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: 85,231 Bytes
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"""Original in-session Codex teacher games for train-only prompt IDs 033–044.
This reproducible authoring script does NOT run an engine, call another model,
read blind prompts, or claim that static contract checks establish correctness.
Linux Godot import and full 60-second validation are required for SFT admission.
"""
import hashlib
import json
from pathlib import Path
import sys
ROOT = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(ROOT / "src"))
from vibegame.project import canonical_json, parse_project, project_sha256
from vibegame.seeds import PROJECT, SCENE, UI
GAMES = {
33: ("Pocket Golf", '''extends Node2D
var ball = Vector2.ZERO
var velocity = Vector2.ZERO
var hole = Vector2.ZERO
var walls: Array[Rect2] = []
var course = 0
var shots = 0
var dragging = false
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tcourse = 0
\tshots = 0
\tstate = 0
\tsetup_course()
func setup_course() -> void:
\tball = Vector2(130, 490)
\tvelocity = Vector2.ZERO
\tdragging = false
\tif course == 0:
\t\thole = Vector2(800, 225)
\t\twalls = [Rect2(360, 260, 38, 330)]
\telif course == 1:
\t\thole = Vector2(820, 500)
\t\twalls = [Rect2(290, 120, 34, 290), Rect2(620, 305, 34, 285)]
\telse:
\t\thole = Vector2(800, 180)
\t\twalls = [Rect2(260, 260, 360, 32), Rect2(620, 420, 210, 32)]
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
\tif state != 0:
\t\treturn
\tif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
\t\tif event.pressed and velocity.length() < 6 and event.position.distance_to(ball) < 30:
\t\t\tdragging = true
\t\telif not event.pressed and dragging:
\t\t\tdragging = false
\t\t\tvelocity = (ball - event.position).limit_length(170) * 4.0
\t\t\tif velocity.length() > 4:
\t\t\t\tshots += 1
func _process(dt: float) -> void:
\tif state == 0 and not dragging:
\t\tfor step in range(4):
\t\t\tvar old = ball
\t\t\tball.x += velocity.x * dt / 4.0
\t\t\tif ball.x < 52 or ball.x > 908:
\t\t\t\tball.x = clampf(ball.x, 52, 908)
\t\t\t\tvelocity.x *= -0.9
\t\t\tfor wall in walls:
\t\t\t\tif wall.grow(10).has_point(ball):
\t\t\t\t\tball.x = old.x
\t\t\t\t\tvelocity.x *= -0.9
\t\t\told = ball
\t\t\tball.y += velocity.y * dt / 4.0
\t\t\tif ball.y < 132 or ball.y > 578:
\t\t\t\tball.y = clampf(ball.y, 132, 578)
\t\t\t\tvelocity.y *= -0.9
\t\t\tfor wall in walls:
\t\t\t\tif wall.grow(10).has_point(ball):
\t\t\t\t\tball.y = old.y
\t\t\t\t\tvelocity.y *= -0.9
\t\tvelocity *= pow(0.975, dt * 60.0)
\t\tif velocity.length() < 6:
\t\t\tvelocity = Vector2.ZERO
\t\tif ball.distance_to(hole) < 20 and velocity.length() < 180:
\t\t\tcourse += 1
\t\t\tif course == 3:
\t\t\t\tstate = 1
\t\t\telse:
\t\t\t\tsetup_course()
\t\telif shots >= 18 and velocity == Vector2.ZERO:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("POCKET GOLF", "Drag backward from the resting ball, release to shoot. Complete 3 holes. R: restart")
\tdraw_rect(Rect2(40, 120, 880, 470), Color("164a40"))
\tfor wall in walls:
\t\tdraw_rect(wall, Color("72a7ac"))
\tdraw_circle(hole, 19, Color("081a23"))
\tdraw_line(hole, hole - Vector2(0, 45), Color.WHITE, 2)
\tdraw_circle(ball, 10, Color.WHITE)
\tif dragging:
\t\tdraw_line(ball, ball + (ball - get_global_mouse_position()).limit_length(170), Color("ffd166"), 3)
\ttext_at("Course %d/3 Shots %d/18" % [mini(course + 1, 3), shots], Vector2(45, 620), 22)
\tif state != 0:
\t\ttext_at("THREE HOLES COMPLETE! R: play again" if state == 1 else "OUT OF SHOTS. R: retry", Vector2(255, 350), 28)
'''),
34: ("Color Contagion", '''extends Node2D
const N = 8
const ORIGIN = Vector2(280, 140)
const COLORS = [Color("ec6b73"), Color("f6c85f"), Color("6cdbb3"), Color("6aa7ed"), Color("b58ce8")]
var board: Array[int] = []
var owned: Dictionary = {}
var active_color = 0
var moves = 0
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tboard.clear()
\towned.clear()
\tmoves = 0
\tstate = 0
\tvar rng = RandomNumberGenerator.new()
\trng.seed = 34034
\tfor i in range(N * N):
\t\tboard.append(rng.randi_range(0, 4))
func flood(color: int) -> void:
\tactive_color = color
\tfor cell in owned.keys():
\t\tboard[cell.y * N + cell.x] = color
\tvar changed = true
\twhile changed:
\t\tchanged = false
\t\tfor cell in owned.keys():
\t\t\tfor direction in [Vector2i.LEFT, Vector2i.RIGHT, Vector2i.UP, Vector2i.DOWN]:
\t\t\t\tvar neighbor: Vector2i = cell + direction
\t\t\t\tif neighbor.x >= 0 and neighbor.x < N and neighbor.y >= 0 and neighbor.y < N:
\t\t\t\t\tif not owned.has(neighbor) and board[neighbor.y * N + neighbor.x] == color:
\t\t\t\t\t\towned[neighbor] = true
\t\t\t\t\t\tchanged = true
func choose(color: int) -> void:
\tif state != 0 or owned.is_empty() or color == active_color:
\t\treturn
\tmoves += 1
\tflood(color)
\tif owned.size() == N * N:
\t\tstate = 1
\telif moves >= 24:
\t\tstate = -1
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode >= KEY_1 and event.keycode <= KEY_5:
\t\t\tchoose(int(event.keycode) - int(KEY_1))
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and state == 0:
\t\tif owned.is_empty() and Rect2(ORIGIN, Vector2(400, 400)).has_point(event.position):
\t\t\tvar cell = Vector2i((event.position - ORIGIN) / 50.0)
\t\t\towned[cell] = true
\t\t\tflood(board[cell.y * N + cell.x])
\t\tfor i in range(5):
\t\t\tif Rect2(280 + i * 80, 561, 72, 43).has_point(event.position):
\t\t\t\tchoose(i)
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("COLOR CONTAGION", "Click a starting tile. Then click a color or press 1–5 to absorb it. R: restart")
\tfor y in range(N):
\t\tfor x in range(N):
\t\t\tvar cell = Vector2i(x, y)
\t\t\tvar area = Rect2(ORIGIN + Vector2(cell) * 50, Vector2(47, 47))
\t\t\tdraw_rect(area, COLORS[board[y * N + x]])
\t\t\tif owned.has(cell):
\t\t\t\tdraw_circle(area.get_center(), 5, Color.WHITE)
\tfor i in range(5):
\t\tdraw_rect(Rect2(280 + i * 80, 561, 72, 43), COLORS[i])
\t\ttext_at(str(i + 1), Vector2(308 + i * 80, 591), 24, Color("132237"))
\ttext_at("Claimed %d/64 Moves %d/24" % [owned.size(), moves], Vector2(280, 121), 22)
\tif state != 0:
\t\ttext_at("BOARD ABSORBED! R: again" if state == 1 else "MOVE LIMIT! R: retry", Vector2(290, 632), 24)
'''),
35: ("Wildlife Window", '''extends Node2D
var frame = Rect2(350, 250, 230, 175)
var subjects: Array[Vector2] = []
var dragging = false
var drag_offset = Vector2.ZERO
var clock = 0.0
var remaining = 45.0
var shots = 5
var state = 0
var flash = 0.0
func _ready() -> void:
\treset()
func reset() -> void:
\tframe.position = Vector2(350, 250)
\tsubjects = [Vector2(420, 300), Vector2(570, 400), Vector2(340, 380)]
\tclock = 0.0
\tremaining = 45.0
\tshots = 5
\tstate = 0
\tdragging = false
\tflash = 0.0
func framed() -> int:
\tvar count = 0
\tfor p in subjects:
\t\tif frame.grow(-16).has_point(p):
\t\t\tcount += 1
\treturn count
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and state == 0:
\t\t\tshots -= 1
\t\t\tflash = 0.2
\t\t\tif framed() == 3:
\t\t\t\tstate = 1
\t\t\telif shots == 0:
\t\t\t\tstate = -1
\tif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
\t\tdragging = event.pressed and state == 0 and frame.has_point(event.position)
\t\tdrag_offset = event.position - frame.position
\tif event is InputEventMouseMotion and dragging:
\t\tframe.position = (event.position - drag_offset).clamp(Vector2(45, 135), Vector2(685, 390))
func _process(dt: float) -> void:
\tflash = maxf(0, flash - dt)
\tif state == 0:
\t\tclock += dt
\t\tremaining -= dt
\t\tvar spread = 95.0 + 55.0 * sin(clock * 0.7)
\t\tfor i in range(3):
\t\t\tvar angle = clock * 0.55 + float(i) * TAU / 3.0
\t\t\tsubjects[i] = Vector2(480 + cos(angle) * spread, 345 + sin(angle) * spread * 0.7)
\t\tif remaining <= 0:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("WILDLIFE WINDOW", "Drag the viewfinder. Space: photograph all three subjects inside it. R: restart")
\tdraw_rect(Rect2(40, 130, 880, 440), Color("213e42"))
\tfor i in range(18):
\t\tvar p = Vector2(70 + (i * 157) % 830, 158 + (i * 79) % 380)
\t\tdraw_circle(p, 22, Color("2c5550"))
\tfor i in range(subjects.size()):
\t\tdraw_circle(subjects[i], 15, Color("ffbd69"))
\t\tdraw_line(subjects[i] + Vector2(-19, 0), subjects[i] + Vector2(19, 0), Color("ffbd69"), 5)
\t\ttext_at(str(i + 1), subjects[i] + Vector2(-6, 6), 17, Color("172236"))
\tdraw_rect(frame, Color("72efdd"), false, 4)
\tdraw_line(frame.get_center() - Vector2(12, 0), frame.get_center() + Vector2(12, 0), Color.WHITE, 1)
\tdraw_line(frame.get_center() - Vector2(0, 12), frame.get_center() + Vector2(0, 12), Color.WHITE, 1)
\ttext_at("Framed %d/3 Photos %d Time %.0f" % [framed(), shots, maxf(0, remaining)], Vector2(50, 615), 24)
\tif state != 0:
\t\ttext_at("PERFECT SHOT! R: again" if state == 1 else "MISSED THE MOMENT. R: retry", Vector2(250, 115), 26)
\tif flash > 0:
\t\tdraw_rect(Rect2(40, 130, 880, 440), Color(1, 1, 1, flash * 3))
'''),
36: ("Ant Delivery", '''extends Node2D
const ORIGIN = Vector2(210, 150)
const STEP = 54
const NEST = Vector2i(1, 5)
const FOOD = Vector2i(8, 1)
const DIRS = [Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT, Vector2i.UP]
var arrows: Dictionary = {}
var ant = NEST
var direction = Vector2i.RIGHT
var route: Array[Vector2i] = []
var returning = false
var return_index = 0
var delivered = 0
var timer = 0.0
var running = false
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tarrows.clear()
\tdelivered = 0
\trunning = false
\tstate = 0
\tant = NEST
\troute.clear()
func blocked(cell: Vector2i) -> bool:
\treturn cell.x < 0 or cell.x >= 10 or cell.y < 0 or cell.y >= 7 or (cell.x == 5 and cell.y >= 2 and cell.y <= 4)
func launch() -> void:
\tant = NEST
\tdirection = Vector2i.RIGHT
\troute = [NEST]
\treturning = false
\trunning = true
\ttimer = 0.2
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and not running and state == 0:
\t\t\tlaunch()
\tif event is InputEventMouseButton and event.pressed and not running and state == 0:
\t\tvar local = event.position - ORIGIN
\t\tif not Rect2(Vector2.ZERO, Vector2(540, 378)).has_point(local):
\t\t\treturn
\t\tvar cell = Vector2i(local / STEP)
