Beispiel #1
0
    def loadAssets(self):
        """Load our assets."""
        self.root = render.attachNewNode('golfSpot-%d' % self.index)
        self.root.setPos(*self.positions[self.index])
        self.ballModel = loader.loadModel('phase_6/models/golf/golf_ball')
        self.ballColor = VBase4(1, 1, 1, 1)
        if self.index < len(GolfGlobals.PlayerColors):
            self.ballColor = VBase4(*GolfGlobals.PlayerColors[self.index])
            self.ballModel.setColorScale(self.ballColor)
        self.ballModel.reparentTo(self.root)
        self.club = loader.loadModel('phase_6/models/golf/putter')
        self.clubLookatSpot = self.root.attachNewNode('clubLookat')
        self.clubLookatSpot.setY(-(GolfGlobals.GOLF_BALL_RADIUS + 0.1))

        # create a collision sphere to trigger when we touch the ball

        # Make a trigger sphere so we can detect when the local avatar
        # runs up to the controls.  We bury the sphere mostly under
        # the floor to minimize accidental collisions.
        cs = CollisionSphere(0, 0, 0, 1)
        cs.setTangible(0)
        cn = CollisionNode(self.triggerName)
        cn.addSolid(cs)
        cn.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.trigger = self.root.attachNewNode(cn)
        self.trigger.stash()

        self.hitBallSfx = loader.loadSfx('phase_6/audio/sfx/Golf_Hit_Ball.mp3')
Beispiel #2
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 def getFadeInTrack():
     fadeInTrack = LerpColorScaleInterval(self.nodePath,
                                          0.5,
                                          colorScale=VBase4(1, 1, 1, 1),
                                          startColorScale=VBase4(
                                              0, 0, 0, 0),
                                          blendType='easeOut')
     return fadeInTrack
Beispiel #3
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 def __init__(self, model, data, cellWidth):
     MazeBase.__init__(self, model, data, cellWidth)
     self._initWaterCoolers()
     self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render)
     self.exitPos = self.maze.find('**/exit_loc').getPos(render)
     self.maze.flattenStrong()
     self._clearColor = VBase4(base.win.getClearColor())
     self._clearColor.setW(1.0)
     base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
     if __debug__ and ConfigVariableBool('cogdomaze-dev', False).getValue():
         self._initCollisionVisuals()
    def _initFog(self):
        self.fog = Fog("FlyingFog")
        self.fog.setColor(VBase4(0.8, 0.8, 0.8, 1.0))
        self.fog.setLinearRange(100.0, 400.0)

        self._renderFog = render.getFog()
        render.setFog(self.fog)
    def load(self):
        self.maze = Maze(CogdoMazeGameGlobals.TempMazeFile)
        #self.maze.maze.setColorScale(0.0, 0, 5.0, 1.0)
        self.maze.setScale(2, 1.75)

        self.guiMgr = CogdoMazeGuiManager(self.maze)
        self.audioMgr = CogdoMazeAudioManager()

        self.toonId2Door = {}
        self.keyIdToKey = {}
        self.players = []
        self.toonId2Player = {}
        self.lockId2Lock = {}

        self.localPlayer = CogdoMazeLocalPlayer(len(self.players), base.localAvatar, self, self.guiMgr)
        self._addPlayer(self.localPlayer)

        # TEMP...
        self.sprites = loader.loadModel("cogdominium/mazeSprites.egg")

        # Create door
        pos = self.maze.tile2world(int(self.maze.width / 2), self.maze.height - 1)
        gridPos = self.maze.world2tile(pos[0], pos[1])

        # TEMP
        openDoorModel = self.sprites.find("**/door_open")
        openDoorModel.setScale(8)
        openDoorModel.setZ(0.25)
        closedDoorModel = self.sprites.find("**/door_closed")
        closedDoorModel.setScale(8)
        closedDoorModel.setZ(0.25)

        self.door = CogdoMazeDoor(closedDoorModel, openDoorModel)
        self.door.setPosition(pos[0], pos[1] - 0.05)
        self.door.offstage()
        self.guiMgr.mazeMapGui.addDoor(gridPos[0], gridPos[1], VBase4(1, 1, 1, 1))

