<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd" xmlns:el="http://enigma-game.org/schema/level/1">
  <el:protected>
    <el:info el:type="level">
      <el:identity el:title="Electric Meditation" el:subtitle="" el:id="duffy123"/>
      <el:version el:score="1" el:release="1" el:revision="1" el:status="released"/>
      <el:author  el:name="Jacob Scott" el:email="" el:homepage=""/>
      <el:copyright>Copyright © 2004 Jacob Scott</el:copyright>
      <el:license el:type="GPL v2.0 or above" el:open="true"/>
      <el:compatibility el:enigma="0.92">
      </el:compatibility>
      <el:modes el:easy="true" el:single="true" el:network="false"/>
      <el:comments>
        <el:code>Lua 5.1 and XML converted by Leveladministrators</el:code>
      </el:comments>
      <el:score el:easy="-" el:difficult="-"/>
    </el:info>
    <el:luamain><![CDATA[
rooms_wide=1
rooms_high=1

levelw=1+(19*rooms_wide)+1
levelh=1+(12*rooms_high)

create_world( levelw, levelh)

if not difficult then
    enigma.ElectricForce=35
else
    enigma.ElectricForce=50
end

fill_floor("fl-normal", 0,0,levelw,levelh)

function renderLine( line, pattern)
    for i=1, strlen(pattern) do
        local c = strsub( pattern, i, i)
        if c =="#" then
            set_stone( "st-greenbrown", i-1, line)
        elseif c =="P" then
            set_stone( "st-chargeplus", i-1, line)
        elseif c =="M" then
            set_stone( "st-chargeminus", i-1, line)
        elseif c =="N" then
            set_stone( "st-chargezero", i-1, line)
        elseif c =="T" then
            set_stone( "st-timer", i-1, line,{interval=1,action="callback",target="funcc1"})
        elseif c == "o" then
            oxyd( i-1, line)
        elseif c == "*" then
            set_stone( "st-brownie", i-1, line)
        elseif c == "%" then
            set_stone( "st-brownie", i-1, line)
            set_floor("fl-water",i-1,line)
        elseif c == "!" then
            abyss(i-1,line)
        elseif c == "~" then
            set_floor("fl-water",i-1,line)
        elseif c=="z" then
            set_actor("ac-blackball", i-.5,line+.5, {player=0})
        elseif c=="y" then
            set_actor("ac-whiteball", i-1,line+.5, {player=1})
        elseif c=="w" then
            set_actor("ac-whiteball-small", i-.5,line+.5, {controllers=1,mouseforce=1,player=0})
        elseif c=="W" then
            set_actor("ac-whiteball-small", i-.5,line+.5, {controllers=0,mouseforce=0,player=1})
            set_item("it-hill",i-1,line)
        elseif c == "g" then
            draw_stones("st-grate1",{i-1,line}, {1,1}, 1)
        elseif c=="+" then
            set_stone( "st-wood", i-1, line)
        elseif c=="=" then
            set_floor("fl-space",i-1,line)
        elseif c=="H" then
            set_item("it-hollow",i-1,line)
        elseif c=="1" then
            set_item("it-wormhole",i-1,line,{strength=0,targetx=i-1.5,targety=line+2.5})
        elseif c == "d" then --1-d
            set_floor("fl-gradient",  i-1,  line, {type=1})
            set_actor("ac-whiteball-small", i-.5,line+.5, {controllers=1,player=1})
        elseif c == "u" then --2-u
            set_floor("fl-gradient",  i-1,  line, {type=2})
            set_actor("ac-whiteball-small", i-.5,line+.5, {controllers=1,player=1})
        elseif c == "r" then --3-r
            set_floor("fl-gradient",  i-1,  line, {type=3})
            set_actor("ac-whiteball-small", i-.5,line+.5, {controllers=1,player=1})
        elseif c == "l" then --4-l
            set_floor("fl-gradient",  i-1,  line, {type=4})
            set_actor("ac-whiteball-small", i-.5,line+.5, {controllers=1,player=1})
        elseif c=="h" then
            set_item("it-hollow",i-1,line,{name="h1"})
            set_actor("ac-whiteball-small", i-.5,line+.5, {controllers=1,player=0})
            set_floor("fl-space",i-1,line)
        end
    end
end

renderLine(00,"!!!!!!!M!!!!!M!!!!!!T")
renderLine(01,"!!!!!!MuM!!!MuM!!!!! ")
renderLine(02,"!!!!!P   P!P   P!!!! ")
renderLine(03,"!!!!P  H  P  H  P!!! ")
renderLine(04,"!!!P P   P=P   P P!! ")
renderLine(05,"!!M   M M===M M   M! ")
renderLine(06,"!Ml H  M==h==M  H rM ")
renderLine(07,"!!M   M M===M M   M! ")
renderLine(08,"!!!P P   P=P   P P!! ")
renderLine(09,"!!!!P  H  P  H  P!!! ")
renderLine(10,"!!!!!P   P!P   P!!!! ")
renderLine(11,"!!!!!!MdM!!!MdM!!!!! ")
renderLine(12,"!!!!!!!M!!!!!M!!!!!! ")

enigma.SendMessage(enigma.GetNamedObject("h1"),"trigger",nil)

ff1=0
function funcc1()
    if ff1==0 then
        set_floor("fl-normal",7,1)
        set_floor("fl-normal",13,1)
        set_floor("fl-normal",2,6)
        set_floor("fl-normal",18,6)
        set_floor("fl-normal",7,11)
        set_floor("fl-normal",13,11)
        set_floor("fl-normal",10,4)
        set_floor("fl-normal",9,5)
        set_floor("fl-normal",10,5)
        set_floor("fl-normal",11,5)
        set_floor("fl-normal",8,6)
        set_floor("fl-normal",9,6)
        set_floor("fl-normal",10,6)
        set_floor("fl-normal",11,6)
        set_floor("fl-normal",12,6)
        set_floor("fl-normal",9,7)
        set_floor("fl-normal",10,7)
        set_floor("fl-normal",11,7)
        set_floor("fl-normal",10,8)
        enigma.SendMessage(enigma.GetNamedObject("h1"),"trigger",nil)
        ff1=1
    end
end
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>