\t\tif blocked(cell) or cell == NEST or cell == FOOD:
\t\t\treturn
\t\tif event.button_index == MOUSE_BUTTON_RIGHT:
\t\t\tarrows.erase(cell)
\t\telif event.button_index == MOUSE_BUTTON_LEFT:
\t\t\tif arrows.has(cell):
\t\t\t\tarrows[cell] = (int(arrows[cell]) + 1) % 4
\t\t\telif arrows.size() < 6:
\t\t\t\tarrows[cell] = 0
func walk() -> void:
\tif returning:
\t\tant = route[return_index]
\t\treturn_index -= 1
\t\tif ant == NEST:
\t\t\tdelivered += 1
\t\t\tif delivered == 3:
\t\t\t\tstate = 1
\t\t\t\trunning = false
\t\t\telse:
\t\t\t\tlaunch()
\t\treturn
\tif arrows.has(ant):
\t\tdirection = DIRS[int(arrows[ant])]
\tvar next = ant + direction
\tif blocked(next) or route.size() >= 60:
\t\tstate = -1
\t\trunning = false
\t\treturn
\tant = next
\troute.append(ant)
\tif ant == FOOD:
\t\treturning = true
\t\treturn_index = route.size() - 2
func _process(dt: float) -> void:
\tif running:
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\ttimer += 0.18
\t\t\twalk()
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("ANT DELIVERY", "Click: place/rotate arrows. Right click: erase. Space: send ants. R: restart")
\tfor y in range(7):
\t\tfor x in range(10):
\t\t\tvar cell = Vector2i(x, y)
\t\t\tvar p = ORIGIN + Vector2(cell) * STEP
\t\t\tdraw_rect(Rect2(p, Vector2(51, 51)), Color("52617a") if blocked(cell) else Color("21304c"))
\tfor cell in arrows:
\t\tvar p = ORIGIN + Vector2(cell) * STEP + Vector2(26, 26)
\t\tvar d = Vector2(DIRS[int(arrows[cell])])
\t\tdraw_line(p - d * 16, p + d * 15, Color("71e6cd"), 4)
\t\tdraw_line(p + d * 15, p + d * 5 + d.orthogonal() * 9, Color("71e6cd"), 4)
\t\tdraw_line(p + d * 15, p + d * 5 - d.orthogonal() * 9, Color("71e6cd"), 4)
\tdraw_circle(ORIGIN + Vector2(NEST) * STEP + Vector2(26, 26), 21, Color("9c735a"))
\tdraw_circle(ORIGIN + Vector2(FOOD) * STEP + Vector2(26, 26), 16, Color("e5c15d"))
\tvar a = ORIGIN + Vector2(ant) * STEP + Vector2(26, 26)
\tdraw_circle(a, 10, Color("e5868d"))
\tdraw_circle(a - Vector2(9, 0), 7, Color("e5868d"))
\tif returning:
\t\tdraw_circle(a + Vector2(0, -10), 6, Color("e5c15d"))
\ttext_at("Arrows %d/6 Food delivered %d/3 Nest: brown / Food: gold" % [arrows.size(), delivered], Vector2(150, 580), 21)
\tif state != 0:
\t\ttext_at("COLONY FED! R: again" if state == 1 else "TRAIL FAILED. R: rebuild", Vector2(300, 620), 26)
'''),
37: ("Shape Fishing", '''extends Node2D
const COLORS = [Color("6ce6c5"), Color("f5bb67"), Color("c39afb")]
const NAMES = ["CIRCLE", "SQUARE", "TRIANGLE"]
var fish: Array[Vector2] = []
var kinds: Array[int] = []
var speeds: Array[float] = []
var held = -1
var target = 0
var score = 0
var mistakes = 0
var state = 0
var clock = 0.0
var net = Vector2(400, 300)
func _ready() -> void:
\treset()
func reset() -> void:
\tfish.clear()
\tkinds.clear()
\tspeeds.clear()
\tfor i in range(9):
\t\tfish.append(Vector2(100 + (i * 149) % 620, 190 + (i * 67) % 330))
\t\tkinds.append(i % 3)
\t\tspeeds.append(55.0 + i * 5.0)
\theld = -1
\ttarget = 0
\tscore = 0
\tmistakes = 0
\tstate = 0
\tclock = 0.0
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
\tif state != 0:
\t\treturn
\tif event is InputEventMouseButton and event.pressed:
\t\tif event.button_index == MOUSE_BUTTON_RIGHT and held >= 0:
\t\t\tfish[held] = net.clamp(Vector2(65, 160), Vector2(770, 550))
\t\t\theld = -1
\t\telif event.button_index == MOUSE_BUTTON_LEFT and held == -1:
\t\t\tfor i in range(fish.size()):
\t\t\t\tif fish[i].distance_to(net) < 35:
\t\t\t\t\theld = i
\t\t\t\t\tbreak
func _process(dt: float) -> void:
\tnet = get_global_mouse_position().clamp(Vector2(45, 145), Vector2(915, 560))
\tif state == 0:
\t\tclock += dt
\t\tfor i in range(fish.size()):
\t\t\tif i == held:
\t\t\t\tfish[i] = net
\t\t\telse:
\t\t\t\tfish[i].x += speeds[i] * dt
\t\t\t\tfish[i].y = clampf(fish[i].y + sin(clock + i) * dt * 13, 165, 540)
\t\t\t\tif fish[i].x < 65 or fish[i].x > 770:
\t\t\t\t\tfish[i].x = clampf(fish[i].x, 65, 770)
\t\t\t\t\tspeeds[i] *= -1
\t\tif held >= 0 and net.x > 805:
\t\t\tif kinds[held] == target:
\t\t\t\tscore += 1
\t\t\t\ttarget = (target + 1) % 3
\t\t\telse:
\t\t\t\tmistakes += 1
\t\t\tfish[held] = Vector2(90, 190 + (held * 67) % 330)
\t\t\theld = -1
\t\t\tif score >= 8:
\t\t\t\tstate = 1
\t\t\telif mistakes >= 3:
\t\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("SHAPE FISHING", "Mouse: net / Left click: catch / Right click: release / Carry correct fish to shore / R: reset")
\tdraw_rect(Rect2(40, 140, 760, 430), Color("183e61"))
\tdraw_rect(Rect2(800, 140, 125, 430), Color("806648"))
\ttext_at("SHORE", Vector2(814, 180), 22)
\tfor i in range(fish.size()):
\t\tvar p = fish[i]
\t\tdraw_circle(p, 20, Color("80a6c8"))
\t\tdraw_colored_polygon(PackedVector2Array([p + Vector2(-17, 0), p + Vector2(-33, -13), p + Vector2(-33, 13)]), Color("80a6c8"))
\t\tif kinds[i] == 0:
\t\t\tdraw_circle(p, 10, COLORS[0])
\t\telif kinds[i] == 1:
\t\t\tdraw_rect(Rect2(p - Vector2(10, 10), Vector2(20, 20)), COLORS[1])
\t\telse:
\t\t\tdraw_colored_polygon(PackedVector2Array([p + Vector2(0, -12), p + Vector2(12, 10), p + Vector2(-12, 10)]), COLORS[2])
\tdraw_arc(net, 34, 0, TAU, 40, Color.WHITE, 3)
\ttext_at("Requested: %s Delivered %d/8 Wrong catches %d/3" % [NAMES[target], score, mistakes], Vector2(45, 614), 23)
\tif state != 0:
\t\ttext_at("ORDER COMPLETE! R: again" if state == 1 else "TOO MANY WRONG FISH! R: retry", Vector2(245, 116), 26)
'''),
38: ("Chromatic Gate", '''extends Node2D
const COLORS = [Color("f58187"), Color("6be0be"), Color("7ab5ff")]
var ball = Vector2(150, 290)
var velocity = Vector2(230, 130)
var gate_y = 350.0
var gate_color = 0
var ball_color = 0
var passes = 0
var mistakes = 0
var state = 0
var time_left = 60.0
func _ready() -> void:
\treset()
func reset() -> void:
\tball = Vector2(150, 290)
\tvelocity = Vector2(230, 130)
\tgate_y = 350
\tgate_color = 0
\tball_color = 0
\tpasses = 0
\tmistakes = 0
\tstate = 0
\ttime_left = 60
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and state == 0:
\t\t\tgate_color = (gate_color + 1) % 3
func _process(dt: float) -> void:
\tif state == 0:
\t\tgate_y = clampf(gate_y + Input.get_axis("ui_up", "ui_down") * 280 * dt, 220, 500)
\t\ttime_left -= dt
\t\tvar old_x = ball.x
\t\tball += velocity * dt
\t\tif ball.y < 164 or ball.y > 556:
\t\t\tball.y = clampf(ball.y, 164, 556)
\t\t\tvelocity.y *= -1
\t\tif ball.x < 74 or ball.x > 886:
\t\t\tball.x = clampf(ball.x, 74, 886)
\t\t\tvelocity.x *= -1
\t\tif (old_x < 480 and ball.x >= 480) or (old_x > 480 and ball.x <= 480):
\t\t\tif absf(ball.y - gate_y) < 54 and ball_color == gate_color:
\t\t\t\tpasses += 1
\t\t\t\tball_color = (ball_color + 1) % 3
\t\t\telse:
\t\t\t\tmistakes += 1
\t\t\t\tball.x = old_x
\t\t\t\tvelocity.x *= -1
\t\tif passes >= 6:
\t\t\tstate = 1
\t\telif mistakes >= 5 or time_left <= 0:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("CHROMATIC GATE", "Up/down: move opening. Space: cycle gate color. Match the ball and opening. R: restart")
\tdraw_rect(Rect2(60, 150, 840, 420), Color("14243b"))
\tdraw_rect(Rect2(469, 150, 22, gate_y - 220), Color("52627c"))
\tdraw_rect(Rect2(469, gate_y + 70, 22, 500 - gate_y), Color("52627c"))
\tdraw_rect(Rect2(459, gate_y - 70, 42, 140), COLORS[gate_color], false, 4)
\ttext_at(str(gate_color + 1), Vector2(515, gate_y + 8), 24, COLORS[gate_color])
\tdraw_circle(ball, 13, COLORS[ball_color])
\ttext_at(str(ball_color + 1), ball + Vector2(-6, 6), 17, Color("111a2b"))
\ttext_at("Passes %d/6 Misses %d/5 Time %.0f" % [passes, mistakes, maxf(0, time_left)], Vector2(60, 615), 25)
\tif state != 0:
\t\ttext_at("GATES CLEARED! R: again" if state == 1 else "GATE CLOSED. R: retry", Vector2(280, 116), 27)
'''),
39: ("Twin Lamp Circuit", '''extends Node2D
const ORIGIN = Vector2(260, 160)
const DIRS = [Vector2i.UP, Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT]
var tiles: Array[int] = []
var powered: Array[bool] = []
var turns = 0
var state = 0
func _ready() -> void:
\treset()
func rotate_mask(value: int) -> int:
\treturn ((value << 1) & 15) | (value >> 3)
func direction(a: Vector2i, b: Vector2i) -> int:
\tfor i in range(4):
\t\tif b - a == DIRS[i]:
\t\t\treturn i
\treturn 0
func reset() -> void:
\ttiles.clear()
\tturns = 0
\tstate = 0
\tfor i in range(30):
\t\ttiles.append(3 if i % 3 == 0 else 10)
\tvar path: Array[Vector2i] = [Vector2i(0, 2), Vector2i(1, 2), Vector2i(1, 1), Vector2i(2, 1), Vector2i(3, 1), Vector2i(4, 1), Vector2i(4, 2), Vector2i(4, 3), Vector2i(5, 3)]
\tfor i in range(path.size()):
\t\tvar entering = 3 if i == 0 else direction(path[i], path[i - 1])
\t\tvar leaving = 1 if i == path.size() - 1 else direction(path[i], path[i + 1])
\t\ttiles[path[i].y * 6 + path[i].x] = (1 << entering) | (1 << leaving)
\tfor i in range(30):
\t\tfor spin in range((i * 5 + 3) % 4):
\t\t\ttiles[i] = rotate_mask(tiles[i])
\tupdate_power()
func update_power() -> void:
\tpowered.clear()
\tfor i in range(30):
\t\tpowered.append(false)
\tvar queue: Array[int] = []
\tif (tiles[12] & 8) != 0:
\t\tpowered[12] = true
\t\tqueue.append(12)
\tvar cursor = 0
\twhile cursor < queue.size():
\t\tvar current = queue[cursor]
\t\tcursor += 1
\t\tvar cell = Vector2i(current % 6, current / 6)
\t\tfor d in range(4):
\t\t\tvar next: Vector2i = cell + DIRS[d]
\t\t\tif next.x < 0 or next.x >= 6 or next.y < 0 or next.y >= 5:
\t\t\t\tcontinue
\t\t\tvar index = next.y * 6 + next.x
\t\t\tif (tiles[current] & (1 << d)) != 0 and (tiles[index] & (1 << ((d + 2) % 4))) != 0 and not powered[index]:
\t\t\t\tpowered[index] = true
\t\t\t\tqueue.append(index)
\tif powered[9] and powered[23]:
\t\tstate = 1
\telif turns >= 50:
\t\tstate = -1
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and state == 0:
\t\tvar local = event.position - ORIGIN
\t\tif Rect2(Vector2.ZERO, Vector2(420, 350)).has_point(local):
\t\t\tvar cell = Vector2i(local / 70)
\t\t\tvar index = cell.y * 6 + cell.x
\t\t\ttiles[index] = rotate_mask(tiles[index])
\t\t\tturns += 1
\t\t\tupdate_power()
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("TWIN LAMP CIRCUIT", "Click to rotate a wire tile. Connect the left battery to BOTH lamps. R: restart")
\tdraw_rect(Rect2(182, 314, 52, 43), Color("66dab6"))
