###############################################################################
#
# level2.txt
# original level 2 data for XR7: EarthStrike developed by Drake Analytics, Inc.
# www.xandis.com
#
# This is the data for level 2 of the game:
#	Level 2 is another Galaxian style level. It is the final of the Galaxian
# levels. Instead of a static background however there is a slight bit of 
# movement with a scrolling star background and a slight drift downward in the
# player's ship. 
#
# In this level some non-threatening ships prevent the player from going to the
# next level --- they don't do anything but the game won't continue either unless
# the player kills the guards. The guards emit eye balls though each time they
# are hit which will attack the player. Additionally, a large lieutenant will
# appear to make life harder. After these guards the player must navigate through
# a series of enemies and then they will eventually come across another major
# lieutenant along with his supporters. When they are killed the scene is over.
#
###############################################################################

def lighting MainAmbientLight
	color = 255 255 255 255		# R G B A 
end

def bounds MainBounds
	min	= -4.5 -4.5 -4.5
	max	= 4.5	4.5 4.5
end

def bounds PlayerBounds
	min	= -4.0 -3.0 -1.0
	max	=  4.0 -1.0 1.0
end

def projection NormalProjection
	nearplane	= 1.0
	farplane	= 100.0
	fov		= 0.7850
	aspect		= 1.0
end

def camera NormalCamera
	lookat	= 0.0 0.0 0.0		# where the camera is looking
	pos	= 0.0 0.0 -10.0		# where the camera is located
	up	= 0.0 1.0 0.0		# direction that is UP
end

################## RENDER STATES ######################
#
def renderstate ModelRenderState
	id		= 1
	zenable		= t		# update the z-buffer or not
	specularenable	= f		
	fogenable	= f		# rendering with fog or not
	alphaenable	= f		# alpha blending or not
	lightenable	= t		# lighting or not (requires normals if on)
	fillmode	= SOLID		# SOLID | POINT | WIRE  
	shading		= GOURAUD	# GOURAUD | FLAT
	lighting	= 255 255 255	# R G B  (not used; should have an A too!)
	alphasrc	= SRCCOL
	alphadest	= DESTCOL
	blendop		= ADD
	cull		= CCW		# CCW | CW | NONE
	clipping	= y
end

def renderstate ParticleRenderState
	id		= 2
	zenable		= f
	specularenable	= f
	fogenable	= f
	alphaenable	= t
	lightenable	= f
	fillmode	= SOLID
	shading		= GOURAUD
	lighting	= 255 255 255
	alphasrc	= ONE
	alphadest	= ONE
	blendop		= ADD
	cull		= NONE
	clipping	= y
end

def renderstate SpriteRenderState
	id		= 3
	zenable		= f
	specularenable	= f
	fogenable	= f
	alphaenable	= t
	lightenable	= f
	fillmode	= SOLID
	shading		= GOURAUD
	lighting	= 255 255 255
	alphasrc	= SRCALPHA
	alphadest	= DESTALPHA
	blendop		= ADD
	cull		= NONE
	clipping	= y
end

def renderstate BackImageRenderState
	id		= 4
	zenable		= f
	specularenable	= f
	fogenable	= f
	alphaenable	= f
	lightenable	= f
	fillmode	= SOLID
	shading		= GOURAUD
	lighting	= 255 255 255
	alphasrc	= ONE
	alphadest	= ONE
	blendop		= ADD
	cull		= NONE
	clipping	= y
end

def renderstate ScoreLabelRenderState
	id		= 6
	zenable		= f
	specularenable	= f
	fogenable	= f
	alphaenable	= t
	lightenable	= f
	fillmode	= SOLID
	shading		= GOURAUD
	lighting	= 255 255 255
	alphasrc	= DESTALPHA
	alphadest	= ONE
	blendop		= ADD
	cull		= NONE
	clipping	= y
end

def renderstate TileMapRenderState
	id		= 7
	zenable		= f
	specularenable	= f
	fogenable	= f
	alphaenable	= t
	lightenable	= f
	fillmode	= SOLID
	shading		= GOURAUD
	lighting	= 255 255 255
	alphasrc	= DESTALPHA
	alphadest	= ONE
	blendop		= ADD
	cull		= NONE
	clipping	= y
end

################## .X MODELS #############################
#
def model BonusItemModel
	source		= models\bonus.X
	renderstate 	= ModelRenderState
end

def model AttractorModel
	source		= models\eyeball-2.X
	renderstate	= ModelRenderState
end

def model AttackerModel
	source		= models\geo-eye.X
	renderstate	= ModelRenderState
end

def model Laser
	source		= models\laser.X
	renderstate 	= ModelRenderState
end

def model FireballModel
	source		= models\fireball.X
	renderstate	= ModelRenderState
end

def model FireShardModel
	source		= models\fire-shard.X
	renderstate	= ModelRenderState
end

def model CircuitBallModel
	source		= models\circuitball-2.X
	renderstate	= ModelRenderState
end

def model EyeBossModel
	source		= models\eyeboss.X
	renderstate	= ModelRenderState
end

