//--------------------
//
// State definition:
//    -state <statename>
//
// Arguments:
//     Asset Groups loading order is typically left-to-right:
//        -uses gamestate -ag assetgroupfilename -ag assetgroupfilename ...
//
//     Controller type to use for each state (only one!):
//        -controller ctrltype
//
//     Adjacency graph is constructed this way:
//        -to gamestate
//
//     Optional arguments that are specific to the type of controller:
//        -args "whatever args go here"
//
//--------------------
// NOTE: Comment lines for this file can ONLY begin on the first column with a /, not anywhere else.
// The way this file is interpreted, you can spread out the arguments over multiple lines or whatever,
// it assigns each of the pieces of information to the LAST -state mentioned.  So, you can split up any
// parts of this file by any kind of organization, just repeat the -state and put more args after it.
//--------------------

-state wriststrapscreen -controller wriststrap -to splash0
	-args "1"
-state splash0     -controller fader -to splash1
	-uses "assetgroups\splash0.ag" 
	-args "0.5 1 0.5 1 1 1 1"
-state splash1     -controller fader -to uiscreen
	-uses "assetgroups\splash1.ag" 
	-args "0.5 1 0.5 1 1 1 1"
-state buyme  -controller fader
	-uses "assetgroups\splash2.ag" 
	-args "0.5 8 0.5 0 0 0 1"
-state uiscreen -controller profilescreen -to playlevel -to controller-wiimote -to controller-nunchuk  -to controller-classic
	-uses "assetgroups\sky-board-shared.ag"
	-uses "assetgroups\title.ag"
	-uses "cursors.apprpak"
	-uses "newui.pak"
	-uses "machine.pak"
-state playlevel -controller potterypuzzle -to uiscreen
	-uses "assetgroups\characters.ag" 
	-uses "particles.apprpak"
	-uses "levelui.pak"
-state global -controller global
	-uses "cursor.pak"
	-uses "popup.pak"
-state credits -controller credits