\tdraw_line(Vector2(234, 335), Vector2(260, 335), Color("ffe08a"), 6)
\ttext_at("+", Vector2(198, 345), 30, Color("132438"))
\tfor i in range(30):
\t\tvar p = ORIGIN + Vector2(i % 6, int(i / 6)) * 70
\t\tdraw_rect(Rect2(p, Vector2(67, 67)), Color("263550"))
\t\tvar color = Color("ffe08a") if powered[i] else Color("7e8aa5")
\t\tvar center = p + Vector2(35, 35)
\t\tfor d in range(4):
\t\t\tif (tiles[i] & (1 << d)) != 0:
\t\t\t\tdraw_line(center, center + Vector2(DIRS[d]) * 35, color, 7)
\t\tdraw_circle(center, 7, color)
\t\tif i == 9 or i == 23:
\t\t\tdraw_circle(center, 17, color)
\t\t\tdraw_arc(center, 21, 0, TAU, 24, Color.WHITE, 2)
\ttext_at("Rotations %d/50 Lamps %d/2" % [turns, int(powered[9]) + int(powered[23])], Vector2(265, 564), 24)
\tif state != 0:
\t\ttext_at("BOTH LAMPS LIT! R: again" if state == 1 else "OUT OF ROTATIONS. R: retry", Vector2(280, 612), 25)
'''),
40: ("Mailbox Compass", '''extends Node2D
const CENTER = Vector2(480, 360)
var selected = 0
var target = 3
var score = 0
var errors = 0
var state = 0
var time_left = 60.0
var flight = -1.0
var destination = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tselected = 0
\ttarget = 3
\tscore = 0
\terrors = 0
\tstate = 0
\ttime_left = 60
\tflight = -1
func slot(index: int) -> Vector2:
\tvar angle = float(index) * TAU / 8.0 - PI / 2.0
\treturn CENTER + Vector2(cos(angle), sin(angle)) * 205
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and state == 0 and flight < 0:
\t\t\tdestination = selected
\t\t\tflight = 0
func _process(dt: float) -> void:
\tif state == 0:
\t\ttime_left -= dt
\t\tif Input.is_action_just_pressed("ui_left"):
\t\t\tselected = posmod(selected - 1, 8)
\t\tif Input.is_action_just_pressed("ui_right"):
\t\t\tselected = (selected + 1) % 8
\t\tif flight >= 0:
\t\t\tflight += dt * 2.2
\t\t\tif flight >= 1:
\t\t\t\tflight = -1
\t\t\t\tif destination == target:
\t\t\t\t\tscore += 1
\t\t\t\t\ttarget = (target + 3 + score % 3) % 8
\t\t\t\telse:
\t\t\t\t\terrors += 1
\t\tif score >= 12:
\t\t\tstate = 1
\t\telif errors >= 3 or time_left <= 0:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("MAILBOX COMPASS", "Left/right: rotate arrow. Space: send the letter to its destination number. R: restart")
\tdraw_arc(CENTER, 205, 0, TAU, 64, Color("324763"), 2)
\tfor i in range(8):
\t\tvar p = slot(i)
\t\tdraw_rect(Rect2(p - Vector2(28, 26), Vector2(56, 52)), Color("7bd9bd") if i == selected else Color("344a6a"))
\t\ttext_at(str(i + 1), p + Vector2(-9, 9), 28, Color("13263b") if i == selected else Color.WHITE)
\tvar direction = (slot(selected) - CENTER).normalized()
\tdraw_circle(CENTER, 47, Color("283c57"))
\tdraw_line(CENTER, CENTER + direction * 90, Color("ffc870"), 7)
\tdraw_colored_polygon(PackedVector2Array([CENTER + direction * 106, CENTER + direction * 79 + direction.orthogonal() * 13, CENTER + direction * 79 - direction.orthogonal() * 13]), Color("ffc870"))
\ttext_at("TO: %d" % [target + 1], CENTER + Vector2(-34, 8), 22)
\tif flight >= 0:
\t\tvar letter = CENTER.lerp(slot(destination), flight)
\t\tdraw_rect(Rect2(letter - Vector2(13, 9), Vector2(26, 18)), Color.WHITE)
\ttext_at("Delivered %d/12 Wrong %d/3 Time %.0f" % [score, errors, maxf(0, time_left)], Vector2(245, 620), 24)
\tif state != 0:
\t\ttext_at("MAIL RUN COMPLETE! R: again" if state == 1 else "DELIVERY FAILED. R: retry", Vector2(280, 118), 25)
'''),
41: ("Gem Excavator", '''extends Node2D
const W = 12
const H = 9
const ORIGIN = Vector2(240, 150)
const EXIT = Vector2i(10, 1)
var board: Array[int] = []
var player = Vector2i(1, 1)
var gems = 0
var state = 0
var move_timer = 0.0
var rock_timer = 0.0
func _ready() -> void:
\treset()
func reset() -> void:
\tboard.clear()
\tfor y in range(H):
\t\tfor x in range(W):
\t\t\tboard.append(4 if x == 0 or y == 0 or x == W - 1 or y == H - 1 else 1)
\tfor cell in [Vector2i(3, 2), Vector2i(8, 2), Vector2i(4, 5), Vector2i(8, 6), Vector2i(2, 7), Vector2i(10, 7)]:
\t\tboard[cell.y * W + cell.x] = 3
\tfor cell in [Vector2i(4, 2), Vector2i(6, 3), Vector2i(9, 4), Vector2i(5, 6)]:
\t\tboard[cell.y * W + cell.x] = 2
\tplayer = Vector2i(1, 1)
\tboard[player.y * W + player.x] = 0
\tboard[EXIT.y * W + EXIT.x] = 0
\tgems = 0
\tstate = 0
\tmove_timer = 0
\trock_timer = 0
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
func move_player(direction: Vector2i) -> void:
\tvar next = player + direction
\tif next.x < 0 or next.x >= W or next.y < 0 or next.y >= H:
\t\treturn
\tvar index = next.y * W + next.x
\tif board[index] == 2 or board[index] == 4:
\t\treturn
\tif board[index] == 3:
\t\tgems += 1
\tboard[index] = 0
\tplayer = next
\tif gems == 6 and player == EXIT:
\t\tstate = 1
func fall_rocks() -> void:
\tfor y in range(H - 2, 0, -1):
\t\tfor x in range(1, W - 1):
\t\t\tvar index = y * W + x
\t\t\tif board[index] == 2 and board[index + W] == 0:
\t\t\t\tboard[index] = 0
\t\t\t\tboard[index + W] = 2
\t\t\t\tif player == Vector2i(x, y + 1):
\t\t\t\t\tstate = -1
func _process(dt: float) -> void:
\tif state == 0:
\t\tmove_timer -= dt
\t\trock_timer -= dt
\t\tif move_timer <= 0:
\t\t\tvar direction = Vector2i.ZERO
\t\t\tif Input.is_action_pressed("ui_left"):
\t\t\t\tdirection = Vector2i.LEFT
\t\t\telif Input.is_action_pressed("ui_right"):
\t\t\t\tdirection = Vector2i.RIGHT
\t\t\telif Input.is_action_pressed("ui_up"):
\t\t\t\tdirection = Vector2i.UP
\t\t\telif Input.is_action_pressed("ui_down"):
\t\t\t\tdirection = Vector2i.DOWN
\t\t\tif direction != Vector2i.ZERO:
\t\t\t\tmove_player(direction)
\t\t\t\tmove_timer = 0.12
\t\tif rock_timer <= 0 and state == 0:
\t\t\trock_timer = 0.18
\t\t\tfall_rocks()
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("GEM EXCAVATOR", "Arrows: move and dig. Collect all gems, then return to the exit. Beware falling rocks. R: restart")
\tfor y in range(H):
\t\tfor x in range(W):
\t\t\tvar p = ORIGIN + Vector2(x, y) * 40
\t\t\tvar tile = board[y * W + x]
\t\t\tdraw_rect(Rect2(p, Vector2(38, 38)), Color("76513b") if tile == 1 else Color("1b2940"))
\t\t\tif tile == 4:
\t\t\t\tdraw_rect(Rect2(p, Vector2(38, 38)), Color("58637a"))
\t\t\telif tile == 2:
\t\t\t\tdraw_circle(p + Vector2(19, 19), 17, Color("a4a9b6"))
\t\t\telif tile == 3:
\t\t\t\tdraw_colored_polygon(PackedVector2Array([p + Vector2(19, 5), p + Vector2(33, 19), p + Vector2(19, 33), p + Vector2(5, 19)]), Color("66efd0"))
\tdraw_rect(Rect2(ORIGIN + Vector2(EXIT) * 40 + Vector2(5, 5), Vector2(29, 29)), Color("ffe18c"), false, 3)
\tdraw_circle(ORIGIN + Vector2(player) * 40 + Vector2(19, 19), 13, Color("ff9397"))
\ttext_at("Gems %d/6 Exit: gold frame" % gems, Vector2(270, 567), 26)
\tif state != 0:
\t\ttext_at("ALL GEMS RECOVERED! R: again" if state == 1 else "CRUSHED! R: retry", Vector2(270, 612), 26)
'''),
42: ("Pendulum Reach", '''extends Node2D
const PIVOT = Vector2(480, 130)
var rope = 250.0
var angle = 1.0
var angular_velocity = 0.0
var ball = Vector2.ZERO
var targets: Array[Vector2] = [Vector2(680, 300), Vector2(315, 330), Vector2(510, 500)]
var hit: Array[bool] = [false, false, false]
var remaining = 60.0
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\trope = 250.0
\tangle = 1.0
\tangular_velocity = 0.0
\thit = [false, false, false]
\tremaining = 60
\tstate = 0
\tball = PIVOT + Vector2(sin(angle), cos(angle)) * rope
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
func hits() -> int:
\treturn int(hit[0]) + int(hit[1]) + int(hit[2])
func _process(dt: float) -> void:
\tif state == 0:
\t\tremaining -= dt
\t\tvar old_length = rope
\t\trope = clampf(rope + Input.get_axis("ui_up", "ui_down") * 150 * dt, 120, 460)
\t\tangular_velocity *= old_length * old_length / (rope * rope)
\t\tangular_velocity += -520.0 / rope * sin(angle) * dt
\t\tangular_velocity *= pow(0.999, dt * 60)
\t\tangle += angular_velocity * dt
\t\tball = PIVOT + Vector2(sin(angle), cos(angle)) * rope
\t\tfor i in range(3):
\t\t\tif ball.distance_to(targets[i]) < 28:
\t\t\t\thit[i] = true
\t\tif hits() == 3:
\t\t\tstate = 1
\t\telif ball.y >= 566 or remaining <= 0:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("PENDULUM REACH", "Hold up/down: shorten/lengthen the rope. Touch all targets. Avoid the spikes. R: restart")
\tfor i in range(3):
\t\tdraw_arc(targets[i], 22, 0, TAU, 32, Color("66eacb") if hit[i] else Color("ffc76f"), 4)
\t\ttext_at(str(i + 1), targets[i] + Vector2(-7, 8), 22)
\tdraw_line(PIVOT, ball, Color("a2b4cc"), 3)
\tdraw_circle(PIVOT, 9, Color.WHITE)
\tdraw_circle(ball, 14, Color("f38f98"))
\tfor x in range(30, 930, 30):
\t\tdraw_colored_polygon(PackedVector2Array([Vector2(x, 605), Vector2(x + 15, 580), Vector2(x + 30, 605)]), Color("db686f"))
\ttext_at("Targets %d/3 Rope %.0f Time %.0f" % [hits(), rope, maxf(0, remaining)], Vector2(230, 632), 24)
\tif state != 0:
\t\ttext_at("ALL TARGETS HIT! R: again" if state == 1 else "SWING FAILED. R: retry", Vector2(275, 113), 26)
'''),
43: ("Midnight Patrol", '''extends Node2D
const LAMP = Vector2(480, 345)
var player = Vector2(135, 500)
var checkpoints: Array[Vector2] = [Vector2(820, 185), Vector2(145, 185), Vector2(820, 515), Vector2(485, 345)]
var next_checkpoint = 0
var visibility = 100.0
var elapsed = 0.0
var remaining = 75.0
var in_light = false
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tplayer = Vector2(135, 500)
\tnext_checkpoint = 0
\tvisibility = 100
\telapsed = 0
\tremaining = 75
\tin_light = false
\tstate = 0
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
func _process(dt: float) -> void:
\tif state == 0:
\t\telapsed += dt
\t\tremaining -= dt
\t\tplayer += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 240 * dt
\t\tplayer = player.clamp(Vector2(85, 155), Vector2(875, 545))
\t\tvar difference = player - LAMP
\t\tin_light = difference.length() < 440 and absf(wrapf(difference.angle() - elapsed * 0.72, -PI, PI)) < 0.34
\t\tvisibility = clampf(visibility + (-30.0 if in_light else 8.0) * dt, 0, 100)
\t\tif player.distance_to(checkpoints[next_checkpoint]) < 25:
\t\t\tnext_checkpoint += 1
\t\t\tif next_checkpoint == 4:
\t\t\t\tstate = 1
\t\tif visibility <= 0 or remaining <= 0:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("MIDNIGHT PATROL", "Arrows: move. Visit checkpoints 1→4 in order. Stay out of the sweeping light. R: restart")
