# 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/coastline_dash.png

# The music to be played during the stage.

# 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 data/sand02.png 1.0 1.0
TERRAIN_TYPE data/grass03.png 1.0 1.0
TERRAIN_TYPE data/grass03b.png 1.0 1.0

MUSIC redblue.ogg

TERRAIN_DAMAGE_COLOR 1.0 0.5 0.0
# 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.png
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/maps/coastline_dash_intro.script
# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE WATER
WATER_COLOR 0.2 0.5 1.0 0.8

# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 125.0

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

WATER_TEX data/water01.png
# put a 0 for not glowing and a 1 for glowing.
WATER_GLOWS 0
WATER_IS_REFLECTIVE 1
WATER_SPEED1 0.02
WATER_SPEED2 -0.02
WATER_USE_AS_ALPHA 1

OBJECTIVE KILL_BOSS data/long_neck.char


# 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     -100000.0 100000.0 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 0.5 1.0 1.0
FOG_DIST 3000.0

#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 1.0

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


# 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

# 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>,  You must destroy all the Flanx in this area to clear the mission.

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



#ACTOR data/long_neck.char 0.4 0.25

#ACTOR data/flea.char 0.4 0.3

#ACTOR data/air_bub_snow.char 0.8 0.45

#PICKUP ENERGY_BALL 0 0.8 0.45




# Percentages of the stage that define the play area (xmin, xmax, zmin, zmax)
PLAY_AREA 0.2 0.8 0.2 0.8
BORDER_SIZE 2000.0

# The starting location for the player.  Position coordinates (like everything
# else) are between 0 and 1.
PLAYER_START_POSITION 0.18 0.18
PLAYER_EXIT_POINT 0.8 0.5