        # load key model, keys will be placed when everyone's there
        self.fuseModels = (
            self.sprites.find("**/fuse_white"),
            self.sprites.find("**/fuse_blue"),
            self.sprites.find("**/fuse_yellow"),
            self.sprites.find("**/fuse_red"),
            )
        for fuse in self.fuseModels:
            fuse.setScale(2)
            fuse.setBillboardPointEye()

        self.fuseBoxModels = (
            (self.sprites.find("**/fusebox_white"), self.sprites.find("**/fusebox_white_plugged")),
            (self.sprites.find("**/fusebox_blue"), self.sprites.find("**/fusebox_blue_plugged")),
            (self.sprites.find("**/fusebox_yellow"), self.sprites.find("**/fusebox_yellow_plugged")),
            (self.sprites.find("**/fusebox_red"), self.sprites.find("**/fusebox_red_plugged")),
            )
        for fuseBox in self.fuseBoxModels:
            fuseBox[0].setScale(4)
            fuseBox[1].setScale(4)

        #self._initFog()
        self.accept(self.distGame.getRemoteActionEventName(), self.handleRemoteAction)
    def _initFog(self):
        self.fog = Fog("MazeFog")
        self.fog.setColor(VBase4(0.3, 0.3, 0.3, 1.0))
        self.fog.setLinearRange(0.0, 100.0)

        self._renderFog = render.getFog()
        render.setFog(self.fog)
Beispiel #7
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 def __blink(self, task):
     blink = Sequence(
         LerpColorScaleInterval(self.suit, Globals.BlinkSpeed,
                                VBase4(1.0, 1.0, 1.0, 1.0)),
         LerpColorScaleInterval(self.suit, Globals.BlinkSpeed,
                                Globals.BlinkColor))
     blink.start()
     return Task.again
Beispiel #8
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 def __displayGolfSpotAdvice(self, task):
     """Display golfSpot advice on the screen."""
     if self.golfSpotAdviceLabel == None:
         self.golfSpotAdviceLabel = DirectLabel(
             text=TTLocalizer.BossbotGolfSpotAdvice,
             text_fg=VBase4(1, 1, 1, 1),
             text_align=TextNode.ACenter,
             relief=None,
             pos=(0, 0, 0.69),
             scale=0.1)
Beispiel #9
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    def createMeterInterval(self, icon, meter, time):
        """Create and return the meter interval."""
        ivalDarkness = LerpScaleInterval(meter,
                                         time,
                                         scale=Vec3(1, 1, 1),
                                         startScale=Vec3(1, 0.001, 0.001))
        flashingTrack = Sequence()
        flashDuration = 10
        if time > flashDuration:
            flashingTrack.append(Wait(time - flashDuration))
            for i in range(10):
                flashingTrack.append(
                    Parallel(
                        LerpColorScaleInterval(icon, 0.5, VBase4(1, 0, 0, 1)),
                        icon.scaleInterval(0.5, 1.25)))
                flashingTrack.append(
                    Parallel(
                        LerpColorScaleInterval(icon, 0.5, VBase4(1, 1, 1, 1)),
                        icon.scaleInterval(0.5, 1)))

        retIval = Parallel(ivalDarkness, flashingTrack)
        return retIval
Beispiel #10
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    def showExiting(self):
        """Indicate that we've sent an exiting message to AI."""
        if self.closeButton:
            self.closeButton.destroy()
            self.closeButton = DirectLabel(
                relief=None,
                text=TTLocalizer.BossbotGolfSpotLeaving,
                pos=(1.05, 0, -0.88),
                text_pos=(0, 0),
                text_scale=0.06,
                text_fg=VBase4(1, 1, 1, 1),
            )

        self.__cleanupGolfSpotAdvice()
Beispiel #11
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    def __enableControlInterface(self):
        """Enable the control interface."""
        gui = loader.loadModel("phase_3.5/models/gui/avatar_panel_gui")