############## WAVE FORMS AND MIDI MUSIC##################
#
def music Level2Music
	source	= audio\music\ALEX-phant1se.mid
	repeats	= 1000
end

def wave CollideSound
	source	= audio\waves\collide.wav
	repeats	= 0
end

def wave BonusItemGrabbedSound
	source	= audio\waves\fx1.wav
	repeats = 2
end

def wave BigExplode
	source	= audio\waves\big-explode.wav
	repeats = 0
end

def wave Roar
	source	= audio\waves\roar.wav
	repeats	= 3
end

def wave Explosion
	source	= audio\waves\explosion.wav
	repeats	= 0
end

def wave KilledBonusBallSound
	source	= audio\waves\fx2.wav
	repeats = 4
end

################### PARTICLE SYSTEMS #####################
#
def particle BonusBallDeathParticle
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 16
	life		= 16
	startcolor	= 1.0	0.0	1.0	0.8
	coloradjmin	= -0.12	0.03	-0.04	-0.12
	coloradjmax	= -0.05	0.01	-0.02	-0.1
	repeat		= 0
	maxonscreen	= 4		# max of these systems on screen not max particles on screen
	size		= 16.0
	posadjmin	= -0.20 -0.20 -0.20
	posadjmax	=  0.20  0.20  0.20
end

def particle EyeAttackerDeath
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 16
	life		= 8
	startcolor	= 1.0	0.2	0.0	0.8
	coloradjmin	= -0.12	-0.03	0.0	-0.12
	coloradjmax	= -0.05	-0.01	0.0	-0.1
	repeat		= 0
	maxonscreen	= 32		# max of these systems on screen not max particles on screen
	size		= 16.0
	posadjmin	= -0.20 -0.20 -0.20
	posadjmax	=  0.20  0.20  0.20
end

def particle EyeAttackerDeath2
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 32
	life		= 8
	startcolor	= 1.0	0.3	0.0	0.8
	coloradjmin	= -0.12	-0.04	0.0	-0.12
	coloradjmax	= -0.05	-0.01	0.0	-0.1
	repeat		= 0
	maxonscreen	= 32		# max of these systems on screen not max particles on screen
	size		= 24.0
	posadjmin	= -0.05 -0.05 -0.05
	posadjmax	=  0.05  0.05  0.05
end

def particle GotBonusItem
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 16
	life		= 12
	startcolor	= 1.0	0.0	1.0	0.8
	coloradjmin	= -0.12	-0.00	-0.12	-0.12
	coloradjmax	= -0.05	-0.00	-0.05	-0.1
	repeat		= 0
	maxonscreen	= 2		# max of these systems on screen not max particles on screen
	size		= 24.0
	posadjmin	= -0.25 -0.25 -0.25
	posadjmax	=  0.25  0.25  0.25
end

def particle BackAndForthExplosion
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 64
	life		= 24
	startcolor	= 1.0	0.5	0.0	0.8
	coloradjmin	= -0.004 -0.004	-0.0	-0.003
	coloradjmax	= -0.001 -0.001	-0.00	-0.001
	repeat		= 0
	maxonscreen	= 4		# max of these systems on screen not max particles on screen
	size		= 64.0
	posadjmin	= -0.15 -0.15 -0.15
	posadjmax	=  0.15  0.15  0.15
end

def particle LaserHit
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 16
	life		= 6
	startcolor	= 1.0		0.6	0.0	1.0
	coloradjmin	= -0.0625	-0.0125	0.0	-0.12
	coloradjmax	= -0.025	-0.005	0.0	-0.1
	repeat		= 0
	maxonscreen	= 16		# max of these systems on screen not max particles on screen
	size		= 8.0
	posadjmin	= -0.1 -0.1 -0.1
	posadjmax	=  0.1  0.1  0.1
end

def particle BossCollision
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 16
	life		= 6
	startcolor	= 0.0	1.0	0.0	1.0
	coloradjmin	= -0.00	-0.0125	0.0	-0.12
	coloradjmax	= -0.00	-0.005	0.0	-0.1
	repeat		= 0
	maxonscreen	= 24		# max of these systems on screen not max particles on screen
	size		= 16.0
	posadjmin	= -0.2 -0.2 -0.2
	posadjmax	=  0.2  0.2  0.2
end

def particle BossDeathParticle
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 64
	life		= 320
	startcolor	= 0.0	1.0	0.0	0.1
	coloradjmin	= -0.0	-0.004	0.0	-0.003
	coloradjmax	= -0.0	-0.001	0.01	-0.001
	repeat		= 0
	maxonscreen	= 3		# max of these systems on screen not max particles on screen
	size		= 64.0
	posadjmin	= -0.15 -0.15 -0.15
	posadjmax	=  0.15  0.15  0.15
end


################# SEQUENCES ####################
#
def sequence FireballDeathSeq
	playwave	= Explosion
	startparticle	= EyeAttackerDeath2
	waitframes	= 3
	startactors	= FireShard1 FireShard2 FireShard3
	startparticle	= EyeAttackerDeath
end

def sequence FireShardDeathSeq
	startparticle	= EyeAttackerDeath2
	waitframes	= 3
	startparticle	= EyeAttackerDeath
end

def sequence BonusBallDeathSeq
	playwave	= KilledBonusBallSound
	startparticle	= BonusBallDeathParticle
	startactor	= BonusItem
end

def sequence BackAndForthDeathSeq
	playwave		= BigExplode
	startparticle		= EyeAttackerDeath2
	startparticleoffset 	= -0.02 -0.02 0.0 EyeAttackerDeath2
	startparticleoffset 	= 0.02 0.02 0.0 EyeAttackerDeath2
	waitframes		= 3
	startparticle		= BackAndForthExplosion
	startparticle		= EyeAttackerDeath
	startparticleoffset 	= -0.02 -0.02 0.0 EyeAttackerDeath
	startparticleoffset 	= 0.02 0.02 0.0 EyeAttackerDeath
end

