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## amahdy: Escape
map.defineObject('attackDrone', {
'type': 'dynamic',
'symbol': 'd',
'color': 'red',
'onCollision': function (player) {
player.killedBy('an attack drone');
},
'behavior': function (me) {
```javascript
if (me.canMove('up')) {
me.move('up');
} else {
me.move('left');
}
```
}
});
...
map.defineObject('defenseDrone', {
'type': 'dynamic',
'symbol': 'd',
'color': 'green',
'onCollision': function (player) {
player.killedBy('a defense drone');
},
'behavior': function (me) {
```javascript
if (me.canMove('up')) {
me.move('up');
} else {
me.move('right');
}
```
}
});
## Jhack (giacgbj)
```javascript
if( me.getY() < 13 )
me.move( 'down' );
else if( me.getX() > 0 )
me.move('left');
```
and
```javascript
if( me.getY() < 13 )
me.move('down');
else if( me.getX() < map.getWidth() )
me.move('right');
```
# Drones Madness
## esolitos
attackDrone
```javascript
if( me.canMove('down') ) {
me.move('down');
} else if (me.canMove('right')) {
me.move('right');
} else {
me.move('left');
}
```
reinforcementDrone
```javascript
me.move('left');
```
defenseDrone
```javascript
if( me.canMove('down') ) {
me.move('down');
} else if (me.canMove('left')) {
me.move('left');
} else {
me.move('right');
}
```
## pk
all three drone types random moves toward ceil or right:
```
(Math.random()>.5) ? me.move('right') : me.move('up');
```
## Super Easy Solution
Just reset the collision function:
```javascript
this.onCollision = function(){};
```
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