# level design by Owen Hay module.exports = name: "grasp" scheme: "blue_scheme" intro: "grasp" size: [11,11,11] help: """ $scale(1.5)mission:activate the exit! to shoot, press $key(shoot) """ player: coordinates: [3,0,3] nostatus: 0 exits: [ name: "exit" active: 0 position: [0,0,0] ] create: -> s = world.getSize() world.addObjectAtPos(KikiStone(), KikiPos(s.x/2-1, s.y/2+1, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2+1, s.y/2+1, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2+1, s.y/2-1, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2-1, s.y/2-1, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2-1, s.y/2, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2+1, s.y/2, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2, s.y/2-1, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2, s.y/2+1, 0)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2, s.y/2, 1)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2+1, s.y/2, 2)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2-1, s.y/2, 2)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2+2, s.y/2, 1)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2-2, s.y/2, 1)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2+2, s.y/2, 4)) world.addObjectAtPos(KikiStone(), KikiPos(s.x/2-2, s.y/2, 4)) exit_switch = KikiSwitch() exit_switch.getEventWithName("switched").addAction(continuous(() -> world.toggle("exit"))) world.addObjectAtPos(exit_switch, KikiPos(s.x/2, s.y/2, 0))