def sequence EyeLeaderDeathSeq
	playwave		= BigExplode
	startactor		= BonusItem
	startparticle		= EyeAttackerDeath2
	startparticleoffset 	= -0.02 -0.02 0.0 EyeAttackerDeath2
	startparticleoffset 	= 0.02 0.02 0.0 EyeAttackerDeath2
	waitframes		= 3
	startparticle		= BackAndForthExplosion
	startparticle		= EyeAttackerDeath
	startparticleoffset 	= -0.02 -0.02 0.0 EyeAttackerDeath
	startparticleoffset 	= 0.02 0.02 0.0 EyeAttackerDeath
end

def sequence EyeLeaderCollisionSeq
	startactor	= AttackLaser
	waitframes	= 2
	startactor	= AttackLaser
	waitframes	= 2
	startactor	= AttackLaser
end

def sequence BonusItemGrabbed
	playwave	= BonusItemGrabbedSound
	startparticle	= GotBonusItem
end

def sequence AttractorDeathSeq
	startparticle	= EyeAttackerDeath2
	waitframes	= 3
	startparticle	= EyeAttackerDeath
end

def sequence DischargeMoreAttackers
	startactor		= Eye
	startactoroffset	= -0.1 0.0 0.0 Eye
	startactoroffset	= -0.2 0.0 0.0 Eye
end

def sequence BossDischarge
	playwave		= Roar
	startsequence		= DischargeMoreAttackers
	startsequenceoffset	= 0.5 0.0 0.0 DischargeMoreAttackers
	startsequenceoffset 	= -0.5 0.0 0.0 DischargeMoreAttackers
end

def sequence LaserCollision
	playsound	= CollideSound
	startparticle	= LaserHit
end

def sequence BossCollisionSeq
	startparticle = BossCollision
end

def sequence BossShieldGoneSeq
	playwave = Roar
end

def sequence BossDeathSeq
	playwave		= Roar
	waitframes		= 1
	playwave		= BigExplode
	startparticle		= BossDeathParticle
	startparticleoffset	= -0.5 0.0 0.0 BossDeathParticle
	startparticleoffset	= 0.5 0.5 0.0 BossDeathParticle
end


################### SCRIPTS ##################
#
def script EyeBackAndForthScript
	repeats = 99999
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		200	f	-0.06	0.01	0.0	0.1	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		120	f	0.0	0.01	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		200	f	0.06	0.01	0.0	-0.1	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script EyeLeaderScript
	repeats = 0
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		150	f	0.0	-0.01	0.0	0.1	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		99999	f	0.0	0.01	0.0	0.4	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		100	f	0.0	-0.8	0.0	0.1	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script EyeScript
	repeats = 0
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= radj		36	f	-0.04	-0.01	0.0	0.1	0.0	0.0	0.04	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= ai0		12	f	0.02	0.04	0.0	0.1	0.0	0.0	0.00	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		36	f	0.0	-0.01	0.0	0.1	0.0	0.0	0.00	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line4	= ai0		900	f	0.01	0.03	0.0	0.1	0.0	0.0	0.00	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line5	= adjchk	150	f	0.00	-0.01	0.0	0.1	0.0	0.0	0.00	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script EyeBossScript
	repeats = 999999
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16		17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq		spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		0	f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0		0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		100	f	0.0	-0.04	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0		0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		999999	f	0.0	0.01	0.0	0.1	0.1	0.0	0.0	0.00	0.0	0.0	0	0.02	BossDischarge	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script RoadEyeScript
	repeats = 0
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	rz	ssx	ssy	ssz
	line1	= adj		0	f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		100	f	0.0	-0.09	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		0	f	0.0	10.0	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line4	= adj		50	f	0.01	-0.09	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line5	= adj		50	f	-0.02	-0.09	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line6	= adj		0	f	0.0	10.0	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line7	= adj		10	f	0.00	-0.14	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line8	= adj		50	f	0.04	-0.14	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line9	= adj		10	f	0.00	-0.09	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line10	= adj		0	f	0.0	10.0	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line11	= adj		100	f	0.0	-0.09	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line12	= adj		0	f	0.0	10.0	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line13	= adj		100	f	-0.01	-0.09	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line14	= adj		0	f	0.0	10.0	0.0	0.0	0.4	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script FireBallScript
	repeats = 0
#	0	 1		2		3	4	5	6	7	8	9	10	11	12	13	14	15	16		17	18	19	20	21	22	23	24	25
# 	lineN	= action	n		b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq		spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		0		f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0		0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		100		f	0.0	-0.04	0.0	0.0	-0.5	0.0	0.0	0.00	0.0	0.0	0	0.0	0		0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		999999		f	0.0	0.01	0.0	0.0	-0.3	0.0	0.0	0.00	0.0	0.0	0	0.005	FireballDeathSeq 0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script CircuitBallScript
	repeats = 0
#	0	 1		2		3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n		b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		0		f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		100		f	0.0	-0.04	0.0	0.0	-0.5	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		999999		f	0.0	0.01	0.0	0.00	-0.1	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

################## COLLISION EFFECTS ##############
#
def effect AttractorCollisionEffect
	points		= 50
	energy		= 0		# only make this < 0 if need ability to bypass shield
	shield		= -25
	weapon		= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect BonusItemPower
	points		= 5000
	energy		= 25
	shield		= 50
	weapon		= FastWideLaser
	lives		= 0
	ammo		= 100
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect EnemyLaserCollisionEffect
	points		= 0
	energy		= 0		# only make this < 0 if need ability to bypass shield
	shield		= -5
	weapon		= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect BossCollisionEffect
	points		= 100
	energy		= 0		# only make this < 0 if need ability to bypass shield
	shield		= -50
	weapon		= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

