LevelIntro.txt

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screen Classic_LevelIntro
{
	widget Button Background
	{
		mins 220, 124
		size 360, 360

		texture "data/gfx/ui/banner/banner_Wing.png"
	}

	widget EffectEmitter lightning_orb
	{
		mins 400, 231
	
		effectName "HUD_lightning_orb_small_01"
		
		EventToStartEffectsOn "UIStartClassicLevelIntro"
		EventToStopEffectsOn "UIStopClassicLevelIntro"
		//StartOn
	}

	widget Label ModeName
	{
		EventToPopulateFrom "UIDisplayModeName"
		mins 240, 270
		size 320, 40
		textAlignment "Center"
		wordWrap
		textVerticalAlignment "top"
		style "BannerTextClassic"
	}
	
	widget Label LevelName
	{
		EventToPopulateFrom "UIDisplayLevelName"
		mins 236, 310
		size 328, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "BannerText02"
	}
	
	widget Label StageNumber
	{
		EventToPopulateFrom "UIDisplayStage"
		mins 260, 350
		size 280, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "Gold32Text"
	}

	
	animation In
	{
		init screen					color=( 255,255,255,0 )
	
		at 0 ms consoleCommand		"event PlaySound LevelIntro; event UIStartClassicLevelIntro"
		at 0 ms colorScreen			from ( 255,255,255,0 ) to ( 255,255,255,255 ) over 200 ms speed=Cosine
		
		at 0 ms moveScreen			from relative (0,0) to relative (0,0) over 4000 ms // this is how long the thing should stay on screen 
	}
	
	animation Out
	{
		at 0 ms colorScreen						from ( 255,255,255,255 ) to ( 255,255,255,0 ) over 200 ms speed=Cosine
		at 0 ms consoleCommand		"event UIStopClassicLevelIntro"
	}
}

screen Endless_LevelIntro
{
	widget Button Background
	{
		mins 220, 120
		size 360, 360

		texture "data/gfx/ui/banner/banner_Endless.png"
	}

	widget EffectEmitter endless_intro_emitter
	{
		mins 400, 221
	
		effectName "UI_banner_endless_01"
		
		EventToStartEffectsOn "UIStartEndlessLevelIntro"
		EventToStopEffectsOn "UIStopEndlessLevelIntro"
		//StartOn
	}

	widget Label ModeName
	{
//		EventToPopulateFrom "UIDisplayModeName"
		mins 240, 270
		size 320, 40
		text "#Endless"
		textAlignment "Center"
		wordWrap
		textVerticalAlignment "top"
		style "BannerTextEndless"
	}
	
	widget Label LevelName
	{
		EventToPopulateFrom "UIDisplayLevelName"
		mins 236, 310
		size 328, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "BannerText02"
	}
	
	widget Label StageNumber
	{
		EventToPopulateFrom "UIDisplayStage"
		mins 260, 350
		size 280, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "Gold32Text"
	}
	
	
	animation In
	{
		init screen					color=( 255,255,255,0 )
	
		at 0 ms consoleCommand		"event PlaySound LevelIntro; event UIStartEndlessLevelIntro"
		at 0 ms colorScreen			from ( 255,255,255,0 ) to ( 255,255,255,255 ) over 200 ms speed=Cosine
		
		at 0 ms moveScreen						from relative (0,0) to relative (0,0) over 4000 ms // this is how long the thing should stay on screen 
	}
	
	animation Out
	{
		at 0 ms colorScreen						from ( 255,255,255,255 ) to ( 255,255,255,0 ) over 200 ms speed=Cosine
		at 0 ms consoleCommand		"event UIStopEndlessLevelIntro"
	}
}

screen Survival_LevelIntro
{
	widget Button Background
	{
		mins 220, 120
		size 360, 360

		texture "data/gfx/ui/banner/banner_Survival.png"
	}

	widget EffectEmitter survival_intro_emitter
	{
		mins 400, 221
	
		effectName "UI_banner_survival_01"
		
		EventToStartEffectsOn "UIStartSurvivalLevelIntro"
		EventToStopEffectsOn "UIStopSurvivalLevelIntro"
		//StartOn
	}


	widget Label ModeName
	{
//		EventToPopulateFrom "UIDisplayModeName"
		mins 240, 270
		size 320, 40
		text "#Survival"
		textAlignment "Center"
		wordWrap
		textVerticalAlignment "top"
		style "BannerTextSurvival"
	}
	
	widget Label LevelName
	{
		EventToPopulateFrom "UIDisplayLevelName"
		mins 236, 310
		size 328, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "BannerText02"
	}
	
	widget Label StageNumber
	{
		EventToPopulateFrom "UIDisplayStage"
		mins 260, 350
		size 280, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "Gold32Text"
	}

	
	animation In
	{
		init screen					color=( 255,255,255,0 )
	
		at 0 ms consoleCommand		"event PlaySound LevelIntro; event UIStartSurvivalLevelIntro"
		at 0 ms colorScreen			from ( 255,255,255,0 ) to ( 255,255,255,255 ) over 200 ms speed=Cosine
		
		at 0 ms moveScreen						from relative (0,0) to relative (0,0) over 4000 ms // this is how long the thing should stay on screen 
	}
	
	animation Out
	{
		at 0 ms colorScreen						from ( 255,255,255,255 ) to ( 255,255,255,0 ) over 200 ms speed=Cosine
		at 0 ms consoleCommand		"event UIStopSurvivalLevelIntro"
	}
}

screen CrossingTheNile_LevelIntro
{
	widget Button Background
	{
		mins 220, 120
		size 360, 360

		texture "data/gfx/ui/banner/banner_Nile.png"
	}

	widget EffectEmitter nile_intro_emitter
	{
		mins 400, 221
	
		effectName "UI_banner_nile_01"
		
