BasicGame no_players=2

    SpriteSet
        back > Immovable img=oryx/backGrey hidden=True

        movable >
            blockSpawn  > BomberRandomMissile hidden=True invisible=True singleton=True
                spawn0 > stypeMissile=red,green,yellow cooldown=4 speed=0.8 prob=0.1
                spawn1 > stypeMissile=red,green cooldown=8 speed=0.8 prob=0.2
                spawn2 > stypeMissile=red,green,yellow cooldown=15 speed=0.5 prob=0.2
                spawn3 > stypeMissile=red,green cooldown=4 speed=0.6 prob=0.1
                spawn4 > stypeMissile=red,green,yellow,blue cooldown=5 speed=0.8 prob=0.1
            avatar  > HorizontalAvatar
                none > frameRate=16
                    avatarA > img=newset/girl2
                    avatarB > img=newset/man3
                claimed > 
                    avatarAC > img=newset/girl2
                    avatarBC > img=newset/man3
        missile > Missile orientation=DOWN speed=0.1
            unclaimed >
                red  > color=RED img=newset/blockR
                green  > color=GREEN img=newset/blockG
                yellow  > color=YELLOW img=newset/blockY
                blue  > color=BLUE img=newset/blockB
            avA >
                redA > color=RED img=newset/blockR2
                greenA  > color=GREEN img=newset/blockG2
                yellowA  > color=YELLOW img=newset/blockY2
                blueA  > color=BLUE img=newset/blockB2
            avB >
                redB > color=RED img=newset/blockR3
                greenB  > color=GREEN img=newset/blockG3
                yellowB  > color=YELLOW img=newset/blockY3
                blueB  > color=BLUE img=newset/blockB3
        wall > Immovable img=oryx/wall1

    InteractionSet
        blockSpawn wall  > reverseDirection
        movable wall  > stepBack
        missile wall  > killSprite
		
        avatarA red > updateSpawnType stype=redA spawnPoint=blockSpawn
        avatarA red > transformToAll stype=red stypeTo=redA
        avatarA avA > transformTo stype=avatarAC
		
        avatarA green > updateSpawnType stype=greenA spawnPoint=blockSpawn
        avatarA green > transformToAll stype=green stypeTo=greenA
        avatarA avA > transformTo stype=avatarAC
		
        avatarA yellow > updateSpawnType stype=yellowA spawnPoint=blockSpawn
        avatarA yellow > transformToAll stype=yellow stypeTo=yellowA
        avatarA avA > transformTo stype=avatarAC
		
        avatarA blue > updateSpawnType stype=blueA spawnPoint=blockSpawn
        avatarA blue > transformToAll stype=blue stypeTo=blueA
        avatarA avA > transformTo stype=avatarAC
				
        avatarB red > updateSpawnType stype=redB spawnPoint=blockSpawn
        red avatarB > transformToAll stype=red stypeTo=redB
        avatarB avB > transformTo stype=avatarBC
		
        avatarB green > updateSpawnType stype=greenB spawnPoint=blockSpawn
        green avatarB > transformToAll stype=green stypeTo=greenB
        avatarB avB > transformTo stype=avatarBC
		
        avatarB yellow > updateSpawnType stype=yellowB spawnPoint=blockSpawn
        yellow avatarB > transformToAll stype=yellow stypeTo=yellowB
        avatarB avB > transformTo stype=avatarBC
        
        avatarB blue > updateSpawnType stype=blueB spawnPoint=blockSpawn
        avatarB blue > transformToAll stype=blue stypeTo=blueB
        avatarB avB > transformTo stype=avatarBC

        avB avatarBC > killSprite scoreChange=0,2
        avB avatarAC > killSprite scoreChange=1,0
        avA avatarBC > killSprite scoreChange=0,1
        avA avatarAC > killSprite scoreChange=2,0
        avatarAC unclaimed > removeScore killSecond=True
        avatarBC unclaimed > removeScore killSecond=True
 		
    LevelMapping
        s > spawn0 back
        d > spawn1 back
        f > spawn2 back
        g > spawn3 back
        h > spawn4 back
        A > avatarA back
        B > avatarB back
        . > back

    TerminationSet
        Timeout limit=1500 count_score=True