 110 and mouse.y < 570:
\t\t\tblooms.append(Vector3(mouse.x, mouse.y, 0))
\t\t\tused = true
func _process(dt: float) -> void:
\tif outcome == "":
\t\tfor i in range(blooms.size() - 1, -1, -1):
\t\t\tblooms[i].z += dt
\t\t\tif blooms[i].z >= 1.6: blooms.remove_at(i)
\t\tfor i in range(dots.size()):
\t\t\tif touched[i]: continue
\t\t\tdots[i] += speeds[i] * dt
\t\t\tif dots[i].x < 80 or dots[i].x > 880: speeds[i].x = -speeds[i].x
\t\t\tif dots[i].y < 135 or dots[i].y > 545: speeds[i].y = -speeds[i].y
\t\t\tdots[i] = dots[i].clamp(Vector2(80, 135), Vector2(880, 545))
\t\t\tvar hit = false
\t\t\tfor bloom in blooms:
\t\t\t\tif dots[i].distance_to(Vector2(bloom.x, bloom.y)) < bloom_radius(bloom.z) + 5: hit = true
\t\t\tif hit:
\t\t\t\ttouched[i] = true
\t\t\t\thits += 1
\t\t\t\tblooms.append(Vector3(dots[i].x, dots[i].y, 0))
\t\tif used and blooms.is_empty(): outcome = "Chain complete! R to replay." if hits >= 12 else "Chain too short. R to try again."
\tqueue_redraw()
func _draw() -> void:
\theader("ECHO BLOOM", "Click once to seed an explosion / Every touched dot becomes a new bloom / Chain twelve / R: restart")
\tfor i in range(dots.size()):
\t\tif not touched[i]: draw_circle(dots[i], 6, Color.from_hsv(float(i) / 36, 0.45, 1))
\tfor bloom in blooms:
\t\tdraw_circle(Vector2(bloom.x, bloom.y), bloom_radius(bloom.z), Color(0.45, 0.9, 0.8, 0.35))
\t\tdraw_arc(Vector2(bloom.x, bloom.y), bloom_radius(bloom.z), 0, TAU, 32, Color("7df1cb"), 2)
\tlabel("Chain %d / 12 Clicks remaining: %d" % [hits, 0 if used else 1], Vector2(280, 600))
\tif outcome != "": label(outcome, Vector2(290, 340), 26)
'''),
47: ('Spring Landing', '''extends Node2D
var puck = Vector2(120, 508)
var speed = Vector2.ZERO
var charge = 0.0
var held_before = false
var flying = false
var targets = [380.0, 560.0, 715.0, 465.0, 655.0]
var successes = 0
var misses = 0
var outcome = ""
func restart() -> void:
\tpuck = Vector2(120, 508)
\tspeed = Vector2.ZERO
\tcharge = 0
\theld_before = false
\tflying = false
\tsuccesses = 0
\tmisses = 0
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tvar held = Input.is_action_pressed("ui_accept")
\tif outcome == "":
\t\tif not flying:
\t\t\tif held: charge = minf(1, charge + dt * 0.65)
\t\t\tif held_before and not held:
\t\t\t\tspeed = Vector2(160 + charge * 700, -300 - charge * 150)
\t\t\t\tflying = true
\t\t\t\tcharge = 0
\t\telse:
\t\t\tspeed.y += 700 * dt
\t\t\tpuck += speed * dt
\t\t\tif puck.y >= 508 and speed.y > 0:
\t\t\t\tif absf(puck.x - targets[successes]) <= 55: successes += 1
\t\t\t\telse: misses += 1
\t\t\t\tflying = false
\t\t\t\tpuck = Vector2(120, 508)
\t\t\t\tif successes >= 5: outcome = "Five perfect landings! R to replay."
\t\t\t\telif misses >= 3: outcome = "Three misses. R to try again."
\theld_before = held
\tqueue_redraw()
func _draw() -> void:
\theader("SPRING LANDING", "Hold Space to compress / Release to launch / Land in five changing target bands / R: restart")
\tdraw_rect(Rect2(20, 522, 920, 15), Color("596777"))
\tvar target = targets[mini(successes, 4)]
\tdraw_rect(Rect2(target - 55, 517, 110, 25), Color("5fce9f"))
\tlabel("LAND HERE", Vector2(target - 52, 567), 18)
\tvar length = 85 - charge * 55
\tvar previous = Vector2(30, 510)
\tfor i in range(1, 9):
\t\tvar next = Vector2(30 + length * i / 8, 510 + (10 if i % 2 == 0 else -10))
\t\tdraw_line(previous, next, Color("b4c9dd"), 3)
\t\tprevious = next
\tdraw_circle(puck, 12, Color("ffdc7d"))
\tdraw_rect(Rect2(35, 575, 200, 18), Color("354156"))
\tdraw_rect(Rect2(35, 575, 200 * charge, 18), Color("f5be69"))
\tlabel("Charge", Vector2(35, 620), 20)
\tlabel("Landings %d / 5 Misses %d / 3" % [successes, misses], Vector2(300, 620))
\tif outcome != "": label(outcome, Vector2(270, 310), 27)
'''),
48: ('Color Reservoirs', '''extends Node2D
var drops: Array[Vector3] = []
var filled = [0, 0]
var paint = 0
var timer = 0.8
var spawned = 0
var mistakes = 0
var outcome = ""
func restart() -> void:
\tdrops.clear()
\tfilled = [0, 0]
\tpaint = 0
\ttimer = 0.8
\tspawned = 0
\tmistakes = 0
\toutcome = ""
func ink(index: int) -> Color:
\treturn Color("ef7688") if index == 0 else Color("67b8fa")
func game_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_1: paint = 0
\t\tif event.keycode == KEY_2: paint = 1
\t\tif event.keycode == KEY_SPACE: paint = 1 - paint
func _process(dt: float) -> void:
\tif outcome == "":
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\tdrops.append(Vector3(spawned % 2, 120, -1))
\t\t\tspawned += 1
\t\t\ttimer = 1.05
\t\tfor i in range(drops.size() - 1, -1, -1):
\t\t\tdrops[i].y += 150 * dt
\t\t\tif drops[i].y >= 340 and drops[i].z < 0: drops[i].z = paint
\t\t\tif drops[i].y >= 545:
\t\t\t\tvar lane = int(drops[i].x)
\t\t\t\tif int(drops[i].z) == lane: filled[lane] = mini(10, filled[lane] + 1)
\t\t\t\telse: mistakes += 1
\t\t\t\tdrops.remove_at(i)
\t\tif filled[0] >= 10 and filled[1] >= 10: outcome = "Both reservoirs full! R to replay."
\t\telif mistakes >= 5: outcome = "Too much contamination! R to retry."
