<?xml version="1.0"?>
<Config>

	<!-- The order in which the levels are placed here defines the order in which the user encounters them.
			So, the first level listed is the first level played, the last one is the last played.
			
			id:			This must be unique and can be anything you want to identify the level. This name must also be the directory
						name in the "levels" directory that contains all the relevant data for the level (i.e. curve data, background, etc).
			dispname:	This is the name that the user sees in-game and doesn't have to be unique.
			drawcurve:	For debugging basically. If it's true, the game will programmatically draw the curve.
			background:	Indicates the filename of the background to load in. If blank, will try to load 
						a background in the images/levels/<id> directory with filename <background> (the extension doesn't matter).
						So for example, if your id was "testlevel", and you specified "mybackground" for the background
						parameter, the game would look in images/levels/testlevel and try to load "mybackground" with any image extension.
			curve1-3:	Each level can have up to 3 curves that comprise it. Specify the name of the curve data (.dat) file
						from the levels directory to load.
			tfreq:		Treasure frequency: every frame there is a 1 in tfreq chance that a treasure thing will appear
			partime:	Average time in seconds to beat the level
	-->

	<Level id="new1" dispname="The Dance" drawcurve="true" background="" curve1="new1" tfreq="1000" partime="100">
		
		<!-- 
			"GUN" tag:
			Type can be "normal" for the standard fixed-place shooter, as well as for the multiple lilly pad setup.
			Use "horiz" for a horizontal bar that you can slide along.
			Use "vert" for a vertical bar that you can slide along.
			
			Valid parameters for "normal":
				gx1/gy1 through gx3/gy3: 	define the X and Y coordinates for gun points 1, 2 and 3. You only need to define points 2 and/or 3
											if you want multiple lilly pads to jump between.
				
			Valid parameters for "horiz" and "vert":
				startx, starty:				Indicates the starting XY of the bar
				width:						only valid for the horizontal bar type: indicates how wide the bar should be
				height:						only valid for the vertical bar type: indicates how tall the bar should be
		-->
		
		<Gun type="normal" gx1="372" gy1="350"/>
		
		<!--
			"TREASUREPOINT" tag:
			The "dist" tag indicates how far along the farthest ball on a curve must be for the treasure to spawn. This value is
				a percent, from 0 to 100. If the farthest ball has completed less than this specified % of the curve, then no
				matter what, the treasure will not spawn. The "dist" tag has a number after it that indicates which curve this is
				in reference to. So for curve 1, use "dist1", for curve 2, use "dist2", etc.
			"x" and "y" indicate
		-->
		
		<TreasurePoint x="400" y="50" dist1="20" />
		<TreasurePoint x="165" y="128" dist1="60" />
		<TreasurePoint x="402" y="128" dist1="69" />
		<TreasurePoint x="676" y="128" dist1="78" />
	
	</Level>

	<Level id="new2" dispname="Lilly Pads" drawcurve="true" curve1="new2" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="103" gy1="480" gx2="710" gy2="480" gx3="443" gy3="203"/>
		<TreasurePoint x="391" y="482" dist1="55" />
		<TreasurePoint x="708" y="145" dist1="45" />
		<TreasurePoint x="381" y="372" dist1="85" />			
	</Level>
	
	<Level id="new3" dispname="Double Gapper" drawcurve="true" curve1="new3" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="443" gy1="281"/>
		<TreasurePoint x="98" y="306" dist1="40" />	
		<TreasurePoint x="182" y="83" dist1="50" />
		<TreasurePoint x="278" y="85" dist1="75" />
	</Level>

	<!--
		For levels with multiple curves, if you want all curves to have the same settings, use the "curvedata" tag and specify
		the curve number whose settings should be used.
	-->
	<Level id="new4" dispname="Kaboom!" drawcurve="true" curve1="new4-1" curve2="new4-2" curvedata="1" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="400" gy1="87"/>
		<TreasurePoint x="191" y="506" dist1="30" />
		<TreasurePoint x="582" y="506" dist2="30" />
		<TreasurePoint x="241" y="331" dist1="65" />	
		<TreasurePoint x="525" y="331" dist2="65" />	
	</Level>
	