\tdraw_rect(Rect2(70, 140, 820, 420), Color("172842"))
\tfor x in range(100, 900, 80):
\t\tdraw_line(Vector2(x, 145), Vector2(x, 555), Color("20334e"), 1)
\tvar cone = PackedVector2Array([LAMP])
\tfor i in range(19):
\t\tvar a = elapsed * 0.72 - 0.34 + float(i) * 0.68 / 18
\t\tcone.append(LAMP + Vector2(cos(a), sin(a)) * 440)
\tdraw_colored_polygon(cone, Color(1.0, 0.85, 0.45, 0.18))
\tdraw_circle(LAMP, 12, Color("f9d783"))
\tfor i in range(4):
\t\tvar color = Color("65e4c3") if i == next_checkpoint else Color("64748b")
\t\tif i < next_checkpoint:
\t\t\tcolor = Color("277561")
\t\tdraw_arc(checkpoints[i], 24, 0, TAU, 32, color, 4)
\t\ttext_at(str(i + 1), checkpoints[i] + Vector2(-7, 8), 22, color)
\tdraw_circle(player, 12, Color("ff7b85") if in_light else Color("91c6ff"))
\tdraw_rect(Rect2(70, 588, 300, 19), Color("34435c"))
\tdraw_rect(Rect2(70, 588, visibility * 3, 19), Color("ffbd6f") if in_light else Color("65e4c3"))
\ttext_at("Cover %.0f%% Checkpoints %d/4 Time %.0f" % [visibility, next_checkpoint, maxf(0, remaining)], Vector2(70, 632), 22)
\tif state != 0:
\t\ttext_at("PATROL COMPLETE! R: again" if state == 1 else "SPOTTED OR OUT OF TIME. R: retry", Vector2(235, 116), 25)
'''),
44: ("Three Piece Fit", '''extends Node2D
const BOARD = Vector2(350, 220)
const CELL = 68
const TRAYS = [Vector2(80, 230), Vector2(740, 180), Vector2(735, 385)]
const COLORS = [Color("70dfc2"), Color("ed939d"), Color("f1ca75")]
var pieces: Array = []
var positions: Array[Vector2] = []
var placed: Array[Vector2i] = []
var dragging = -1
var offset = Vector2.ZERO
var won = false
func _ready() -> void:
\treset()
func reset() -> void:
\tpieces = [[Vector2i(0, 0), Vector2i(0, 1), Vector2i(0, 2), Vector2i(1, 2)], [Vector2i(0, 0), Vector2i(1, 0), Vector2i(0, 1), Vector2i(1, 1)], [Vector2i(1, 0), Vector2i(1, 1), Vector2i(1, 2), Vector2i(0, 2)]]
\tpositions = [TRAYS[0], TRAYS[1], TRAYS[2]]
\tplaced = [Vector2i(-99, -99), Vector2i(-99, -99), Vector2i(-99, -99)]
\tdragging = -1
\twon = false
func anchor(index: int) -> Vector2i:
\tvar p = (positions[index] - BOARD) / CELL
\treturn Vector2i(roundi(p.x), roundi(p.y))
func fits(index: int, start: Vector2i) -> bool:
\tfor cell in pieces[index]:
\t\tvar target: Vector2i = start + cell
\t\tif target.x < 0 or target.x >= 4 or target.y < 0 or target.y >= 3:
\t\t\treturn false
\t\tfor other in range(3):
\t\t\tif other == index or placed[other].x == -99:
\t\t\t\tcontinue
\t\t\tfor other_cell in pieces[other]:
\t\t\t\tif placed[other] + other_cell == target:
\t\t\t\t\treturn false
\treturn true
func rotate_piece() -> void:
\tif dragging < 0:
\t\treturn
\tvar rotated: Array[Vector2i] = []
\tvar minimum = Vector2i(99, 99)
\tfor cell in pieces[dragging]:
\t\tvar p = Vector2i(-cell.y, cell.x)
\t\trotated.append(p)
\t\tminimum.x = mini(minimum.x, p.x)
\t\tminimum.y = mini(minimum.y, p.y)
\tfor i in range(rotated.size()):
\t\trotated[i] -= minimum
\tpieces[dragging] = rotated
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE:
\t\t\trotate_piece()
\tif won:
\t\treturn
\tif event is InputEventMouseButton:
\t\tif event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
\t\t\trotate_piece()
\t\tif event.button_index == MOUSE_BUTTON_LEFT:
\t\t\tif event.pressed:
\t\t\t\tfor i in range(2, -1, -1):
\t\t\t\t\tfor cell in pieces[i]:
\t\t\t\t\t\tif Rect2(positions[i] + Vector2(cell) * CELL, Vector2(CELL, CELL)).has_point(event.position):
\t\t\t\t\t\t\tdragging = i
\t\t\t\t\t\t\toffset = event.position - positions[i]
\t\t\t\t\t\t\tplaced[i] = Vector2i(-99, -99)
\t\t\t\t\t\t\treturn
\t\t\telif dragging >= 0:
\t\t\t\tvar start = anchor(dragging)
\t\t\t\tif fits(dragging, start):
\t\t\t\t\tplaced[dragging] = start
\t\t\t\t\tpositions[dragging] = BOARD + Vector2(start) * CELL
\t\t\t\telse:
\t\t\t\t\tpositions[dragging] = TRAYS[dragging]
\t\t\t\tdragging = -1
\t\t\t\twon = placed[0].x != -99 and placed[1].x != -99 and placed[2].x != -99
\tif event is InputEventMouseMotion and dragging >= 0:
\t\tpositions[dragging] = event.position - offset
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("THREE PIECE FIT", "Drag pieces onto the board. Space/right click: rotate held piece. Fill every square. R: restart")
\tfor y in range(3):
\t\tfor x in range(4):
\t\t\tdraw_rect(Rect2(BOARD + Vector2(x, y) * CELL, Vector2(CELL - 2, CELL - 2)), Color("374864"), false, 2)
\tvar count = 0
\tfor i in range(3):
\t\tif placed[i].x != -99:
\t\t\tcount += 4
\t\tfor cell in pieces[i]:
\t\t\tdraw_rect(Rect2(positions[i] + Vector2(cell) * CELL + Vector2(3, 3), Vector2(CELL - 6, CELL - 6)), COLORS[i])
\tif dragging >= 0:
\t\tvar start = anchor(dragging)
\t\tvar color = Color("72f2c9") if fits(dragging, start) else Color("ff6b83")
\t\tfor cell in pieces[dragging]:
\t\t\tdraw_rect(Rect2(BOARD + Vector2(start + cell) * CELL, Vector2(CELL - 2, CELL - 2)), color, false, 3)
\ttext_at("Board filled: %d/12 squares" % count, Vector2(330, 565), 26)
\tif won:
\t\ttext_at("PERFECT FIT! R: play again", Vector2(330, 612), 27)
'''),
}
GAMES.update({
85: ("Gravity Courier", '''extends Node2D
const START = Vector2(130, 350)
const WELL = Vector2(480, 345)
var targets: Array[Vector2] = [Vector2(785, 235), Vector2(770, 490), Vector2(730, 170)]
var particle = START
var velocity = Vector2.ZERO
var trail: Array[Vector2] = []
var target = 0
var shots = 0
var flying = false
var age = 0.0
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\ttarget = 0
\tshots = 0
\tstate = 0
\treturn_to_start()
func return_to_start() -> void:
\tparticle = START
\tvelocity = Vector2.ZERO
\tflying = false
\ttrail.clear()
\tif shots >= 9 and state == 0:
\t\tstate = -1
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and state == 0 and not flying:
\t\tvar aim = event.position - START
\t\tif aim.length() > 20:
\t\t\tvelocity = aim.normalized() * clampf(aim.length() * 1.3, 180, 680)
\t\t\tshots += 1
\t\t\tif shots <= 9:
\t\t\t\tflying = true
\t\t\t\tage = 0
func _process(dt: float) -> void:
\tif flying and state == 0:
\t\tage += dt
\t\tfor step in range(4):
\t\t\tvar pull = WELL - particle
\t\t\tvelocity += pull.normalized() * (18000.0 / maxf(pull.length(), 45)) * dt / 4
\t\t\tparticle += velocity * dt / 4
\t\ttrail.append(particle)
\t\tif trail.size() > 160:
\t\t\ttrail.remove_at(0)
\t\tif particle.distance_to(targets[target]) < 26:
\t\t\ttarget += 1
\t\t\tif target == 3:
\t\t\t\tstate = 1
\t\t\telse:
\t\t\t\treturn_to_start()
\t\telif particle.distance_to(WELL) < 24 or not Rect2(30, 130, 900, 455).has_point(particle) or age > 6:
\t\t\treturn_to_start()
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("GRAVITY COURIER", "Aim with mouse; click to launch. Longer aim = more power. Hit targets 1→3. R: restart")
\tfor radius in [45, 85, 125]:
\t\tdraw_arc(WELL, radius, 0, TAU, 48, Color("273e65"), 2)
\tdraw_circle(WELL, 24, Color("8465c4"))
\tfor i in range(3):
\t\tdraw_arc(targets[i], 22, 0, TAU, 32, Color("74e9c7") if i == target else Color("4a607e"), 3)
\t\ttext_at(str(i + 1), targets[i] + Vector2(-7, 8), 23)
\tfor i in range(1, trail.size()):
\t\tdraw_line(trail[i - 1], trail[i], Color("658cac"), 2)
\tdraw_circle(START, 18, Color("3c5e77"))
\tdraw_circle(particle, 7, Color("ffe08b"))
\tif not flying and state == 0:
\t\tdraw_line(START, START + (get_global_mouse_position() - START).limit_length(180), Color("ffe08b"), 2)
\ttext_at("Targets %d/3 Shots %d/9" % [target, shots], Vector2(300, 625), 26)
\tif state != 0:
\t\ttext_at("DELIVERY COMPLETE! R: again" if state == 1 else "OUT OF PARTICLES. R: retry", Vector2(275, 113), 25)
'''),
86: ("Warehouse Memory", '''extends Node2D
var round_number = 0
var inside = 3
var starting_count = 3
var correct = 0
var phase = 0
var timer = 0.0
var event_number = 0
var delta_count = 1
var state = 0
var feedback = ""
func _ready() -> void:
\treset()
func reset() -> void:
\tround_number = 0
\tcorrect = 0
\tstate = 0
\tbegin_round()
func begin_round() -> void:
\tstarting_count = 2 + round_number % 3
\tinside = starting_count
\tphase = 0
\ttimer = 2.0
\tevent_number = 0
\tfeedback = ""
func next_event() -> void:
\tdelta_count = 1 if (round_number * 3 + event_number * 5) % 7 < 4 else -1
\tif inside == 0:
\t\tdelta_count = 1
\tif inside == 9:
\t\tdelta_count = -1
\ttimer = 1.0
func answer(number: int) -> void:
\tif phase != 2 or state != 0:
\t\treturn
\tif number == inside:
\t\tcorrect += 1
\t\tfeedback = "CORRECT: %d crates" % inside
\telse:
\t\tfeedback = "There were %d crates, not %d" % [inside, number]
\tphase = 3
\ttimer = 1.8
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode >= KEY_0 and event.keycode <= KEY_9:
\t\t\tanswer(int(event.keycode) - int(KEY_0))
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
\t\tfor i in range(10):
\t\t\tif Rect2(165 + i * 64, 530, 56, 48).has_point(event.position):
\t\t\t\tanswer(i)
func _process(dt: float) -> void:
\tif state == 0 and phase != 2:
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\tif phase == 0:
\t\t\t\tphase = 1
\t\t\t\tnext_event()
\t\t\telif phase == 1:
\t\t\t\tinside += delta_count
\t\t\t\tevent_number += 1
\t\t\t\tif event_number == 6:
\t\t\t\t\tphase = 2
\t\t\t\telse:
\t\t\t\t\tnext_event()
\t\t\telse:
\t\t\t\tround_number += 1
\t\t\t\tif round_number == 5:
\t\t\t\t\tstate = 1 if correct >= 4 else -1
\t\t\t\telse:
\t\t\t\t\tbegin_round()
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("WAREHOUSE MEMORY", "Watch crates enter left and leave right. When doors close, choose 0–9. R: restart")
\tdraw_rect(Rect2(260, 195, 440, 275), Color("33415a"))
\tdraw_rect(Rect2(232, 305, 28, 95), Color("8fbc9e") if phase == 1 and delta_count > 0 else Color("121e30"))
\tdraw_rect(Rect2(700, 305, 28, 95), Color("8fbc9e") if phase == 1 and delta_count < 0 else Color("121e30"))
\tif phase == 0:
\t\tfor i in range(starting_count):
\t\t\tdraw_rect(Rect2(315 + i * 65, 325, 43, 43), Color("d6a467"))
\t\ttext_at("Starts with %d crates" % starting_count, Vector2(340, 270), 27)
\telif phase == 1:
\t\tvar x = lerpf(75, 250, 1.0 - timer) if delta_count > 0 else lerpf(712, 880, 1.0 - timer)
\t\tdraw_rect(Rect2(x - 20, 335, 40, 40), Color("d6a467"))