################## ACTORS ####################
#
def actor Fireball
	model			= FireballModel
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= FireballDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen		= 36		# review logs during testing to see if large enough
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.00 0.0
	rotation		= 0.0 0.2 0.0
	script			= FireBallScript	
	input			= SCRIPT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 100			
	maxshield		= 250			
	maxenergy		= 250		
	rot			= 0.0 0.0 0.0
	scale			= 0.5 0.5 0.5
end

def actor FireShard1
	model			= FireShardModel
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= FireShardDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen		= 36		# review logs during testing to see if large enough
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 -0.03 0.0
	rotation		= 0.0 0.2 0.0
	script			= 0	
	input			= DRIFT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 25		
	rot			= 0.0 0.0 0.0
	scale			= 0.25 0.25 0.25
end

def actor FireShard2
	model			= FireShardModel
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= FireShardDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen		= 36		# review logs during testing to see if large enough
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.02 -0.03 0.0
	rotation		= 0.0 0.2 0.0
	script			= 0	
	input			= DRIFT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 25		
	rot			= 0.0 0.0 0.0
	scale			= 0.25 0.25 0.25
end

def actor FireShard3
	model			= FireShardModel
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= FireShardDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen		= 36		# review logs during testing to see if large enough
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= -0.02 -0.03 0.0
	rotation		= 0.0 0.2 0.0
	script			= 0	
	input			= DRIFT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 25		
	rot			= 0.0 0.0 0.0
	scale			= 0.25 0.25 0.25
end

def actor CircuitBall
	model			= CircuitBallModel
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= BonusBallDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= BonusItemPower
	maxonscreen		= 2
	type			= NEUTRAL
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.00 0.0
	rotation		= 0.2 0.2 0.0
	script			= CircuitBallScript	
	input			= SCRIPT
	copy			= 0			
	bounding		= -1		
	shield			= 25			
	energy			= 25			
	maxshield		= 25			
	maxenergy		= 25		
	rot			= 0.0 0.0 0.0
	scale			= 0.5 0.5 0.5
end

def actor BonusItem
	model			= BonusItemModel
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= BonusItemGrabbed
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= BonusItemPower
	maxonscreen		= 2
	type			= NEUTRAL
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 -0.03 0.0
	rotation		= 0.2 0.2 0.0
	script			= 0	
	input			= DRIFT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 90			
	maxshield		= 0			
	maxenergy		= 90		
	rot			= 0.0 0.0 0.0
	scale			= 0.35 0.35 0.35
end

def actor EyeLeader
	model			= AttackerModel
	weaponcapacity		= 0
	numweapons		= 0		# uses raw sequences instead
	deathseq		= EyeLeaderDeathSeq
	collisionseq		= EyeLeaderCollisionSeq
	shieldcollisionseq	= EyeLeaderCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= AttractorCollisionEffect
	collisioneffect		= AttractorCollisionEffect
	maxonscreen		= 1
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0
	bounds			= 0
	drift			= 0.00 0.0 0.0
	rotation		= 0.0 0.1 0.0
	script			= EyeLeaderScript
	input			= SCRIPT
	copy			= 0
	bounding		= -1
	shield			= 0
	energy			= 250
	maxshield		= 250
	maxenergy		= 250
	rot			= 0.0 0.0 0.0
	scale			= 0.60 0.60 0.60
end

def actor Eye
	model			= AttractorModel
	weaponcapacity		= 0
	numweapons		= 0		# uses raw sequences instead
	deathseq		= AttractorDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= AttractorCollisionEffect
	collisioneffect		= AttractorCollisionEffect
	maxonscreen		= 256
	type			= NEUTRALFIRE
	collidewith		= PLAYER PLAYERFIRE ENEMYFIRE
	partnerseq		= 0
	bounds			= 0
	drift			= 0.00 0.0 0.0
	rotation		= 0.0 0.1 0.0
	script			= EyeScript
	input			= SCRIPT
	copy			= 0
	bounding		= -1
	shield			= 0
	energy			= 10
	maxshield		= 0
	maxenergy		= 50
	rot			= 0.0 0.0 0.0
	scale			= 0.20 0.20 0.20
end

def actor RoadEye
	model			= AttractorModel
	weaponcapacity		= 0
	numweapons		= 0		# uses raw sequences instead
	deathseq		= AttractorDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= AttractorCollisionEffect
	collisioneffect		= AttractorCollisionEffect
	maxonscreen		= 38
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0
	bounds			= 0
	drift			= 0.00 0.0 0.0
	rotation		= 0.0 0.1 0.0
	script			= RoadEyeScript
	input			= SCRIPT
	copy			= 0
	bounding		= -1
	shield			= 9000
	energy			= 9000
	maxshield		= 9000
	maxenergy		= 9000
	rot			= 0.0 0.0 0.0
	scale			= 0.50 0.50 0.50
end

def actor EyeBoss
	model			= EyeBossModel
	weaponcapacity		= 0
	numweapons		= 0
	deathseq		= BossDeathSeq
	collisionseq		= BossCollisionSeq
	shieldcollisionseq	= BossCollisionSeq
	shieldgoneseq		= BossShieldGoneSeq
	shieldcollisioneffect	= BossCollisionEffect
	collisioneffect		= BossCollisionEffect
	maxonscreen		= 1
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE
	partnerseq		= 0
	bounds			= 0
	drift			= 0.0 0.0 0.0
	rotation		= 0.0 0.1 0.0
	script			= EyeBossScript
	input			= SCRIPT
	copy			= 0
	bounding		= -1
	shield			= 1000
	energy			= 1000
	maxshield		= 1000
	maxenergy		= 1000
	rot			= 0.0 0.0 0.0
	scale			= 2.5 2.5 2.5
end

