# Set the object default
<object type="default">
	typeName = __none__
	objController = cStandard
	objHomingTargetClass = __none__
	objOnDestroyedSpawnedObj = __none__
	objAccel = 700up
	objAllowCollisions = True
	objConvFactor = 0.3
	objShowHealthBarWhenHit = False
	objCloseAttackFreq = 0.5
	objConeVisAngle = 120
	
	objSizeH = 20up
	objBoxOffsetY = 0up	
    # This is the default anyway, and it slows us down
	#objDimType = dt2D
</object>

<bulletObj type="default">
	typeName = __none__
	objController = cStandard
	objAllowCollisions = True
	objHomingTargetClass = __none__
	objOnDestroyedSpawnedObj = __none__
	objConvFactor = 0.3
	objCloseAttackFreq = 0.5
	objConeVisAngle = 120
    # This is the default anyway, and it slows us down
	#objDimType = dt2D
	objSizeW = 20up
	objSizeH = 20up
	objCurrDamage = 10
	objAccel = 100000up
	objMaxSpeed = 800up
	objExtraDestroyedSpawns = { pblast }
	objExtraDestroyedSpawnsOffsetX = { 0 }
	objExtraDestroyedSpawnsOffsetY = { 0 }
	objExtraDestroyedSpawnsRndAngle = { True }
	objDestructOnCollision = True 
	objDeleteWhenOffscreen = True
</bulletObj>

# Special type for generic rooms items
<object>
	typeName = _genericRoomItem
	objAnim = __none__
	objMaxSpeed = 0
	objController = __none__
	objCurrHitpoints = 0
	objMaxHitpoints = 0
	objCurrDamage = 0
	objOnDestroyedSpawnedObj = __none__
	objSizeW = 2
	objSizeH = 2
</object>

# Special object which is displayed as bonus points
<object>
	typeName = bonusPointsVFX
	objAnim = __none__
	objMaxSpeed = 0
	objController = __none__
	objTimeToLive = 1.4  # 1.0
	objAllowCollisions = False
	objSubtype = stText
</object>

# Special object for pieces of a ship
<object>
	typeName = _polyPieceObj
	objAnim = __none__
	objMaxSpeed = 0
	objController = __none__
	objTimeToLive = 1.6
	objAllowCollisions = False
	objClass = oclassVFX
	objDeleteWhenOffscreen = True
</object>


###################################
# Player
###################################

<object>
	typeName = objPlayer

	objAnim = dummyPlane
	objForceAllowIndepShootingDir = True
	
	objMaxSpeed = 200up
	objMinSpeed = 50up
	objSizeW = 30up
	objSizeH = 29up
	objCurrHitpoints = 11300
	objMaxHitpoints = 11300
	objController = cPlayer
	objDimType = dt2D
	objAllowPathfinding = True
	objConvFactor = 0.92

	# This is to destroy any object on touch
	objCurrDamage = 10000
	objCloseAttackFreq = 0.05

	objDrawAfterDeletion = True
	objDelDelay = 0.85
	objDelDelayFadePortion = -0.12
	#objAfterDeathPSystem = psysAfterDeathLargeRound

	objWeaponTypes = { wiSingleStream, wiSingleStream, wiSingleStream, wiSingleStream, wiSingleStream, wiSingleStream, wiSingleStream, wiSingleStream, wiSingleStream, wiSingleStream }
	objWeaponLevels = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
	objWeaponsPosX = { 16up, 10up, 10up,    -12up, -12up,  0up,			10up, 10up,	 10up, 10up }
	objWeaponsPosY = { 0, 15up, -15up,   6up, -6up,    0up,				15up, -15up,  15up, -15up }
	objWeaponsDirX = { 1, 1, 1,    0.3, 0.3,  1,					1, 1, 1, 1	 }
	objWeaponsDirY = { 0, 0.0, 0.0,    1, -1,     0, 0.35, -0.35,		0.7, -0.7 }
	objWeaponRelativeToFacingDir = { False, False, False, True, True,	False,		False, False, False, False	 }

	objPSystem = exhaustPsys
	objPSysOffsetX = -14up
	objPSysOffsetY = 0

	objOnDestroyedSpawnedObj = redBombBlast
	objOnDestroyedSound = explosionSound
</object>

###################################
# Player Weapons
###################################
<bulletObj>
	typeName = dualBullet
	objAnim = bulletsPage:2
	objSizeW = 7up
	objSizeH = 5up
	objCurrDamage = 35
</bulletObj>

# This is for the four-way bullet
<bulletObj>
	typeName = tripleBullet
	objAnim = bulletsPage:3
	objSizeW = 7up
	objSizeH = 8up
	# Same since there's more of them
	objCurrDamage = 25
</bulletObj>

<bulletObj>
	typeName = tripleBullet2
	objAnim = bulletsPage:16
	objSizeW = 7up
	objSizeH = 8up
	objCurrDamage = 30
</bulletObj>

<bulletObj>
	typeName = sniperBullet
	objAnim = bulletsPage:10
	objSizeW = 7up
	objSizeH = 8up
	objCurrDamage = 250
	#objMaxSpeed = 400up

	objTrailFadeTime = 10.0
	objTrailSampleFreq = 1.0up
</bulletObj>

<bulletObj>
	typeName = homingMiss
	objAnim = bulletsPage:5
	objMaxSpeed = 350up
	objTrailFadeTime = 1.75
	#objTrailSampleFreq = 1.5up
	objTrailSampleFreq = 2.9up
	objTrailSampleAnim = bulletsPage:6
	objHomingTargetClass = oclassEnemy
	objHomingRange = 1200up
	objConeVisAngle = 350
	objConvFactor = 0.22
	objTimeToLive = 0.8
	objSizeW = 8up
	objSizeH = 5up
	objCurrDamage = 15
</bulletObj>