\t\ttext_at("Watch the doors...", Vector2(354, 260), 26)
\telif phase == 2:
\t\ttext_at("How many are inside?", Vector2(335, 332), 29)
\telse:
\t\ttext_at(feedback, Vector2(295, 330), 24)
\tfor i in range(10):
\t\tdraw_rect(Rect2(165 + i * 64, 530, 56, 48), Color("3f6282"))
\t\ttext_at(str(i), Vector2(185 + i * 64, 564), 27)
\ttext_at("Round %d/5 Correct %d (need 4)" % [mini(round_number + 1, 5), correct], Vector2(275, 618), 25)
\tif state != 0:
\t\ttext_at("COUNTING CHAMPION! R: again" if state == 1 else "NEED FOUR CORRECT. R: retry", Vector2(255, 115), 25)
'''),
87: ("Orbit Transfer", '''extends Node2D
const PLANETS = [Vector2(185, 405), Vector2(480, 240), Vector2(785, 405)]
const RADIUS = 78.0
var planet = 0
var angle = 0.0
var dot = Vector2.ZERO
var velocity = Vector2.ZERO
var flying = false
var flight_time = 0.0
var lives = 4
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tplanet = 0
\tangle = 0
\tlives = 4
\tstate = 0
\tflying = false
\tdot = PLANETS[0] + Vector2(RADIUS, 0)
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and state == 0 and not flying:
\t\t\tflying = true
\t\t\tflight_time = 0
\t\t\tvelocity = Vector2(-sin(angle), cos(angle)) * 310
func _process(dt: float) -> void:
\tif state == 0:
\t\tif flying:
\t\t\tdot += velocity * dt
\t\t\tflight_time += dt
\t\t\tif dot.distance_to(PLANETS[planet + 1]) <= RADIUS + 6:
\t\t\t\tplanet += 1
\t\t\t\tangle = (dot - PLANETS[planet]).angle()
\t\t\t\tflying = false
\t\t\t\tif planet == 2:
\t\t\t\t\tstate = 1
\t\t\telif not Rect2(20, 115, 920, 495).has_point(dot) or flight_time > 4:
\t\t\t\tlives -= 1
\t\t\t\tflying = false
\t\t\t\tangle = 0
\t\t\t\tif lives <= 0:
\t\t\t\t\tstate = -1
\t\telse:
\t\t\tangle += dt * 1.25
\t\t\tdot = PLANETS[planet] + Vector2(cos(angle), sin(angle)) * RADIUS
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("ORBIT TRANSFER", "Space: launch along the tangent. Catch the next orbit, then the final one. R: restart")
\tfor i in range(3):
\t\tdraw_arc(PLANETS[i], RADIUS, 0, TAU, 64, Color("6fcbbb") if i <= planet else Color("526586"), 2)
\t\tdraw_circle(PLANETS[i], 30, Color("5c7ab4"))
\t\ttext_at(str(i + 1), PLANETS[i] + Vector2(-9, 10), 29)
\tif not flying and state == 0:
\t\tdraw_line(dot, dot + Vector2(-sin(angle), cos(angle)) * 75, Color("ffcf7b"), 2)
\tdraw_circle(dot, 9, Color("ffe19a"))
\ttext_at("Orbit %d/3 Attempts left %d" % [planet + 1, lives], Vector2(310, 620), 26)
\tif state != 0:
\t\ttext_at("FINAL ORBIT REACHED! R: again" if state == 1 else "LOST IN SPACE. R: retry", Vector2(270, 116), 25)
'''),
88: ("Linked Locks", '''extends Node2D
const ORIGIN = Vector2(170, 155)
const A = Vector2i(4, 3)
const B = Vector2i(7, 3)
const EXIT = Vector2i(9, 1)
var player = Vector2i(1, 5)
var door_a = false
var keys: Array[bool] = [false, false]
var moves = 0
var won = false
func _ready() -> void:
\treset()
func reset() -> void:
\tplayer = Vector2i(1, 5)
\tdoor_a = false
\tkeys = [false, false]
\tmoves = 0
\twon = false
func wall(cell: Vector2i) -> bool:
\tif cell.x <= 0 or cell.x >= 10 or cell.y <= 0 or cell.y >= 6:
\t\treturn true
\tif (cell.x == 4 or cell.x == 7) and cell.y != 3:
\t\treturn true
\treturn cell in [Vector2i(2, 4), Vector2i(5, 4), Vector2i(8, 2)]
func step(direction: Vector2i) -> void:
\tvar next = player + direction
\tif wall(next) or (next == A and not door_a) or (next == B and door_a):
\t\treturn
\tplayer = next
\tmoves += 1
\tif player == Vector2i(2, 3) or player == Vector2i(6, 5):
\t\tdoor_a = true
\telif player == Vector2i(5, 3):
\t\tdoor_a = false
\tif player == Vector2i(2, 1):
\t\tkeys[0] = true
\tif player == Vector2i(5, 1):
\t\tkeys[1] = true
\tif player == EXIT and keys[0] and keys[1]:
\t\twon = true
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif not won:
\t\t\tif event.is_action_pressed("ui_left"):
\t\t\t\tstep(Vector2i.LEFT)
\t\t\telif event.is_action_pressed("ui_right"):
\t\t\t\tstep(Vector2i.RIGHT)
\t\t\telif event.is_action_pressed("ui_up"):
\t\t\t\tstep(Vector2i.UP)
\t\t\telif event.is_action_pressed("ui_down"):
\t\t\t\tstep(Vector2i.DOWN)
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("LINKED LOCKS", "Arrows: one step. Switches open one door and close the other. Get both keys, then exit. R: reset")
\tfor y in range(7):
\t\tfor x in range(11):
\t\t\tvar cell = Vector2i(x, y)
\t\t\tvar p = ORIGIN + Vector2(cell) * 56
\t\t\tdraw_rect(Rect2(p, Vector2(53, 53)), Color("53627c") if wall(cell) else Color("21304b"))
\tfor cell in [Vector2i(2, 3), Vector2i(5, 3), Vector2i(6, 5)]:
\t\tvar p = ORIGIN + Vector2(cell) * 56 + Vector2(27, 27)
\t\tdraw_circle(p, 18, Color("ae8de3"))
\t\ttext_at("B" if cell == Vector2i(5, 3) else "A", p + Vector2(-7, 8), 22)
\tfor i in range(2):
\t\tvar cell = A if i == 0 else B
\t\tvar opened = door_a if i == 0 else not door_a
\t\tvar area = Rect2(ORIGIN + Vector2(cell) * 56 + Vector2(4, 4), Vector2(45, 45))
\t\tdraw_rect(area, Color("6ee0bc") if opened else Color("e07d88"), not opened, 3)
\t\tif not keys[i]:
\t\t\tvar key = Vector2i(2, 1) if i == 0 else Vector2i(5, 1)
\t\t\tdraw_circle(ORIGIN + Vector2(key) * 56 + Vector2(27, 27), 10, Color("ffd67b"))
\tdraw_rect(Rect2(ORIGIN + Vector2(EXIT) * 56 + Vector2(8, 8), Vector2(37, 37)), Color("ffe09d"), false, 3)
\tdraw_circle(ORIGIN + Vector2(player) * 56 + Vector2(27, 27), 15, Color("8ed6ff"))
\ttext_at("Keys %d/2 Moves %d" % [int(keys[0]) + int(keys[1]), moves], Vector2(330, 587), 25)
\tif won:
\t\ttext_at("BOTH KEYS, OPEN EXIT! R: again", Vector2(275, 626), 25)
'''),
89: ("Shield Escort", '''extends Node2D
var vip = Vector2(100, 350)
var bullets: Array[Vector2] = []
var speeds: Array[Vector2] = []
var shield = Rect2(470, 250, 20, 110)
var horizontal = false
var health = 5
var spawned = 0
var blocked = 0
var timer = 0.6
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tvip = Vector2(100, 350)
\tbullets.clear()
\tspeeds.clear()
\thealth = 5
\tspawned = 0
\tblocked = 0
\ttimer = 0.6
\tstate = 0
\thorizontal = false
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE:
\t\t\thorizontal = not horizontal
func _process(dt: float) -> void:
\tvar size = Vector2(110, 20) if horizontal else Vector2(20, 110)
\tshield = Rect2(get_global_mouse_position() - size / 2, size)
\tif state == 0:
\t\tvip.x += 23 * dt
\t\tvip.y = 355 + sin((vip.x - 100) / 745 * TAU) * 85
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\ttimer = 1.05
\t\t\tvar origin = Vector2(160 + (spawned * 137) % 650, 125 if spawned % 2 == 0 else 575)
\t\t\tbullets.append(origin)
\t\t\tspeeds.append((vip - origin).normalized() * 170)
\t\t\tspawned += 1
\t\tfor i in range(bullets.size() - 1, -1, -1):
\t\t\tbullets[i] += speeds[i] * dt
\t\t\tvar erase = false
\t\t\tif shield.grow(5).has_point(bullets[i]):
\t\t\t\tblocked += 1
\t\t\t\terase = true
\t\t\telif bullets[i].distance_to(vip) < 22:
\t\t\t\thealth -= 1
\t\t\t\terase = true
\t\t\telif not Rect2(20, 100, 920, 510).has_point(bullets[i]):
\t\t\t\terase = true
\t\t\tif erase:
\t\t\t\tbullets.remove_at(i)
\t\t\t\tspeeds.remove_at(i)
\t\tif health <= 0:
\t\t\tstate = -1
\t\telif vip.x >= 845:
\t\t\tstate = 1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("SHIELD ESCORT", "Mouse: position shield. Space: turn shield. Protect the VIP until the finish. R: restart")
\tvar route = PackedVector2Array()
\tfor i in range(50):
\t\tvar x = 100 + i * 745.0 / 49
\t\troute.append(Vector2(x, 355 + sin((x - 100) / 745 * TAU) * 85))
\tdraw_polyline(route, Color("34516c"), 3)
\tdraw_rect(Rect2(836, 290, 20, 135), Color("6cdeba"))
\tdraw_circle(vip, 17, Color("ffd383"))
\ttext_at("VIP", vip + Vector2(-15, -25), 18)
\tfor p in bullets:
\t\tdraw_circle(p, 6, Color("ed7786"))
\tdraw_rect(shield, Color("82ccff"))
\ttext_at("Health %d/5 Shots blocked %d Route %.0f%%" % [health, blocked, clampf((vip.x - 100) / 745 * 100, 0, 100)], Vector2(190, 625), 25)
\tif state != 0:
\t\ttext_at("VIP SAFE! R: again" if state == 1 else "ESCORT LOST. R: retry", Vector2(305, 116), 27)
'''),
90: ("Springboard Route", '''extends Node2D
const ORIGIN = Vector2(245, 175)
const DIRS = [Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT, Vector2i.UP]
const MARKS = [Vector2i(1, 1), Vector2i(3, 2)]
const CUP = Vector2i(4, 0)
var arrows: Array[int] = []
var cell = Vector2i(0, 3)
var next = Vector2i(1, 3)
var visited: Array[bool] = [false, false]
var fraction = 0.0
var hops = 0
var running = false
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tarrows.clear()
\tfor i in range(20):
\t\tarrows.append(0)
\tcell = Vector2i(0, 3)
\tnext = Vector2i(1, 3)
\tvisited = [false, false]
\tfraction = 0
\thops = 0
\trunning = false
\tstate = 0
func center(at: Vector2i) -> Vector2:
\treturn ORIGIN + Vector2(at) * 95
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and state == 0 and not running:
\t\t\tnext = cell + DIRS[arrows[cell.y * 5 + cell.x]]
\t\t\trunning = true
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and state == 0:
\t\tfor y in range(4):
\t\t\tfor x in range(5):
\t\t\t\tif event.position.distance_to(center(Vector2i(x, y))) < 33:
\t\t\t\t\tarrows[y * 5 + x] = (arrows[y * 5 + x] + 1) % 4
func _process(dt: float) -> void:
\tif running and state == 0:
\t\tfraction += dt * 1.6
\t\tif fraction >= 1:
\t\t\tfraction = 0
\t\t\tcell = next
\t\t\thops += 1
\t\t\tif cell.x < 0 or cell.x >= 5 or cell.y < 0 or cell.y >= 4 or hops > 35:
\t\t\t\tstate = -1
\t\t\telse:
\t\t\t\tfor i in range(2):
\t\t\t\t\tif cell == MARKS[i]:
\t\t\t\t\t\tvisited[i] = true
\t\t\t\tif cell == CUP:
\t\t\t\t\tstate = 1 if visited[0] and visited[1] else -1
\t\t\t\telse:
\t\t\t\t\tnext = cell + DIRS[arrows[cell.y * 5 + cell.x]]
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("SPRINGBOARD ROUTE", "Click pads to rotate launch arrows. Visit both gold pads before the cup. Space: start. R: reset")
\tfor y in range(4):
\t\tfor x in range(5):
\t\t\tvar at = Vector2i(x, y)
\t\t\tvar p = center(at)
\t\t\tdraw_circle(p, 33, Color("304968"))
\t\t\tvar d = Vector2(DIRS[arrows[y * 5 + x]])
\t\t\tdraw_line(p - d * 18, p + d * 17, Color("86d6ce"), 4)
\t\t\tdraw_line(p + d * 17, p + d * 5 + d.orthogonal() * 10, Color("86d6ce"), 4)