\tqueue_redraw()
func _draw() -> void:
\theader("COLOR RESERVOIRS", "1: red nozzle / 2: blue nozzle / Space: toggle / Droplets take color at the horizontal nozzle / R")
\tfor lane in range(2):
\t\tvar x = 325 + lane * 310
\t\tdraw_rect(Rect2(x - 55, 110, 110, 445), Color("253b51"))
\t\tdraw_rect(Rect2(x - 85, 545, 170, 60), Color("465467"))
\t\tdraw_rect(Rect2(x - 80, 600 - filled[lane] * 5, 160, filled[lane] * 5), ink(lane))
\t\tlabel("%s %d / 10" % ["RED" if lane == 0 else "BLUE", filled[lane]], Vector2(x - 65, 634), 20)
\tdraw_line(Vector2(235, 340), Vector2(725, 340), ink(paint), 10)
\tfor d in drops: draw_circle(Vector2(325 + d.x * 310, d.y), 14, Color("d2d6dc") if d.z < 0 else ink(int(d.z)))
\tlabel("Mistakes %d / 5" % mistakes, Vector2(25, 570), 20)
\tif outcome != "": label(outcome, Vector2(265, 295), 25)
'''),
49: ('Quarter Turn Room', '''extends Node2D
var hub = Vector2(480, 350)
var ball = Vector2(290, 170)
var speed = Vector2.ZERO
var quarter = 0
var has_key = false
var outcome = ""
var ledges = [Rect2(-125, -35, 250, 16), Rect2(-30, 105, 155, 16)]
func turn_point(v: Vector2) -> Vector2:
\tvar result = v
\tfor i in range(quarter): result = Vector2(-result.y, result.x)
\treturn hub + result
func transformed(rect: Rect2) -> Rect2:
\tvar a = turn_point(rect.position)
\tvar b = turn_point(rect.end)
\treturn Rect2(Vector2(minf(a.x, b.x), minf(a.y, b.y)), Vector2(absf(b.x - a.x), absf(b.y - a.y)))
func restart() -> void:
\tball = Vector2(290, 170)
\tspeed = Vector2.ZERO
\tquarter = 0
\thas_key = false
\toutcome = ""
func game_input(event: InputEvent) -> void:
\tif outcome != "" or not (event is InputEventKey): return
\tif not event.pressed or event.echo: return
\tvar direction = 0
\tif event.keycode == KEY_LEFT: direction = -1
\tif event.keycode == KEY_RIGHT: direction = 1
\tif direction != 0:
\t\tquarter = (quarter + direction + 4) % 4
\t\tvar offset = ball - hub
\t\tball = hub + Vector2(-offset.y, offset.x) * direction
\t\tspeed = Vector2(-speed.y, speed.x) * direction
func _process(dt: float) -> void:
\tif outcome == "":
\t\tvar old = ball
\t\tspeed.y += 430 * dt
\t\tspeed.x *= maxf(0, 1 - dt * 2)
\t\tball += speed * dt
\t\tfor ledge in ledges:
\t\t\tvar box = transformed(ledge)
\t\t\tif ball.x > box.position.x - 11 and ball.x < box.end.x + 11 and old.y + 11 <= box.position.y + 2 and ball.y + 11 >= box.position.y and speed.y > 0:
\t\t\t\tball.y = box.position.y - 11
\t\t\t\tspeed.y = 0
\t\tif ball.y > 569: ball.y = 569; speed.y = 0
\t\tif ball.y < 131: ball.y = 131; speed.y = 0
\t\tif ball.x < 261 or ball.x > 699: speed.x = 0
\t\tball.x = clampf(ball.x, 261, 699)
\t\tif ball.distance_to(turn_point(Vector2(-200, 195))) < 30: has_key = true
\t\tif has_key and ball.distance_to(turn_point(Vector2(195, -200))) < 31: outcome = "Exit unlocked! R to play again."
\tqueue_redraw()
func _draw() -> void:
\theader("QUARTER TURN ROOM", "Left / Right: turn room 90 degrees / Gravity always points DOWN / Collect key then exit / R")
\tdraw_rect(Rect2(250, 120, 460, 460), Color("27394f"))
\tdraw_rect(Rect2(250, 120, 460, 460), Color("8bacca"), false, 7)
\tfor ledge in ledges: draw_rect(transformed(ledge), Color("8399b1"))
\tvar exit_pos = turn_point(Vector2(195, -200))
\tdraw_rect(Rect2(exit_pos - Vector2(21, 21), Vector2(42, 42)), Color("67dcb5") if has_key else Color("506150"))
\tif not has_key: draw_circle(turn_point(Vector2(-200, 195)), 12, Color("ffda77"))
\tdraw_circle(ball, 11, Color("78ddfa"))
\tlabel("Key: %s Quarter turns: %d" % ["yes" if has_key else "no", quarter], Vector2(300, 615))
\tif outcome != "": label(outcome, Vector2(280, 340), 24)
'''),
50: ('Junction Keeper', '''extends Node2D
var trains = []
var route = 0
var timer = 1.0
var sequence = 0
var delivered = 0
var crashes = 0
var outcome = ""
var junction = Vector2(480, 350)
func restart() -> void:
\ttrains.clear()
\troute = 0
\ttimer = 1
\tsequence = 0
\tdelivered = 0
\tcrashes = 0
\toutcome = ""
func game_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed:
\t\tif event.keycode == KEY_1: route = 0
\t\tif event.keycode == KEY_2: route = 1
func _process(dt: float) -> void:
\tif outcome == "":
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\ttrains.append({"p":Vector2(100, 350) if sequence % 2 == 0 else Vector2(480, 115), "kind":int(sequence / 2) % 2, "phase":0, "exit":0})
\t\t\tsequence += 1
\t\t\ttimer = 2.3
\t\tfor i in range(trains.size() - 1, -1, -1):
\t\t\tvar t = trains[i]
\t\t\tif t.phase == 0:
\t\t\t\tif not Input.is_action_pressed("ui_accept"): t.p = t.p.move_toward(junction, 95 * dt)
\t\t\t\tif t.p.distance_to(junction) < 3:
\t\t\t\t\tvar occupied = false
\t\t\t\t\tfor other in trains:
\t\t\t\t\t\tif other.phase == 1 and other.p.distance_to(junction) < 65: occupied = true
\t\t\t\t\tif occupied or route != t.kind:
\t\t\t\t\t\tcrashes += 1
\t\t\t\t\t\ttrains.remove_at(i)
\t\t\t\t\t\tcontinue
\t\t\t\t\tt.phase = 1
\t\t\t\t\tt.exit = route
\t\t\telse:
\t\t\t\tt.p += (Vector2.RIGHT if t.exit == 0 else Vector2.DOWN) * 145 * dt
\t\t\t\tif t.p.x > 840 or t.p.y > 565:
\t\t\t\t\tdelivered += 1
\t\t\t\t\ttrains.remove_at(i)
\t\tif delivered >= 12: outcome = "Twelve safe arrivals! R to replay."
\t\telif crashes >= 3: outcome = "Junction closed after three errors. R to retry."