<bulletObj>
	typeName = homingMiss2
	objAnim = bulletsPage:12
	objMaxSpeed = 350up
	objTrailFadeTime = 1.75
	objTrailSampleFreq = 2.9up
	objTrailSampleAnim = bulletsPage:13
	objHomingTargetClass = oclassEnemy
	objHomingRange = 1200up
	objConeVisAngle = 350
	objConvFactor = 0.22
	objTimeToLive = 0.8
	objSizeW = 8up
	objSizeH = 5up
	objCurrDamage = 35
</bulletObj>

<object>
	typeName = laserLev1
	objAnim = laserAnim
	objBaseAnim = pblastAnim
	objSizeW = 32up
	objSizeH = 32up
	objCurrDamage = 5
	objMaxDamage = 1000
	objAccel = 0
	objMaxSpeed = 0.0
	objController = __none__
	objTimeToLive = 21.0
	objMaxHitpoints = 100000
	objCurrHitpoints = 100000
	objNumAdjHits = 4

	objPulseEndRepeatCount = 13

	objDelDelayFadePortion = 0.2
	objDelDelay = 0.2
</object>

<object>
	typeName = laserLev2
	objAnim = laserAnim
	objBaseAnim = pblastAnim
	objSizeW = 32up
	objSizeH = 32up
	objCurrDamage = 8
	objMaxDamage = 1000
	objAccel = 0
	objMaxSpeed = 0.0
	objController = __none__
	objTimeToLive = 21.0
	objMaxHitpoints = 100000
	objCurrHitpoints = 100000
	objNumAdjHits = 4

	objPulseEndRepeatCount = 13

	objDelDelayFadePortion = 0.2
	objDelDelay = 0.2
</object>


<object>
	typeName = lightningLev1
	objAnim = electricAnim
	objBaseAnim = pblastAnim
	objSizeW = 32up
	objSizeH = 28up
	objCurrDamage = 24
	objMaxDamage = 1000
	objAccel = 0
	objMaxSpeed = 0.0
	objController = __none__
	objTimeToLive = 21.0
	objMaxHitpoints = 100000
	objCurrHitpoints = 100000
	objNumAdjHits = 4

	objPulseEndRepeatCount = 7

	objDelDelayFadePortion = 0.2
	objDelDelay = 0.2

	objNumAdjHits = 4

	# amp, freq, time mult, octaves, fake lift, min line point spacing
	objElectricParms = { 16up, 5up, 10.0, 4.0, 0.0, 12up }
</object>


<object>
	typeName = bombLaserLev1
	objAnim = laserAnim
	objBaseAnim = pblastAnim
	objSizeW = 32up
	objSizeH = 32up
	objCurrDamage = 16
	objMaxDamage = 1000
	objAccel = 0
	objMaxSpeed = 0.0
	objController = __none__
	objTimeToLive = 21.0
	objMaxHitpoints = 100000
	objCurrHitpoints = 100000
	objPulseEndRepeatCount = 13
	objDelDelayFadePortion = 0.2
	objDelDelay = 0.2
	objIsIndestructible = True	
</object>

<object>
	typeName = waveLev1
	objAnim = waveAnim
	objBaseAnim = pblastAnim
	objSizeW = 32up
	objSizeH = 50up
	objCurrDamage = 50
	objMaxDamage = 1000
	objAccel = 0
	objMaxSpeed = 0.0
	objController = __none__
	objTimeToLive = 21.0
	objMaxHitpoints = 100000
	objCurrHitpoints = 100000
	#objNumAdjHits = 4

	# First value is the number, the second is the width
	# to space the in.
	objPulseWideEndAnimParms = { 3, 35up }

	objPulseEndRepeatCount = 10

	objDelDelayFadePortion = 0.2
	objDelDelay = 0.2
</object>

###################################
# Enemy Weapons
###################################

<bulletObj>
	typeName = enemyDualRedBullet
	objAnim = bulletsPage:9
	objSizeW = 7up
	objSizeH = 5up
	objCurrDamage = 10
</bulletObj>

<bulletObj>
	typeName = enemyDualYellowBulletWeak
	objAnim = bulletsPage:19
	objSizeW = 7up
	objSizeH = 5up
	objCurrDamage = 6
</bulletObj>

<bulletObj>
	typeName = enemyDualYellowBullet
	objAnim = bulletsPage:19
	objSizeW = 7up
	objSizeH = 5up
	objCurrDamage = 10
</bulletObj>

<bulletObj>
	typeName = enemyDualBlueBullet
	objAnim = bulletsPage:15
	objSizeW = 7up
	objSizeH = 5up
	objCurrDamage = 10
</bulletObj>

<bulletObj>
	typeName = enemyRedRoundBullet
	objAnim = bulletsPage:11
	objMaxSpeed = 400up
	objSizeW = 7up
	objSizeH = 5up
	objCurrDamage = 10
</bulletObj>

