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The Level namespace is your primary interface to everything happening inside a running level. Every variable and function documented here is accessed directly as a field on the global Level table — for example, Level.keysCount or Level.completeLevel(). All variables are read-only unless explicitly noted otherwise.

Campaign Info

These variables describe which campaign, episode, and level is currently running.

Level State

These variables expose the current structural state of the level.

Time & Timer


Scoring


Lives


Special States


Entity Accessors

These functions return entities from the level. Functions ending with Iterator return a lazy iterator for for loops; their counterparts return a plain Lua table.

Iterators

Tables

Single entity lookups


Level Control Functions

completeLevel

Marks the level as successfully completed and advances to the next level.

loseLevel

Triggers the lose-level state with a specified cause.

restartLevel

Restarts the current level from the beginning.

Time Functions


Scoring & Lives Functions


Effect Functions

Dark mode

Sleeping pill

Checkpoints


Fruit Helpers


Utility

delayAction

Schedules a Lua function to run after delayTime seconds.

createProjectile

Spawns a projectile in the level.

getAvailableProjectileSkins

Returns a table of available skin name strings.

Cast Functions


Usage Example