# Created by Mike D. Smith

STAGE_DATA data/maps/grid_lock.png

MUSIC trance_demo.ogg

TERRAIN_TYPE_FOG data/white.png 1.0 1.0
TERRAIN_TYPE_SCALE data/dirt02.png 1.0 1.0 4.0
TERRAIN_TYPE_SCALE data/dirt00.png 0.0 0.0 4.0
TERRAIN_TYPE_SCALE data/dirt01.png 1.0 1.0 4.0

FOG_COLOR 0.2 0.2 0.1

SKY_BOX data/skybox/desert_sky.jpg
PAN_BOX data/skybox/default_pan.png
# 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.

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

# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 100.0

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

WATER_TYPE ACID
WATER_TEX data/acid_water01.png
WATER_GLOWS 1
WATER_IS_REFLECTIVE 0
WATER_SPEED1 0.05
WATER_SPEED2 -0.05
WATER_USE_AS_ALPHA 1

OBJECTIVE GET_ALL_RADAR_PICKUPS
#OBJECTIVE_SCRIPT data/the_trenches_obj.script

# 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 0.5 0.9 1.0 1.0    0.2 0.2 0.2 1.0     -100000.0 100000.0 0.0
LIGHT 0.9 0.9 0.2 1.0    0.2 0.2 0.2 1.0     0.0 -100000.0 0.0

FOG_COLOR 0.2 0.2 0.1 1.0

#MIST 0.0 0.0 0.0 1.0

#RAIN 0.8 0.8 0.8 0.8

XZSCALE 50.0
YSCALE 2.0

GRAVITY -12.0

INTRO_SCRIPT data/maps/grid_lock_intro.script

TALK_HEAD_TEX data/anna_normal.png
INTRO_TEXT This is the remains of one of our old processing plants. The acid is deadly so be careful.
INTRO_TEXT Don't worry about getting rid of all the Flanx, just see what energy you can collect here.

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


PROP data/tree02.prop 0.25 0.25
PROP data/tree02.prop 0.5  0.25
PROP data/tree02.prop 0.75 0.25
PROP data/tree02.prop 0.25 0.5
PROP data/tree02.prop 0.5  0.5
PROP data/tree02.prop 0.75 0.5
PROP data/tree02.prop 0.25 0.75
PROP data/tree02.prop 0.5  0.75
PROP data/tree02.prop 0.75 0.75

#ACTOR data/flea.char 0.125 0.125
ACTOR data/flea.char 0.375 0.125
ACTOR data/flea.char 0.625 0.125
ACTOR data/flea.char 0.875 0.125
ACTOR data/flea.char 0.125 0.375
ACTOR data/flea.char 0.375 0.375
ACTOR data/flea.char 0.625 0.375
ACTOR data/flea.char 0.875 0.375
ACTOR data/flea.char 0.125 0.625
ACTOR data/flea.char 0.375 0.625
ACTOR data/flea.char 0.625 0.625
ACTOR data/flea.char 0.875 0.625
ACTOR data/flea.char 0.125 0.875
ACTOR data/flea.char 0.375 0.875
ACTOR data/flea.char 0.625 0.875
ACTOR data/flea.char 0.875 0.875

PICKUP ENERGY_BALL 1 0.125 0.625

PICKUP ENERGY_BALL 1 0.375 0.125
#SPAWN ACTOR EXPLODE_IN data/tail_mouth.char 0.375 0.125 0.375 0.125 0.1

PICKUP ENERGY_BALL 1 0.625 0.875
#SPAWN ACTOR EXPLODE_IN data/slowy.char 0.625 0.875 0.625 0.875 0.1
#SPAWN ACTOR EXPLODE_IN data/slowy.char 0.615 0.865 0.625 0.875 0.1
#SPAWN ACTOR EXPLODE_IN data/slowy.char 0.635 0.885 0.625 0.875 0.1
#SPAWN ACTOR EXPLODE_IN data/slowy.char 0.625 0.865 0.625 0.875 0.1
#SPAWN ACTOR EXPLODE_IN data/slowy.char 0.615 0.875 0.625 0.875 0.1

PICKUP ENERGY_BALL 1 0.875 0.375
#ACTOR data/long_neck.char 0.875 0.375


PICKUP ENERGY_BALL 0 0.13 0.94
PICKUP ENERGY_BALL 0 0.38 0.56
PICKUP ENERGY_BALL 0 0.69 0.38
PICKUP ENERGY_BALL 0 0.81 0.13


SPAWN ACTOR EXPLODE_IN data/tail_mouth.char 0.5 0.5 0.5 0.5 0.1


PLAY_AREA 0.001 0.999 0.001 0.999

PLAYER_START_POSITION 0.13 0.13
PLAYER_EXIT_POINT 0.5 0.5
