# 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/light_source.png


OBJECTIVE KILL_PROP data/tree_of_life01.prop
OBJECTIVE_SCRIPT data/light_source_obj.script

# The music to be played during the stage.
MUSIC trance_demo.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

#FOG MUST GO FIRST so that it lies underneath the other things.
TERRAIN_TYPE data/grass02.png 1.0 1.0
TERRAIN_TYPE data/grass02.png 1.0 1.0
TERRAIN_TYPE data/grass02.png 1.0 1.0
TERRAIN_TYPE_SCALE data/rock00.png 0.1 0.1 4.0
TERRAIN_TYPE data/grass01.png 1.0 1.0
TERRAIN_TYPE_FOG data/grass02.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/eveningsky.png
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/light_source_intro.script
# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE NONE
WATER_IS_REFLECTIVE 0
WATER_COLOR 0.8 0.8 1.0 0.8

# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 585.0
WATER_TEX data/water01.png
WATER_GLOWS 1

# 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     0.85 900.0 0.5

FOG_COLOR 0.0 0.0 0.0 1.0


TINT_COLOR 0.8 0.5 0.3

# These are the scale values for the map.
XZSCALE 50.0
YSCALE 4.0

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


PICKUP ENERGY_BALL 0 0.38 0.25
PICKUP ENERGY_BALL 0 0.44 0.75
PICKUP ENERGY_BALL 0 0.63 0.63

PROP data/multi_target_orb.prop 0.21 0.55
TRIGGER SCRIPT data/award_multi_target.script 1 0.21 0.0 0.55 0.01 -1.0


PROP data/tree_of_life01.prop 0.85 0.5

#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>, you must heal the infected tree by hitting it with your attacks.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Well done!


#PROP data/tree02.prop 0.365 0.470
#PROP data/tree03.prop 0.365 0.490
#PROP data/tree04.prop 0.365 0.510
#PROP data/tree05.prop 0.365 0.530
#PROP data/tree06.prop 0.365 0.550

#PROP_GROUP data/tree02.prop 0 0.03
#PROP_GROUP data/tree03.prop 0 0.03
#PROP_GROUP data/tree04.prop 0 0.03
#PROP_GROUP data/tree05.prop 0 0.03
#PROP_GROUP data/tree06.prop 0 0.03

#PROP data/bush01.prop 0.370 0.46
#PROP data/bush02.prop 0.375 0.46
#PROP data/bush03.prop 0.380 0.46
#PROP data/bush04.prop 0.385 0.46
#PROP data/bush05.prop 0.390 0.46
#PROP data/bush06.prop 0.395 0.46
#PROP data/bush07.prop 0.400 0.46
#PROP data/bush08.prop 0.405 0.46
#PROP data/bush09.prop 0.410 0.46


PROP_GROUP data/bush01.prop 0 0.03
PROP_GROUP data/big_grass01.prop 0 0.03
PROP_GROUP data/bush02.prop 0 0.03
PROP_GROUP data/big_grass02.prop 0 0.03
PROP_GROUP data/bush03.prop 0 0.03
PROP_GROUP data/big_grass03.prop 0 0.03
PROP_GROUP data/bush04.prop 0 0.03
PROP_GROUP data/big_grass04.prop 0 0.03
PROP_GROUP data/bush05.prop 0 0.03
PROP_GROUP data/big_grass05.prop 0 0.03
PROP_GROUP data/bush06.prop 0 0.03
PROP_GROUP data/big_grass06.prop 0 0.03
PROP_GROUP data/bush07.prop 0 0.03
PROP_GROUP data/bush08.prop 0 0.03
PROP_GROUP data/bush09.prop 0 0.03

#PROP data/big_grass01.prop 0.370 0.48
#PROP data/big_grass02.prop 0.375 0.48
#PROP data/big_grass03.prop 0.380 0.48
#PROP data/big_grass04.prop 0.385 0.48
#PROP data/big_grass05.prop 0.390 0.48
#PROP data/big_grass06.prop 0.395 0.48



#PROP_GROUP data/tree02.prop 0 0.0003
#PROP_GROUP data/tree03.prop 0 0.0003
#PROP_GROUP data/tree04.prop 0 0.0003
#PROP_GROUP data/tree05.prop 0 0.0003
#PROP_GROUP data/tree06.prop 0 0.0003