        self.closeButton = DirectButton(
            image=(
                gui.find("**/CloseBtn_UP"),
                gui.find("**/CloseBtn_DN"),
                gui.find("**/CloseBtn_Rllvr"),
                gui.find("**/CloseBtn_UP"),
            ),
            relief=None,
            scale=2,
            text=TTLocalizer.BossbotGolfSpotLeave,
            text_scale=0.04,
            text_pos=(0, -0.07),
            text_fg=VBase4(1, 1, 1, 1),
            pos=(1.05, 0, -0.82),
            command=self.__exitGolfSpot,
        )

        self.accept('escape', self.__exitGolfSpot)

        self.accept('control', self.__controlPressed)
        self.accept('control-up', self.__controlReleased)
        self.accept('InputState-forward', self.__upArrow)
        self.accept('InputState-reverse', self.__downArrow)
        self.accept('InputState-turnLeft', self.__leftArrow)
        self.accept('InputState-turnRight', self.__rightArrow)

        taskMgr.add(self.__watchControls, 'watchGolfSpotControls')

        # In case they don't figure it out, hit them over the head
        # with it after a few seconds.
        taskMgr.doMethodLater(5, self.__displayGolfSpotAdvice,
                              self.golfSpotAdviceName)
        #taskMgr.doMethodLater(10, self.__displayMagnetAdvice,
        #                      self.magnetAdviceName)

        # Up in the sky, it's hard to read what people are saying.
        #NametagGlobals.setOnscreenChatForced(1)

        self.arrowVert = 0
        self.arrowHorz = 0
        if self.powerBar:
            self.powerBar.show()
    def __init__(self, cr):
        DistributedObject.__init__(self, cr)

        self._waitingStartLabel = DirectLabel(
            text=TTL.MinigameWaitingForOtherPlayers,
            text_fg=VBase4(1, 1, 1, 1),
            relief=None,
            pos=(-0.6, 0, -0.75),
            scale=0.075)
        self._waitingStartLabel.hide()

        self.loadFSM = ClassicFSM.ClassicFSM(
            'DistCogdoGame.loaded',
            [
                State.State('NotLoaded', self.enterNotLoaded,
                            self.exitNotLoaded, ['Loaded']),
                State.State('Loaded', self.enterLoaded, self.exitLoaded,
                            ['NotLoaded'])
            ],
            # Initial state
            'NotLoaded',
            # Final state
            'NotLoaded')

        self.fsm = ClassicFSM.ClassicFSM(
            'DistCogdoGame',
            [
                State.State('Intro', self.enterIntro, self.exitIntro,
                            ['WaitServerStart']),
                State.State('WaitServerStart', self.enterWaitServerStart,
                            self.exitWaitServerStart, ['Game']),
                State.State('Game', self.enterGame, self.exitGame, ['Finish']),
                State.State('Finish', self.enterFinish, self.exitFinish,
                            ['Off']),
                State.State('Off', self.enterOff, self.exitOff, ['Intro'])
            ],
            # Initial state
            'Off',
            # Final state
            'Off')
        self.fsm.enterInitialState()
Beispiel #13
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    def _updateVictoryBar(self):
        if not ( hasattr(self, "_victoryBalanceBar") and self._victoryBalanceBar):
            return
        netDistance = 0
        for cog in self.cogs:
            netDistance = netDistance + cog.targetDistance
        teamDistance = netDistance/6.0
        self._victoryBalanceBarOrange.setScale(PartyGlobals.CogActivityBarStartScale + \
                                                            (teamDistance * 10 * PartyGlobals.CogActivityBarUnitScale),1.0,1.0)
        #self._victoryBalanceBar["value"] = 50 + (netDistance/6 * 100)
        self._victoryBalanceBarPie.setX(PartyGlobals.CogActivityVictoryBarPiePos[0] + \
                                                      (teamDistance * 10 *PartyGlobals.CogActivityBarPieUnitMove))
        self._victoryBalanceBarPie.setY(PartyGlobals.CogActivityVictoryBarPiePos[1])
        self._victoryBalanceBarPie.setZ(PartyGlobals.CogActivityVictoryBarPiePos[2])

        if teamDistance>0.0:
            self._victoryBalanceBarArrow.setColor(PartyGlobals.CogActivityColors[1])
        elif teamDistance<0.0:
            self._victoryBalanceBarArrow.setColor(PartyGlobals.CogActivityColors[0])
        else:
            self._victoryBalanceBarArrow.setColor(VBase4(1.0,1.0,1.0,1.0))
Beispiel #14
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    def enterFree(self):
        """Handle entering the free state."""
        assert self.notify.debugStateCall(self)
        if self.fadeTrack:
            self.fadeTrack.finish()
            self.fadeTrack = None