	<Level id="new5" dispname="Double Trouble" drawcurve="false" curve1="doubletrouble-1" curve2="doubletrouble-2" tfreq="1000" partime="100">
		<TreasurePoint x="615" y="81" dist1="40" />
		<TreasurePoint x="420" y="502" dist2="30" />
		<TreasurePoint x="667" y="526" dist2="25" />
		
		<!--
			"TUNNEL" tag:
			
			This tag is used to indicate the presence of tunnels on the level.
			The "image" parameter indicates the alpha image to use to cutout the tunnel from.
			The "pri" parameter stands for priority, and is usually best left at 1. The higher the value, the more
				toplevel this is drawn above any balls of a lower priority. So this is used to obscure any balls below the
				tunnel.
			"x" and "y" indicate where the tunnel should be drawn.
		-->
		
		<Tunnel image="dtl1a" pri="1" x="215" y="128" />
		<Tunnel image="dtL1b" pri="1" x="532" y="330" />
		<Tunnel image="dtL2a" pri="1" x="410" y="61" />
		<Tunnel image="dtL2b" pri="1" x="593" y="330" />
	</Level>	
	
	<Level id="new6" dispname="The Barbell" drawcurve="true" curve1="new6" background="" tfreq="1000" partime="100">
		<Gun type="horiz" startx="242" starty="312" width="356"/>
		<TreasurePoint x="391" y="482" dist1="55" />
		<TreasurePoint x="708" y="145" dist1="45" />
		<TreasurePoint x="381" y="372" dist1="85" />			
	</Level>


	<Level id="scott1" dispname="Scott Test 1 -- Waves (w/ Point Gun) (Diff 7?)" drawcurve="true" curve1="scott1" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="400" gy1="515"/>
	</Level>

	<Level id="scott1_2" dispname="Scott Test 1 -- Waves (w/ Line Gun) (Diff 7?)" drawcurve="true" curve1="scott1_2" background="" tfreq="1000" partime="100">
		<Gun type="horiz" startx="100" starty="515" width="600"/>
	</Level>

	<Level id="scott2" dispname="Scott Test 2 -- Square Loop (Diff 4?)" drawcurve="true" curve1="scott2" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="400" gy1="300"/>
	</Level>

	<Level id="scott3" dispname="Scott Test 3 -- First Double Lillipad Level (Diff 1?)" drawcurve="true" curve1="scott3" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="400" gy1="200" gx2="400" gy2="420"/>			
	</Level>

	<Level id="scott4" dispname="Scott Test 4 -- Doubleback Curve (Diff 1?)" drawcurve="true" curve1="scott4" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="420" gy1="290" />			
	</Level>

	<Level id="scott5" dispname="Scott Test 5 -- Nutso Curves (Diff 9?)" drawcurve="true" drawtunnel="true" curve1="scott5" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="450" gy1="300" gx2="220" gy2="450" />			
	</Level>

	<Level id="scott6" dispname="Scott Test 6 -- 4 corners" drawcurve="true" drawtunnel="true" curve1="scott6" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="150" gy1="100" gx2="150" gy2="500" gx3="650" gy3="100" gx4="650" gy4="500" />			
	</Level>

	<Level id="scott7" dispname="Scott Test 7 -- Figure 8" drawcurve="true" drawtunnel="true" curve1="scott7" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="210" gy1="300" gx2="590" gy2="300" />			
	</Level>

	<Level id="scott8" dispname="Scott Test 8 -- Square Pretzel" drawcurve="true" drawtunnel="true" curve1="scott8" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="390" gy1="330" />			
	</Level>

	<Level id="scott9" dispname="Scott Test 9 -- Diag Zigzag" drawcurve="true" drawtunnel="true" curve1="scott9" background="" tfreq="1000" partime="100">
		<Gun type="normal" gx1="377" gy1="290" />			
	</Level>


	<Level id="Mockup1" dispname="Mockup 1 -- 2 Routes (Diff 3?)" drawcurve="false" curve1="mockup1-1" curve2="mockup1-2" background="mockup1" tfreq="1000" partime="100">
		<Gun type="Vert" startx="400" starty="200" height="300"/>			
	</Level>


</Config>