\t\t\tdraw_line(p + d * 17, p + d * 5 - d.orthogonal() * 10, Color("86d6ce"), 4)
\tfor i in range(2):
\t\tdraw_arc(center(MARKS[i]), 39, 0, TAU, 36, Color("6df0bc") if visited[i] else Color("ffd178"), 3)
\tdraw_circle(center(CUP), 22, Color("101c31"))
\tvar p = center(cell).lerp(center(next), fraction) if running else center(cell)
\tp.y -= sin(fraction * PI) * 35
\tdraw_circle(p, 11, Color("ffe49e"))
\ttext_at("Marked pads %d/2 Hops %d/35" % [int(visited[0]) + int(visited[1]), hops], Vector2(280, 585), 24)
\tif state != 0:
\t\ttext_at("IN THE CUP! R: again" if state == 1 else "ROUTE FAILED. R: retry", Vector2(315, 627), 25)
'''),
91: ("Coupled Timers", '''extends Node2D
var phases: Array[float] = [0.0, 0.7, 1.4]
var speeds: Array[float] = [1.7, 2.1, 2.7]
var values: Array[float] = [0.5, 0.82, 0.99]
var locked: Array[bool] = [false, false, false]
var targets: Array[float] = [0.3, 0.65, 0.46]
var mistakes = 0
var remaining = 45.0
var state = 0
func reset() -> void:
\tphases = [0.0, 0.7, 1.4]
\tspeeds = [1.7, 2.1, 2.7]
\tvalues = [0.5, 0.82, 0.99]
\tlocked = [false, false, false]
\tmistakes = 0
\tremaining = 45
\tstate = 0
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode >= KEY_1 and event.keycode <= KEY_3 and state == 0:
\t\t\tvar index = int(event.keycode) - int(KEY_1)
\t\t\tif locked[index]:
\t\t\t\treturn
\t\t\tif absf(values[index] - targets[index]) <= 0.065:
\t\t\t\tlocked[index] = true
\t\t\t\tfor other in range(3):
\t\t\t\t\tif not locked[other]:
\t\t\t\t\t\tspeeds[other] *= 1.35
\t\t\telse:
\t\t\t\tmistakes += 1
\t\t\tif locked[0] and locked[1] and locked[2]:
\t\t\t\tstate = 1
\t\t\telif mistakes >= 3:
\t\t\t\tstate = -1
func _process(dt: float) -> void:
\tif state == 0:
\t\tremaining -= dt
\t\tfor i in range(3):
\t\t\tif not locked[i]:
\t\t\t\tphases[i] += speeds[i] * dt
\t\t\t\tvalues[i] = (sin(phases[i]) + 1.0) / 2.0
\t\tif remaining <= 0:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("COUPLED TIMERS", "Press 1, 2, 3 to stop that bar in its gold zone. Each lock speeds up the others. R: restart")
\tfor i in range(3):
\t\tvar y = 220 + i * 120
\t\ttext_at(str(i + 1), Vector2(140, y + 11), 34)
\t\tdraw_rect(Rect2(210, y - 22, 570, 44), Color("293b59"))
\t\tdraw_rect(Rect2(210 + (targets[i] - 0.065) * 570, y - 22, 0.13 * 570, 44), Color("967543"))
\t\tdraw_line(Vector2(210 + values[i] * 570, y - 35), Vector2(210 + values[i] * 570, y + 35), Color("72e8bd") if locked[i] else Color.WHITE, 5)
\t\ttext_at("LOCKED" if locked[i] else "MOVING", Vector2(795, y + 8), 18)
\ttext_at("Misses %d/3 Time %.0f" % [mistakes, maxf(0, remaining)], Vector2(335, 594), 26)
\tif state != 0:
\t\ttext_at("ALL THREE LOCKED! R: again" if state == 1 else "TIMING FAILED. R: retry", Vector2(280, 632), 25)
'''),
92: ("Bucket Brigade", '''extends Node2D
const LEVELS = [200.0, 330.0, 460.0]
const LOW = [80.0, 300.0, 570.0]
const HIGH = [350.0, 630.0, 840.0]
var buckets: Array[float] = [100.0, 360.0, 620.0]
var selected = 0
var holder = -1
var drop = Vector2(100, 115)
var target = 0
var falling = true
var score = 0
var spills = 0
var state = 0
func reset() -> void:
\tbuckets = [100.0, 360.0, 620.0]
\tselected = 0
\tscore = 0
\tspills = 0
\tstate = 0
\tnew_packet()
func new_packet() -> void:
\tdrop = Vector2(100, 115)
\ttarget = 0
\tholder = -1
\tfalling = true
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode >= KEY_1 and event.keycode <= KEY_3:
\t\t\tselected = int(event.keycode) - int(KEY_1)
\t\telif event.keycode == KEY_SPACE and state == 0 and holder == selected:
\t\t\tdrop = Vector2(buckets[holder], LEVELS[holder] + 28)
\t\t\ttarget = holder + 1
\t\t\tholder = -1
\t\t\tfalling = true
func _process(dt: float) -> void:
\tif state == 0:
\t\tbuckets[selected] = clampf(buckets[selected] + Input.get_axis("ui_left", "ui_right") * 230 * dt, LOW[selected], HIGH[selected])
\t\tif falling:
\t\t\tdrop.y += 220 * dt
\t\t\tvar level = LEVELS[target] if target < 3 else 580.0
\t\t\tif drop.y >= level:
\t\t\t\tif target < 3 and absf(drop.x - buckets[target]) < 28:
\t\t\t\t\tholder = target
\t\t\t\t\tfalling = false
\t\t\t\telif target == 3 and drop.x >= 800 and drop.x <= 900:
\t\t\t\t\tscore += 1
\t\t\t\t\tnew_packet()
\t\t\t\telse:
\t\t\t\t\tspills += 1
\t\t\t\t\tnew_packet()
\t\tif score >= 4:
\t\t\tstate = 1
\t\telif spills >= 5:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("BUCKET BRIGADE", "1–3: choose bucket / Arrows: slide / Space: pour into next bucket, then tank / R: restart")
\tdraw_rect(Rect2(85, 95, 30, 25), Color("aebad0"))
\tfor i in range(3):
\t\tdraw_line(Vector2(LOW[i] - 28, LEVELS[i] + 34), Vector2(HIGH[i] + 28, LEVELS[i] + 34), Color("465875"), 3)
\t\tvar area = Rect2(buckets[i] - 28, LEVELS[i], 56, 28)
\t\tdraw_rect(area, Color("70c9ff") if holder == i else Color("2e476b"))
\t\tdraw_rect(area, Color("ffd27b") if selected == i else Color.WHITE, false, 3)
\t\ttext_at(str(i + 1), Vector2(buckets[i] - 6, LEVELS[i] + 21), 20)
\tdraw_rect(Rect2(800, 580, 100, 36), Color("207594"))
\ttext_at("TANK", Vector2(821, 606), 20)
\tif falling:
\t\tdraw_circle(drop, 7, Color("8be5ff"))
\ttext_at("Delivered %d/4 Spills %d/5" % [score, spills], Vector2(60, 630), 24)
\tif state != 0:
\t\ttext_at("RESERVOIR FILLED! R: again" if state == 1 else "TOO MUCH WATER LOST. R: retry", Vector2(260, 145), 25)
'''),
93: ("Silhouette Shift", '''extends Node2D
const PLAYER = Vector2(250, 350)
var shape = 0
var angle = 0.0
var requested = 1
var required_angle = 0.0
var wall_x = 930.0
var passed = 0
var missed = 0
var state = 0
func reset() -> void:
\tshape = 0
\tangle = 0
\trequested = 1
\trequired_angle = 0
\twall_x = 930
\tpassed = 0
\tmissed = 0
\tstate = 0
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and state == 0:
\t\t\tshape = (shape + 1) % 3
func _process(dt: float) -> void:
\tif state == 0:
\t\tangle += Input.get_axis("ui_left", "ui_right") * 2.0 * dt
\t\twall_x -= 140 * dt
\t\tif wall_x <= PLAYER.x:
\t\t\tvar period = PI / 2 if shape == 1 else TAU / 3
\t\t\tvar aligned = shape == 0 or absf(wrapf(angle - required_angle, -period / 2, period / 2)) < 0.18
\t\t\tif shape == requested and aligned:
\t\t\t\tpassed += 1
\t\t\telse:
\t\t\t\tmissed += 1
\t\t\twall_x = 930
\t\t\trequested = (requested + 1) % 3
\t\t\trequired_angle = (passed + missed) * PI / 6
\t\tif passed >= 6:
\t\t\tstate = 1
\t\telif missed >= 3:
\t\t\tstate = -1
\tqueue_redraw()
func shape_at(p: Vector2, kind: int, rotation: float, size: float, color: Color) -> void:
\tif kind == 0:
\t\tdraw_circle(p, size, color)
\telse:
\t\tvar points = PackedVector2Array()
\t\tvar count = 4 if kind == 1 else 3
\t\tvar extra = PI / 4 if kind == 1 else -PI / 2
\t\tfor i in range(count):
\t\t\tvar a = rotation + extra + float(i) * TAU / count
\t\t\tpoints.append(p + Vector2(cos(a), sin(a)) * size)
\t\tdraw_colored_polygon(points, color)
func _draw() -> void:
\tbackdrop("SILHOUETTE SHIFT", "Space: circle/square/triangle. Left/right: rotate. Match the approaching opening. R: restart")
\tdraw_rect(Rect2(50, 150, 865, 400), Color("17273e"))
\tdraw_line(Vector2(60, 350), Vector2(910, 350), Color("32435c"), 2)
\tdraw_rect(Rect2(wall_x - 20, 160, 40, 380), Color("7693b4"))
\tshape_at(Vector2(wall_x, 350), requested, required_angle, 49, Color("17273e"))
\tshape_at(PLAYER, shape, angle, 35, Color("ffd17b"))
\tshape_at(Vector2(780, 115), requested, required_angle, 23, Color("88edcf"))
\ttext_at("Required angle: %.0f deg" % rad_to_deg(fposmod(required_angle, TAU)), Vector2(500, 123), 20)
\ttext_at("Passes %d/6 Misses %d/3 Your angle %.0f deg" % [passed, missed, rad_to_deg(fposmod(angle, TAU))], Vector2(165, 610), 24)
\tif state != 0:
\t\ttext_at("ALL WALLS CLEARED! R: again" if state == 1 else "SHAPE MISMATCH. R: retry", Vector2(290, 575), 24)
'''),
94: ("Sled Slalom", '''extends Node2D
var sled_x = 480.0
var distance = 0.0
var cleared: Array[bool] = []
var rocks_hit: Array[bool] = [false, false]
var penalties = 0
var passed = 0
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tsled_x = 480
\tdistance = 0
\tcleared.clear()
\tfor i in range(8):
\t\tcleared.append(false)
\trocks_hit = [false, false]
\tpenalties = 0
\tpassed = 0
\tstate = 0
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
func _process(dt: float) -> void:
\tif state == 0:
\t\tdistance += 155 * dt
\t\tsled_x = clampf(sled_x + Input.get_axis("ui_left", "ui_right") * 340 * dt, 155, 805)
\t\tfor i in range(8):
\t\t\tif not cleared[i] and distance >= 400 + i * 250:
\t\t\t\tcleared[i] = true
\t\t\t\tpassed += 1
\t\t\t\tvar center = 315.0 if i % 2 == 0 else 645.0
\t\t\t\tif absf(sled_x - center) > 82:
\t\t\t\t\tpenalties += 1
\t\tfor i in range(2):
\t\t\tvar rock = Vector2(480 if i == 0 else 320, 490 - (760 + i * 900 - distance))
\t\t\tif not rocks_hit[i] and rock.distance_to(Vector2(sled_x, 490)) < 36:
\t\t\t\trocks_hit[i] = true
\t\t\t\tpenalties += 1
\t\tif penalties >= 3:
\t\t\tstate = -1
\t\telif passed == 8 and distance > 2320:
\t\t\tstate = 1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("SLED SLALOM", "Left/right: steer through alternating gate openings. Avoid rocks. Fewer than 3 penalties. R: restart")
\tdraw_rect(Rect2(130, 125, 700, 455), Color("c9deea"))
\tfor i in range(8):
\t\tvar y = 490 - (400 + i * 250 - distance)
\t\tif y < 125 or y > 580:
\t\t\tcontinue
\t\tvar center = 315.0 if i % 2 == 0 else 645.0
\t\tfor x in [center - 92, center + 92]:
\t\t\tdraw_line(Vector2(x, y - 32), Vector2(x, y + 10), Color("d15d78"), 5)
\t\tdraw_line(Vector2(center - 92, y), Vector2(center + 92, y), Color("639386"), 3)
\t\ttext_at(str(i + 1), Vector2(center - 8, y - 15), 23, Color("213452"))
\tfor i in range(2):
\t\tvar p = Vector2(480 if i == 0 else 320, 490 - (760 + i * 900 - distance))
\t\tif p.y > 125 and p.y < 580:
\t\t\tdraw_circle(p, 23, Color("6c7a90"))
\tdraw_rect(Rect2(sled_x - 13, 473, 26, 35), Color("347198"))
\tdraw_line(Vector2(sled_x - 20, 470), Vector2(sled_x - 20, 515), Color("243957"), 4)
\tdraw_line(Vector2(sled_x + 20, 470), Vector2(sled_x + 20, 515), Color("243957"), 4)
\ttext_at("Gates %d/8 Penalties %d/3 Distance %.0f" % [passed, penalties, distance], Vector2(220, 624), 25)
\tif state != 0:
