# sensitivity factor for KEYBOARD based rotations of the map (originally 3.7)
(key_rotate_speed 3.7)

# sensitivity factor for MOUSE based rotations of the map (originally 0.2)
(mouse_rotate_speed 0.15)

# how fast is the map being scrolled in the editor (using keyboard)
# in pixels per second
(edit_scroll_speed 500)

# gravity force (always faces down the screen, regardless of current
# rotation of the map)   (originally 350)
(gravity 250)               #def: 180

# maximum speed the ball can move at, it's always trimmed to this value
# CamelTry: 350      (slow originally: 270,  was 300 until 1/19/05, 290 until 3/2/05)
(ball_max_speed 280)

# if the speed gets over above max the ball is being gradually slowed down
# until it reaches the defined max. ball_speed_fall_off defines how fast
# does the slowing down happen.
# valid values: 0.0-1.0
#   0.0 - instant brake
#   1.0 - no fall off at all (very risky!)
(ball_speed_fall_off 0.95)

# faked-bounciness factor (def: 0.4) (was: 0.3 until 1/17/05)
(ball_bounce_factor 0.3)

# should the ball gather angular velocity and rotate around its center
# or rather always face the same direction  (originally 1)
(ball_rotate 0)

# numbers lower than 1.0 result in slower rotations, higher than 1.0 in faster
(ball_angular_speed 3.0)

# valid values: 0.0-1.0
#   0.0 - instant brake
#   1.0 - no dampening at all
(ball_angular_damping 0.993)

# ball radius (in pixels, can be a real number)
# default size: 15.65 pixels (used to be 15.55)
(ball_radius 15.35)


# how fast does the special power energy bar drops (since special
# powers are currently unused, you can safely ignore this)
(ball_power_drop_speed 5)

# defines the scroll free zone in the middle of the screen
# CamelTry: 62  (originally: 62)
(no_scroll_area 0)

# point rewards
(points_taco 1 5)
(points_taco 2 10)
(points_taco 3 20)
(points_taco 4 50)
(points_taco 5 100)
(points_taco 6 1000)
(points_time 20)
(points_life 10000)

# default zoom level used to be 0.875 (1.0 was original setting)
(zoom_default 1.0) 

# name of the starting level (just for development)
(start_level "slyder\level_test.txt")
(start_level "slyder\level_01.txt")
#(start_level "slyder\level_20.txt")
#(start_level "unger\level_test.txt")
#(start_level "boffo\level_test.txt")
#(start_level "sparky\level_test.txt")

# skips "Ready.. Go!" sequence at level start (useful in development)
(skip_ready_go 0)
