# 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/my_town.png

# The music to be played during the stage.
MUSIC awaken.ogg

#OBJECTIVE GET_ALL_RADAR_PICKUPS
#OBJECTIVE FIND_EXIT
OBJECTIVE GET_ALL_RADAR_PICKUPS

# 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 1.0 1.0
TERRAIN_TYPE_SCALE data/grass03.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/rock00.png 0.1 0.1 4.0
TERRAIN_TYPE_SCALE data/dirt01.png 1.0 1.0 2.0

# 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/sunset.jpg
SKY_BOX data/skybox/late_evening.jpg
PAN_BOX data/skybox/default_pan.png

# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE WATER
WATER_COLOR 0.7 0.6 1.0 0.7

# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 70.0

WATER_TEX data/water01.png
# put a 0 for not glowing and a 1 for glowing.
WATER_GLOWS 0
WATER_IS_REFLECTIVE 1

#TINT_COLOR 0.3 0.5 0.8

# 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 0.8 0.9 1.0 1.0    0.2 0.2 0.2 1.0     100000.0 100000.0 0.0
LIGHT 0.9 0.8 1.0 1.0    0.2 0.2 0.2 1.0     -100000.0 100000.0 100000.0
#LIGHT 1.0 1.0 1.0 1.0    0.0 0.0 0.0 1.0     -500 500000.0 -200

FOG_COLOR 0.15 0.1 0.2 1.0

#RAIN 0.7 0.6 1.0 1.0

# These are the scale values for the map.
XZSCALE 80.0
YSCALE 4.0

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


TALK_HEAD_TEX data/anna_happy.png
INTRO_TEXT Welcome to Caster LITE!  My name is Ahna and I'm going to give you some instructions on how to play.

INTRO_TEXT If you ever forget them, just touch the "How To Play" button found in the Options section of the Pause Menu (bottom left corner of the screen).

TALK_HEAD_TEX data/anna_normal.png

INTRO_TEXT Slide your finger over the left side of the screen to move around.
INTRO_TEXT Double tap and hold on the left side of the screen to start dashing.
INTRO_TEXT Slide your finger over the right side of the screen to look around.
INTRO_TEXT Double tap and hold on the right side of the screen to charge an attack.

INTRO_TEXT At the top of a jump, press and hold jump again to perform a SUPER jump.

INTRO_TEXT Touch the radar in the bottom right corner of the screen to change attacks.

TALK_HEAD_TEX data/anna_happy.png
INTRO_TEXT Now on to your mission briefing!

TALK_HEAD_TEX data/anna_normal.png
INTRO_TEXT <NAME>, our station defenses are running low on power so we'll need you to collect all the nearby energy deposits.
INTRO_TEXT Be careful, your radar shows that there are a few Flanx in this area.
INTRO_TEXT Remember, touch your radar to change attacks.  Some attacks will deform the terrain.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Good work <NAME>!  That should keep us well protected for the time being.  Make sure to check out the full version of Caster for more intense action and fun!

INTRO_SCRIPT data/lite_intro.script
OUTTRO_SCRIPT data/lite_outtro.script


# 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/invert_terrain.script 1 0.5 0.0 0.5   0.05 -1.0


PROP_GROUP data/tree02.prop 1 0.0005
PROP_GROUP data/tree03.prop 1 0.0005
PROP_GROUP data/tree04.prop 1 0.0005
PROP_GROUP data/tree05.prop 1 0.0005
PROP_GROUP data/tree06.prop 1 0.0005


PICKUP ENERGY_BALL 1 0.13 0.34
ACTOR data/scale_fish.char 0.14 0.36

PICKUP ENERGY_BALL 1 0.16 0.5
ACTOR data/lazy_blob.char 0.15 0.45
ACTOR data/lazy_blob.char 0.165 0.55

PICKUP ENERGY_BALL 1 0.19 0.88

PICKUP ENERGY_BALL 1 0.41 0.75
ACTOR data/tail_mouth.char 0.40 0.76
ACTOR data/blob.char 0.42 0.74

PICKUP ENERGY_BALL 1 0.41 0.28
ACTOR data/slobo.char 0.41 0.37
ACTOR data/slobo.char 0.41 0.57
ACTOR data/speedy.char 0.85 0.85
ACTOR data/speedy.char 0.21 0.57
ACTOR data/slobo.char 0.15 0.15

# 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 0.15 0.15
PLAYER_START_POSITION 0.5 0.15
#PLAYER_EXIT_POINT 0.5 0.25
PLAYER_EXIT_POINT 0.81 0.85