def actor EyeBackAndForth
	model			= AttackerModel
	weaponcapacity		= 0
	numweapons		= 0		# uses raw sequences instead
	deathseq		= BackAndForthDeathSeq
	collisionseq		= DischargeMoreAttackers
	shieldcollisionseq	= DischargeMoreAttackers
	shieldgoneseq		= 0
	shieldcollisioneffect	= AttractorCollisionEffect
	collisioneffect		= AttractorCollisionEffect
	maxonscreen		= 2
	type			= NEUTRALFIRE
	collidewith		= PLAYER PLAYERFIRE ENEMYFIRE
	partnerseq		= 0
	bounds			= 0
	drift			= 0.00 0.0 0.0
	rotation		= 0.0 0.1 0.0
	script			= EyeBackAndForthScript
	input			= SCRIPT
	copy			= 0
	bounding		= -1
	shield			= 0
	energy			= 250
	maxshield		= 250
	maxenergy		= 250
	rot			= 0.0 0.0 0.0
	scale			= 0.50 0.30 0.30
end

def actor AttackLaser
	model			= Laser
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen		= 24		# review logs during testing to see if large enough
	type			= ENEMYFIRE
	collidewith		= PLAYER ENEMYFIRE NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.6 0.6 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= AI0		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= -3.14 0.0 0.0
	scale			= 0.04 0.4 0.04
end

def actor AttractorX
	model			= AttractorModel
	numweapons		= 0
	weaponcapacity		= 0
	deathseq		= AttractorDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= AttractorCollisionEffect
	collisioneffect		= AttractorCollisionEffect
	maxonscreen		= 2		# review logs during testing to see if large enough
	type			= ENEMY
	collidewith		= PLAYER PLAYERFIRE NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.05 0.05 0.00
	rotation		= 0.0 0.2 0.0
	script			= 0	
	input			= AI0
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 300			
	maxshield		= 0			
	maxenergy		= 300		
	rot			= 0.0 0.0 0.0
	scale			= 0.5 0.5 0.5
end

############## PLAYER INFORMATION ################
#
# Player ship and weapons are the same each
# level so just !INCLUDE that into the level data
# file. (Note - cannot use !INCLUDE in a file that itself
# is being included.)
#
!INCLUDE levels\player.txt


############## SPRITES #####################
#

def sprite Panel1
	source		= sprites\panel-1.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel2
	source		= sprites\panel-2.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel3
	source		= sprites\panel-3.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel4
	source		= sprites\panel-4.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel5
	source		= sprites\panel-5.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel6
	source		= sprites\panel-6.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel7
	source		= sprites\panel-7.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel8
	source		= sprites\panel-8.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel9
	source		= sprites\panel-9.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel10
	source		= sprites\panel-10.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel11
	source		= sprites\score-1.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel12
	source		= sprites\score-2.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel13
	source		= sprites\score-3.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel14
	source		= sprites\score-4.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel15
	source		= sprites\score-5.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel16
	source		= sprites\highscore-1.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel17
	source		= sprites\highscore-2.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel18
	source		= sprites\highscore-3.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel19
	source		= sprites\highscore-4.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel20
	source		= sprites\highscore-5.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel21
	source		= sprites\highscore-6.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel22
	source		= sprites\highscore-7.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel23
	source		= sprites\highscore-8.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

######### BACK IMAGES ##################
#
def backimage PanelDisplay
	numimages	= 23
	pos1		= 80.0	536.0	0.0
	pos2		= 144.0 536.0	0.0
	pos3		= 208.0 536.0	0.0
	pos4		= 272.0 536.0	0.0
	pos5		= 336.0 536.0	0.0
	pos6		= 400.0 536.0	0.0
	pos7		= 464.0 536.0	0.0
	pos8		= 528.0 536.0	0.0
	pos9		= 592.0 536.0	0.0
	pos10		= 656.0 536.0	0.0
	pos11		= 556.0	0.0	0.0
	pos12		= 572.0 0.0	0.0
	pos13		= 588.0	0.0	0.0
	pos14		= 604.0 0.0	0.0
	pos15		= 620.0 0.0	0.0
	pos16		= 244.0	0.0	0.0
	pos17		= 260.0	0.0	0.0
	pos18		= 276.0	0.0	0.0
	pos19		= 292.0	0.0	0.0
	pos20		= 308.0 0.0	0.0
	pos21		= 324.0 0.0	0.0
	pos22		= 340.0	0.0	0.0
	pos23		= 356.0 0.0	0.0
	image1		= Panel1
	image2		= Panel2
	image3		= Panel3
	image4		= Panel4
	image5		= Panel5
	image6		= Panel6
	image7		= Panel7
	image8		= Panel8
	image9		= Panel9
	image10		= Panel10
	image11		= Panel11
	image12		= Panel12
	image13		= Panel13
	image14		= Panel14
	image15		= Panel15
	image16		= Panel16
	image17		= Panel17
	image18		= Panel18
	image19		= Panel19
	image20		= Panel20
	image21		= Panel21
	image22		= Panel22
	image23		= Panel23
end