\tqueue_redraw()
func _draw() -> void:
\theader("JUNCTION KEEPER", "1: red station / 2: blue station / Hold Space to STOP incoming trains / R: restart")
\tdraw_line(Vector2(75, 350), Vector2(865, 350), Color("56718a"), 14)
\tdraw_line(Vector2(480, 110), Vector2(480, 585), Color("56718a"), 14)
\tdraw_rect(Rect2(840, 320, 70, 60), Color("dc7486"))
\tdraw_rect(Rect2(445, 555, 70, 50), Color("629ee4"))
\tdraw_line(junction, junction + (Vector2(75, 0) if route == 0 else Vector2(0, 75)), Color("74efc5"), 7)
\tfor t in trains:
\t\tdraw_rect(Rect2(t.p - Vector2(17, 14), Vector2(34, 28)), Color("f08091") if t.kind == 0 else Color("6db8ff"))
\t\tlabel("R" if t.kind == 0 else "B", t.p + Vector2(-7, 7), 18)
\tlabel("Arrivals %d / 12 Errors %d / 3" % [delivered, crashes], Vector2(30, 620))
\tif outcome != "": label(outcome, Vector2(220, 250), 25)
'''),
51: ('Three Robot Programs', '''extends Node2D
var starts = [Vector2i(0, 0), Vector2i(0, 2), Vector2i(0, 4)]
var goals = [Vector2i(4, 1), Vector2i(3, 3), Vector2i(5, 4)]
var walls = [Vector2i(2, 3), Vector2i(4, 3), Vector2i(6, 1), Vector2i(6, 2)]
var robots = []
var programs = [[], [], []]
var selected = 0
var step = 0
var timer = 0.0
var running = false
var outcome = ""
func middle(c: Vector2i) -> Vector2:
\treturn Vector2(200, 135) + (Vector2(c) + Vector2(0.5, 0.5)) * 68
func restart() -> void:
\trobots = starts.duplicate()
\tprograms = [[], [], []]
\tselected = 0
\tstep = 0
\ttimer = 0
\trunning = false
\toutcome = ""
func game_input(event: InputEvent) -> void:
\tif running or outcome != "" or not (event is InputEventKey): return
\tif not event.pressed or event.echo: return
\tif event.keycode == KEY_1: selected = 0
\tif event.keycode == KEY_2: selected = 1
\tif event.keycode == KEY_3: selected = 2
\tif event.keycode == KEY_BACKSPACE and not programs[selected].is_empty(): programs[selected].pop_back()
\tif event.keycode == KEY_SPACE: running = true; timer = 0.5
\tvar direction = Vector2i.ZERO
\tif event.keycode == KEY_LEFT: direction = Vector2i.LEFT
\tif event.keycode == KEY_RIGHT: direction = Vector2i.RIGHT
\tif event.keycode == KEY_UP: direction = Vector2i.UP
\tif event.keycode == KEY_DOWN: direction = Vector2i.DOWN
\tif direction != Vector2i.ZERO and programs[selected].size() < 6: programs[selected].append(direction)
func _process(dt: float) -> void:
\tif running and outcome == "":
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\ttimer = 0.5
\t\t\tvar proposed = robots.duplicate()
\t\t\tvar any_command = false
\t\t\tfor i in range(3):
\t\t\t\tif step < programs[i].size(): proposed[i] += programs[i][step]; any_command = true
\t\t\tif not any_command:
\t\t\t\toutcome = "All targets reached! R to replay." if robots == goals else "Program ended off target. R to replan."
\t\t\telse:
\t\t\t\tfor i in range(3):
\t\t\t\t\tvar c = proposed[i]
\t\t\t\t\tif c.x < 0 or c.x >= 8 or c.y < 0 or c.y >= 5 or walls.has(c): outcome = "A robot hit a wall. R to replan."
\t\t\t\t\tfor j in range(i):
\t\t\t\t\t\tif proposed[j] == c or (c == robots[j] and proposed[j] == robots[i]): outcome = "Robots collided. R to replan."
\t\t\t\tif outcome == "": robots = proposed; step += 1
\tqueue_redraw()
func _draw() -> void:
\theader("THREE ROBOT PROGRAMS", "1 / 2 / 3: select robot / Arrows: record up to six commands / Backspace: undo / Space: run / R")
\tfor y in range(5):
\t\tfor x in range(8):
\t\t\tvar c = Vector2i(x, y)
\t\t\tdraw_rect(Rect2(middle(c) - Vector2(32, 32), Vector2(64, 64)), Color("64748a") if walls.has(c) else Color("25374d"))
\tfor i in range(3):
\t\tvar color = Color.from_hsv(float(i) / 3, 0.5, 1)
\t\tdraw_circle(middle(goals[i]), 24, color, false, 3)
\t\tdraw_rect(Rect2(middle(robots[i]) - Vector2(14, 14), Vector2(28, 28)), color)
\t\tvar text = "%d: " % (i + 1)
\t\tfor direction in programs[i]: text += "L " if direction == Vector2i.LEFT else ("R " if direction == Vector2i.RIGHT else ("U " if direction == Vector2i.UP else "D "))
\t\tlabel(text + ("< selected" if selected == i else ""), Vector2(220, 510 + i * 29), 21, color)
\tif outcome != "": label(outcome, Vector2(230, 617), 24)
'''),
52: ('Moving Fuel Link', '''extends Node2D
var rover = 480.0
var tanker = 480.0
var elapsed = 0.0
var supply = 100.0
var filled = 0.0
var waste = 0.0
var pouring = false
var aligned = false
var outcome = ""
func restart() -> void:
\trover = 480
\ttanker = 480
\telapsed = 0
\tsupply = 100
\tfilled = 0
\twaste = 0
\toutcome = ""
\tpouring = false
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif outcome == "":
\t\telapsed += dt
\t\ttanker = 480 + sin(elapsed * 0.65) * 315
\t\trover = clampf(rover + Input.get_axis("ui_left", "ui_right") * 345 * dt, 85, 875)
\t\taligned = absf(tanker - rover) <= 23
\t\tpouring = Input.is_action_pressed("ui_accept") and supply > 0
\t\tif pouring:
\t\t\tvar amount = minf(supply, 16 * dt)
\t\t\tsupply -= amount
\t\t\tif aligned: filled += amount
\t\t\telse: waste += amount
\t\tif filled >= 70: outcome = "Rover fueled! R for another transfer."
\t\telif waste >= 20 or supply <= 0: outcome = "Too much fuel wasted. R to retry."
\telse: pouring = false
\tqueue_redraw()
func _draw() -> void:
\theader("MOVING FUEL LINK", "Left / Right: rover / Hold Space only while openings align / Fill seventy, waste under twenty / R")
\tdraw_line(Vector2(50, 175), Vector2(910, 175), Color("7b8b9c"), 7)
\tdraw_rect(Rect2(tanker - 65, 132, 130, 42), Color("7aa7be"))
\tdraw_rect(Rect2(tanker - 8, 174, 16, 28), Color("d7e7eb"))
\tdraw_rect(Rect2(rover - 65, 505, 130, 50), Color("68c3ae"))
\tdraw_circle(Vector2(rover - 42, 563), 15, Color("33435b"))
\tdraw_circle(Vector2(rover + 42, 563), 15, Color("33435b"))
\tdraw_rect(Rect2(rover - 26, 491, 52, 14), Color("a3f4d1") if aligned else Color("b4becd"))
\tif pouring: draw_line(Vector2(tanker, 200), Vector2(tanker, 490 if aligned else 590), Color("f5d76d"), 7)
\tdraw_rect(Rect2(245, 595, 470, 15), Color("344258"))
\tdraw_rect(Rect2(245, 595, 470 * minf(filled / 70, 1), 15), Color("6ce0b9"))
\tlabel("Fuel %.0f / 70 Wasted %.0f / 20 Tank %.0f" % [filled, waste, supply], Vector2(245, 637), 20)
\tif outcome != "": label(outcome, Vector2(255, 340), 26)
'''),
53: ('Seven Links', '''extends Node2D
var nodes: Array[Vector2] = []
var chain: Array[int] = []
var outcome = ""
var won = false
func restart() -> void:
\tnodes.clear()
\tfor y in range(3):
\t\tfor x in range(4): nodes.append(Vector2(245 + x * 155, 190 + y * 135))
\tchain.clear()
\toutcome = ""
\twon = false
func crosses(a: Vector2, b: Vector2, c: Vector2, d: Vector2) -> bool:
\treturn (b - a).cross(c - a) * (b - a).cross(d - a) < 0 and (d - c).cross(a - c) * (d - c).cross(b - c) < 0
func game_input(event: InputEvent) -> void:
\tif won: return
\tif event is InputEventMouseButton and event.pressed:
\t\tif event.button_index == MOUSE_BUTTON_RIGHT and not chain.is_empty(): chain.pop_back(); outcome = ""
\t\tif event.button_index == MOUSE_BUTTON_LEFT:
\t\t\tfor i in range(nodes.size()):
\t\t\t\tif nodes[i].distance_to(get_global_mouse_position()) > 24 or chain.has(i): continue
\t\t\t\tif chain.is_empty(): chain.append(i); continue
\t\t\t\tvar a = nodes[chain[-1]]
\t\t\t\tif a.distance_to(nodes[i]) > 215: outcome = "That node is too far away."; continue
\t\t\t\tvar blocked = false
\t\t\t\tfor j in range(maxi(0, chain.size() - 2)):
\t\t\t\t\tif crosses(a, nodes[i], nodes[chain[j]], nodes[chain[j + 1]]): blocked = true
\t\t\t\tif blocked: outcome = "That link would cross an existing segment."