#ACTOR data/lazy_blob.char 0.5 0.5
#ACTOR data/blob.char 0.51 0.5
#ACTOR data/long_neck.char 0.52 0.5
#ACTOR data/scorpio_mantis.char 0.53 0.5
#ACTOR data/flea.char 0.54 0.5
#ACTOR data/fin_bold.char 0.55 0.5
#ACTOR data/fin_scared.char 0.56 0.5
#ACTOR data/speedy.char 0.57 0.5
#ACTOR data/air_bub.char 0.58 0.5

#ACTOR data/speedy.char 0.5 0.13
#ACTOR data/speedy.char 0.52 0.20
#ACTOR data/speedy.char 0.59 0.44



ACTOR_GROUP data/speedy.char 2 0.06

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

ACTOR data/blob.char 0.86 0.51
ACTOR data/blob.char 0.86 0.49
ACTOR data/blob.char 0.86 0.5

ACTOR data/blob.char 0.85 0.51
ACTOR data/blob.char 0.85 0.49
ACTOR data/blob.char 0.85 0.5


ACTOR data/blob.char 0.80 0.55
ACTOR data/blob.char 0.80 0.45
ACTOR data/blob.char 0.80 0.5

ACTOR data/blob.char 0.90 0.55
ACTOR data/blob.char 0.90 0.45
ACTOR data/blob.char 0.90 0.5

ACTOR data/blob.char 0.85 0.55
ACTOR data/blob.char 0.85 0.45
ACTOR data/blob.char 0.85 0.5

# 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/cube01.prop 0.47 0.5
#PROP data/cube01.prop 0.43 0.52

# This is used to specify a "density" of props on a certian terrain type.
# 1.0 means place a prop at every point of the terrain type.  Normally, the
# density values are very small.
# PROP PROP_FILE WHICH_TERRAIN_TYPE DENSITY
#PROP_GROUP data/cube01.prop 1 0.03

# This is used to specify an actor (enemy) at a specified location on the map
# ACTOR ACTOR_FILE X_POSITION Y_POSITION
#ACTOR data/cylinder.char 0.2 0.3
#ACTOR data/baby_cylinder.char 0.7 0.5
#ACTOR data/baby_cylinder.char 0.4 0.9
#ACTOR data/baby_cylinder.char 0.8 0.2
#ACTOR data/hover_gun.char 0.5 0.4
#ACTOR data/hover_gun.char 0.6 0.8
#ACTOR data/scorpio_mantis.char 0.2 0.6
#ACTOR data/scorpio_mantis.char 0.5 0.2

# Same as with prop groups above but for actors.
#ACTOR_GROUP data/flipwalker.char 3 0.001

#The format is as follows
#SPAWN <ACTOR, PROP> <POP_IN, UNDER_GROUND, LIGHTNING, FROM_SKY>
#      <description filename> <starting position (x, z)> <spawn circle (x, z, radius)>
SPAWN ACTOR EXPLODE_IN data/tail_mouth.char 0.5 0.5 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.51 0.515 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.52 0.489 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.505 0.495 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.508 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.509 0.493 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.51 0.501 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1

SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.46 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.465 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.47 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.475 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.48 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.485 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.49 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.495 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.5 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.51 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.515 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.52 0.5 0.5 0.1
SPAWN ACTOR EXPLODE_IN data/speedy.char 0.5 0.525 0.5 0.5 0.1

# Format is TRIGGER <SCRIPT> <script filename> <show on map> <position in mapx,
# worldy, mapz> <radius in mapx/z, worldy (-1 means infinite cylinder)>
TRIGGER SCRIPT data/light_source_spawn.script 1 0.5 0.0 0.5   0.1 -1.0



# TRIGGER SCRIPT data/sublevel000.script 1 0.45 0.0 0.5   0.04 -1.0
# TRIGGER SCRIPT data/super0.script 1 0.31 0.0 0.31   0.04 -1.0


# 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 0.45
PLAYER_EXIT_POINT 0.95 0.5


# Put an award here for when they complete the level
#AWARD ATTACK GRAVITY 1.0