		EventToStartEffectsOn "UIStartNileLevelIntro"
		EventToStopEffectsOn "UIStopNileLevelIntro"
		//StartOn
	}

	widget Label ModeName
	{
		EventToPopulateFrom "UIDisplayModeName"
		mins 240, 270
		size 320, 40
		textAlignment "Center"
		wordWrap
		textVerticalAlignment "top"
		style "BannerTextCrossing"
	}
	
	widget Label LevelName
	{
		EventToPopulateFrom "UIDisplayLevelName"
		mins 236, 310
		size 328, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "BannerText02"
	}
	
	widget Label StageNumber
	{
		EventToPopulateFrom "UIDisplayStage"
		mins 260, 350
		size 280, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "Gold32Text"
	}

	
	animation In
	{
		init screen					color=( 255,255,255,0 )
	
		at 0 ms consoleCommand		"event PlaySound LevelIntro; event UIStartNileLevelIntro"
		at 0 ms colorScreen			from ( 255,255,255,0 ) to ( 255,255,255,255 ) over 200 ms speed=Cosine
		
		at 0 ms moveScreen						from relative (0,0) to relative (0,0) over 4000 ms // this is how long the thing should stay on screen 
	}
	
	animation Out
	{
		at 0 ms colorScreen						from ( 255,255,255,255 ) to ( 255,255,255,0 ) over 200 ms speed=Cosine
		at 0 ms consoleCommand		"event UIStopNileLevelIntro"
	}
}

screen Centipede_LevelIntro
{
	widget Button Background
	{
		mins 220, 140
		size 360, 360

		texture "data/gfx/ui/banner/banner_Onslaught.png"
	}

	widget EffectEmitter centipede_intro_emitter
	{
		mins 400, 241
	
		effectName "UI_banner_onslaught_01"
		
		EventToStartEffectsOn "UIStartOnslaughtLevelIntro"
		EventToStopEffectsOn "UIStopOnslaughtLevelIntro"
		//StartOn
	}

	widget Label ModeName
	{
		EventToPopulateFrom "UIDisplayModeName"
		mins 240, 270
		size 320, 40
		textAlignment "Center"
		wordWrap
		textVerticalAlignment "top"
		style "BannerTextOnslaught"
	}
	
	widget Label LevelName
	{
		EventToPopulateFrom "UIDisplayLevelName"
		mins 236, 310
		size 328, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "BannerText02"
	}
	
	widget Label StageNumber
	{
		EventToPopulateFrom "UIDisplayStage"
		mins 260, 350
		size 280, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "Gold32Text"
	}
	

	
	animation In
	{
		init screen					color=( 255,255,255,0 )
	
		at 0 ms consoleCommand		"event PlaySound LevelIntro; event UIStartOnslaughtLevelIntro"
		at 0 ms colorScreen			from ( 255,255,255,0 ) to ( 255,255,255,255 ) over 200 ms speed=Cosine
		
		at 0 ms moveScreen						from relative (0,0) to relative (0,0) over 4000 ms // this is how long the thing should stay on screen 
	}
	
	animation Out
	{
		at 0 ms colorScreen						from ( 255,255,255,255 ) to ( 255,255,255,0 ) over 200 ms speed=Cosine
		at 0 ms consoleCommand		"event UIStopOnslaughtLevelIntro"
	}
}


screen Puzzle_LevelIntro
{
	widget Button Background
	{
		mins 220, 120
		size 360, 360

		texture "data/gfx/ui/banner/banner_Puzzle.png"
	}

	widget EffectEmitter treasure_intro_emitter
	{
		mins 400, 221
	
		effectName "UI_banner_puzzle_01"
		
		EventToStartEffectsOn "UIStartPuzzleLevelIntro"
		EventToStopEffectsOn "UIStopPuzzleLevelIntro"
		//StartOn
	}

	widget Label ModeName
	{
		EventToPopulateFrom "UIDisplayModeName"
		mins 240, 270
		size 320, 40
		textAlignment "Center"
		wordWrap
		textVerticalAlignment "top"
		style "BannerTextPuzzle"
	}
	
	widget Label LevelName
	{
		EventToPopulateFrom "UIDisplayLevelName"
		mins 236, 310
		size 328, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "BannerText02"
	}
	
	widget Label StageNumber
	{
		EventToPopulateFrom "UIDisplayStage"
		mins 260, 350
		size 280, 40
		textAlignment "Center"
//		wordWrap
		textVerticalAlignment "top"
		style "Gold32Text"
	}
	

	animation In
	{
		init screen					color=( 255,255,255,0 )
	
		at 0 ms consoleCommand		"event PlaySound LevelIntro; event UIStartPuzzleLevelIntro"
		at 0 ms colorScreen			from ( 255,255,255,0 ) to ( 255,255,255,255 ) over 200 ms speed=Cosine
		
		at 0 ms moveScreen						from relative (0,0) to relative (0,0) over 4000 ms // this is how long the thing should stay on screen 
	}
	
	animation Out
	{
		at 0 ms colorScreen						from ( 255,255,255,255 ) to ( 255,255,255,0 ) over 200 ms speed=Cosine
		at 0 ms consoleCommand		"event UIStopPuzzleLevelIntro"
	}
}


screen TreasureHunter_LevelIntro
{
	widget Button Background
	{
		mins 220, 124
		size 360, 360

		texture "data/gfx/ui/banner/banner_Treasure.png"
	}

	widget EffectEmitter treasure_intro_emitter
	{
		mins 400, 225
	
		effectName "UI_banner_treasure_01"
		
		E...
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