\t\ttext_at("FINISH! R: race again" if state == 1 else "TOO MANY PENALTIES. R: retry", Vector2(290, 116), 24)
'''),
95: ("Crack Patrol", '''extends Node2D
const ORIGIN = Vector2(230, 155)
var damage: Array[float] = []
var player = Vector2i(1, 1)
var repairs = 0
var repair_time = 0.0
var walk_time = 0.0
var spread_time = 1.2
var cursor = 0
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tdamage.clear()
\tfor i in range(70):
\t\tdamage.append(0.0)
\tfor i in [22, 46, 18]:
\t\tdamage[i] = 0.1
\tplayer = Vector2i(1, 1)
\trepairs = 0
\trepair_time = 0
\twalk_time = 0
\tspread_time = 1.2
\tcursor = 0
\tstate = 0
func spread() -> void:
\tfor offset in range(70):
\t\tvar index = (cursor + offset) % 70
\t\tif damage[index] <= 0:
\t\t\tcontinue
\t\tvar cell = Vector2i(index % 10, int(index / 10))
\t\tfor d in [Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT, Vector2i.UP]:
\t\t\tvar next: Vector2i = cell + d
\t\t\tif next.x >= 0 and next.x < 10 and next.y >= 0 and next.y < 7:
\t\t\t\tvar target = next.y * 10 + next.x
\t\t\t\tif damage[target] == 0:
\t\t\t\t\tdamage[target] = 0.1
\t\t\t\t\tcursor = (index + 1) % 70
\t\t\t\t\treturn
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
func _process(dt: float) -> void:
\tif state == 0:
\t\tfor i in range(70):
\t\t\tif damage[i] > 0:
\t\t\t\tdamage[i] += dt
\t\twalk_time -= dt
\t\tspread_time -= dt
\t\tif spread_time <= 0:
\t\t\tspread_time = 1.2
\t\t\tspread()
\t\tif walk_time <= 0:
\t\t\tvar d = Vector2i.ZERO
\t\t\tif Input.is_action_pressed("ui_left"):
\t\t\t\td = Vector2i.LEFT
\t\t\telif Input.is_action_pressed("ui_right"):
\t\t\t\td = Vector2i.RIGHT
\t\t\telif Input.is_action_pressed("ui_up"):
\t\t\t\td = Vector2i.UP
\t\t\telif Input.is_action_pressed("ui_down"):
\t\t\t\td = Vector2i.DOWN
\t\t\tif d != Vector2i.ZERO:
\t\t\t\tplayer = (player + d).clamp(Vector2i.ZERO, Vector2i(9, 6))
\t\t\t\twalk_time = 0.12
\t\t\t\trepair_time = 0
\t\tvar index = player.y * 10 + player.x
\t\tif Input.is_physical_key_pressed(KEY_SPACE) and damage[index] > 0 and damage[index] < 12:
\t\t\trepair_time += dt
\t\t\tif repair_time >= 0.6:
\t\t\t\tdamage[index] = 0
\t\t\t\trepairs += 1
\t\t\t\trepair_time = 0
\t\telse:
\t\t\trepair_time = 0
\t\tvar broken = 0
\t\tvar cracked = 0
\t\tfor value in damage:
\t\t\tbroken += int(value >= 12)
\t\t\tcracked += int(value > 0)
\t\tif broken >= 35:
\t\t\tstate = -1
\t\telif repairs >= 12 or cracked == 0:
\t\t\tstate = 1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("CRACK PATROL", "Arrows: move. Hold Space 0.6s to repair a cracked tile. Repair 12 before half break. R: reset")
\tvar broken = 0
\tfor i in range(70):
\t\tvar p = ORIGIN + Vector2(i % 10, int(i / 10)) * 50
\t\tbroken += int(damage[i] >= 12)
\t\tdraw_rect(Rect2(p, Vector2(47, 47)), Color("19243a") if damage[i] >= 12 else Color("3e5c78"))
\t\tif damage[i] > 0:
\t\t\tdraw_line(p + Vector2(8, 5), p + Vector2(28, 24), Color("f39a80"), 3)
\t\t\tdraw_line(p + Vector2(28, 24), p + Vector2(12, 44), Color("f39a80"), 3)
\tdraw_circle(ORIGIN + Vector2(player) * 50 + Vector2(24, 24), 15, Color("73e8c4"))
\ttext_at("Repairs %d/12 Broken %d/35 Repair %.0f%%" % [repairs, broken, repair_time / 0.6 * 100], Vector2(215, 568), 23)
\tif state != 0:
\t\ttext_at("FLOOR SAVED! R: again" if state == 1 else "FLOOR COLLAPSED. R: retry", Vector2(285, 616), 25)
'''),
96: ("Eight Step Sum", '''extends Node2D
const ORIGIN = Vector2(275, 150)
const EXIT = Vector2i(4, 4)
var numbers: Array[int] = []
var path: Array[Vector2i] = [Vector2i.ZERO]
var score = 0
var state = 0
func _ready() -> void:
\treset()
func reset() -> void:
\tnumbers.clear()
\tfor i in range(25):
\t\tnumbers.append((i * 7) % 9 - 3)
\tnumbers[0] = 0
\tvar route = [1, 2, 3, 4, 9, 14, 19, 24]
\tvar values = [2, 3, 1, 4, 2, 1, 3, 2]
\tfor i in range(8):
\t\tnumbers[route[i]] = values[i]
\tpath = [Vector2i.ZERO]
\tscore = 0
\tstate = 0
func choose(cell: Vector2i) -> void:
\tif state != 0 or cell.x < 0 or cell.x > 4 or cell.y < 0 or cell.y > 4 or cell in path:
\t\treturn
\tvar last = path[path.size() - 1]
\tif absi(cell.x - last.x) + absi(cell.y - last.y) != 1:
\t\treturn
\tpath.append(cell)
\tscore += numbers[cell.y * 5 + cell.x]
\tif path.size() == 9:
\t\tstate = 1 if cell == EXIT and score == 18 else -1
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_BACKSPACE and path.size() > 1 and state == 0:
\t\t\tvar last = path.pop_back()
\t\t\tscore -= numbers[last.y * 5 + last.x]
\t\telif state == 0:
\t\t\tvar last = path[path.size() - 1]
\t\t\tif event.is_action_pressed("ui_left"):
\t\t\t\tchoose(last + Vector2i.LEFT)
\t\t\telif event.is_action_pressed("ui_right"):
\t\t\t\tchoose(last + Vector2i.RIGHT)
\t\t\telif event.is_action_pressed("ui_up"):
\t\t\t\tchoose(last + Vector2i.UP)
\t\t\telif event.is_action_pressed("ui_down"):
\t\t\t\tchoose(last + Vector2i.DOWN)
\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
\t\tvar p = event.position - ORIGIN
\t\tif Rect2(Vector2.ZERO, Vector2(400, 400)).has_point(p):
\t\t\tchoose(Vector2i(p / 80))
func _process(_dt: float) -> void:
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("EIGHT STEP SUM", "Arrows or click adjacent squares. Exactly 8 steps to EXIT with sum 18. Backspace: undo. R: reset")
\tfor y in range(5):
\t\tfor x in range(5):
\t\t\tvar cell = Vector2i(x, y)
\t\t\tvar p = ORIGIN + Vector2(cell) * 80
\t\t\tdraw_rect(Rect2(p, Vector2(76, 76)), Color("367f73") if cell in path else Color("2e4160"))
\t\t\ttext_at(str(numbers[y * 5 + x]), p + Vector2(29, 46), 28)
\t\t\tif cell == EXIT:
\t\t\t\ttext_at("EXIT", p + Vector2(17, 68), 17, Color("ffdb8c"))
\tfor i in range(1, path.size()):
\t\tdraw_line(ORIGIN + Vector2(path[i - 1]) * 80 + Vector2(38, 38), ORIGIN + Vector2(path[i]) * 80 + Vector2(38, 38), Color(1, 1, 1, 0.35), 5)
\ttext_at("Steps %d/8 Sum %d/18" % [path.size() - 1, score], Vector2(325, 588), 26)
\tif state != 0:
\t\ttext_at("PERFECT PATH! R: again" if state == 1 else "WRONG END OR SUM. R: retry", Vector2(280, 630), 24)
'''),
97: ("Return to Sender", '''extends Node2D
const CENTER = Vector2(480, 350)
const ENEMIES = [Vector2(180, 170), Vector2(780, 170), Vector2(780, 535), Vector2(180, 535)]
var alive: Array[bool] = [true, true, true, true]
var shots: Array[Dictionary] = []
var angle = 0.0
var health = 3
var timer = 0.5
var turn = 0
var state = 0
func reset() -> void:
\talive = [true, true, true, true]
\tshots.clear()
\tangle = 0
\thealth = 3
\ttimer = 0.5
\tturn = 0
\tstate = 0
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
func _process(dt: float) -> void:
\tif state == 0:
\t\tangle += Input.get_axis("ui_left", "ui_right") * 3 * dt
\t\ttimer -= dt
\t\tif timer <= 0:
\t\t\ttimer = 0.9
\t\t\tfor offset in range(4):
\t\t\t\tvar owner = (turn + offset) % 4
\t\t\t\tif alive[owner]:
\t\t\t\t\tshots.append({"p": ENEMIES[owner], "v": (CENTER - ENEMIES[owner]).normalized() * 155, "owner": owner, "reflected": false})
\t\t\t\t\tturn = (owner + 1) % 4
\t\t\t\t\tbreak
\t\tfor i in range(shots.size() - 1, -1, -1):
\t\t\tvar p: Vector2 = shots[i]["p"]
\t\t\tvar v: Vector2 = shots[i]["v"]
\t\t\tp += v * dt
\t\t\tshots[i]["p"] = p
\t\t\tvar erase = false
\t\t\tif not shots[i]["reflected"] and p.distance_to(CENTER) < 84 and p.distance_to(CENTER) > 60:
\t\t\t\tif absf(wrapf((p - CENTER).angle() - angle, -PI, PI)) < 0.5:
\t\t\t\t\tshots[i]["v"] = -v * 1.6
\t\t\t\t\tshots[i]["reflected"] = true
\t\t\tif shots[i]["reflected"] and p.distance_to(ENEMIES[int(shots[i]["owner"])]) < 24:
\t\t\t\talive[int(shots[i]["owner"])] = false
\t\t\t\terase = true
\t\t\telif p.distance_to(CENTER) < 22:
\t\t\t\thealth -= 1
\t\t\t\terase = true
\t\t\telif not Rect2(20, 105, 920, 505).has_point(p):
\t\t\t\terase = true
\t\t\tif erase:
\t\t\t\tshots.remove_at(i)
\t\tif health <= 0:
\t\t\tstate = -1
\t\telif not alive[0] and not alive[1] and not alive[2] and not alive[3]:
\t\t\tstate = 1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("RETURN TO SENDER", "Left/right: rotate your short shield. Reflect shots back at their own turrets. R: restart")
\tvar remaining = 0
\tfor i in range(4):
\t\tif alive[i]:
\t\t\tremaining += 1
\t\t\tdraw_circle(ENEMIES[i], 23, Color("bd6b88"))
\t\t\tdraw_line(ENEMIES[i], ENEMIES[i] + (CENTER - ENEMIES[i]).normalized() * 31, Color("ed99aa"), 8)
\tdraw_circle(CENTER, 18, Color("e4c078"))
\tdraw_arc(CENTER, 75, angle - 0.5, angle + 0.5, 20, Color("7adcf0"), 8)
\tfor shot in shots:
\t\tdraw_circle(shot["p"], 6, Color("76edbd") if shot["reflected"] else Color("ff8c94"))
\ttext_at("Health %d/3 Turrets defeated %d/4" % [health, 4 - remaining], Vector2(265, 625), 26)
\tif state != 0:
\t\ttext_at("ALL TURRETS SILENCED! R: again" if state == 1 else "SHIELD BREACHED. R: retry", Vector2(265, 115), 25)
'''),
98: ("Color Courier", '''extends Node2D
const STATIONS = [Vector2(160, 340), Vector2(480, 185), Vector2(800, 340)]
const COLORS = [Color("f27682"), Color("73e49b"), Color("79b5fc")]
const RECIPES = [Vector3i(2, 1, 1), Vector3i(1, 2, 2), Vector3i(1, 1, 3)]
const CUSTOMER = Vector2(480, 530)
var player = Vector2(480, 350)
var tank = Vector3i.ZERO
var delivered = 0
var errors = 0
var state = 0
func reset() -> void:
\tplayer = Vector2(480, 350)
\ttank = Vector3i.ZERO
\tdelivered = 0
\terrors = 0
\tstate = 0
func total() -> int:
\treturn tank.x + tank.y + tank.z
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_X and state == 0:
\t\t\ttank = Vector3i.ZERO
\t\telif event.keycode == KEY_SPACE and state == 0:
\t\t\tfor i in range(3):
\t\t\t\tif player.distance_to(STATIONS[i]) < 58 and total() < 6:
\t\t\t\t\ttank[i] += 1
\t\t\tif player.distance_to(CUSTOMER) < 58:
\t\t\t\tif tank == RECIPES[delivered]:
\t\t\t\t\tdelivered += 1
\t\t\t\telse:
\t\t\t\t\terrors += 1
\t\t\t\ttank = Vector3i.ZERO
\t\t\tif delivered == 3:
\t\t\t\tstate = 1
\t\t\telif errors == 3:
\t\t\t\tstate = -1
func _process(dt: float) -> void:
\tif state == 0:
\t\tplayer += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 250 * dt
\t\tplayer = player.clamp(Vector2(80, 140), Vector2(880, 570))
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("COLOR COURIER", "Arrows: move / Space near station: add 1 unit; near customer: deliver / X: empty tank / R: restart")
