# 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/snow_mountain.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_SCALE data/snow_rock00.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/snow00.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/grass03.png 1.0 1.0 0.5
TERRAIN_TYPE_SCALE data/grass03b.png 1.0 1.0 0.5

MUSIC candid_thoughts.ogg

TERRAIN_DAMAGE_COLOR 0.5 0.5 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/bluesky.png
PAN_BOX data/skybox/white.png

INTRO_SCRIPT data/maps/snow_mountain_intro.script
# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
#WATER_TYPE WATER
WATER_COLOR 0.8 0.8 1.0 0.7

# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 0.0

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

WATER_TEX data/acid_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_ALL

# 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 0.4 0.4 1.0 1.0    0.2 0.2 0.3 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 0.9 0.9 1.0 1.0

#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 50.0
YSCALE 40.0

# 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 Hey <NAME>. As we suspected, the nega orbs are closely related to the power orbs that imprint new attacks on you and your suit.
INTRO_TEXT This area contains some Flanx that have had significant exposure to the nega orbs so be careful.

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

# 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/slobo_hard.char 0.59 0.54
ACTOR data/slobo_hard.char 0.61 0.55
ACTOR data/slobo_hard.char 0.6 0.56
ACTOR data/slobo_hard.char 0.61 0.54

ACTOR data/speedy_hard.char 0.351 0.3
ACTOR data/speedy_hard.char 0.35 0.3
ACTOR data/speedy_hard.char 0.35 0.31
ACTOR data/speedy_hard.char 0.35 0.3


ACTOR data/swarm_hard.char 0.9 0.5
ACTOR data/swarm_hard.char 0.9 0.5
ACTOR data/swarm_hard.char 0.9 0.5
ACTOR data/swarm_hard.char 0.9 0.5
ACTOR data/swarm_hard.char 0.9 0.5

PICKUP ENERGY_BALL 0 0.8 0.45
PICKUP ENERGY_BALL 0 0.35 0.32
PICKUP ENERGY_BALL 0 0.6 0.55
PICKUP ENERGY_BALL 0 0.7 0.8


PROP data/tree05.prop 0.91 0.51

PROP data/bush09.prop 0.918039 0.480486
PROP data/bush09.prop 0.923448 0.486090
PROP data/bush09.prop 0.926779 0.520046
PROP data/bush09.prop 0.919893 0.542473
PROP data/bush09.prop 0.899019 0.530771
PROP data/bush08.prop 0.898895 0.492883
PROP data/bush08.prop 0.908644 0.477830
PROP data/bush08.prop 0.918813 0.527786
PROP data/bush06.prop 0.921167 0.500250
PROP data/bush06.prop 0.908597 0.549863
PROP data/bush06.prop 0.904590 0.540832
PROP data/bush02.prop 0.898491 0.502589
PROP data/bush02.prop 0.906864 0.476401
PROP data/bush02.prop 0.919585 0.486776
PROP data/big_grass02.prop 0.901704 0.465770
PROP data/big_grass01.prop 0.903662 0.473244
PROP data/big_grass03.prop 0.907318 0.469049
PROP data/big_grass04.prop 0.908955 0.466482
PROP data/big_grass02.prop 0.908142 0.470087
PROP data/big_grass01.prop 0.910521 0.478663
PROP data/big_grass02.prop 0.910472 0.474250
PROP data/big_grass04.prop 0.912455 0.476927
PROP data/big_grass02.prop 0.913283 0.473256
PROP data/big_grass03.prop 0.914396 0.473651
PROP data/big_grass02.prop 0.915606 0.478015
PROP data/big_grass02.prop 0.921299 0.472222
PROP data/big_grass04.prop 0.903453 0.464978
PROP data/big_grass04.prop 0.904904 0.470213
PROP data/big_grass03.prop 0.906147 0.474695
PROP data/big_grass03.prop 0.909457 0.475523
PROP data/big_grass01.prop 0.915331 0.481214
PROP data/big_grass04.prop 0.916940 0.474072


#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 UNDER_GROUND data/baby_cylinder.char 0.31 0.31 0.31 0.31 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.32 0.32 0.32 0.32 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.33 0.33 0.33 0.33 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.34 0.34 0.34 0.34 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.35 0.35 0.35 0.35 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.36 0.36 0.36 0.36 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.37 0.37 0.37 0.37 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.38 0.38 0.38 0.38 0.08
#
#SPAWN ACTOR UNDER_GROUND data/ethan.char 0.35 0.32 0.35 0.32 0.05
#SPAWN ACTOR UNDER_GROUND data/ethan.char 0.32 0.35 0.32 0.35 0.05
#SPAWN ACTOR POP_IN data/baby_cylinder.char 0.42 0.42 0.41 0.41 0.02
#SPAWN ACTOR POP_IN data/baby_cylinder.char 0.42 0.39 0.41 0.41 0.02
#SPAWN PROP POP_IN data/tree02.prop 0.42 0.39 0.41 0.41 0.08



# 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/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 0.18 0.5
#PLAYER_START_POSITION 0.9 0.5
PLAYER_EXIT_POINT 0.92 0.52