        # Wait a few seconds before neutralizing the scale; maybe the
        # same avatar wants to come right back (after his 5-second
        # timeout).
        self.restoreScaleTrack = Sequence(Wait(6),
                                          self.getRestoreScaleInterval(),
                                          name="restoreScaleTrack")
        self.restoreScaleTrack.start()

        if self.avId == localAvatar.doId:
            # Five second timeout on grabbing the same crane again.  Go
            # get a different crane!
            if not self.isDisabled():
                self.ballModel.setAlphaScale(0.3)
                self.ballModel.setTransparency(1)
                taskMgr.doMethodLater(5, self.__allowDetect, self.triggerName)

                self.fadeTrack = Sequence(Func(self.ballModel.setTransparency,
                                               1),
                                          self.ballModel.colorScaleInterval(
                                              0.2, VBase4(1, 1, 1, 0.3)),
                                          name='fadeTrack-enterFree')
                self.fadeTrack.start()

        else:
            # Other players can grab this crane immediately.
            self.trigger.unstash()
            self.accept(self.triggerEvent, self.__hitTrigger)

        self.avId = 0
Beispiel #15
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    def __init__(self, cr, doJellyBeans=True, doTricks=False, texture=None):
        DistributedPartyTrampolineActivity.notify.debug("__init__")
        DistributedPartyActivity.__init__(
            self,
            cr,
            PartyGlobals.ActivityIds.PartyTrampoline,
            PartyGlobals.ActivityTypes.GuestInitiated,
            wantLever=False,
            wantRewardGui=True,
        )

        self.doJellyBeans = doJellyBeans
        self.doTricks = doTricks
        self.texture = texture

        self.toon = None
        self.trampHeight = 3.6
        self.trampK = 400.0  # spring constant
        self.normalTrampB = 2.5  # spring damping
        self.leavingTrampB = 8.0  # increase damping to slow toon faster when leaving
        self.trampB = self.normalTrampB
        self.g = -32.0  # acceleration due to gravity
        self.jumpBoost = 330.0
        self.beginningBoost = 500.0
        self.beginningBoostThreshold = self.trampHeight + 1.5
        self.earlyJumpThreshold = 75.0
        self.boingThreshold = 300.0
        self.turnFactor = 120.0
        self.stepDT = 0.001
        self.targetCameraPos = Point3(0.0, 40.0, 10.0)  # relative to toon
        self.cameraSpeed = 2.0
        self.hopOffPos = Point3(16.0, 0.0, 0.0)  # relative to tramp
        self.indicatorFactor = 0.0095
        self.dropShadowCutoff = 15.0
        self.minHeightForText = 15.0
        self.heightTextOffset = -0.065
        self.beanOffset = 0.5
        self.guiBeanOffset = -0.02

        self.jumpTextShown = False
        self.toonJumped = False
        self.turnLeft = False
        self.turnRight = False
        self.leavingTrampoline = False
        self.toonVelocity = 0.0
        self.topHeight = 0.0
        self.lastPeak = 0.0
        self.beginRoundInterval = None
        self.hopOnAnim = None
        self.hopOffAnim = None
        self.flashTextInterval = None