<bulletObj>
	typeName = enemyHomingRedMiss
	objAnim = bulletsPage:12
	objCurrDamage = 10
	objMaxSpeed = 350up
	objTrailFadeTime = 1.75
	#objTrailSampleFreq = 2.0up
	objTrailSampleFreq = 4.0up
	objTrailSampleAnim = bulletsPage:13

	objHomingTargetClass = oclassPlayer
	objHomingRange = 1200up
	objConeVisAngle = 350

	objConvFactor = 0.22
	objTimeToLive = 0.8

	objSizeW = 8up
	objSizeH = 5up
</bulletObj>

<bulletObj>
	typeName = enemyHomingBlueMiss
	objAnim = bulletsPage:5
	objCurrDamage = 10
	objMaxSpeed = 350up
	objTrailFadeTime = 1.75
	#objTrailSampleFreq = 1.5up
	objTrailSampleFreq = 4.0up
	objTrailSampleAnim = bulletsPage:6

	objHomingTargetClass = oclassPlayer
	objHomingRange = 1200up
	objConeVisAngle = 350

	objConvFactor = 0.22
	objTimeToLive = 0.8

	objSizeW = 8up
	objSizeH = 5up
</bulletObj>



###################################
# Enemies
###################################

# Note: This is used by both animals and spirits
<objectAnimal type="default">
	typeName = __none__
	objController = cStandard
	objHomingTargetClass = oclassPlayer
	objOnDestroyedSpawnedObj = __none__
	objAccel = 700up
	objMinSpeed = 0up
	objMaxSpeed = 130up
	objAllowCollisions = True
	objConvFactor = 0.7
	objShowHealthBarWhenHit = False
	objCloseAttackFreq = 0.5
	objConeVisAngle = 0
	objSizeH = 24up
	objBoxOffsetY = 2up	
	objClass = oclassEnemy
	
	objDrawAfterDeletion = True
	objDelDelay = 0.5
	objDelDelayFadePortion = 0.5	
	# objAfterDeathPSystem = psysAfterDeathLarge
	#objDimType = dt2D

	objHomingRange = 600up
	objAllowPathfinding = False
	
	objMaxBankingAngle = 55
	objBankingSpeed = 6

#	objBreakupParms = { 5up, 0, 0 }

	tags = spawnenemy
	#objDestructOnCollision = True 

	objCurrDamage = 100

	objOnCreatedSound = birthSound
	objOnDestroyedSound = { destroyed1, destroyed2 } 
</objectAnimal>

#########
# Wave 0
#########
# Green trapeze
<objectAnimal>
	typeName = objEnemy1
	objSizeW = 21up
	objSizeH = 30up
	objMaxSpeed = 80up
	objCurrHitpoints = 500
	objMaxHitpoints = 500	

	objAnim = enemiesAtlas:1

	objAwardedPoints = 50
	objAwardedCredits = 50

	objMinStartYear = 0
	objMaxStartYear = 0
	objSpawnProb = 1.5
	
	# Formations
	charFormations = { formCircle }
	charFormationProb = 0.0
	charFormationMaxUnits = 4
	
</objectAnimal>

# Large blue klin
<objectAnimal>
	typeName = objEnemy21
	objAnim = enemiesAtlas:21
	objSizeW = 32up
	objSizeH = 20up
	objMaxSpeed = 40up
	objCurrHitpoints = 750
	objMaxHitpoints = 750
	objAwardedPoints = 100
	objAwardedCredits = 100
	objMinStartYear = 0
	objMaxStartYear = 0
	objSpawnProb = 1.0

	charFormations = { formCircle }
	charFormationProb = 0.3
	charFormationMaxUnits = 4

	objTrailFadeTime = 0.4
	objTrailSampleFreq = 10
</objectAnimal>

# Yellow kayaks
<objectAnimal>
	typeName = objEnemy22
	objAnim = enemiesAtlas:22
	objSizeW = 38up
	objSizeH = 20up
	objMaxSpeed = 80up
	objCurrHitpoints = 300
	objMaxHitpoints = 300
	objAwardedPoints = 25
	objAwardedCredits = 25
	objMinStartYear = 0
	objMaxStartYear = 0
	objSpawnProb = 1.0

	charFormations = { formLine }
	charFormationProb = 1.0
	charFormationMaxUnits = 6
</objectAnimal>

# Yellow crescent
<objectAnimal>
	typeName = objEnemy17
	objAnim = enemiesAtlas:17
	objSizeW = 14up
	objSizeH = 18up
	objMaxSpeed = 140up
	objCurrHitpoints = 300
	objMaxHitpoints = 300
	objAwardedPoints = 25
	objAwardedCredits = 25
	objMinStartYear = 0
	objMaxStartYear = 0
	objSpawnProb = 3.0

	charFormations = { formCircle }
	charFormationProb = 0.3
	charFormationMaxUnits = 4
</objectAnimal>


# Purple ameba
<objectAnimal>
	typeName = objEnemy10
	objAnim = enemiesAtlas:10
	objSizeW = 41up
	objSizeH = 41up
	objMaxSpeed = 80up
	objCurrHitpoints = 600
	objMaxHitpoints = 600	
	objAwardedPoints = 50
	objAwardedCredits = 50
	objMinStartYear = 0
	objMaxStartYear = 2
	objMaxRotSpeed = 240
	objSpawnProb = 0.85
</objectAnimal>