################# FONTS #################
#
def font PanelScoresFont
	usebitmap	= y
	renderstate	= SpriteRenderState
#
# if using bitmap (i.e. extracting chars from a file - old style but faster):
#
	bitmap		= sprites\highscores-font.dds
	size		= 16				# NxN in pixels where N = 8 or 16
	vspacing	= 0
	hspacing	= 0
	maxstringsize	= 64
#
# if creating chars on-the-fly from windows fonts (slow but flexible...and not really tested!):
#
#	typeface	= Arial
#	color		= 255 255 255 		# R G B 
#	size		= 24
#	bold		= 4					# (-4 to 8 with 0 as normal)
#	italic		= f
#	underline	= f
#	strikeout	= f
end

################# PANEL #################
#
# Note, it is a good idea to include a sysstat font and position
# even if you have showsysstat = n -- this is because during gameplay
# the user may want to see the stats by using the D)isplay Stats key
# (where C)ancel Stats turns them off).
#
def panel DisplayPanel
	labels		= PanelDisplay

	showsysstat	= n
	showlives	= y
	showscore	= y
	showlevel	= n
	showhighscore	= y
	showshield	= y
	showenergy	= y
	showplayer	= y

	barrenderstate	= BackImageRenderState

	sysstatfont	= PanelScoresFont
	playerfont	= PanelScoresFont
	livesfont	= PanelScoresFont
	scorefont	= PanelScoresFont
#	levelfont	= fontname
	highscorefont	= PanelScoresFont
	shieldfont	= HBAR
	energyfont	= HBAR

	playerpos	= 608.0 572.0 0.0
	sysstatpos	= 0.0 0.0 0.0
	livespos	= 565 552.0 0.0
	scorepos	= 640.0 0.0 0.0
#	levelpos	= f f f
	highscorepos	= 368.0 0.0 0.0
	shieldpos	= 223.0 550 02.0
	energypos	= 223.0 574 0.0

	shieldcolor	= 255 0 0 196
	shieldmaxlength = 240
	shieldwidth	= 16

	energycolor	= 255 0 0 196
	energymaxlength = 240
	energywidth	= 16
end

############# TILEMAP ################
#
def tilemap StarTileMap
	size		= 16		# NxN pixel tile
	pageheight	= 37		# in tiles
	pagewidth	= 50	
	map		= tilemaps\level2-tilemap.txt	
	mapwidth	= 50		# in tiles
	mapheight	= 39		# in tiles
	source		= sprites\level2-tilemap.bmp	
	renderstate = TileMapRenderState
	scrolldir	= DOWN		# LEFT | DOWN left is moving right; down is moving up :)
	drift		= 1
	repeat		= t
	updaterate	= 0		# 0 if each frame, 1 if hold 1 extra frame, etc.
	posx		= 0		# int (screen space)
	posy		= 0		# int (screen space)
	posz		= 0.0		# float (z-buffer)
end

################ SCENE #################
#
def scene main
	setcamera	= NormalCamera
	setprojection	= NormalProjection
	setambientlight = MainAmbientLight
	setbackcolor	= 0 0 0				# R G B
	setrenderstate	= ModelRenderState  # start off with any old render state
	setbounds	= MainBounds
	playmusic	= Level2Music
	setpanel	= DisplayPanel
	settilemap	= StarTileMap
	setdrift	= 0.0 -0.01 0.0 

	startactorhere	= 0.0 -3.0 0.0 player
	showplayer

	waitframes	= 60

# INITIAL GUARDS

	playwave	= Roar
	startactorhere	= 6.0 2.0 0.0 EyeBackAndForth
	waitframes	= 240
	startactorhere	= 6.0 1.0 0.0 EyeBackAndForth
	waitframes	= 60
	startactorhere	= 1.25 6.0 0.0 EyeLeader

	waituntilactorsdead = EyeBackAndForth EyeLeader

# ROAD TO THE BOSS'S LAIR

	startactorhere	= -2.0	5.0 0.0 RoadEye
	startactorhere	= -3.0	5.0 0.0 RoadEye
	startactorhere	=  2.0	5.0 0.0 RoadEye
	startactorhere	=  3.0	5.0 0.0 RoadEye
	startactorhere	=  3.5	5.0 0.0 RoadEye
	startactorhere	= -3.5	5.0 0.0 RoadEye
	startactorhere	= -4.0	5.0 0.0 RoadEye
	startactorhere	=  4.0	5.0 0.0 RoadEye

	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 6.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12
	startactorhere	= -1.25 5.0 0.0 RoadEye
	startactorhere	= 1.25 5.0 0.0 RoadEye
	waitframes	= 12

