# Created by Mike D. Smith

STAGE_DATA data/horse_shoes.png


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

# 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

#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_SCALE data/grass03.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/grass03.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/rock00.png 0.1 0.1 8.0
TERRAIN_TYPE_FOG data/white.png 0.1 0.1
#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/horse_shoes_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     100000.0 100000.0 0.0

FOG_COLOR 0.25 0.2 0.1 1.0

#TINT_COLOR 0.8 0.8 0.8

# These are the scale values for the map.
XZSCALE 40.0
YSCALE 4.0

# Default is -0.2 * 60 = -12.0
GRAVITY -12.0
PROP_GROUP data/tree02.prop 1 0.003
PROP_GROUP data/tree04.prop 1 0.003
PROP_GROUP data/tree06.prop 1 0.003

PROP data/tree04.prop 0.23 0.24


#These pickups are on the radar and required to exit.
PICKUP ENERGY_BALL 1 0.69 0.59
ACTOR data/blob.char 0.69 0.57
ACTOR data/blob.char 0.71 0.57
ACTOR data/blob.char 0.67 0.59
SPAWN ACTOR EXPLODE_IN data/tail_mouth.char 0.71 0.59 0.69 0.59 0.1

PICKUP ENERGY_BALL 1 0.50 0.19
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.51 0.19 0.51 0.19 0.1
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.49 0.18 0.49 0.18 0.1
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.49 0.21 0.49 0.21 0.1
SPAWN ACTOR EXPLODE_IN data/speedy_shooter.char 0.51 0.21 0.51 0.21 0.1

PICKUP ENERGY_BALL 1 0.19 0.47
ACTOR data/speedy.char 0.191 0.473
ACTOR data/speedy.char 0.193 0.472
ACTOR data/speedy.char 0.192 0.471
ACTOR data/speedy.char 0.191 0.472
ACTOR data/speedy.char 0.193 0.473

PICKUP ENERGY_BALL 1 0.34 0.72
ACTOR data/tail_mouth.char 0.34 0.72

#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 0 0.5 0.45
PROP data/tree_of_life02.prop 0.5 0.46

# 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
SCENE_MAP_POSITION 0.3 0.25

#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 Collect all the key energy deposits marked on your radar.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Good work!


#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/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






#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



#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




# 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 0.22 0.23
PLAYER_EXIT_POINT 0.85 0.5