\t\t\t\telse: chain.append(i); outcome = ""
\tif event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
\t\twon = chain.size() == 8
\t\toutcome = "Exactly seven links! R to replay." if won else "Need exactly seven links. Keep editing."
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\theader("SEVEN LINKS", "Click nearby nodes / No crossings or revisits / Right-click: undo / Space: confirm exactly seven / R")
\tfor i in range(1, chain.size()): draw_line(nodes[chain[i - 1]], nodes[chain[i]], Color("6ee9c5"), 5)
\tfor i in range(nodes.size()):
\t\tdraw_circle(nodes[i], 21, Color("7de7bf") if chain.has(i) else Color("637e9b"))
\t\tlabel(str(i + 1), nodes[i] + Vector2(-10, 7), 18, Color("12233c"))
\tlabel("Links %d / 7" % maxi(0, chain.size() - 1), Vector2(380, 550), 26)
\tlabel(outcome, Vector2(230, 602), 23)
'''),
54: ('Crumble Climber', '''extends Node2D
var player = Vector2(480, 560)
var vertical_speed = -520.0
var camera_y = 0.0
var platforms = []
var outcome = ""
func restart() -> void:
\tplayer = Vector2(480, 560)
\tvertical_speed = -520
\tcamera_y = 0
\tplatforms.clear()
\tplatforms.append({"x":410.0, "y":590.0, "w":140.0, "fragile":false, "active":true})
\tfor i in range(1, 13): platforms.append({"x":280.0 + (i * 97) % 320, "y":590.0 - i * 115, "w":120.0, "fragile":i % 3 == 0, "active":true})
\tplatforms.append({"x":255.0, "y":-905.0, "w":450.0, "fragile":false, "active":true})
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif outcome == "":
\t\tvar before = player.y
\t\tplayer.x = clampf(player.x + Input.get_axis("ui_left", "ui_right") * 330 * dt, 18, 942)
\t\tvertical_speed += 780 * dt
\t\tplayer.y += vertical_speed * dt
\t\tif vertical_speed > 0:
\t\t\tfor i in range(platforms.size()):
\t\t\t\tvar p = platforms[i]
\t\t\t\tif p.active and player.x >= p.x - 10 and player.x <= p.x + p.w + 10 and before + 12 <= p.y and player.y + 12 >= p.y:
\t\t\t\t\tplayer.y = p.y - 12
\t\t\t\t\tvertical_speed = -520
\t\t\t\t\tif p.fragile: p.active = false
\t\t\t\t\tif i == platforms.size() - 1: outcome = "Roof reached! R to climb again."
\t\tcamera_y = minf(camera_y, player.y - 270)
\t\tif player.y > camera_y + 680: outcome = "You fell! R to retry."
\tqueue_redraw()
func _draw() -> void:
\tfor i in range(platforms.size()):
\t\tvar p = platforms[i]
\t\tif p.active:
\t\t\tdraw_rect(Rect2(p.x, p.y - camera_y, p.w, 14), Color("f2b76e") if p.fragile else Color("638caf"))
\t\t\tif p.fragile: label("crumble", Vector2(p.x + 20, p.y - camera_y - 8), 14)
\t\t\tif i == platforms.size() - 1: label("ROOF", Vector2(p.x + 180, p.y - camera_y - 15), 26, Color("71efc6"))
\tdraw_circle(Vector2(player.x, player.y - camera_y), 12, Color("70edcf"))
\theader("CRUMBLE CLIMBER", "Left / Right: steer / Bounce automatically / Orange ledges vanish after landing / Reach the roof / R")
\tlabel("Height %.0f / 1495" % maxf(0, 590 - player.y), Vector2(28, 622))
\tif outcome != "": label(outcome, Vector2(265, 335), 27)
'''),
55: ('Shadow Workshop', '''extends Node2D
var light = Vector2(100, 350)
var blocks: Array[Vector2] = []
var target_y = [300.0, 385.0, 330.0]
var selected = -1
var matches = 0
var won = false
func restart() -> void:
\tblocks.assign([Vector2(300, 350), Vector2(420, 310), Vector2(540, 395)])
\tselected = -1
\tmatches = 0
\twon = false
func projection(i: int, y: float) -> Rect2:
\tvar ratio = 750.0 / (blocks[i].x - light.x)
\treturn Rect2(836, light.y + (y - light.y) * ratio - 12 * ratio, 28, 24 * ratio)
func game_input(event: InputEvent) -> void:
\tif won: return
\tif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
\t\tselected = -1
\t\tif event.pressed:
\t\t\tfor i in range(3):
\t\t\t\tif Rect2(blocks[i] - Vector2(20, 24), Vector2(40, 48)).has_point(get_global_mouse_position()): selected = i
func _process(_dt: float) -> void:
\tif selected >= 0 and not won: blocks[selected].y = clampf(get_global_mouse_position().y, 280, 425)
\tmatches = 0
\tfor i in range(3):
\t\tif absf(projection(i, blocks[i].y).get_center().y - projection(i, target_y[i]).get_center().y) < 7: matches += 1
\twon = matches == 3
\tqueue_redraw()
func _draw() -> void:
\tdraw_rect(Rect2(824, 105, 52, 490), Color("b8c6d6"))
\tfor i in range(3):
\t\tvar shadow = projection(i, blocks[i].y)
\t\tdraw_colored_polygon(PackedVector2Array([light, Vector2(850, shadow.position.y), Vector2(850, shadow.end.y)]), Color(0.1, 0.15, 0.2, 0.22))
\t\tdraw_rect(shadow, Color("263449"))
\t\tdraw_rect(projection(i, target_y[i]), Color("6effc2"), false, 3)
\t\tdraw_rect(Rect2(blocks[i] - Vector2(12, 12), Vector2(24, 24)), Color.from_hsv(float(i) / 3, 0.55, 0.95))
\t\tlabel(str(i + 1), blocks[i] + Vector2(-6, -24), 20)
\t\tlabel(str(i + 1), Vector2(885, projection(i, target_y[i]).get_center().y + 7), 20)
\tdraw_circle(light, 18, Color("ffdc78"))
\theader("SHADOW WORKSHOP", "Drag each numbered block up/down / Fit its projected shadow inside the green silhouette / R")
\tlabel("Aligned shadows %d / 3" % matches, Vector2(310, 605), 24)
\tif won: label("Silhouette matched! R to reset.", Vector2(275, 540), 25)
'''),
56: ('Changing Wind', '''extends Node2D
var boat = Vector2(85, 350)
var heading = 0.0
var sail = 0.7
var elapsed = 0.0
var wind = 1
var buoys = [Vector2(220, 260), Vector2(390, 450), Vector2(560, 265), Vector2(735, 435), Vector2(870, 310)]
var checkpoint = 0
var outcome = ""
func upper(x: float) -> float:
\treturn 165 + sin(x / 120) * 25
func lower(x: float) -> float:
\treturn 555 + cos(x / 140) * 20
func restart() -> void:
\tboat = Vector2(85, 350)
\theading = 0
\tsail = 0.7
\telapsed = 0
\tcheckpoint = 0
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif outcome == "":
\t\telapsed += dt
\t\twind = 1 if int(elapsed / 9) % 2 == 0 else -1
\t\theading += Input.get_axis("ui_left", "ui_right") * 1.8 * dt
\t\tif Input.is_physical_key_pressed(KEY_Q): sail -= dt * 1.6
\t\tif Input.is_physical_key_pressed(KEY_E): sail += dt * 1.6
\t\tsail = clampf(sail, -1.5, 1.5)
\t\tvar drive = 45 + 85 * absf(cos(heading + sail))
\t\tboat += (Vector2.from_angle(heading) * drive + Vector2(wind * 28, 0)) * dt
\t\tif boat.x < 18 or boat.x > 942 or boat.y < upper(boat.x) + 13 or boat.y > lower(boat.x) - 13: outcome = "Touched the shore! R to retry."
