BasicGame square_size=20 obs=wall,tunnel
    SpriteSet

        moving >
            switch > Immovable img=oryx/wall3_0
            tunnel > Passive img=newset/wallBlue
            alientunnel > Passive img=newset/wallRed
            tunnelend > Passive invisible=True hidden=True
            alientunnelend > Passive invisible=True hidden=True
            exit > Door color=GREEN img=newset/exit2

            door > Door
                doorClosed > Immovable img=oryx/doorclosed1
                doorOpened > Immovable img=oryx/dooropen1

            alien > singleton=True
                pursuer > PathAltChaser stype1=standing stype2=crouching cooldown=2 img=oryx/ogre1
                pursuertunnel > PathAltChaser stype1=standing stype2=crouching cooldown=2 img=oryx/ogre2 invisible=True hidden=True
                wanderer > PathAltChaser stype1=tunnelend stype2=crouching cooldown=1 img=oryx/ogre2 randomTarget=True invisible=True hidden=True

            human > OrientedAvatar rotateInPlace=false
                standing  > img=oryx/rogue color=YELLOW  speed=0.5 frameRate=8
                crouching > img=oryx/ghost2 color=ORANGE  speed=0.5

            wall > Immovable img=oryx/wall1



    InteractionSet

        moving wall > stepBack pixelPerfect=True
        human alientunnel > stepBack pixelPerfect=True
        human alien  > killSprite scoreChange=-10
        exit human > killSprite scoreChange=10

        crouching tunnelend > transformToAll stype=wanderer stypeTo=pursuer
        crouching tunnelend > transformTo stype=standing

        standing tunnel > transformToAll stype=pursuer stypeTo=wanderer
        standing tunnel > transformToAll stype=pursuertunnel stypeTo=wanderer
        standing tunnel > transformTo stype=crouching

        pursuertunnel alientunnelend > transformToAll stype=pursuertunnel stypeTo=pursuer
        pursuer alientunnel > transformToAll stype=pursuer stypeTo=pursuertunnel

        human switch > transformToAll stype=doorClosed stypeTo=doorOpened scoreChange=2

    LevelMapping
        A > standing
        a > pursuer
        e > exit
        t > tunnel
        x > alientunnel
        n > tunnelend
        m > alientunnelend
        s > switch
        d > doorClosed

    TerminationSet
        SpriteCounter stype=exit   win=True
        SpriteCounter stype=human win=False