# 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/nega_sweet.png

# 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
TERRAIN_TYPE_FOG data/white.png 0.1 0.1
TERRAIN_TYPE_SCALE data/grass04.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/rock01.png 0.0 0.0 6.0
TERRAIN_TYPE_SCALE data/lava00.png 0.0 0.0 1.0
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_DAMAGE_COLOR 0.8 0.4 0.3

# 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/maps/nega_sweet_intro.script

OBJECTIVE KILL_BOSS data/bulb_walker.char

OBJECTIVE_SCRIPT data/maps/nega_sweet_obj.script


# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
#WATER_TYPE WATER
WATER_TYPE ACID
WATER_COLOR 0.8 0.8 0.2 0.7

#
WATER_TEX data/acid_water01.png
WATER_SPEED1 0.08
WATER_SPEED2 -0.08
WATER_USE_AS_ALPHA 1
WATER_GLOWS 1
WATER_IS_REFLECTIVE 0
# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 400.0


TOXIC_CLOUD 1200.0 1.0 0.5 0.0 0.7


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

# put a 0 for not glowing and a 1 for glowing.


PICKUP ENERGY_BALL 1 0.40 0.55

PICKUP ENERGY_BALL 1 0.61 0.52

PICKUP ENERGY_BALL 1 0.60 0.18


#SPAWN ACTOR POP_IN data/speedy.char 0.69 0.63 0.88 0.63 0.10
# 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     1000.0 50000.0 0.0
LIGHT 1.0 0.0 0.0 1.0    0.2 0.2 0.2 1.0     -1000.0 -50000.0 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 0.4 0.3 0.2 1.0

# These are the scale values for the map.
XZSCALE 60.0
YSCALE 6.0

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



# Put an award here for when they complete the level
#AWARD ATTACK CHARGE_AND_BLAST 5.0

#TALK_HEAD_TEX data/anna_normal.png
TALK_HEAD_TEX data/anna_normal.png
INTRO_TEXT Okay <NAME>, we've found an isolated nega orb that we can use for research.
INTRO_TEXT The orb is interfering with your suit, but we'll still be able to get some good readings if you get close enough to it.



TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Well done <NAME>! That was good thinking to use the acid lake to destroy the orb.

TALK_HEAD_TEX data/transparent_black.png

FAIL_TEXT HINT: Be sure to destroy the nega orb.
FAIL_TEXT HINT: Avoid the toxic cloud above you and the acid beneath you.

# 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/tree03.prop 0.90 0.63
#PROP data/tree04.prop 0.92 0.75
#PROP data/tree03.prop 0.49 0.75

ACTOR data/nega_orb.char 0.5 0.5
SPAWN ACTOR POP_IN data/bulb_walker.char 0.7 0.7 0.5 0.5 0.125
SPAWN PROP POP_IN data/tree_of_life01.prop 0.78 0.49 0.5 0.5 0.125
TRIGGER SCRIPT data/maps/nega_sweet_bulb_intro.script 1 0.5 0.0 0.5 0.125 -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 0.65
PLAYER_EXIT_POINT 0.8 0.46

