root
{	
	componenttype=panel
	state = visible		
	ico_h = 47 
	ico_w = 47
	ship_h = 68
	ship_w = 106
	ship_top = 4
	ship_margin = 5
	block = 48
	load_w = 7
	ship_stat_w = 32
	ship_cont_w = 150
	ship_stat_bar_marg = 3
	ship_stat_bar_h = 33
	flag_width = root.block
	flag_height = root.block/2
	marg = 10
	timer_width = 96
	x = 0
	y = 0
	
	pnl_hud
	{
		componenttype = panel
		picpos = 0,0,0,0	
		//state = hidden
			
		lbl_infotext
		{
			render = 9999
			componenttype = label
			width = 800
			height = 200
			font = fnt_infotext
			x = screen.width/2 - lbl_infotext.width/2
			y = screen.height/2 - lbl_infotext.height/2 - 40
			aligntext = center
			state = visible
			caption = "TROLOLO"
		}
		lbl_infotext_shadow
		{
			render = 9998
			componenttype = label
			width = 800
			height = 200
			font = fnt_infotext_shadow
			x = lbl_infotext.x + 2
			y = lbl_infotext.y + 2
			aligntext = center
			state = visible
			caption = "TROLOLO"
		}
		
		pnl_gold_amount_bg
		{
			componenttype = panel
			render = 9000
			x = root.x + 10 
			y = root.y + 10
			width = 345
			height = 76
			picfile = Data\GUI\tactical_hud.dds
			picpos = 0,0,this.width,this.height	
		}
		pnl_gold_stolen
		{
			state = hidden
			componenttype = panel
			render = 9005
			x = pnl_gold_amount_bg.x - 5
			y = pnl_gold_amount_bg.y - 5
			width = 96
			height = 96
			picfile = Data\GUI\tactical_hud.dds
			picpos = 8,0,this.width,this.height		
		}
		pnl_gold_amount_bar
		{
			componenttype = panel
			render = 9003
			x = pnl_gold_amount_bg.x + 77
			y = pnl_gold_amount_bg.y + 35
			width = 260
			height = 27
			picfile = Data\GUI\tactical_hud.dds
			picpos = 0,3,this.width,this.height	
		}
		pnl_gold_amount_bar_stolen
		{
			//state = hidden
			componenttype = panel
			render = 9002
			x = pnl_gold_amount_bar.x 
			y = pnl_gold_amount_bar.y 
			width = 260
			height = 27
			picfile = Data\GUI\tactical_hud.dds
			picpos = 0,2,this.width,this.height	
		}
		
		pnl_plr_hp_bg
		{
			componenttype = panel
			render = 9000
			x = pnl_gold_amount_bg.x + 53
			y = pnl_gold_amount_bg.y + 58
			width = 266
			height = 52
			picfile = Data\GUI\tactical_hud.dds
			picpos = 0,9,this.width,this.height	
		}
		pnl_plr_hp_amount_bar
		{
			componenttype = panel
			render = 9003
			x = pnl_plr_hp_bg.x + 48
			y = pnl_plr_hp_bg.y + 22
			width = 209
			height = 13
			picfile = Data\GUI\tactical_hud.dds
			picpos = 0,8,this.width,this.height	
		}
		pnl_plr_hp_amount_lost
		{
			componenttype = panel
			render = 9002
			x = pnl_plr_hp_bg.x + 48
			y = pnl_plr_hp_bg.y + 22
			width = 209
			height = 13
			picfile = Data\GUI\tactical_hud.dds
			picpos = 0,7,this.width,this.height	
		}
		
		pnl_supawepa_amount_2
		{
			componenttype = panel
			render = 8900
			x = pnl_supawepa.x - 3
			y = pnl_supawepa.y
			width = 24
			height = 64
			picfile = Data\GUI\tactical_hud.dds
			picpos = 10,2,this.width,this.height	
		}
		pnl_supawepa_amount_3
		{
			componenttype = panel
			render = 8800
			x = pnl_supawepa.x - 6
			y = pnl_supawepa.y
			width = 24
			height = 64
			picfile = Data\GUI\tactical_hud.dds
			picpos = 10,2,this.width,this.height	
		}
		pnl_supawepa_amount_4
		{
			componenttype = panel
			render = 8700
			x = pnl_supawepa.x - 9
			y = pnl_supawepa.y
			width = 24
			height = 64
			picfile = Data\GUI\tactical_hud.dds
			picpos = 10,2,this.width,this.height	
		}
		
		pnl_supawepa
		{
			componenttype = panel
			render = 9000
			x = root.x + screen.width - 120
			y = pnl_score_multiplier_bg.y + 50 
			width = 64
			height = 64
			picfile = Data\GUI\tactical_hud.dds
			picpos = 8,2,this.width,this.height		
		}	
		lbl_supawepa_count
		{
		
			componenttype = label
			render = 8999
			x = pnl_supawepa.x + pnl_supawepa.width
			y = pnl_supawepa.y + 40
			width = 60
			height = 20
			font = fnt_score_multiplier_shadow
			aligntext = left
			state = visible
			caption = "x 2"
			
			lbl_supawepa_count_amount
			{
				componenttype = label
				render = 9000
				x = lbl_supawepa_count.x -2
				y = lbl_supawepa_count.y -2
				width = 60
				height = 20
				font = fnt_score_multiplier
				aligntext = left
				state = visible
				caption = "x 2"
			}
		}
			
		
		lbl_timeuntilnext
		{
			componenttype = label
			render = 9000
			x = screen.width/2 - lbl_timeuntilnext.width/2
			y = root.y + 15
			width = 100
			height = 20
			font = fnt_next_wave
			aligntext = center
			state = visible
			caption = "Time to next wave: 1234"		
		}
		lbl_timeuntilnext_shadow
		{
			componenttype = label
			render = 8999
			x = lbl_timeuntilnext.x + 2
			y = lbl_timeuntilnext.y + 2
			width = 100
			height = 20
			font = fnt_next_wave_shadow
			aligntext = center
			state = visible
			caption = "Time to next wave: 1234"
		}
		
		pnl_score_bg
		{
			componenttype = panel
			render = 8998
			y = root.y + 40
			x = root.x + screen.width - pnl_score_bg.width - 10
			width = 336
			height = 30
			picfile = Data\GUI\tactical_hud.dds
			picpos = 0,4,this.width,this.height		
		