#########
# Wave 1
#########

# Yellow trapeze
<objectAnimal>
	typeName = objEnemy2
	objSizeW = 21up
	objSizeH = 30up
	objMaxSpeed = 80up
	objCurrHitpoints = 500
	objMaxHitpoints = 500	
	objAnim = enemiesAtlas:2
	objAwardedPoints = 50
	objAwardedCredits = 50
	objMinStartYear = 1
	objMaxStartYear = 1
	objSpawnProb = 1.4

	charFormations = { formKlin }
	charFormationProb = 0.5
	charFormationMaxUnits = 4
</objectAnimal>

# Red magnet
<objectAnimal>
	typeName = objEnemy19
	objAnim = enemiesAtlas:19
	objSizeW = 27up
	objSizeH = 22up
	objMaxSpeed = 180up
	objCurrHitpoints = 400
	objMaxHitpoints = 400	
	objAwardedPoints = 35
	objAwardedCredits = 35
	objMinStartYear = 1
	objMaxStartYear = 2
	objSpawnProb = 1.25

	charFormations = { formKlin }
	charFormationProb = 0.6
	charFormationMaxUnits = 4

</objectAnimal>

# Large green klin
<objectAnimal>
	typeName = objEnemy25
	objAnim = enemiesAtlas:25
	objSizeW = 32up
	objSizeH = 20up
	objMaxSpeed = 40up
	objCurrHitpoints = 750
	objMaxHitpoints = 750	
	objAwardedPoints = 100
	objAwardedCredits = 100
	objMinStartYear = 1
	objMaxStartYear = 1
	objSpawnProb = 1.0

	charFormations = { formCircle }
	charFormationProb = 0.3
	charFormationMaxUnits = 4

	objTrailFadeTime = 0.4
	objTrailSampleFreq = 10
</objectAnimal>

#########
# Wave 2
#########

# Green trapeze again
<objectAnimal>
	typeName = objEnemy3
	objSizeW = 21up
	objSizeH = 30up
	objMaxSpeed = 100up
	objCurrHitpoints = 500
	objMaxHitpoints = 500	
	objAnim = enemiesAtlas:1
	objAwardedPoints = 50
	objAwardedCredits = 50
	objMinStartYear = 2
	objMaxStartYear = 3

	charFormations = { formKlin }
	charFormationProb = 0.5
	charFormationMaxUnits = 4
</objectAnimal>


# Purple tie wing
<objectAnimal>
	typeName = objEnemy5
	objAnim = enemiesAtlas:5
	objSizeW = 80up
	objSizeH = 24up
	objMaxSpeed = 70up
	objCurrHitpoints = 350
	objMaxHitpoints = 350	
	objAwardedPoints = 30
	objAwardedCredits = 30
	objMinStartYear = 2
	objMaxStartYear = 3

	objWeaponTypes = { wiBlueOneStream }
	objWeaponLevels = { 1 }
	objWeaponsPosX = { 5up }
	objWeaponsPosY = { 0up }

	objShootingInterval = 0.32
	objPauseInterval = 1.0

	charFormations = { formKlin }
	charFormationProb = 0.5
	charFormationMaxUnits = 4

</objectAnimal>

#########
# Wave 3
#########

# Round yellow spider
<objectAnimal>
	typeName = objEnemy12
	objAnim = enemiesAtlas:12
	objSizeW = 27up
	objSizeH = 27up
	objMaxSpeed = 80up
	objCurrHitpoints = 400
	objMaxHitpoints = 400	

	objAwardedPoints = 40
	objAwardedCredits = 40
	objMinStartYear = 3
	objMaxStartYear = 4
	objMaxRotSpeed = -160
	objSpawnProb = 2.0
</objectAnimal>


# Small blue star
<objectAnimal>
	typeName = objEnemy16
	objAnim = enemiesAtlas:16
	objSizeW = 16up
	objSizeH = 16up
	objMaxSpeed = 80up
	objCurrHitpoints = 200
	objMaxHitpoints = 200	
	objAwardedPoints = 20
	objAwardedCredits = 20
	objMinStartYear = 3
	objMaxStartYear = 4
	objMaxRotSpeed = -360
	objSpawnProb = 1.2

	charFormations = { formTightCircle }
	charFormationProb = 0.5
	charFormationMaxUnits = 7

</objectAnimal>


# Med red rect thingie 
<objectAnimal>
	typeName = objLargeEnemy1
	objAnim = largeEnemiesAtlas:1
	objSizeW = 51up
	objSizeH = 51up
	objMaxSpeed = 60up
	objCurrHitpoints = 700
	objMaxHitpoints = 700	
	objAwardedPoints = 150
	objAwardedCredits = 150
	objMinStartYear = 3
	objMaxStartYear = 4
	objSpawnProb = 0.5

	objMaxRotSpeed = 120
	objWeaponTypes = { wiYellowOneStreamWeak, wiYellowOneStreamWeak, wiYellowOneStreamWeak, wiYellowOneStreamWeak }
	objWeaponLevels = { 1, 1, 1, 1 }
	objWeaponsPosX = { 25up, 0up, 0up, -25up }
	objWeaponsPosY = { 0up, -25up, 25up, 0up }
	objWeaponsDirX = { 1, 0, 0, -1 }
	objWeaponsDirY = { 0, -1, 1, 0 }

