# Created by Mike D. Smith

STAGE_DATA data/maps/star_fish.png

OBJECTIVE KILL_ALL

# The music to be played during the stage.
MUSIC not_alone.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_FOG data/white.png 0.1 0.1
TERRAIN_TYPE_SCALE data/mud00.png 1.0 1.0 2.0
TERRAIN_TYPE_SCALE data/mud00b.png 1.0 1.0 2.0
TERRAIN_TYPE_SCALE data/grass03.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/grass03b.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/rock02.png 0.0 0.0 6.0

# 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/star_fish_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
LIGHT 1.0 1.0 1.0 1.0    0.2 0.2 0.2 1.0     100000.0 100000.0 100000.0

FOG_COLOR 0.2 0.2 0.2 1.0

#TINT_COLOR 0.8 0.8 0.8

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

# Default is -0.2 * 60 = -12.0
GRAVITY -12.0
PROP_GROUP data/tree02.prop 4 0.003
PROP_GROUP data/tree04.prop 4 0.003
PROP_GROUP data/tree06.prop 4 0.003


#Center ball
PICKUP ENERGY_BALL 1 0.49 0.48


PICKUP ENERGY_BALL 1 0.11 0.18
PICKUP ENERGY_BALL 1 0.71 0.14
PICKUP ENERGY_BALL 1 0.44 0.88




SPAWN ACTOR EXPLODE_IN data/tail_mouth.char 0.71 0.59 0.69 0.59 0.1



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

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

ACTOR data/tail_mouth.char 0.34 0.72


#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!


# 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 0.82 0.64
PLAYER_EXIT_POINT 0.85 0.5
