old_contents: """
  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('shipPart2.png', level_scene.load_level,
                   kwargs={"level_name": "shallnotpass"})
      e.scale = .35
      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
  
new_contents: """
  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", (10, 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('shipPart2.png', level_scene.load_level,
                   kwargs={"level_name": "shallnotpass"})
      e.scale = .35
      e.update_image()
      level_scene.add_entity(e, (16, 9))
  
      # # 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
  
subject: Move placement of ship item to accessibility