"""
Going Down!

This is the first level. Zort has been shot out of orbit and
crashlanded here. This level should be relatively straight forward and
take no more than 2 minutes to complete. There should be no monsters,
an obvious path, one door and one switch to go through.
"""

# import your game entities here
# implement any level specific enemies here

from zort.entity import *
from zort.enemies import *
from zort.hero import Hero
from zort.level import Task
from zort import hex_model


def setup_level(level_scene):
    """
    Initialize your entities
    """
    # level_scene.build_entity(Saucer, 'shipPink_manned.png', (4, 4))
    #level_scene.build_entity(Enemy, "alienGreen.png", (4, 4))
    #level_scene.build_button("testDoor", "tileMagic_tile.png", (2, 4))
    #level_scene.build_door("testDoor", (0, 0))
    #level_scene.move_hero((1, 1))
    button = level_scene.build_button("test-door", "tileMagic_tile.png", (9, 8))
    level_scene.build_door("test-door", (14, 9))
    level_scene.build_door("test-door", (14, 8))
    level_scene.raise_event(button, 'Switch', key="test-door", state=True)

    e = ShipPart('shipPart6.png', level_scene.load_level,
                 kwargs={"level_name": "finderskeepers"})
    e.scale = .5
    e.update_image()
    level_scene.add_entity(e, (16, 10))

    # # start the silly timer to drop powerups
    # #timer = Task(self.new_powerup, 5000, -1)
    # #self.timers.add(timer)


def handle_internal_events(level_scene):
    """
    Handle non-entity specific events here
    (or entity specific events if that means getting the game done on time)
    """
    pass

"""
Going Down!

This is the first level. Zort has been shot out of orbit and
crashlanded here. This level should be relatively straight forward and
take no more than 2 minutes to complete. There should be no monsters,
an obvious path, one door and one switch to go through.
"""

# import your game entities here
# implement any level specific enemies here

from zort.entity import *
from zort.enemies import *
from zort.hero import Hero
from zort.level import Task
from zort import hex_model


def setup_level(level_scene):
    """
    Initialize your entities
    """
    # level_scene.build_entity(Saucer, 'shipPink_manned.png', (4, 4))
    #level_scene.build_entity(Enemy, "alienGreen.png", (4, 4))
    #level_scene.build_button("testDoor", "tileMagic_tile.png", (2, 4))
    #level_scene.build_door("testDoor", (0, 0))
    #level_scene.move_hero((1, 1))
    button = level_scene.build_button("test-door", "tileMagic_tile.png", (9, 8))
    level_scene.build_door("test-door", (14, 9))
    level_scene.build_door("test-door", (14, 8))
    level_scene.raise_event(button, 'Switch', key="test-door", state=True)

    e = level_scene.build_entity(Enemy, "alienGreen.png", (4, 4))
    e.scale = 1
    e.update_image()

    e = level_scene.build_entity(Enemy, "alienGreen.png", (6, 12))
    e.scale = 1.5
    e.update_image()

    e = level_scene.build_entity(Enemy, "alienGreen.png", (10, 8))
    e.scale = 1
    e.update_image()

    e = ShipPart('shipPart6.png', level_scene.load_level,
                 kwargs={"level_name": "finderskeepers"})
    e.scale = .5
    e.update_image()
    level_scene.add_entity(e, (16, 10))

    # # start the silly timer to drop powerups
    # #timer = Task(self.new_powerup, 5000, -1)
    # #self.timers.add(timer)


def handle_internal_events(level_scene):
    """
    Handle non-entity specific events here
    (or entity specific events if that means getting the game done on time)
    """
    pass

Add some enemies to lostandfound