	objShootingInterval = 1.5
	objPauseInterval = 1.0

	objHomingStartDelay = 8.0
	objHomingDelayedSpeed = 80up

</objectAnimal>

#########
# Wave 4
#########

# Large red klin
<objectAnimal>
	typeName = objEnemy24
	objAnim = enemiesAtlas:24
	objSizeW = 32up
	objSizeH = 20up
	objMaxSpeed = 40up
	objCurrHitpoints = 750
	objMaxHitpoints = 750	
	objAwardedPoints = 100
	objAwardedCredits = 100
	objMinStartYear = 4
	objMaxStartYear = 5
	objSpawnProb = 0.75

	charFormations = { formCircle }
	charFormationProb = 0.3
	charFormationMaxUnits = 4

	objTrailFadeTime = 0.4
	objTrailSampleFreq = 10

</objectAnimal>


# Green multi-crescent
<objectAnimal>
	typeName = objEnemy23
	objAnim = enemiesAtlas:23
	objSizeW = 25up
	objSizeH = 32up
	objMaxSpeed = 120up
	objCurrHitpoints = 600
	objMaxHitpoints = 600	
	objAwardedPoints = 75
	objAwardedCredits = 75
	objMinStartYear = 4
	objMaxStartYear = 5
	objSpawnProb = 3.0

	objHomingStartDelay = 3.0
	objHomingDelayedSpeed = 300up
</objectAnimal>

# Blue abstract spacehsip
<objectAnimal>
	typeName = objEnemy11
	objAnim = enemiesAtlas:11
	objSizeW = 20up
	objSizeH = 23up
	objMaxSpeed = 100up
	objCurrHitpoints = 440
	objMaxHitpoints = 440	
	objAwardedPoints = 50
	objAwardedCredits = 50
	objMinStartYear = 4
	objMaxStartYear = 5

	charFormations = { formKlin }
	charFormationProb = 0.5
	charFormationMaxUnits = 4

</objectAnimal>

#########
# Wave 5
#########

# Purple star
<objectAnimal>
	typeName = objEnemy15
	objAnim = enemiesAtlas:15
	objSizeW = 32up
	objSizeH = 32up
	objMaxSpeed = 80up
	objCurrHitpoints = 600
	objMaxHitpoints = 600	
	objAwardedPoints = 75
	objAwardedCredits = 75
	objMinStartYear = 5
	objMaxStartYear = 6
	objMaxRotSpeed = 360

	charFormations = { formCircle }
	charFormationProb = 0.5
	charFormationMaxUnits = 4

	objWeaponTypes = { wiRedRoundBullet }
	objWeaponLevels = { 1 }
	objWeaponsPosX = { 0up }
	objWeaponsPosY = { 0up }

	objShootingInterval = 0.08
	objPauseInterval = 1.8

	objHomingStartDelay = 3.0
	objHomingDelayedSpeed = 100up


</objectAnimal>

# Red round thingie
<objectAnimal>
	typeName = objEnemy9
	objAnim = enemiesAtlas:9
	objSizeW = 40up
	objSizeH = 40up
	objMaxSpeed = 80up
	objCurrHitpoints = 500
	objMaxHitpoints = 500	
	objAwardedPoints = 50
	objAwardedCredits = 50
	objMinStartYear = 5
	objMaxStartYear = 6
	objMaxRotSpeed = 200
</objectAnimal>

#########
# Wave 6
#########

# Red fightrer
<objectAnimal>
	typeName = objEnemy4
	objSizeW = 29up
	objSizeH = 30up
	objMaxSpeed = 80up
	objCurrHitpoints = 600
	objMaxHitpoints = 600	
	objAnim = enemiesAtlas:4
	objAwardedPoints = 125
	objAwardedCredits = 125
	objMinStartYear = 6
	objMaxStartYear = 7

	objShootingInterval = 0.5
	objPauseInterval = 3.0

	objWeaponTypes = { wiYellowOneStream, wiYellowOneStream }
	objWeaponLevels = { 1, 1 }
	objWeaponsPosX = { -4up, -4up  }
	objWeaponsPosY = { 9up, -9up }
</objectAnimal>

# Blue alien 
<objectAnimal>
	typeName = objEnemy6
	objAnim = enemiesAtlas:6
	objSizeW = 23up
	objSizeH = 35up
	objMaxSpeed = 140up
	objCurrHitpoints = 400
	objMaxHitpoints = 400	
	objAwardedPoints = 50
	objAwardedCredits = 50
	objMinStartYear = 6
	objMaxStartYear = 7

	charFormations = { formKlin }
	charFormationProb = 0.5
	charFormationMaxUnits = 1

	objSpawnProb = 0.70
</objectAnimal>

# Large blue whale
<objectAnimal>
	typeName = objLargeEnemy3
	objAnim = largeEnemiesAtlas:3
	objSizeW = 53up
	objSizeH = 87up
	objMaxSpeed = 40up
	objCurrHitpoints = 1000
	objMaxHitpoints = 1000
	objAwardedPoints = 250
	objAwardedCredits = 250
	objMinStartYear = 6
	objMaxStartYear = 7
	objSpawnProb = 0.15

	objWeaponTypes = { wiEnemyRedHoming, wiEnemyRedHoming }
	objWeaponLevels = { 1, 1 }
	objWeaponsPosX = { 4up, 4up  }
	objWeaponsPosY = { -38up, 38up }
	objWeaponsDirX = { 1, 1 }
	objWeaponsDirY = { -1, 1 }

	objExtraDestroyedSpawns = { objEnemy20, objEnemy20, objEnemy20, objEnemy20, objEnemy20 }
	objExtraDestroyedSpawnsOffsetX = { 0, 0, 0, 0, 0 }
	objExtraDestroyedSpawnsOffsetY = { 0, 0, 0, 0, 0 }
	objExtraDestroyedSpawnsRndAngle = { True, True, True, True, True }
	objExtraDestroyedSpawnsMoving = { True, True, True, True, True }

