# Created by Mike D. Smith

# This is the name for the stage data files.
# It consists of a height map and a color map.
# Some stages have the data merged together, but the new convention is to just
# specify a file like "STAGE_DATA data/stage000.png" and then have files in the
# data directory that have "stage000_color.png" and "stage000_height.png"
# The caster engine automaticaly looks for the _color and _height files.
STAGE_DATA data/maps/donuts.png

# The music to be played during the stage.
MUSIC pop_trance.ogg

# The terrain types correspond to the colors in the "stage000_color.png" image.
# The order that the colors are found in the image (left to right, top to
# bottom), correspond to the order of the terrain types below.  First color
# found is the first terrain type, the second color is the second terrain type,
# etc.

# the sink and raise modifiers determine how much the ground is affected when
# you blow holes in it (sink) or raise it up with the gravity attack.
#TERRAIN_TYPE texture_name sink_modifier rasing_modifier
TERRAIN_TYPE_SCALE data/grass00.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/grayrock00.png 0.0 0.0 1.0
TERRAIN_TYPE_SCALE data/redrock00.png 1.0 1.0 1.0

# SkyBox Similar to the stage data, you enter the base name for the sky box that
# you want to use.  The caster engine reads in the appropriate files based on
# this name.
SKY_BOX data/skybox/eveningsky.png
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/maps/donuts_intro.script
OBJECTIVE GET_ALL_RADAR_PICKUPS

# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
#WATER_TYPE WATER
WATER_TYPE NONE
WATER_COLOR 0.8 0.8 0.2 0.7

#
WATER_TEX data/acid_water01.png
WATER_SPEED1 0.04
WATER_SPEED2 -0.04
WATER_USE_AS_ALPHA 1


# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 100.0

TOXIC_CLOUD 400.0 1.0 0.5 0.0 0.7


# the level for ice if you have ICE or WATER_WITH_ICE for the WATER_TYPE
#ICE_WATER_LEVEL 10.0

# put a 0 for not glowing and a 1 for glowing.
WATER_GLOWS 0
WATER_IS_REFLECTIVE 1


PICKUP ENERGY_BALL 1 0.40 0.55

PICKUP ENERGY_BALL 1 0.61 0.52

PICKUP ENERGY_BALL 1 0.60 0.18


TRIGGER SCRIPT data/channel_run_raise_water.script 1 0.60 0.0 0.18 0.15 -1.0


#SPAWN ACTOR UNDER_GROUND data/speedy.char 0.53 0.40 0.53 0.38 0.10
#SPAWN ACTOR UNDER_GROUND data/speedy.char 0.55 0.36 0.53 0.38 0.10
#SPAWN ACTOR UNDER_GROUND data/speedy.char 0.53 0.38 0.53 0.38 0.10
#SPAWN ACTOR UNDER_GROUND data/speedy.char 0.55 0.40 0.53 0.38 0.10

#PICKUP ENERGY_BALL 1 0.34 0.40
#TRIGGER SCRIPT data/award_orbit.script 1 0.34 0.0 0.40 0.01 -1.0
#PROP data/orbit_orb.prop 0.34 0.40


#SPAWN ACTOR UNDER_GROUND data/blob.char 0.61 0.79 0.61 0.79 0.10
#SPAWN ACTOR UNDER_GROUND data/lazy_blob.char 0.6 0.88 0.61 0.79 0.10
#SPAWN ACTOR UNDER_GROUND data/blob.char 0.65 0.76 0.61 0.79 0.10



#ACTOR data/fin_bold.char 0.25 0.65
#ACTOR data/fin_bold.char 0.31 0.64
#ACTOR data/fin_bold.char 0.38 0.69
#ACTOR data/fin_bold.char 0.31 0.71


TRIGGER SCRIPT data/channel_boss_intro.script 1 0.88 0.0 0.63 0.10 -1.0

#SPAWN ACTOR POP_IN data/long_neck.char 0.60 0.56 0.88 0.63 0.11
#SPAWN ACTOR POP_IN data/speedy.char 0.61 0.54 0.88 0.63 0.10
#SPAWN ACTOR POP_IN data/speedy.char 0.63 0.56 0.88 0.63 0.10
#SPAWN ACTOR POP_IN data/speedy.char 0.69 0.56 0.88 0.63 0.10
#SPAWN ACTOR POP_IN data/speedy.char 0.63 0.63 0.88 0.63 0.10
#SPAWN ACTOR POP_IN data/speedy.char 0.69 0.63 0.88 0.63 0.10
# These are all Point lights in the scene the format is:
# LIGHT COLOR_R_G_B_FALLOFF AMBIENT_R_G_B_UNUSED POSITION_X_Y_Z
LIGHT 1.0 1.0 1.0 1.0    0.2 0.2 0.2 1.0     100000.0 50000.0 0.0
LIGHT 1.0 1.0 1.0 1.0    0.2 0.2 0.2 1.0     -100000.0 50000.0 0.0
#LIGHT 1.0 1.0 1.0 1.0    0.0 0.0 0.0 1.0     -500 500000.0 -200

FOG_COLOR 0.2 0.2 0.2 1.0

#MIST 0.1 0.1 0.1 1.0

#RAIN 0.8 0.8 0.8 0.8

# These are the scale values for the map.
XZSCALE 40.0
YSCALE 2.0

# Default is -0.2 * 60 = -12.0
GRAVITY -12.0



# Put an award here for when they complete the level
#AWARD ATTACK CHARGE_AND_BLAST 5.0

#These are the dialogs that show up when you start and finish a level.
#The TALK_HEAD_TEX specifies the image to be used for the text block
TALK_HEAD_TEX data/anna_normal.png
INTRO_TEXT <NAME>, there is a large Flanx near the end of this channel.  Destroy this Flanx to complete this mission.
INTRO_TEXT Also, it looks like there is a toxic cloud above you.  Make sure to stay below it.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Great work <NAME>!

# This describes where props are positioned on the level. The x and y positions
# are between 0 and 1
# PROP PROP_FILE X_POSITION Y_POSITION
PROP data/tree03.prop 0.90 0.63
PROP data/tree04.prop 0.92 0.75
PROP data/tree03.prop 0.49 0.75



# Percentages of the stage that define the play area (xmin, xmax, zmin, zmax)
PLAY_AREA 0.01 0.99 0.01 0.99

# The starting location for the player.  Position coordinates (like everything
# else) are between 0 and 1.
PLAYER_START_POSITION 0.2 0.5
PLAYER_EXIT_POINT 0.5 0.5