\t\telif boat.distance_to(buoys[checkpoint]) < 34:
\t\t\tcheckpoint += 1
\t\t\tif checkpoint == buoys.size(): outcome = "All buoys passed! R to sail again."
\tqueue_redraw()
func _draw() -> void:
\tdraw_rect(Rect2(0, 95, 960, 545), Color("153e59"))
\tfor x in range(0, 960, 12):
\t\tdraw_rect(Rect2(x, 95, 12, upper(x) - 95), Color("5c7058"))
\t\tdraw_rect(Rect2(x, lower(x), 12, 640 - lower(x)), Color("5c7058"))
\tfor i in range(buoys.size()):
\t\tdraw_circle(buoys[i], 14, Color("6de5bd") if i < checkpoint else Color("ffce77"))
\t\tif i == checkpoint: draw_arc(buoys[i], 33, 0, TAU, 30, Color("ffe8a3"), 2)
\t\tlabel(str(i + 1), buoys[i] + Vector2(-6, 7), 17, Color("23384c"))
\tvar forward = Vector2.from_angle(heading)
\tvar side = forward.orthogonal()
\tdraw_colored_polygon(PackedVector2Array([boat + forward * 20, boat - forward * 15 + side * 10, boat - forward * 15 - side * 10]), Color("dfe7e6"))
\tdraw_line(boat, boat + Vector2.from_angle(heading + sail) * 27, Color("ed879a"), 5)
\theader("CHANGING WIND", "Left / Right: steer / Q / E: trim sail / Visit buoys in order, avoid shore / R: restart")
\tlabel("Buoys %d / 5 Wind %s Sail %.0f degrees" % [checkpoint, "RIGHT" if wind == 1 else "LEFT", rad_to_deg(sail)], Vector2(30, 624), 21)
\tif outcome != "": label(outcome, Vector2(280, 345), 25)
'''),
57: ('Shared Turn Tanks', '''extends Node2D
var player = Vector2i(1, 4)
var enemy = Vector2i(5, 1)
var player_dir = 0
var enemy_dir = 2
var player_hp = 2
var enemy_hp = 2
var walls = [Vector2i(3, 1), Vector2i(3, 2), Vector2i(3, 3), Vector2i(1, 2), Vector2i(5, 4)]
var dirs = [Vector2i.UP, Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT]
var rays = []
var ray_time = 0.0
var turns = 0
func middle(c: Vector2i) -> Vector2:
\treturn Vector2(230, 125) + (Vector2(c) + Vector2(0.5, 0.5)) * 70
func valid(c: Vector2i) -> bool:
\treturn c.x >= 0 and c.x < 7 and c.y >= 0 and c.y < 6 and not walls.has(c)
func restart() -> void:
\tplayer = Vector2i(1, 4)
\tenemy = Vector2i(5, 1)
\tplayer_dir = 0
\tenemy_dir = 2
\tplayer_hp = 2
\tenemy_hp = 2
\trays.clear()
\tray_time = 0
\tturns = 0
func fire(origin: Vector2i, direction: int, hostile: bool) -> void:
\tvar cell = origin
\tfor i in range(10):
\t\tcell += dirs[direction]
\t\tif not valid(cell): break
\t\tif hostile and cell == player: player_hp -= 1; break
\t\tif not hostile and cell == enemy: enemy_hp -= 1; break
\trays.append({"a":middle(origin), "b":middle(cell), "hostile":hostile})
\tray_time = 0.45
func enemy_turn() -> void:
\tif enemy_hp <= 0: return
\tvar offset = player - enemy
\tvar desired = (1 if offset.x > 0 else 3) if abs(offset.x) >= abs(offset.y) else (2 if offset.y > 0 else 0)
\tif enemy_dir != desired: enemy_dir = desired
\telif player.x == enemy.x or player.y == enemy.y: fire(enemy, enemy_dir, true)
\telif valid(enemy + dirs[enemy_dir]) and enemy + dirs[enemy_dir] != player: enemy += dirs[enemy_dir]
\telse:
\t\tenemy_dir = (enemy_dir + 1) % 4
\t\tif valid(enemy + dirs[enemy_dir]) and enemy + dirs[enemy_dir] != player: enemy += dirs[enemy_dir]
func game_input(event: InputEvent) -> void:
\tif player_hp <= 0 or enemy_hp <= 0 or not (event is InputEventKey): return
\tif not event.pressed or event.echo: return
\tvar acted = true
\tif event.keycode == KEY_LEFT: player_dir = (player_dir + 3) % 4
\telif event.keycode == KEY_RIGHT: player_dir = (player_dir + 1) % 4
\telif event.keycode == KEY_UP:
\t\tif valid(player + dirs[player_dir]) and player + dirs[player_dir] != enemy: player += dirs[player_dir]
\telif event.keycode == KEY_SPACE: fire(player, player_dir, false)
\telse: acted = false
\tif acted: turns += 1; enemy_turn()
func _process(dt: float) -> void:
\tray_time -= dt
\tif ray_time <= 0: rays.clear()
\tqueue_redraw()
func _draw() -> void:
\theader("SHARED TURN TANKS", "Up: forward / Left-Right: rotate / Space: fire / Enemy acts after each turn / Two hits win / R")
\tfor y in range(6):
\t\tfor x in range(7):
\t\t\tvar c = Vector2i(x, y)
\t\t\tdraw_rect(Rect2(middle(c) - Vector2(33, 33), Vector2(66, 66)), Color("667381") if walls.has(c) else Color("283b4d"))
\tfor ray in rays: draw_line(ray.a, ray.b, Color("f9899a") if ray.hostile else Color("ffe18a"), 4)
\tfor i in range(2):
\t\tvar c = middle(player if i == 0 else enemy)
\t\tvar direction = player_dir if i == 0 else enemy_dir
\t\tdraw_rect(Rect2(c - Vector2(19, 19), Vector2(38, 38)), Color("6ae2bc") if i == 0 else Color("ee7c8d"))
\t\tdraw_line(c, c + Vector2(dirs[direction]) * 29, Color("e5ecde"), 7)
\tlabel("Armor %d / 2 Enemy %d / 2 Turns %d" % [maxi(player_hp, 0), maxi(enemy_hp, 0), turns], Vector2(255, 600))
\tif enemy_hp <= 0 or player_hp <= 0: label("Duel won! R to replay." if enemy_hp <= 0 else "Tank disabled. R to retry.", Vector2(300, 635), 23)
'''),
58: ('One Clean Divider', '''extends Node2D
var red = [Vector2(200, 405), Vector2(270, 470), Vector2(330, 370), Vector2(385, 505), Vector2(425, 410), Vector2(295, 290)]
var blue = [Vector2(525, 180), Vector2(650, 230), Vector2(725, 350), Vector2(590, 325), Vector2(805, 205), Vector2(665, 440)]
var first = Vector2.ZERO
var last = Vector2.ZERO
var dragging = false
var drawn = false
var won = false
var notice = "Draw one straight divider."
func restart() -> void:
\tfirst = Vector2.ZERO
\tlast = Vector2.ZERO
\tdragging = false
\tdrawn = false
\twon = false
\tnotice = "Draw one straight divider."
