; Definition of stage 2.

[Info]
NAME = "Air Force Base (Guile's stage)"

[Camera]
startx = 0
starty = 0
boundleft = -165
boundright = 165
;boundhigh = -25
;boundlow = 0
;verticalfollow = .2
tension = 70

[PlayerInfo]
; Player 1
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left
; Player 2
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1
; Common
leftbound  = -1000;18    ;Left bound (x-movement)
rightbound =  1000;449   ;Right bound
topbound  =  -25   ;Top bound (z-movement)
botbound  =  45    ;Bottom bound

[Scaling]
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1       ;Scale to use at top
botscale = 1.4     ;Scale to use at bottom

[Bound]
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

[StageInfo]
zoffset   = 200    ;Z offset for drawing
autoturn  = 1      ;Turn to face closest target

[Music]
bgmusic = sound/guile.mid

;-------------------------------------
; Background definition
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"/"Height"  (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"sub"/"avg" (def: "none")
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - on  (def: 0, 0)
;  Parallax-only:
; width = ?, ?     Top width, bottom width (int)  (req'd)
; yscalestart = ?  Starting y-scale (float, in percent)  (def: 100)
; yscaledelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
;-------------------------------------

; Main background definition
[BGdef]
spr = stages\guilebg.sff      ;Filename of sprite data

; Individual layers
[BG 0] ;Sky
type  = normal
spriteno = 0, 0
layerno = 0
start = 0, -10
delta = .6, .3
trans = none
mask  = 0
tile  = 1, 0

[BG 1] ;Buildings
type  = normal
spriteno = 0, 1
start = 0, 89
delta = .6, .3

[BG 2]
type  = normal
spriteno = 0, 2
start = 0, 159
delta = .722, 1

[BG 3]
type  = normal
spriteno = 0, 3
start = 0, 54
delta = .722, 1
mask = 1

[BG 4]
type  = normal
spriteno = 0, 4
start = 0, -1
delta = .722, 1
mask = 1

[BG 5]
type  = normal
spriteno = 0, 5
start = 0, 40
delta = .722, 1
mask = 1

[BG 6]
type  = parallax
spriteno = 0, 6
start = 0, 175
delta = .722, 1
;width = 673, 944           ;Top width, bottom width
xscale = 1,2               ;Top, bottom scale
yscalestart = 100          ;Starting y-scale (in percent)
yscaledelta = 0            ;Change in y-scale per unit (in percent)

[BG 7] ;Fence
type  = normal
spriteno = 0, 7
start = -7, 190
delta = .89, 1
mask = 1

[BG 8] ;Can
type  = normal
spriteno = 0, 8
start = 0, 190
delta = .89, 1
mask = 1

[BG 9] ;Radio
type  = normal
spriteno = 0, 9
start = 0, 190
delta = .89, 1
mask = 1

[BG Anim A]
type  = anim
actionno = 0
start = 0, 190
delta = .89, 1
mask = 1

[BG Anim B]
type  = anim
actionno = 1
start = 0, 190
delta = .89, 1
mask = 1

[BG Anim C]
type  = anim
actionno = 2
start = 0, 190
delta = .89, 1
mask = 1

[BG Anim D]
type  = anim
actionno = 3
start = 0, 190
delta = .89, 1
mask = 1

;-------------------------------------
; Put animation data here:

;Anim A (couple on left)
[Begin Action 0] 
1,0, 0,0, 9
1,1, 0,0, 10
1,2, 0,0, 11
1,1, 0,0, 9
1,0, 0,0, 7
1,1, 0,0, 5
1,2, 0,0, 9
1,1, 0,0, 7
1,2, 0,0, 10
1,1, 0,0, 10
1,2, 0,0, 12
1,1, 0,0, 7

;Anim B (guy at mid-left)
[Begin Action 1]
2,0, 0,0, 16
2,1, 0,0, 9
2,2, 0,0, 13
2,1, 0,0, 9
2,2, 0,0, 7
2,1, 0,0, 10
2,2, 0,0, 12

;Anim C (guy at mid-right)
[Begin Action 2]
3,0, 0,0, 7
3,1, 0,0, 15

;Anim D (couple on right)
[Begin Action 3]
4,0, 0,0, 8
4,1, 0,0, 10
4,2, 0,0, 10
4,1, 0,0, 12
4,2, 0,0, 11
4,1, 0,0, 9

