# Created by Mike D. Smith

STAGE_DATA data/maps/desert_sun.png


OBJECTIVE KILL_PROP data/tree_of_life01.prop
OBJECTIVE_SCRIPT data/maps/desert_sun_obj.script

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

TERRAIN_TYPE_FOG data/white.png 0.1 0.1
TERRAIN_TYPE_SCALE data/sand01.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/rock00.png 0.1 0.1 8.0

#TERRAIN_TYPE data/grass01.png 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/desert_sky.jpg
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/maps/desert_sun_intro.script
# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE NONE

# 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 0.8 0.5 1.0    0.2 0.2 0.2 1.0     100000.0 100000.0 0.0
LIGHT 1.0 0.8 0.5 1.0    0.2 0.2 0.2 1.0     0.0 100000.0 100000.0

FOG_COLOR 0.7 0.6 0.4 1.0
MIST 0.7 0.6 0.4 1.0

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

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




#These pickups are on the radar and required to exit.
PICKUP ENERGY_BALL 0 0.5 0.5
ACTOR data/fin_bold.char 0.5 0.48
ACTOR data/fin_bold.char 0.5 0.5
ACTOR data/fin_bold.char 0.5 0.52
ACTOR data/fin_bold.char 0.51 0.49
ACTOR data/fin_bold.char 0.51 0.51

ACTOR data/fin_scared.char 0.49 0.47
ACTOR data/fin_scared.char 0.49 0.49
ACTOR data/fin_scared.char 0.49 0.51
ACTOR data/fin_scared.char 0.52 0.50
ACTOR data/fin_scared.char 0.52 0.52

ACTOR data/speedy.char 0.35 0.4 
ACTOR data/speedy.char 0.35 0.6 
ACTOR data/speedy.char 0.35 0.7 
ACTOR data/speedy.char 0.37 0.45 
ACTOR data/speedy.char 0.37 0.65 
ACTOR data/speedy.char 0.37 0.75 

PICKUP ENERGY_BALL 0 0.19 0.27
ACTOR data/speedy.char 0.191 0.273
ACTOR data/speedy.char 0.193 0.272
ACTOR data/speedy.char 0.192 0.271

PICKUP ENERGY_BALL 0 0.34 0.72
ACTOR data/tail_mouth.char 0.34 0.72


PICKUP ENERGY_BALL 0 0.88 0.13
PICKUP ENERGY_BALL 0 0.50 0.73
PICKUP ENERGY_BALL 0 0.13 0.66

#ACTOR data/blob.char 0.84 0.51
#ACTOR data/blob.char 0.84 0.49
#ACTOR data/blob.char 0.84 0.5

#This pickup is off the radar
PICKUP ENERGY_BALL 1 0.85 0.95
PROP data/tree_of_life01.prop 0.85 0.85

# Which other scenes need to be completed before this one shows up on the map.

# Where on the map the marker for this scene shows up.
# XY coordinates.  0.0 is top left 1.0 is bottom right

#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 Find and heal the infected tree.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Good work!

# 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 0.15 0.25
PLAYER_START_POSITION 0.1 0.15
PLAYER_EXIT_POINT 0.90 0.95