		}
		lbl_score
		{
			componenttype = label
			render = 9000
			x = pnl_score_bg.x 
			y = root.y + 33
			width = pnl_score_bg.width
			height = 20
			font = fnt_score
			aligntext = center
			state = visible
			caption = "Score: 1234"
		}
		lbl_score_shadow
		{
			componenttype = label
			render = 8999
			x = lbl_score.x + 2
			y = lbl_score.y + 2
			width = lbl_score.width
			height = 20
			font = fnt_score_shadow
			aligntext = center
			state = visible
			caption = "Score: 1234"
		}
		
		pnl_score_multiplier_bg
		{
			componenttype = panel
			render = 8998
			y = pnl_score_bg.y + 31
			x = pnl_score_bg.x + 116
			width = 336
			height = 30
			picpos = 0,0,0,0
			multip_start
			{
				componenttype = panel
				render = 8998
				y = pnl_score_multiplier_bg.y 
				x = pnl_score_multiplier_bg.x 
				width = 48
				height = 30
				picpos = 0,0,0,0
				picfile = Data\GUI\tactical_hud.dds
				picpos = 0,4,this.width,this.height	
			}
			multip_middle
			{
				
				componenttype = panel
				render = 8998
				y = pnl_score_multiplier_bg.y 
				x = pnl_score_multiplier_bg.x + 48
				width = 124
				height = 30
				picpos = 0,0,0,0
				picfile = Data\GUI\tactical_hud.dds
				picpos = 1,4,this.width,this.height	
			}
			multip_end
			{
				
				componenttype = panel
				render = 8998
				y = pnl_score_multiplier_bg.y 
				x = multip_middle.x + multip_middle.width
				width = 48
				height = 30
				picpos = 0,0,0,0
				picfile = Data\GUI\tactical_hud.dds
				picpos = 6,4,this.width,this.height	
			}
			lbl_multiplier
			{
				componenttype = label
				render = 9000
				x = multip_middle.x 
				y = multip_middle.y 
				width = multip_middle.width
				height = 20
				font = fnt_score_multiplier
				aligntext = left
				state = visible
				caption = "multiplier x 1"
			}
			lbl_multiplier_shadow
			{
				componenttype = label
				render = 8999
				x = lbl_multiplier.x + 2
				y = lbl_multiplier.y + 2
				width = lbl_multiplier.width
				height = 20
				font = fnt_score_multiplier_shadow
				aligntext = left
				state = visible
				caption = "multiplier x 2"
			}			
		}
		
		pnl_boss
		{
			componenttype = panel
			picpos = 0,0,0,0
			width = 0
			height = 0
			
			lbl_boss_name
			{
				componenttype = label
				render = 9000
				x = pnl_boss_hp_bg.x
				y = pnl_boss_hp_bg.y - 55
				width = pnl_boss_hp_bg.width
				height = 20
				font = fnt_next_wave
				aligntext = center
				state = visible
				caption = "Boss name"		
			}
			lbl_boss_name_shadow
			{
				componenttype = label
				render = 8999
				x = lbl_boss_name.x + 2
				y = lbl_boss_name.y + 2
				width = lbl_boss_name.width
				height = 20
				font = fnt_next_wave_shadow
				aligntext = center
				state = visible
				caption = "Boss name"		
			}
			
			
			pnl_boss_hp_bg
			{
				componenttype = panel
				render = 9000
				x = screen.width*0.5 - pnl_boss_hp_bg.width*0.5
				y = root.y + screen.height - 60
				width = 760
				height = 30
				picfile = Data\GUI\tactical_hud.dds
				picpos = 0,11,this.width,this.height	
			}
			pnl_boss_hp_bar
			{
				componenttype = panel
				render = 9003
				x = pnl_boss_hp_bg.x 
				y = pnl_boss_hp_bg.y
				width = 756
				height = 24
				picfile = Data\GUI\tactical_hud.dds
				picpos = 0,12,this.width,this.height	
			}
		}
	}
	
	frm_score
	{
		componenttype=frame
		framefile = Data\Locales\en\FrameScore.txt
		render = 9999
		x = 0
		y = 0
		width = screen.width
		height = screen.height
		//state =hidden
	}
	
	frm_battlestart
	{
		componenttype=frame
		framefile = Data\Locales\en\FrameBattleStarts.txt
		render = 9999
		x = screen.width*0.5 - frm_battlestart.width*0.5
		y = screen.height*0.5 - frm_battlestart.height*0.5
		width = 720
		height = 684
		//state =hidden
	}		
	
	frm_pause
	{
		componenttype=frame
		framefile = Data\Locales\en\FrameBattlePaused.txt
		render = 9999
		x = screen.width*0.5 - frm_battlestart.width*0.5
		y = screen.height*0.5 - frm_battlestart.height*0.5
		width = 720
		height = 684
		//state =hidden
	}	
}
