; Definition of Stage1 (Training stage)
; The term "background" is used to mean both backgrounds and foregrounds.
; Licensed under CC BY 3.0.

; ----------------------------------------------------------
[Info]
name = "Training Stage"        ; Internal name of the stage.
displayName = "Training Stage" ; Name to display on the select screen.
versionDate = 1.0              ; Version / Date of stage.
mugenVersion = 1.1             ; Version of MUGEN the stage made for, use the (1.0 / 1.1) format
;ikemenVersion = 1.0           ; Not yet implemented
author = "Gacel"               ; Stage author name.

; ----------------------------------------------------------
[Camera]
; Camera starting position: Usually 0 for both
startX = 0
startY = 0

; Left and right bound of camera
; You may want to fiddle a bit with these values to make sure the
; background doesn't move too far or too little
boundLeft = -125
boundRight = 125

; High and low bound of camera
; High is a negative number. Make is more negative if you want to
; camera to be able to move higher.
; Low should usually be 0.
; If omitted, defaults to -25 and 0 respectively
boundHigh = -76
boundLow = 0

; This is how much the camera will move vertically towards the
; highest player. Valid values are from 0 to 1. A value of 0 will mean
; the camera does not move up at all. A value of 1 will makes the camera
; follow the highest player.
; Typically .2 for normal-sized backgrounds. You may need to pull this
; value up for taller backgrounds.
verticalfollow = .2

; Minimum vertical distance the highest player has to be from the floor,
; before the camera starts to move up to follow him. For extremely
; tall stages, a floor tension of about 20-30 coupled with a
; vertical-follow of .8 allows the camera to follow the action.
floortension = 0

; Horizontal distance player is from edge before camera starts to move
; left or right. Typically 50 or 60.
tension = 50

; Number of pixels beyond the top and bottom of the screen that may
; be drawn.  Overdraw specifies the how much can be seen during an
; EnvShake.  Overdraw pixels will also be used when the screen aspect
; is taller than the stage aspect.
overdrawhigh = 50
overdrawlow = 50

; Number of pixels into the top and bottom of the screen that may be
; cut from drawing when the screen aspect is shorter than the stage
; aspect.  These parameters suggest a guideline, and the actual
; number of pixels cut depends on the difference in aspect.
cuthigh = 35
cutlow = 25


; ----------------------------------------------------------
[PlayerInfo]
; --- Player 1 ---
; Player 1 starting coordinates.
; p1StartX is typically -70 and p2startx is 70.
; p1StartY should be 0.
p1StartX = -70          ;Starting x coordinates
p1StartY = 0            ;Starting y coordinates
p1Facing = 1            ;Direction player faces: 1=right, -1=left

; --- Player 2 ---
p2StartX = 70
p2StartY = 0
p2Facing = -1

; --- Common ---
; Absolute limit that any object can move on the X axis.
; Normally you do not want to change these values
; unless you make a very very wide stage. (Over 700 in screenLeft/screenRight)
leftBound = -1000
rightBound =  1000

; ----------------------------------------------------------
[Bound]
; Distance from left/right edge of screen that camera can move to.
; Typically 15
screenLeft = 15
screenRight = 15

; ----------------------------------------------------------
[StageInfo]
; "Ground" level where players stand at, measured in pixels from the
; top of the screen.
; Adjust this value to move the ground level up/down in the screen.
; ***
zoffset = 204

; Leave this at 1. It makes the players face each other
autoturn = 1

; Set the following to 1 to have the background reset itself between rounds.
resetBG = 1

; Width and height of the local coordinate space of the stage.
localCoord = 320, 240
portraitScale = 0.41666

;  Horizontal and vertical scaling factor for drawing.
xScale = 1
yScale = 1

; ----------------------------------------------------------
[Shadow]
; This is the shadow darkening intensity. Valid values range from
; 0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 0

; This is the shadow color given in r,g,b. Valid values for each
; range from 0 (lightest) to 255 (darkest).
; Defaults to "0, 0, 0" if omitted.
; intensity and color's effects add up to give the final shadow result.
color = 0, 0, 0

; This is the scale factor of the shadow. Use a big scale factor
; to make the shadow longer. You can use a NEGATIVE scale factor
; to make the shadow fall INTO the screen.
; Defaults to 0.4 if omitted.
yScale = .3

; This parameter lets you set the range over which the shadow is
; visible. The first value is the high level, and the second is
; the middle level. Both represent y-coordinates of the player.
; A shadow is invisible if the player is above the high level,
; and fully visible if below the middle level. The shadow is
; faded in between the two levels. This gives an effect of the
; shadow fading away as the player gets farther away from the
; ground. If omitted, defaults to no level effects (shadow is
; always fully visible).
fade.range = 0, 0

; ----------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 128

; ----------------------------------------------------------
[Music]
; Put a filename for a MOD, MP3 or MIDI here, or just leave it
; blank if you don't want music. If an invalid filename is
; given, then no music will play.
bgMusic =

; bgmLoopstart = <sample number>
; bgmloopend = <sample number>

 ;Adjust the volume. 100 is for 100%.
bgmVolume = 100

; ==========================================================

; ----------------------------------------------------------
; Background definition
; -------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"  (def: "normal")
; spriteNo = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"add1"/"sub"" (def: "none")
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
;                        >1 - tile that number of times  (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;
;  Parallax-only:
; xScale = ?, ?    Top xscale, bottom xscale (float)
; width = ?, ?     Top width, bottom width (int)  (use either this or above, but not both)
; yScaleStart = ?  Starting y-scale (float, in percent)  (def: 100)
; yScaleDelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
; -------------------------------------

; For more info check the stage docs.

; -------------------------------------
; Main background definition
[BGdef]
; Filename of sprite data.
spr = stage1.sff

; Set to 1 if you want to clear the screen to magenta before
; drawing layer 0 (the default background).
; Good for spotting "holes" in your background.
; Remember to turn this off when you are done debugging the background,
; because it slows down performance.
debugBg = 0

; BG Colour
[BG 1]
type = normal
spriteNo = 1, 1
layerNo = 0
start = 0, 0
delta = 1, 1
tile = 1, 1
tileSpacing = 0, 0


; Wall BG
[BG 1]
type = normal
spriteNo = 1, 0
layerNo = 0
start = 0, -46
delta = 1, 1
tile = 1, 0
tileSpacing = 0, 0

; Floor BG
[BG 0]
type = normal
spriteNo = 0, 0
layerNo = 0
start = 12, 190
delta = 1, 1
tile  = 1, 0
tileSpacing = 0, 0