func check_cut() -> void:
\tif not drawn or first.distance_to(last) < 40: notice = "Drag a longer divider first."; return
\tvar direction = (last - first).normalized()
\tvar side = 1 if direction.cross(red[0] - first) > 0 else -1
\tvar correct = true
\tfor dot in red:
\t\tif direction.cross(dot - first) * side < 14: correct = false
\tfor dot in blue:
\t\tif direction.cross(dot - first) * side > -14: correct = false
\twon = correct
\tnotice = "Perfect separation! R to replay." if won else "Colors overlap sides or touch the line. Draw again."
func game_input(event: InputEvent) -> void:
\tif won: return
\tif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
\t\tif event.pressed:
\t\t\tfirst = get_global_mouse_position()
\t\t\tlast = first
\t\t\tdragging = true
\t\t\tdrawn = false
\t\telse:
\t\t\tlast = get_global_mouse_position()
\t\t\tdragging = false
\t\t\tdrawn = true
\tif event is InputEventKey and event.pressed and event.keycode == KEY_SPACE: check_cut()
func _process(_dt: float) -> void:
\tif dragging: last = get_global_mouse_position()
\tqueue_redraw()
func _draw() -> void:
\tif first.distance_to(last) > 1:
\t\tvar direction = (last - first).normalized()
\t\tdraw_line(first - direction * 1200, first + direction * 1200, Color("80e5c4") if won else Color("dfd5ab"), 3)
\tfor dot in red:
\t\tdraw_circle(dot, 14, Color("f27d93"))
\t\tlabel("R", dot + Vector2(-6, 6), 15, Color("24334a"))
\tfor dot in blue:
\t\tdraw_circle(dot, 14, Color("76bcf2"))
\t\tlabel("B", dot + Vector2(-6, 6), 15, Color("24334a"))
\theader("ONE CLEAN DIVIDER", "Drag mouse: draw a straight divider / Space: confirm / Red on one side, blue on the other / R")
\tlabel(notice, Vector2(185, 610), 24)
'''),
59: ('Fruit Trail', '''extends Node2D
var fruit = []
var trail: Array[Vector2] = []
var flashes: Array[Vector3] = []
var spawn_time = 0.4
var sequence = 0
var score = 0
var missed = 0
var outcome = ""
func restart() -> void:
\tfruit.clear()
\ttrail.clear()
\tflashes.clear()
\tspawn_time = 0.4
\tsequence = 0
\tscore = 0
\tmissed = 0
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func near_segment(p: Vector2, a: Vector2, b: Vector2) -> bool:
\tvar line = b - a
\tvar t = clampf((p - a).dot(line) / maxf(line.length_squared(), 0.01), 0, 1)
\treturn p.distance_to(a + line * t) < 24
func _process(dt: float) -> void:
\tif outcome == "":
\t\tspawn_time -= dt
\t\tif spawn_time <= 0:
\t\t\tfruit.append({"p":Vector2(150 + (sequence * 173) % 660, 670), "v":Vector2(75 if sequence % 2 == 0 else -75, -650), "bomb":sequence % 5 == 4})
\t\t\tsequence += 1
\t\t\tspawn_time = 0.85
\t\tif Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
\t\t\ttrail.append(get_global_mouse_position())
\t\t\tif trail.size() > 8: trail.pop_front()
\t\telse: trail.clear()
\t\tfor i in range(fruit.size() - 1, -1, -1):
\t\t\tvar f = fruit[i]
\t\t\tf.v.y += 640 * dt
\t\t\tf.p += f.v * dt
\t\t\tvar cut = false
\t\t\tfor j in range(1, trail.size()):
\t\t\t\tif near_segment(f.p, trail[j - 1], trail[j]): cut = true
\t\t\tif cut:
\t\t\t\tif f.bomb: outcome = "Bomb sliced! R to try again."
\t\t\t\telse: score += 1; flashes.append(Vector3(f.p.x, f.p.y, 0.35))
\t\t\t\tfruit.remove_at(i)
\t\t\telif f.p.y > 710:
\t\t\t\tif not f.bomb: missed += 1
\t\t\t\tfruit.remove_at(i)
\t\tif score >= 15: outcome = "Fifteen fruit sliced! R to replay."
\t\telif missed >= 3: outcome = "Three fruit missed. R to retry."
\tfor i in range(flashes.size() - 1, -1, -1):
\t\tflashes[i].z -= dt
\t\tif flashes[i].z <= 0: flashes.remove_at(i)
\tqueue_redraw()
func _draw() -> void:
\theader("FRUIT TRAIL", "Hold mouse and drag: slice fruit / Avoid dark bombs marked X / Fifteen fruit, at most two misses / R")
\tfor f in fruit:
\t\tdraw_circle(f.p, 22, Color("374155") if f.bomb else Color("efb96d"))
\t\tif f.bomb:
\t\t\tdraw_line(f.p - Vector2(9, 9), f.p + Vector2(9, 9), Color("ff8490"), 4)
\t\t\tdraw_line(f.p + Vector2(-9, 9), f.p + Vector2(9, -9), Color("ff8490"), 4)
\t\telse: draw_line(f.p + Vector2(0, -22), f.p + Vector2(5, -30), Color("76c583"), 5)
\tif trail.size() > 1: draw_polyline(PackedVector2Array(trail), Color("a6f3db"), 4)
\tfor flash in flashes: draw_arc(Vector2(flash.x, flash.y), 35 - flash.z * 30, 0, TAU, 16, Color("ffde8a"), 3)
\tlabel("Fruit %d / 15 Misses %d / 3" % [score, missed], Vector2(290, 625))
\tif outcome != "": label(outcome, Vector2(265, 335), 26)
'''),
60: ('Snowball Passage', '''extends Node2D
var ball = Vector2(480, 90)
var radius = 12.0
var piles: Array[Vector2] = []
var gates = [Vector3(350, 420, 40), Vector3(650, 760, 34), Vector3(460, 1100, 48)]
var camera_y = 0.0
var outcome = ""
func restart() -> void:
\tball = Vector2(480, 90)
\tradius = 12
\tpiles.clear()
\tfor i in range(22): piles.append(Vector2(210 + (i * 157) % 540, 180 + i * 58))
\tfor i in range(5): piles.append(Vector2(380 + i * 45, 1210 + i * 45))
\tcamera_y = 0
\toutcome = ""
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif outcome == "":
\t\tball.x = clampf(ball.x + Input.get_axis("ui_left", "ui_right") * 310 * dt, radius + 20, 940 - radius)
\t\tball.y += 130 * dt
\t\tfor i in range(piles.size() - 1, -1, -1):
\t\t\tif ball.distance_to(piles[i]) < radius + 6: radius += 2; piles.remove_at(i)
\t\tfor gate in gates:
\t\t\tif absf(ball.y - gate.y) < radius + 7 and absf(ball.x - gate.x) + radius > gate.z: outcome = "Too wide for the gap! R to retry."
\t\tcamera_y = maxf(0, ball.y - 190)
\t\tif ball.y >= 1500: outcome = "Finish reached with enough snow! R to replay." if radius >= 26 else "Too small at finish. Need size 26. R to retry."
