# animation types
# 0 - don't animate
# 1 - animate continuously
# 2 - trap - animate on trigger - else show first pic
# 3 - entrance animation: animate once at level start

# object types
# 0  - passive
# 1  - turn left
# 2  - turn right
# 3  - no digging to the left
# 4  - no digging to the right
# 5  - trap that makes lemmings drown (water/quick sand/mud)
# 6  - trap that removes lemming
# 7  - trap that triggers lemming death animation
# 8  - exit
# 9  - steel
# 32 - entrance

bgColor   = 0x000030
debrisColor = 0xd0b080
particleColor  = 0xffffff,0x4040e0,0x00b000,0xf0d0d0,0xf0f000,0xf02020,0x808080,0xd0b080,0xd0b080,0xc00000,0xa00000,0x801000,0x601000,0xd0d0d0,0xa0a0c0,0x506070

tiles = 41
steelTiles = 39,40

# entrance - animate once
frames_0       = 10
speed_0        = 2
anim_0         = 3
type_0         = 32
maskOffsetX_0  = 0
maskOffsetY_0  = 0
sound_0        = 5

# exit 1 - full image - always animate
frames_1      = 8
speed_1       = 2
anim_1        = 1
type_1        = 8
maskOffsetX_1 = 3
maskOffsetY_1 = 0
sound_1       = 23

# exit 2 - full image - always animate
frames_2      = 1
speed_2       = 2
anim_2        = 0
type_2        = 8
maskOffsetX_2 = -8
maskOffsetY_2 = -22
sound_2      = 23

# trap 1 - animate on trigger
frames_3       = 2
speed_3        = 2
anim_3         = 1
type_3         = 7
maskOffsetX_3  = 0
maskOffsetY_3  = -16
sound_3        = 8

# trap 2 - animate on trigger
frames_4       = 10
speed_4        = 2
anim_4         = 2
type_4         = 6
maskOffsetX_4  = 4
maskOffsetY_4  = 44
sound_4        = 24,1

# trap 3 - animate on trigger
frames_5       = 11
speed_5        = 2
anim_5         = 2
type_5         = 6
maskOffsetX_5  = 28
maskOffsetY_5  = 48
sound_5        = 20,1


