
/*

Barebones Handlayout.kfc file for "Battle for Troy"

You should make a backup copy of this file before changing anything!
Most of the stuff thats in here NEEDS to be here, but
feel free to experiment.
-Zono Team

Notes:
-LayoutParams in this file are order specific and changing them around them
 cause undesired effects.
*/


// LEVEL LOAD FADEIN - This causes the fade in from black when a level starts
LayoutParams LevelLoadFader GSceneFader
{
    float BirthFade.Red   = 0.0f;
    float BirthFade.Green = 0.0f;
    float BirthFade.Blue  = 0.0f;
    float BirthFade.Alpha = 1.0f;
    float DeathFade.Red   = 0.0f;
    float DeathFade.Green = 0.0f;
    float DeathFade.Blue  = 0.0f;
    float DeathFade.Alpha = 0.0f;
    float IntroSpan       = 0.25f;
    float ExtroSpan       = 0.25f;
    float LifeSpan        = 1.5f;
    float LifeUsed        = 0.0f;
}


//////////////////////////////////////////////////////////////////////////////
// StatManager (Starting Gold, and unit caps )
// Note that unit caps are for performance reason, increase at your own risk!
/////////////////////////////////////////////////////////////////////////////

LayoutParams GStatManager                           // Dont change this name!
{
	int Gold = 500;                                 // Starting Gold
	int MaxPopulation1 = 25;                        // Player 1 population max
	int MaxPopulation2 = 55;                        // Player 2 population max
}


//////////////////////////////////////////////////////////////////////////////
// Camera - Sets the position of the camera, and what it's looking at,
// for the beginning of the level.
// The position values used in all "Battle for Troy" maps are Lookat + 33.
// If you want to try different camera angles, this is the place to do it.
/////////////////////////////////////////////////////////////////////////////

LayoutParams TheCamera GCamera                      // Dont change this name
{                                                   // Locator is (LookAt + 33)
	float Locator.Position.X		= 296.0;		// X Locator.Position.of camera
	float Locator.Position.Y		= 178.5;	    // Y Locator.Position.of camera
	float Locator.Position.Z		= 33.0;		    // Distance off the LookAt Pos
	float LookAt.X					= 265.0;		// X Locator.Position.of camera
	float LookAt.Y					= 147.5;	    // Y Locator.Position.of camera
}

//////////////////////////////////////////////////////////////////////////////
// Mission Briefing
//////////////////////////////////////////////////////////////////////////////

LayoutParams GBriefingScreen
{
	embedded = ObjectiveText;
}

EmbeddedParams ObjectiveText GMenuTextPage
{
    float IdleTextColor.Red        =0.82;
    float IdleTextColor.Green      =0.82;
    float IdleTextColor.Blue       =0.82;

    float FocusedTextColor.Red     =0.6;
    float FocusedTextColor.Green   =0.6;
    float FocusedTextColor.Blue    =1.0;

    float DisabledTextColor.Red    =0.6;
    float DisabledTextColor.Green  =0.6;
    float DisabledTextColor.Blue   =0.6

    float Size.X = 275
    float Size.Y = 375
	float TextPos.X = 55;
	float TextPos.Y = 35;
	CFont *pFont = TheFont;
    char *pText = "\n\n\nEXAMPLE MISSION BRIEFING\n\nPut your backstory or other info the player might need here.  The 'backslash n' character combo forces a new-line.\n\nWIN:\nDo something good\n\nLOSE:\nDo someting bad";
}

//////////////////////////////////////////////////////////////////////////////
// InGameUI  - DO NOT EDIT
/////////////////////////////////////////////////////////////////////////////

LayoutParams TheInGameUI GInGameUI {}               // Required, do not edit!


//////////////////////////////////////////////////////////////////////////////
// Pointer   - DO NOT EDIT
/////////////////////////////////////////////////////////////////////////////

LayoutParams ThePointer GPointer {}                 // Required, do not edit!

//////////////////////////////////////////////////////////////////////////////
// Modifier buttons
//////////////////////////////////////////////////////////////////////////////

LayoutParams Modifiers GInputButton {}


//////////////////////////////////////////////////////////////////////////////
// MISSION GOALS
// Put your mission goals and any custom objects in here.
// Remember that the editor does not save this file, you have to edit it by
// hand (thats why its called HandLayout!)
/////////////////////////////////////////////////////////////////////////////

