#Bolo Adventures III: http://www.mobygames.com/game/dos/bolo-adventures-iii
BasicGame key_handler=Pulse
    SpriteSet
        ground > Immovable img=oryx/backLBrown hidden=True
        hole   > Immovable color=DARKBLUE img=newset/hole1
        goal > Immovable img=oryx/doorclosed1
        avatar > OrientedAvatar rotateInPlace=false img=oryx/spelunky frameRate=8
        box    > Passive img=newset/block1
        boulder  > Passive img=newset/block2
        boulderm > Missile img=newset/block3
        lasercannon > SpawnPoint 
            lcup > img=newset/lasercannon stype=lup
            lcdown > img=newset/lasercannon_2 stype=ldown
            lcright > img=newset/lasercannon_1 stype=lright
            lcleft > img=newset/lasercannon_3 stype=lleft
        laser > Missile color=YELLOW  shrinkfactor=0.5 speed=0.1
            lup > orientation=UP img=newset/laser1
            ldown > orientation=DOWN img=newset/laser1
            lright > orientation=RIGHT img=newset/laser1_1
            lleft > orientation=LEFT img=newset/laser1_1

        wall > Immovable img=oryx/wall3 autotiling=True

    LevelMapping
        A > avatar ground
        b > box ground
        c > boulder ground
        l > lcleft ground
        r > lcright ground
        u > lcup ground
        d > lcdown ground
        0 > hole ground
        g > goal ground
        . > ground

    InteractionSet

        boulderm wall box boulder lasercannon > transformTo stype=boulder
        boulderm hole > killBoth scoreChange=1

        avatar wall lasercannon > stepBack
        avatar box > shieldFrom ftype=killIfFrontal stype=laser

        box avatar  > bounceForward
        box wall box hole lasercannon   > undoAll
        
        avatar wall > stepBack
        boulder avatar  > transformTo stype=boulderm
        boulderm avatar > attractGaze
        avatar boulder boulderm > stepBack

        boulder box wall boulder lasercannon > undoAll
        laser wall boulder boulderm box hole > killSprite
        avatar hole > stepBack

        avatar laser > killIfFrontal
        avatar laser > killIfNotFrontal

        
        goal avatar > killSprite scoreChange=5

    TerminationSet
        SpriteCounter stype=avatar    limit=0 win=False
        SpriteCounter stype=goal    limit=0 win=True