</objectAnimal>


#########
# Wave 7
#########

# Green saw
<objectAnimal>
	typeName = objEnemy13
	objAnim = enemiesAtlas:13
	objSizeW = 39up
	objSizeH = 39up
	objMaxSpeed = 80up
	objCurrHitpoints = 700
	objMaxHitpoints = 700	
	objAwardedPoints = 100
	objAwardedCredits = 100
	objMinStartYear = 7
	objMaxStartYear = 8
	objMaxRotSpeed = 470
</objectAnimal>

# Green four-ended round thingie
<objectAnimal>
	typeName = objEnemy18
	objAnim = enemiesAtlas:18
	objSizeW = 32up
	objSizeH = 32up
	objMaxSpeed = 80up
	objCurrHitpoints = 400
	objMaxHitpoints = 400	
	objAwardedPoints = 50
	objAwardedCredits = 50
	objMinStartYear = 7
	objMaxStartYear = 8
	objMaxRotSpeed = -170
</objectAnimal>

# Large green station
<objectAnimal>
	typeName = objLargeEnemy4
	objAnim = largeEnemiesAtlas:4
	objSizeW = 83up
	objSizeH = 83up
	objMaxSpeed = 60up
	objCurrHitpoints = 1000
	objMaxHitpoints = 1000
	objAwardedPoints = 200
	objAwardedCredits = 200
	objMinStartYear = 7
	objMaxStartYear = 8
	objMaxRotSpeed = 200
	objSpawnProb = 0.20


	objWeaponTypes = { wiEnemyBlueRotating }
	objWeaponLevels = { 1 }
	objWeaponsPosX = { 50up }
	objWeaponsPosY = { 0up }
	objWeaponsDirX = { 1 }
	objWeaponsDirY = { 0 }
	objShootingInterval = 0.10
	objPauseInterval = 3.0

	objHomingStartDelay = 20.0
	objHomingDelayedSpeed = 80up


</objectAnimal>


#########
# Wave 8
#########

# Yellow medusa
<objectAnimal>
	typeName = objEnemy7
	objAnim = enemiesAtlas:7
	objSizeW = 17up
	objSizeH = 16up
	objMaxSpeed = 160up
	objCurrHitpoints = 300
	objMaxHitpoints = 300	
	objAwardedPoints = 25
	objAwardedCredits = 25
	objMinStartYear = 8
	objMaxStartYear = 9

	charFormations = { formKlin }
	charFormationProb = 0.5
	charFormationMaxUnits = 2

	objWeaponTypes = { wiBlueOneStream }
	objWeaponLevels = { 1 }
	objWeaponsPosX = { 15up }
	objWeaponsPosY = { 0up }

	objShootingInterval = 0.32
	objPauseInterval = 1.6

</objectAnimal>

# Green crab
<objectAnimal>
	typeName = objEnemy8
	objAnim = enemiesAtlas:8
	objSizeW = 38up
	objSizeH = 22up
	objMaxSpeed = 80up
	objCurrHitpoints = 550
	objMaxHitpoints = 550	
	objAwardedPoints = 75
	objAwardedCredits = 75
	objMinStartYear = 8
	objMaxStartYear = 9

	charFormations = { formLine }
	charFormationProb = 0.7
	charFormationMaxUnits = 4

</objectAnimal>

# Red target
<objectAnimal>
	typeName = objEnemy14
	objAnim = enemiesAtlas:14
	objSizeW = 17up
	objSizeH = 17up
	objMaxSpeed = 80up
	objCurrHitpoints = 200
	objMaxHitpoints = 200	
	objAwardedPoints = 25
	objAwardedCredits = 25
	objMinStartYear = 8
	objMaxStartYear = 9
	objMaxRotSpeed = 140

	charFormations = { formTightCircle }
	charFormationProb = 0.5
	charFormationMaxUnits = 5
	objSpawnProb = 0.55

</objectAnimal>

#########
# Wave 9
#########

# Med purple tech thingie
<objectAnimal>
	typeName = objLargeEnemy2
	objAnim = largeEnemiesAtlas:2
	objSizeW = 52up
	objSizeH = 52up
	objMaxSpeed = 80up
	objCurrHitpoints = 1000
	objMaxHitpoints = 1000
	objAwardedPoints = 200
	objAwardedCredits = 200
	objMinStartYear = 9
	objMaxStartYear = 9
	objSpawnProb = 0.70

	objMaxRotSpeed = -220

	objWeaponTypes = { wiYellowOneStream, wiYellowOneStream, wiYellowOneStream, wiYellowOneStream }
	objWeaponLevels = { 1, 1, 1, 1 }
	objWeaponsPosX = { 25up, 0up, 0up, -25up }
	objWeaponsPosY = { 0up, -25up, 25up, 0up }
	objWeaponsDirX = { 1, 0, 0, -1 }
	objWeaponsDirY = { 0, -1, 1, 0 }