\tfor i in range(3):
\t\tdraw_circle(STATIONS[i], 38, COLORS[i])
\t\ttext_at(["R", "G", "B"][i], STATIONS[i] + Vector2(-12, 12), 32, Color("17233b"))
\tdraw_circle(CUSTOMER, 37, Color("e8d5aa"))
\ttext_at("ORDER", CUSTOMER + Vector2(-33, 7), 20, Color("17233b"))
\tvar recipe: Vector3i = RECIPES[mini(delivered, 2)]
\ttext_at("Need R%d G%d B%d" % [recipe.x, recipe.y, recipe.z], Vector2(360, 125), 26, Color("ffe3a1"))
\tvar mixture = Color(float(tank.x) / maxi(1, total()), float(tank.y) / maxi(1, total()), float(tank.z) / maxi(1, total()))
\tdraw_circle(player, 18, Color("bfd8e9"))
\tdraw_circle(player, 11, mixture if total() > 0 else Color("203452"))
\ttext_at("Tank R%d G%d B%d (%d/6) Delivered %d/3 Wrong %d/3" % [tank.x, tank.y, tank.z, total(), delivered, errors], Vector2(90, 625), 23)
\tif state != 0:
\t\ttext_at("ALL COLORS DELIVERED! R: again" if state == 1 else "WRONG MIXTURES. R: retry", Vector2(265, 585), 25)
'''),
99: ("Three Stage Relay", '''extends Node2D
var stage = 0
var player = Vector2(120, 532)
var vertical = 0.0
var grounded = true
var total_time = 0.0
var health = 3
var immune = 0.0
var state = 0
const HURDLES = [Rect2(300, 475, 45, 70), Rect2(470, 445, 45, 100), Rect2(640, 480, 45, 65)]
func reset() -> void:
\tstage = 0
\ttotal_time = 0
\thealth = 3
\tstate = 0
\tplace_player()
func place_player() -> void:
\tplayer = Vector2(105, 340) if stage == 1 else Vector2(120, 532)
\tvertical = 0
\tgrounded = true
\timmune = 1.0
func fail_stage() -> void:
\thealth -= 1
\tif health <= 0:
\t\tstate = -1
\telse:
\t\tplace_player()
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo:
\t\tif event.keycode == KEY_R:
\t\t\treset()
\t\telif event.keycode == KEY_SPACE and state == 0 and stage != 1 and grounded:
\t\t\tvertical = -620.0 if stage == 2 else -405.0
\t\t\tgrounded = false
func _process(dt: float) -> void:
\tif state == 0:
\t\ttotal_time += dt
\t\timmune = maxf(0, immune - dt)
\t\tif stage == 1:
\t\t\tplayer += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 235 * dt
\t\t\tplayer = player.clamp(Vector2(75, 145), Vector2(880, 555))
\t\t\tfor i in range(4):
\t\t\t\tvar hazard = Vector2(280 + i * 155, 350 + sin(total_time * 2 + i) * 170)
\t\t\t\tif hazard.distance_to(player) < 37 and immune <= 0:
\t\t\t\t\tfail_stage()
\t\t\t\t\tbreak
\t\t\tif player.x > 850:
\t\t\t\tstage = 2
\t\t\t\tplace_player()
\t\telse:
\t\t\tvar old = player
\t\t\tplayer.x = clampf(player.x + Input.get_axis("ui_left", "ui_right") * (420 if stage == 2 else 230) * dt, 75, 885)
\t\t\tif stage == 0:
\t\t\t\tfor wall in HURDLES:
\t\t\t\t\tif Rect2(player - Vector2(13, 13), Vector2(26, 26)).intersects(wall):
\t\t\t\t\t\tplayer.x = old.x
\t\t\tvertical += 760 * dt
\t\t\tplayer.y += vertical * dt
\t\t\tgrounded = false
\t\t\tvar platforms: Array[Rect2] = [Rect2(60, 545, 840, 25)] if stage == 0 else [Rect2(60, 545, 160, 25), Rect2(650, 430, 130, 20)]
\t\t\tif stage == 0:
\t\t\t\tfor wall in HURDLES:
\t\t\t\t\tplatforms.append(wall)
\t\t\tfor platform in platforms:
\t\t\t\tif vertical >= 0 and old.y + 13 <= platform.position.y + 1 and player.y + 13 >= platform.position.y and player.x > platform.position.x - 8 and player.x < platform.end.x + 8:
\t\t\t\t\tplayer.y = platform.position.y - 13
\t\t\t\t\tvertical = 0
\t\t\t\t\tgrounded = true
\t\t\t\t\tif stage == 2 and platform.position.x == 650:
\t\t\t\t\t\tstate = 1
\t\t\tif player.y > 640:
\t\t\t\tfail_stage()
\t\t\tif stage == 0 and player.x > 850:
\t\t\t\tstage = 1
\t\t\t\tplace_player()
\t\tif total_time > 120:
\t\t\tstate = -1
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("THREE STAGE RELAY", "Arrows: move / Space: jump in stages 1 and 3 / Reach the right edge, then land on gold / R: reset")
\tif stage == 0:
\t\tdraw_rect(Rect2(60, 545, 840, 25), Color("45677a"))
\t\tfor wall in HURDLES:
\t\t\tdraw_rect(wall, Color("7e9aab"))
\telif stage == 1:
\t\tdraw_rect(Rect2(65, 130, 835, 440), Color("19334a"))
\t\tfor i in range(4):
\t\t\tdraw_circle(Vector2(280 + i * 155, 350 + sin(total_time * 2 + i) * 170), 24, Color("ea8295"))
\telse:
\t\tdraw_rect(Rect2(60, 545, 160, 25), Color("6b8798"))
\t\tdraw_rect(Rect2(650, 430, 130, 20), Color("e5c474"))
\t\ttext_at("LAND HERE", Vector2(650, 406), 21, Color("e5c474"))
\tdraw_circle(player, 13, Color("80ebcd"))
\ttext_at("Stage %d/3 Lives %d/3 Total time %.1fs" % [stage + 1, health, total_time], Vector2(235, 618), 25)
\tif state != 0:
\t\ttext_at("RELAY COMPLETE! R: again" if state == 1 else "RELAY FAILED. R: retry", Vector2(295, 115), 25)
'''),
100: ("Moving Constellation", '''extends Node2D
const STARS = [Vector2(230, 230), Vector2(500, 160), Vector2(760, 260), Vector2(650, 490), Vector2(320, 500)]
var path: Array[Vector2] = []
var next_star = 1
var drawing = false
var cursor = Vector2.ZERO
var hazard = Vector2(780, 340)
var clock = 0.0
var remaining = 40.0
var state = 0
func reset() -> void:
\tpath.clear()
\tnext_star = 1
\tdrawing = false
\tclock = 0
\tremaining = 40
\tstate = 0
func segment_distance(point: Vector2, a: Vector2, b: Vector2) -> float:
\tvar direction = b - a
\tif direction.length_squared() < 0.01:
\t\treturn point.distance_to(a)
\tvar t = clampf((point - a).dot(direction) / direction.length_squared(), 0, 1)
\treturn point.distance_to(a + direction * t)
func _unhandled_input(event: InputEvent) -> void:
\tif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_R:
\t\treset()
\tif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and state == 0:
\t\tif event.pressed and not drawing and event.position.distance_to(STARS[0]) < 25:
\t\t\tdrawing = true
\t\t\tpath = [STARS[0]]
\t\t\tcursor = event.position
\t\telif not event.pressed and drawing:
\t\t\tdrawing = false
\t\t\tstate = -1
func _process(dt: float) -> void:
\tif state == 0:
\t\tclock += dt
\t\thazard = Vector2(480 + cos(clock * 0.7) * 300, 340 + sin(clock * 1.1) * 170)
\t\tif drawing:
\t\t\tremaining -= dt
\t\t\tcursor = get_global_mouse_position()
\t\t\tvar last = path[path.size() - 1]
\t\t\tif segment_distance(hazard, last, cursor) < 27 or remaining <= 0:
\t\t\t\tstate = -1
\t\t\telse:
\t\t\t\tvar target: Vector2 = STARS[next_star % 5]
\t\t\t\tif cursor.distance_to(target) < 23:
\t\t\t\t\tpath.append(target)
\t\t\t\t\tnext_star += 1
\t\t\t\t\tif next_star == 6:
\t\t\t\t\t\tstate = 1
\t\t\t\t\t\tdrawing = false
\tqueue_redraw()
func _draw() -> void:
\tbackdrop("MOVING CONSTELLATION", "Hold left mouse from star 1, drag through 2→3→4→5→1. Keep the active line clear of red. R: reset")
\tfor i in range(5):
\t\tdraw_circle(STARS[i], 15, Color("ffe4a1"))
\t\tdraw_arc(STARS[i], 23, 0, TAU, 24, Color("637caa"), 2)
\t\ttext_at(str(i + 1), STARS[i] + Vector2(-7, -30), 23)
\tfor i in range(1, path.size()):
\t\tdraw_line(path[i - 1], path[i], Color("ffda85"), 4)
\tif drawing and not path.is_empty():
\t\tdraw_line(path[path.size() - 1], cursor, Color("6de8d0"), 3)
\tdraw_circle(hazard, 23, Color("ef7b90"))
\tdraw_arc(hazard, 29, 0, TAU, 30, Color("7d425b"), 2)
\ttext_at("Next star %d Lines %d/5 Time %.0f" % [next_star % 5 + 1, maxi(0, path.size() - 1), maxf(0, remaining)], Vector2(260, 620), 25)
\tif state != 0:
\t\ttext_at("CONSTELLATION COMPLETE! R: again" if state == 1 else "LINE BROKEN. R: retry", Vector2(245, 115), 25)
'''),
})
def main() -> None:
prompt_file = ROOT / "data/teacher_prompts.jsonl"
prompts = {int(row["id"].rsplit("-", 1)[1]): row
for row in (json.loads(line) for line in prompt_file.read_text(encoding="utf-8").splitlines() if line.strip())
if int(row["id"].rsplit("-", 1)[1]) in GAMES}
if set(prompts) != set(GAMES):
raise ValueError("Expected precisely assigned train-only prompt IDs 033–044 and 085–100")
rows, evidence = [], []
for number, (title, source) in sorted(GAMES.items()):
files = {"project.godot": PROJECT % title, "main.tscn": SCENE, "main.gd": source + UI}
output = canonical_json({"files": files})
parse_project(output)
instruction = prompts[number]["instruction"]
rows.append({"instruction": instruction, "output": output})
evidence.append({"prompt_id": prompts[number]["id"], "title": title,
"instruction_sha256": hashlib.sha256(instruction.encode()).hexdigest(),
"output_sha256": hashlib.sha256(output.encode()).hexdigest(),
"project_sha256": project_sha256(files), "gdscript_characters": len(source + UI),
"static_contract_passed": True, "engine_import_verified": False,
"clean_60_second_run_verified": False, "admitted_to_training": False})
destination = ROOT / "data/codex_teacher_batch_c.jsonl"
temporary = destination.with_suffix(".jsonl.tmp")
temporary.write_text("".join(json.dumps(row, ensure_ascii=False) + "\n" for row in rows), encoding="utf-8")
temporary.replace(destination)
provenance = {"schema_version": 1, "batch": "codex_teacher_batch_c", "count": len(rows),
"teacher": "In-session Codex assistant authored these original complete projects directly",
"teacher_model_identifier": "not separately exposed by the authoring runtime",
"not_generated_by": "Qwen2.5-Coder-14B or a separate paid teacher API",
"source_material": "Original game logic and geometric visuals; repository canonical PROJECT, SCENE, and UI shell",
"license": "Apache-2.0, matching this project's original code license",
"target_runtime": "Godot 4.5.1; prompt wording retained exactly, including Godot 4.4 compatibility request",
"blind_eval_prompts_read": False,
"validation": "Only parse_project static schema/API checks have run. Linux Godot import and a full clean 60-second run remain mandatory before admission.",
"dataset_sha256": hashlib.sha256(destination.read_bytes()).hexdigest(), "examples": evidence}
temporary_provenance = destination.with_suffix(".provenance.json.tmp")
temporary_provenance.write_text(json.dumps(provenance, indent=2) + "\n", encoding="utf-8")
temporary_provenance.replace(destination.with_suffix(".provenance.json"))
print(json.dumps({"candidates": len(rows), "output": str(destination),
"max_gdscript_characters": max(row["gdscript_characters"] for row in evidence),
"static_contract": "passed", "engine_validation": "pending"}, indent=2))
if __name__ == "__main__":
main()
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