\tqueue_redraw()
func _draw() -> void:
\tdraw_rect(Rect2(20, 95, 920, 545), Color("345773"))
\tfor pile in piles:
\t\tvar p = Vector2(pile.x, pile.y - camera_y)
\t\tif p.y > 100 and p.y < 660: draw_circle(p, 6, Color("cedee9"))
\tfor gate in gates:
\t\tvar y = gate.y - camera_y
\t\tdraw_rect(Rect2(20, y - 7, gate.x - gate.z - 20, 14), Color("92a7b7"))
\t\tdraw_rect(Rect2(gate.x + gate.z, y - 7, 940 - gate.x - gate.z, 14), Color("92a7b7"))
\t\tlabel("Gap size %.0f" % gate.z, Vector2(gate.x - 50, y - 20), 16)
\tdraw_line(Vector2(20, 1500 - camera_y), Vector2(940, 1500 - camera_y), Color("70edc3"), 8)
\tdraw_circle(Vector2(ball.x, ball.y - camera_y), radius, Color("e8f4f5"))
\theader("SNOWBALL PASSAGE", "Left / Right: steer downhill / Collect snow to grow / Choose pickups: narrow gaps reject large balls / R")
\tlabel("Size %.0f / 26 minimum Distance %.0f / 1500" % [radius, minf(ball.y, 1500)], Vector2(230, 620))
\tif outcome != "": label(outcome, Vector2(165, 345), 25)
'''),
61: ('Power Budget', '''extends Node2D
var selected = [false, false, false, false, false, false]
var costs = [5, 6, 4, 5, 4, 4]
var supplies = [Vector3i(4, 0, 0), Vector3i(0, 5, 0), Vector3i(0, 0, 3), Vector3i(2, 3, 0), Vector3i(2, 0, 2), Vector3i(0, 2, 1)]
var totals = Vector3i.ZERO
var spent = 0
var count = 0
var won = false
var notice = "Choose exactly three connections."
func restart() -> void:
\tselected = [false, false, false, false, false, false]
\tspent = 0
\tcount = 0
\ttotals = Vector3i.ZERO
\twon = false
\tnotice = "Choose exactly three connections."
func recalculate() -> void:
\tspent = 0
\tcount = 0
\ttotals = Vector3i.ZERO
\tfor i in range(6):
\t\tif selected[i]: spent += costs[i]; count += 1; totals += supplies[i]
func game_input(event: InputEvent) -> void:
\tif won: return
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
\t\tfor i in range(6):
\t\t\tif Rect2(560, 125 + i * 70, 350, 59).has_point(get_global_mouse_position()):
\t\t\t\tif selected[i] or count < 3: selected[i] = not selected[i]; recalculate()
\tif event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
\t\twon = count == 3 and spent <= 13 and totals.x >= 4 and totals.y >= 5 and totals.z >= 3
\t\tnotice = "Every neighborhood powered! R to replay." if won else "Need three links, within budget, meeting every demand."
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\theader("POWER BUDGET", "Click connection cards / Choose exactly three with energy cost at most thirteen / Space: test / R")
\tvar station = Vector2(115, 340)
\tfor i in range(6):
\t\tif selected[i]:
\t\t\tfor n in range(3):
\t\t\t\tif supplies[i][n] > 0: draw_line(station, Vector2(440, 190 + n * 140), Color.from_hsv(float(i) / 7, 0.45, 0.8), 2 + i)
\t\tdraw_rect(Rect2(560, 125 + i * 70, 350, 59), Color("426c61") if selected[i] else Color("33475f"))
\t\tlabel("%d Cost %d Supply A%d B%d C%d" % [i + 1, costs[i], supplies[i].x, supplies[i].y, supplies[i].z], Vector2(574, 161 + i * 70), 17)
\tdraw_circle(station, 45, Color("e7c477"))
\tlabel("GEN", station + Vector2(-24, 8), 22, Color("26384a"))
\tfor n in range(3):
\t\tvar need = [4, 5, 3][n]
\t\tvar center = Vector2(440, 190 + n * 140)
\t\tdraw_circle(center, 38, Color("71dcb5") if totals[n] >= need else Color("7d8ea5"))
\t\tlabel("%s %d/%d" % [["A", "B", "C"][n], totals[n], need], center + Vector2(-31, 7), 18, Color("172c40"))
\tlabel("Connections %d / 3 Energy %d / 13" % [count, spent], Vector2(245, 590), 22)
\tlabel(notice, Vector2(145, 628), 21)
'''),
62: ('Crusher Return', '''extends Node2D
var player = Vector2(75, 345)
var corridors = [Rect2(40, 290, 880, 110), Rect2(170, 195, 80, 115), Rect2(360, 380, 80, 125), Rect2(550, 195, 80, 115), Rect2(740, 380, 80, 125)]
var crushers = [270.0, 460.0, 650.0]
var elapsed = 0.0
var has_key = false
var outcome = ""
func restart() -> void:
\tplayer = Vector2(75, 345)
\telapsed = 0
\thas_key = false
\toutcome = ""
func closed(index: int) -> bool:
\treturn fmod(elapsed + index * 0.95, 3.4) < 1.2
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif outcome == "":
\t\telapsed += dt
\t\tvar target = player + Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 225 * dt
\t\tvar inside = false
\t\tfor floor_box in corridors:
\t\t\tif floor_box.grow(-9).has_point(target): inside = true
\t\tif inside: player = target
\t\tfor i in range(3):
\t\t\tif closed(i) and Rect2(crushers[i] - 14, 290, 28, 110).grow(9).has_point(player): outcome = "Crushed! R to try again."
\t\tif player.distance_to(Vector2(875, 345)) < 25: has_key = true
\t\tif has_key and player.distance_to(Vector2(75, 345)) < 25: outcome = "Key returned safely! R to replay."
\t\tif elapsed > 75: outcome = "Time expired. R to retry."
\tqueue_redraw()
func _draw() -> void:
\theader("CRUSHER RETURN", "Arrows: walk / Wait in alcoves while crushers close / Take far key and return left / R: restart")
\tfor floor_box in corridors: draw_rect(floor_box, Color("30485d"))
\tfor i in range(3):
\t\tvar x = crushers[i]
\t\tif closed(i): draw_rect(Rect2(x - 14, 290, 28, 110), Color("ed778b"))
\t\telse:
\t\t\tdraw_rect(Rect2(x - 14, 290, 28, 13), Color("839aae"))
\t\t\tdraw_rect(Rect2(x - 14, 387, 28, 13), Color("839aae"))
\t\tdraw_circle(Vector2(x, 270), 7, Color("f68591") if closed(i) else Color("70eac0"))
\tif not has_key: draw_circle(Vector2(875, 345), 12, Color("f5d377"))
\tdraw_rect(Rect2(50, 320, 40, 50), Color("507b61"))
\tdraw_circle(player, 9, Color("72d7f1"))
\tif has_key: draw_circle(player + Vector2(0, -18), 5, Color("f5d377"))
\tlabel("Key %s Time %.0f / 75" % ["collected: return LEFT" if has_key else "waiting at RIGHT", elapsed], Vector2(240, 565), 23)
\tif outcome != "": label(outcome, Vector2(270, 616), 25)
'''),
63: ('Telescope Rings', '''extends Node2D
var hub = Vector2(480, 350)
var outer_angle = PI / 2
var inner_angle = -PI / 2
var star_angle = 0.0
var exposure = 0.0
var aligned = false
var won = false
func restart() -> void:
\touter_angle = PI / 2
\tinner_angle = -PI / 2
\tstar_angle = 0
\texposure = 0
\taligned = false
\twon = false
func game_input(_event: InputEvent) -> void:
\tpass
func _process(dt: float) -> void:
\tif not won:
\t\tstar_angle += dt * 0.23
\t\tif Input.is_physical_key_pressed(KEY_A): outer_angle -= dt * 1.25
\t\tif Input.is_physical_key_pressed(KEY_D): outer_angle += dt * 1.25
\t\tif Input.is_physical_key_pressed(KEY_J): inner_angle -= dt * 1.25