	objShootingInterval = 1.5
	objPauseInterval = 2.5

	objHomingStartDelay = 18.0
	objHomingDelayedSpeed = 100up

</objectAnimal>

# Large yellow station
<objectAnimal>
	typeName = objLargeEnemy5
	objAnim = largeEnemiesAtlas:5
	objSizeW = 85up
	objSizeH = 85up
	objMaxSpeed = 70up
	objCurrHitpoints = 1500
	objMaxHitpoints = 1500	

	objAwardedPoints = 250
	objAwardedCredits = 250
	objMinStartYear = 9
	objMaxStartYear = 9
	objSpawnProb = 0.12

	objWeaponTypes = { wiEnemyBlueHoming, wiEnemyBlueHoming, wiEnemyBlueHoming, wiEnemyBlueHoming }
	objWeaponLevels = { 1, 1, 1, 1 }
	objWeaponsPosX = { 50up, 0up, -50up, 0up  }
	objWeaponsPosY = { 0up, -50up, 0up, 50up }
	objWeaponsDirX = { 1, 0, -1, 0 }
	objWeaponsDirY = { 0, -1, 0, 1 }

	objExtraDestroyedSpawns = { objEnemy20, objEnemy20, objEnemy20, objEnemy20, objEnemy20 }
	objExtraDestroyedSpawnsOffsetX = { 0, 0, 0, 0, 0 }
	objExtraDestroyedSpawnsOffsetY = { 0, 0, 0, 0, 0 }
	objExtraDestroyedSpawnsRndAngle = { True, True, True, True, True }
	objExtraDestroyedSpawnsMoving = { True, True, True, True, True }

</objectAnimal>



# Note taht this will be used for when objects break up
# Small Purple klin
<objectAnimal>
	typeName = objEnemy20
	objAnim = enemiesAtlas:20
	objSizeW = 21up
	objSizeH = 14up
	objMaxSpeed = 340up
	objCurrHitpoints = 300
	objMaxHitpoints = 300	
	objCurrDamage = 35
	objAwardedPoints = 40
	objAwardedCredits = 40
	objMinStartYear = 100
	objMaxStartYear = 100

	objConvFactor = 0.17
	objTimeToLive = 1122.8

	objTrailFadeTime = 3.0
	objTrailSampleFreq = 6
</objectAnimal>


# Small blue star
<objectAnimal>
	typeName = objEnemy16Bullet
	objAnim = enemiesAtlas:16
	objSizeW = 16up
	objSizeH = 16up
	objMaxSpeed = 200up
	objCurrHitpoints = 200
	objMaxHitpoints = 200	
	objCurrDamage = 35
	objAwardedPoints = 40
	objAwardedCredits = 40
	objMinStartYear = 3
	objMaxStartYear = 4
	objMaxRotSpeed = -360
	objSpawnProb = 1.2

	charFormations = { formTightCircle }
	charFormationProb = 0.5
	charFormationMaxUnits = 7

</objectAnimal>


###################################
# Bombs
###################################
<object>
	typeName = gravityBombLev1
	objAnim = bombsAtlas:2
	objSizeW = 20up
	objSizeH = 18up
	objCurrDamage = 0
	objMaxDamage = 1000
	objAccel = 5000up
	objMinSpeed = 0
	#objMaxSpeed = 100up
	objMaxSpeed = 180up
	objOnDestroyedSpawnedObj = gravBombBlast
	objExtraDestroyedSpawns = { bombGreenExpl }
	objExtraDestroyedSpawnsOffsetX = { 0 }
	objExtraDestroyedSpawnsOffsetY = { 0 }
	objExtraDestroyedSpawnsRndAngle = { True }	
	objTimeToLive = 0.5
	objIsIndestructible = True
	objFullyDestroyWhenTime = True
	objBlastEffect = beGravity
	objBlastValue = 6up
	objBirthBlastRadius = 512up
	objOnDestroyedSound = explosionSound
</object>

<object>
	typeName = damageBombLev1
	objAnim = bombsAtlas:3
	objSizeW = 20up
	objSizeH = 18up
	objCurrDamage = 0
	objMaxDamage = 1000
	objAccel = 5000up
	objMinSpeed = 0
	objMaxSpeed = 180up
	objOnDestroyedSpawnedObj = multiRayObject
	objExtraDestroyedSpawns = { bombBlueExpl }
	objExtraDestroyedSpawnsOffsetX = { 0 }
	objExtraDestroyedSpawnsOffsetY = { 0 }
	objExtraDestroyedSpawnsRndAngle = { True }	
	objTimeToLive = 0.5
	objIsIndestructible = True
	objFullyDestroyWhenTime = True
	objOnDestroyedSound = explosionSound
</object>


<object>
	typeName = multiRayObject
	objAnim = __none__
	objForceAllowIndepShootingDir = True
	objMaxSpeed = 0up
	objMinSpeed = 0up
	objIsIndestructible = True
	objSizeW = 24up
	objSizeH = 24up
	objCurrHitpoints = 1150000
	objMaxHitpoints = 1150000
	objController = cStandard
	objDimType = dt2D
	objAllowPathfinding = False
	objConvFactor = 0.92
	objClass = oclassPlayer
	objTimeToLive =  2.0
	#objClass = oclassPlayerAmmo

	objWeaponTypes = { wiMultiBombLaser }
	objWeaponLevels = { 1 }
	objWeaponsPosX = { 0up  }
	objWeaponsPosY = { 0up }
	objWeaponsDirX = { 1 }
	objWeaponsDirY = { 0 }
	objWeaponRelativeToFacingDir = { False }
</object>