	waituntilactorsdead = RoadEye	

# THE BOSS'S LAIR
#
# A mass of little yellow uglies and then the BIG EYE
#
	startactorhere	= -3.7 5.0 0.0 Eye
	startactorhere	= -3.5 5.0 0.0 Eye
	startactorhere	= -3.3 5.0 0.0 Eye
	startactorhere	= -3.1 5.0 0.0 Eye
	startactorhere	= -2.9 5.0 0.0 Eye
	startactorhere	= -2.7 5.0 0.0 Eye
	startactorhere	= -2.5 5.0 0.0 Eye
	startactorhere	= -2.3 5.0 0.0 Eye
	startactorhere	= -2.1 5.0 0.0 Eye
	startactorhere	= -1.9 5.0 0.0 Eye
	startactorhere	= -1.7 5.0 0.0 Eye
	startactorhere	= -1.5 5.0 0.0 Eye
	startactorhere	= -1.3 5.0 0.0 Eye
	startactorhere	= -1.1 5.0 0.0 Eye
	startactorhere	= -0.9 5.0 0.0 Eye
	startactorhere	= -0.7 5.0 0.0 Eye
	startactorhere	= -0.5 5.0 0.0 Eye
	startactorhere	= -0.3 5.0 0.0 Eye
	startactorhere	= -0.1 5.0 0.0 Eye
	startactorhere	= 3.7 5.0 0.0 Eye
	startactorhere	= 3.5 5.0 0.0 Eye
	startactorhere	= 3.3 5.0 0.0 Eye
	startactorhere	= 3.1 5.0 0.0 Eye
	startactorhere	= 2.9 5.0 0.0 Eye
	startactorhere	= 2.7 5.0 0.0 Eye
	startactorhere	= 2.5 5.0 0.0 Eye
	startactorhere	= 2.3 5.0 0.0 Eye
	startactorhere	= 2.1 5.0 0.0 Eye
	startactorhere	= 1.9 5.0 0.0 Eye
	startactorhere	= 1.7 5.0 0.0 Eye
	startactorhere	= 1.5 5.0 0.0 Eye
	startactorhere	= 1.3 5.0 0.0 Eye
	startactorhere	= 1.1 5.0 0.0 Eye
	startactorhere	= 0.9 5.0 0.0 Eye
	startactorhere	= 0.7 5.0 0.0 Eye
	startactorhere	= 0.5 5.0 0.0 Eye
	startactorhere	= 0.3 5.0 0.0 Eye
	startactorhere	= 0.1 5.0 0.0 Eye
	waitframes	= 60
	startactorhere	= -3.7 5.0 0.0 Eye
	startactorhere	= -3.5 5.0 0.0 Eye
	startactorhere	= -3.3 5.0 0.0 Eye
	startactorhere	= -3.1 5.0 0.0 Eye
	startactorhere	= -2.9 5.0 0.0 Eye
	startactorhere	= -2.7 5.0 0.0 Eye
	startactorhere	= -2.5 5.0 0.0 Eye
	startactorhere	= -2.3 5.0 0.0 Eye
	startactorhere	= -2.1 5.0 0.0 Eye
	startactorhere	= -1.9 5.0 0.0 Eye
	startactorhere	= -1.7 5.0 0.0 Eye
	startactorhere	= -1.5 5.0 0.0 Eye
	startactorhere	= -1.3 5.0 0.0 Eye
	startactorhere	= -1.1 5.0 0.0 Eye
	startactorhere	= -0.9 5.0 0.0 Eye
	startactorhere	= -0.7 5.0 0.0 Eye
	startactorhere	= -0.5 5.0 0.0 Eye
	startactorhere	= -0.3 5.0 0.0 Eye
	startactorhere	= -0.1 5.0 0.0 Eye
	startactorhere	= 3.7 5.0 0.0 Eye
	startactorhere	= 3.5 5.0 0.0 Eye
	startactorhere	= 3.3 5.0 0.0 Eye
	startactorhere	= 3.1 5.0 0.0 Eye
	startactorhere	= 2.9 5.0 0.0 Eye
	startactorhere	= 2.7 5.0 0.0 Eye
	startactorhere	= 2.5 5.0 0.0 Eye
	startactorhere	= 2.3 5.0 0.0 Eye
	startactorhere	= 2.1 5.0 0.0 Eye
	startactorhere	= 1.9 5.0 0.0 Eye
	startactorhere	= 1.7 5.0 0.0 Eye
	startactorhere	= 1.5 5.0 0.0 Eye
	startactorhere	= 1.3 5.0 0.0 Eye
	startactorhere	= 1.1 5.0 0.0 Eye
	startactorhere	= 0.9 5.0 0.0 Eye
	startactorhere	= 0.7 5.0 0.0 Eye
	startactorhere	= 0.5 5.0 0.0 Eye
	startactorhere	= 0.3 5.0 0.0 Eye
	startactorhere	= 0.1 5.0 0.0 Eye
	waitframes	= 60
	startactorhere	= -3.7 5.0 0.0 Eye
	startactorhere	= -3.5 5.0 0.0 Eye
	startactorhere	= -3.3 5.0 0.0 Eye
	startactorhere	= -3.1 5.0 0.0 Eye
	startactorhere	= -2.9 5.0 0.0 Eye
	startactorhere	= -2.7 5.0 0.0 Eye
	startactorhere	= -2.5 5.0 0.0 Eye
	startactorhere	= -2.3 5.0 0.0 Eye
	startactorhere	= -2.1 5.0 0.0 Eye
	startactorhere	= -1.9 5.0 0.0 Eye
	startactorhere	= -1.7 5.0 0.0 Eye
	startactorhere	= -1.5 5.0 0.0 Eye
	startactorhere	= -1.3 5.0 0.0 Eye
	startactorhere	= -1.1 5.0 0.0 Eye
	startactorhere	= -0.9 5.0 0.0 Eye
	startactorhere	= -0.7 5.0 0.0 Eye
	startactorhere	= -0.5 5.0 0.0 Eye
	startactorhere	= -0.3 5.0 0.0 Eye
	startactorhere	= -0.1 5.0 0.0 Eye
	startactorhere	= 3.7 5.0 0.0 Eye
	startactorhere	= 3.5 5.0 0.0 Eye
	startactorhere	= 3.3 5.0 0.0 Eye
	startactorhere	= 3.1 5.0 0.0 Eye
	startactorhere	= 2.9 5.0 0.0 Eye
	startactorhere	= 2.7 5.0 0.0 Eye
	startactorhere	= 2.5 5.0 0.0 Eye
	startactorhere	= 2.3 5.0 0.0 Eye
	startactorhere	= 2.1 5.0 0.0 Eye
	startactorhere	= 1.9 5.0 0.0 Eye
	startactorhere	= 1.7 5.0 0.0 Eye
	startactorhere	= 1.5 5.0 0.0 Eye
	startactorhere	= 1.3 5.0 0.0 Eye
	startactorhere	= 1.1 5.0 0.0 Eye
	startactorhere	= 0.9 5.0 0.0 Eye
	startactorhere	= 0.7 5.0 0.0 Eye
	startactorhere	= 0.5 5.0 0.0 Eye
	startactorhere	= 0.3 5.0 0.0 Eye
	startactorhere	= 0.1 5.0 0.0 Eye
	waitframes	= 60
	startactorhere	= -3.7 5.0 0.0 Eye
	startactorhere	= -3.5 5.0 0.0 Eye
	startactorhere	= -3.3 5.0 0.0 Eye
	startactorhere	= -3.1 5.0 0.0 Eye
	startactorhere	= -2.9 5.0 0.0 Eye
	startactorhere	= -2.7 5.0 0.0 Eye
	startactorhere	= -2.5 5.0 0.0 Eye
	startactorhere	= -2.3 5.0 0.0 Eye
	startactorhere	= -2.1 5.0 0.0 Eye
	startactorhere	= -1.9 5.0 0.0 Eye
	startactorhere	= -1.7 5.0 0.0 Eye
	startactorhere	= -1.5 5.0 0.0 Eye
	startactorhere	= -1.3 5.0 0.0 Eye
	startactorhere	= -1.1 5.0 0.0 Eye
	startactorhere	= -0.9 5.0 0.0 Eye
	startactorhere	= -0.7 5.0 0.0 Eye
	startactorhere	= -0.5 5.0 0.0 Eye
	startactorhere	= -0.3 5.0 0.0 Eye
	startactorhere	= -0.1 5.0 0.0 Eye
	startactorhere	= 3.7 5.0 0.0 Eye
	startactorhere	= 3.5 5.0 0.0 Eye
	startactorhere	= 3.3 5.0 0.0 Eye
	startactorhere	= 3.1 5.0 0.0 Eye
	startactorhere	= 2.9 5.0 0.0 Eye
	startactorhere	= 2.7 5.0 0.0 Eye
	startactorhere	= 2.5 5.0 0.0 Eye
	startactorhere	= 2.3 5.0 0.0 Eye
	startactorhere	= 2.1 5.0 0.0 Eye
	startactorhere	= 1.9 5.0 0.0 Eye
	startactorhere	= 1.7 5.0 0.0 Eye
	startactorhere	= 1.5 5.0 0.0 Eye
	startactorhere	= 1.3 5.0 0.0 Eye
	startactorhere	= 1.1 5.0 0.0 Eye
	startactorhere	= 0.9 5.0 0.0 Eye
	startactorhere	= 0.7 5.0 0.0 Eye
	startactorhere	= 0.5 5.0 0.0 Eye
	startactorhere	= 0.3 5.0 0.0 Eye
	startactorhere	= 0.1 5.0 0.0 Eye