\t\tif Input.is_physical_key_pressed(KEY_L): inner_angle += dt * 1.25
\t\taligned = absf(wrapf(outer_angle - star_angle, -PI, PI)) < 0.18 and absf(wrapf(inner_angle - star_angle, -PI, PI)) < 0.18
\t\texposure = minf(2.5, exposure + dt) if aligned else maxf(0, exposure - dt * 0.6)
\t\twon = exposure >= 2.5
\tqueue_redraw()
func _draw() -> void:
\theader("TELESCOPE RINGS", "A / D: outer ring / J / L: inner ring / Align both gaps with moving star for 2.5 seconds / R")
\tdraw_circle(hub, 15, Color("48627d"))
\tvar star = hub + Vector2.from_angle(star_angle) * 220
\tdraw_line(hub, star, Color("7af1cc") if aligned else Color("4c586c"), 3)
\tdraw_arc(hub, 150, outer_angle + 0.24, outer_angle + TAU - 0.24, 96, Color("8da6c0"), 15)
\tdraw_arc(hub, 95, inner_angle + 0.24, inner_angle + TAU - 0.24, 72, Color("c193b8"), 15)
\tfor i in range(4):
\t\tvar offset = Vector2.from_angle(i * PI / 4) * 13
\t\tdraw_line(star - offset, star + offset, Color("ffe396"), 3)
\tdraw_circle(star, 5, Color("fff3bd"))
\tdraw_rect(Rect2(280, 602, 400, 15), Color("334359"))
\tdraw_rect(Rect2(280, 602, 400 * exposure / 2.5, 15), Color("77ecc8"))
\tlabel("Exposure %.1f / 2.5" % exposure, Vector2(365, 586), 22)
\tif won: label("Star photographed! R to retry.", Vector2(285, 140), 26)
'''),
64: ('Weight And Wings', '''extends Node2D
var actors = [Vector2(90, 534), Vector2(150, 536)]
var vertical = [0.0, 0.0]
var grounded = [true, true]
var selected = 0
var latched = false
var bridge = false
var outcome = ""
func restart() -> void:
\tactors = [Vector2(90, 534), Vector2(150, 536)]
\tvertical = [0.0, 0.0]
\tgrounded = [true, true]
\tselected = 0
\tlatched = false
\tbridge = false
\toutcome = ""
func game_input(event: InputEvent) -> void:
\tif outcome != "" or not (event is InputEventKey): return
\tif not event.pressed or event.echo: return
\tif event.keycode == KEY_TAB: selected = 1 - selected
\tif event.keycode == KEY_SPACE and selected == 1 and grounded[1]: vertical[1] = -475; grounded[1] = false
func _process(dt: float) -> void:
\tif outcome == "":
\t\tbridge = latched or (absf(actors[0].x - 205) < 27 and actors[0].y > 510)
\t\tvar floors = [Rect2(20, 550, 240, 90), Rect2(490, 550, 450, 90), Rect2(530, 430, 115, 16)]
\t\tif bridge: floors.append(Rect2(260, 550, 230, 14))
\t\tfor i in range(2):
\t\t\tvar half = 16 if i == 0 else 14
\t\t\tvar before = actors[i].y + half
\t\t\tif i == selected: actors[i].x = clampf(actors[i].x + Input.get_axis("ui_left", "ui_right") * (160 if i == 0 else 150) * dt, half + 20, 940 - half)
\t\t\tvertical[i] += 850 * dt
\t\t\tactors[i].y += vertical[i] * dt
\t\t\tgrounded[i] = false
\t\t\tfor floor_box in floors:
\t\t\t\tif actors[i].x + half > floor_box.position.x and actors[i].x - half < floor_box.end.x and before <= floor_box.position.y + 2 and actors[i].y + half >= floor_box.position.y and vertical[i] >= 0:
\t\t\t\t\tactors[i].y = floor_box.position.y - half
\t\t\t\t\tvertical[i] = 0
\t\t\t\t\tgrounded[i] = true
\t\t\tif actors[i].y > 700: outcome = "A partner fell. R to retry."
\t\tif actors[1].x > 530 and actors[1].x < 645 and absf(actors[1].y + 14 - 430) < 3: latched = true
\t\tif actors[0].x > 840 and actors[1].x > 840 and grounded[0] and grounded[1]: outcome = "Both partners home! R to replay."
\tqueue_redraw()
func _draw() -> void:
\theader("WEIGHT AND WINGS", "Tab: switch partner / Left-Right: move / Space: light partner jumps / Heavy holds switch / R")
\tdraw_rect(Rect2(20, 550, 240, 90), Color("536a80"))
\tdraw_rect(Rect2(490, 550, 450, 90), Color("536a80"))
\tdraw_rect(Rect2(530, 430, 115, 16), Color("738da5"))
\tdraw_rect(Rect2(180, 538, 50, 12), Color("75e2b8") if bridge else Color("d6a66c"))
\tif bridge: draw_rect(Rect2(260, 550, 230, 14), Color("80b6a2"))
\tdraw_circle(Vector2(587, 413), 9, Color("70efba") if latched else Color("efbc79"))
\tdraw_rect(Rect2(837, 490, 85, 60), Color("365e55"))
\tlabel("GOAL", Vector2(848, 518), 18)
\tfor i in range(2):
\t\tvar half = 16 if i == 0 else 14
\t\tdraw_rect(Rect2(actors[i] - Vector2(half, half), Vector2(half * 2, half * 2)), Color("caa789") if i == 0 else Color("74d5ef"))
\t\tif selected == i: draw_arc(actors[i], half + 6, 0, TAU, 24, Color.WHITE, 2)
\tlabel("Reach the upper latch with the jumper to keep the bridge open for both.", Vector2(110, 145), 20)
\tlabel("Latch %s / Controlling %s" % ["ON" if latched else "off", "heavy" if selected == 0 else "jumper"], Vector2(220, 615))
\tif outcome != "": label(outcome, Vector2(290, 330), 26)
'''),
})
def main():
prompt_path = ROOT / 'data/teacher_prompts.jsonl'
prompts = {int(row['id'].rsplit('-', 1)[1]): row for row in [json.loads(line) for line in prompt_path.read_text().splitlines() if line.strip()]}
rows, audit = [], []
for number, (title, script) in sorted(GAMES.items()):
files = {'project.godot': PROJECT % title, 'main.tscn': SCENE, 'main.gd': script + COMMON}
output = json.dumps({'files': files}, ensure_ascii=False, sort_keys=True)
parse_project(output)
rows.append({'instruction': prompts[number]['instruction'], 'output': output})
audit.append({'prompt_id':prompts[number]['id'], 'title':title,
'output_sha256':hashlib.sha256(output.encode()).hexdigest(),
'gd_characters':len(files['main.gd']), 'static_project_contract':'passed',
'engine_validation':'not run; requires Linux Godot import and clean 60-second run'})
destination = ROOT / 'data/codex_teacher_batch_a.jsonl'
temporary = destination.with_suffix('.tmp')
temporary.write_text(''.join(json.dumps(row, ensure_ascii=False) + '\n' for row in rows))
temporary.replace(destination)
provenance = {'author':'OpenAI Codex assistant in this build session', 'method':'Original in-session strong-teacher code authoring; not Qwen14B output',
'date':'2026-10-03', 'license':'Apache-2.0', 'upstream_game_code_used':False,
'prompt_source':'data/teacher_prompts.jsonl', 'prompt_source_sha256':hashlib.sha256(prompt_path.read_bytes()).hexdigest(),
'candidate_count':len(rows), 'admission_status':'candidates only; compile and runtime validation required', 'candidates':audit}
p = ROOT / 'data/codex_teacher_batch_a_provenance.json'
p.with_suffix('.tmp').write_text(json.dumps(provenance, indent=2) + '\n')
p.with_suffix('.tmp').replace(p)
print(json.dumps({'candidates':len(rows), 'path':str(destination), 'max_gd_characters':max(r['gd_characters'] for r in audit)}))
if __name__ == '__main__':
main()
|