###################################
# Blasts
###################################
<objectBlast type="default">
	objHomingTargetClass = __none__
	objOnDestroyedSpawnedObj = __none__
	objAccel = 0up
	objMinSpeed = 0up
	objConvFactor = 0.3
	objShowHealthBarWhenHit = False
	objCloseAttackFreq = 0.5
	objConeVisAngle = 120
	objMaxSpeed = 0
	objController = __none__
	objTimeToLive =  0.45
	objAllowCollisions = False
	objClass = oclassVFX
	objSubtype = stBlast
	objAnim = roundBlastAnim
</objectBlast>

<objectBlast>
	typeName = playerWeaponUpgradeBlast
	# This is really the max radius
	objSizeW = 480up
	# And this is the thickness
	objSizeH = 140up
	uioTextColor = { 1, 0.870, 0, 0.94 }
	objTimeToLive =  1.3
</objectBlast>

<objectBlast>
	typeName = gravBombBlast
	# This is really the max radius
	objSizeW = 500up
	# And this is the thickness
	objSizeH = 240up
	uioTextColor = { 0, 1.0, 0, 0.94 }
	objTimeToLive =  0.9
</objectBlast>

<objectBlast>
	typeName = redBombBlast
	objSizeW = 500up
	objSizeH = 240up
	uioTextColor = { 1.0, 0, 0, 0.94 }
	objTimeToLive =  0.9
</objectBlast>

<objectBlast>
	typeName = blueBombBlast
	objSizeW = 500up
	objSizeH = 240up
	uioTextColor = { 0.0, 0.706, 1.0, 0.94 }
	objTimeToLive =  0.9
</objectBlast>

<object>
	typeName = pblast
	objAnim = pblastAnim
	objController = __none__
	objMaxSpeed = 0up
	objClass = oclassVFX
	objDeleteWhenOffscreen = True
</object>


<object>
	typeName = bombGreenExpl
	objAnim = bombExplAnim
	objController = __none__
	objMaxSpeed = 0up
	objClass = oclassVFX
	uioTextColor = { 0.4, 1.0, 0.4, 1.0 }
</object>

<object>
	typeName = bombBlueExpl
	objAnim = bombExplAnim
	objController = __none__
	objMaxSpeed = 0up
	objClass = oclassVFX
	uioTextColor = { 0.4, 0.4, 1.0, 1.0 }
</object>

###################################
# Timed powerup objects for rendering
###################################
<objectBlast>
	typeName = quadDamagePowerup
	# Duration
	objPowerupValue = 10.0
	# For rendering
	objAnim = poweurpsAtlas:4
	uioText = QUAD DAMAGE!
	objAnimOffsetX = -87up
	objAnimOffsetY = 7up
</objectBlast>

<objectBlast>
	typeName = turboPowerup
	objPowerupValue = 15.0
	objAnim = poweurpsAtlas:3
	uioText = Superspeed!
	objAnimOffsetX = -80up
	objAnimOffsetY = 0
</objectBlast>

<objectBlast>
	typeName = invinciblePowerup
	# Duration
	objPowerupValue = 10.0
	# For rendering
	objAnim = poweurpsAtlas:3
	uioText = INVINCIBLE!
	objAnimOffsetX = -68up
	objAnimOffsetY = 7up
</objectBlast>


###################################
# Player pickup objects
###################################

<object>
	typeName = objCoin
	objAnim = coinAnim
	objSizeW = 20up
	objSizeH = 20up
	objController = __none__
	objHomingTargetClass = __none__

	objExtraDestroyedSpawns = { pblast, pblast }
	objExtraDestroyedSpawnsOffsetX = { 0, 0 }
	objExtraDestroyedSpawnsOffsetY = { 0, 0 }
	objExtraDestroyedSpawnsRndAngle = { True, True }
	objDestructOnCollision = True 

	objPowerupType = ptExtraCashAndPoints
	objPowerupValue = 25
	objClass = oclassEnemy

	objAwardedPoints = 25
	objAwardedCredits = 25

	objAnimPlayFreq = 5.5

	objDeathFadeOutTime = 0.10
	objCurrDamage = 0
</object>


#################################################
# Asteroids
#################################################
<object>
	typeName = __asteroid1
	objAnim = asteroidsAtlas:1
	objSizeW = 30
	objSizeH = 40
	objAccel = -30
	objMinSpeed = 0
	objMaxSpeed = 120
	objClass = oclassCommonInter
	objMaxRotSpeed = 15
	objMaxHitpoints = 3000
	objCurrHitpoints = 3000
	objCurrDamage = 20
	tags = asteroid
</object>

<object>
	typeName = __asteroid2
	objAnim = asteroidsAtlas:2
	objSizeW = 45
	objSizeH = 43
	objAccel = -30
	objMinSpeed = 0
	objMaxSpeed = 120
	objClass = oclassCommonInter
	objMaxRotSpeed = 11
	objMaxHitpoints = 3000
	objCurrHitpoints = 3000
	objCurrDamage = 20
	tags = asteroid
</object>

<object>
	typeName = __asteroid3
	objAnim = asteroidsAtlas:3
	objSizeW = 28
	objSizeH = 34
	objAccel = -30
	objMinSpeed = 0
	objMaxSpeed = 120
	objClass = oclassCommonInter
	objMaxRotSpeed = 22
	objMaxHitpoints = 3000
	objCurrHitpoints = 3000
	objCurrDamage = 20
	tags = asteroid
</object>