	waitframes	= 600
	
	startactorhere	= -3.7 8.0 0.0 Fireball
	startactorhere	= -3.0 7.5 0.0 Fireball
	startactorhere	= -2.5 7.0 0.0 Fireball
	startactorhere	= -2.0 6.5 0.0 Fireball
	startactorhere	= -1.5 6.0 0.0 Fireball
	startactorhere	= -1.0 5.5 0.0 Fireball
	startactorhere	= -0.5 5.0 0.0 Fireball
	startactorhere	=  0.0 5.0 0.0 Fireball
	startactorhere	=  0.5 5.0 0.0 Fireball
	startactorhere	=  3.7 8.0 0.0 Fireball
	startactorhere	=  3.0 7.5 0.0 Fireball
	startactorhere	=  2.5 7.0 0.0 Fireball
	startactorhere	=  2.0 6.5 0.0 Fireball
	startactorhere	=  1.5 6.0 0.0 Fireball
	startactorhere	=  1.0 5.5 0.0 Fireball
	waitframes	= 60
	startactorhere	=  3.5 7.0 0.0 Fireball
	startactorhere	=  3.0 6.5 0.0 Fireball
	startactorhere	= -3.5 7.0 0.0 Fireball
	startactorhere	= -3.0 6.5 0.0 Fireball
	startactorhere	= -2.7 6.0 0.0 Fireball
	startactorhere	= -2.0 5.5 0.0 Fireball
	startactorhere	= -1.7 5.0 0.0 Fireball
	startactorhere	= -1.0 4.5 0.0 Fireball
	startactorhere	= -0.7 4.0 0.0 Fireball
	startactorhere	=  0.0 4.0 0.0 Fireball
	startactorhere	=  0.7 4.0 0.0 Fireball
	startactorhere	=  2.7 6.0 0.0 Fireball
	startactorhere	=  2.0 5.5 0.0 Fireball
	startactorhere	=  1.7 5.0 0.0 Fireball
	startactorhere	=  1.0 4.5 0.0 Fireball
	waitframes	= 60
	startactorhere	=  -1.5 8.0 0.0 CircuitBall
	startactorhere	=  1.5  8.0 0.0 CircuitBall
	waitframes	= 60

	playwave	= Roar
	startactorhere	= 0.0 7.7 0.0 EyeBoss
	setbackcolor	= 0 0 0		# R G B
	settilemap	= 0
	setbackimage	= 0

	waitframes	= 360
	startactorhere	= 6.0 6.0 0.0 AttractorX

	waituntilactordead	= EyeBoss AttractorX
	settilemap		= StarTileMap

	waitframes	= 360
	eos				
end

### End of Scene