        # Jelly Beans
        self.numJellyBeans = PartyGlobals.TrampolineNumJellyBeans  # These are in PartyGlobals so they can be available to the AI.
        self.jellyBeanBonus = PartyGlobals.TrampolineJellyBeanBonus
        self.jellyBeanStartHeight = 20.0
        self.jellyBeanStopHeight = 90.0
        self.jellyBeanColors = [
            VBase4(1.0, 0.5, 0.5, 1.0),
            VBase4(0.5, 1.0, 0.5, 1.0),
            VBase4(0.5, 1.0, 1.0, 1.0),
            VBase4(1.0, 1.0, 0.4, 1.0),
            VBase4(0.4, 0.4, 1.0, 1.0),
            VBase4(1.0, 0.5, 1.0, 1.0),
        ]
        delta = (self.jellyBeanStopHeight -
                 self.jellyBeanStartHeight) / (self.numJellyBeans - 1)
        self.jellyBeanPositions = [
            self.jellyBeanStartHeight + n * delta
            for n in range(self.numJellyBeans)
        ]
        self.doSimulateStep = False
Beispiel #16
0
    def __init__(self, cr):
        DistributedObject.__init__(self, cr)
        base.cogdoGame = self

        self._waitingStartLabel = DirectLabel(
            text = TTL.MinigameWaitingForOtherPlayers,
            text_fg = VBase4(1,1,1,1),
            relief = None,
            pos = (-0.6, 0, -0.75),
            scale = 0.075)
        self._waitingStartLabel.hide()

        self.loadFSM = ClassicFSM.ClassicFSM(
            'DistCogdoGame.loaded',
            [State.State('NotLoaded',
                         self.enterNotLoaded,
                         self.exitNotLoaded,
                         ['Loaded']),
             State.State('Loaded',
                         self.enterLoaded,
                         self.exitLoaded,
                         ['NotLoaded'])],
            # Initial state
            'NotLoaded',
            # Final state
            'NotLoaded')

        self.fsm = ClassicFSM.ClassicFSM(
            'DistCogdoGame',
            [State.State('Intro',
                         self.enterIntro,
                         self.exitIntro,
                         ['WaitServerStart']),
             State.State('WaitServerStart',
                         self.enterWaitServerStart,
                         self.exitWaitServerStart,
                         ['Game']),
             State.State('Game',
                         self.enterGame,
                         self.exitGame,
                         ['Finish']),
             State.State('Finish',
                         self.enterFinish,
                         self.exitFinish,
                         ['Off']),
             State.State('Off',
                         self.enterOff,
                         self.exitOff,
                         ['Intro'])],
            # Initial state
            'Off',
            # Final state
            'Off')
        self.fsm.enterInitialState()
        self.difficultyOverride = None
        self.exteriorZoneOverride = None
        self._gotInterior = StateVar(False)
        self._toonsInEntranceElev = StateVar(False)
        self._wantStashElevator = StateVar(False)
        self._stashElevatorFC = FunctionCall(self._doStashElevator,
                                             self._toonsInEntranceElev,
                                             self._gotInterior,
                                             self._wantStashElevator,
                                             )
Beispiel #17
0
    "Unlock",
    "EnterDoor",
    "RevealLock",
    "RevealDoor",
    "GameOver",
))

GameDuration = 180.0

ToonRunSpeed = 9.778

OverheadCameraAngle = math.radians(60)
OverheadCameraDistance = 30

LockColors = (
    VBase4(1, 1, 1, 1),
    VBase4(0, 0, 1, 1),
    VBase4(1, 1, 0, 1),
    VBase4(1, 0, 0, 1),
)

LockNames = ("White", "Blue", "Yellow", "Red")

#===============================================================================
# AUDIO
#===============================================================================

MusicFiles = {
    "normal": "phase_9/audio/bgm/CHQ_FACT_bg.ogg",
    "suspense": "phase_7/audio/bgm/encntr_general_bg_indoor.ogg",
    "timeRunningOut": "phase_7/audio/bgm/encntr_suit_winning_indoor.ogg",
Beispiel #18
0
    'tigerStripe': 'phase_4/maps/BeanbodyZebraStripes6.png',
    'turtle': 'phase_4/maps/BeanbodyTurtle.png',
    'giraffe': 'phase_4/maps/BeanbodyGiraffe1.png',
    'leopard': 'phase_4/maps/BeanbodyLepord2.png',
    'tummy': 'phase_4/maps/BeanbodyTummy6.png',
}

FeetTextures = {
    'normal': 'phase_4/maps/BeanFoot6.png',
    'turtle': 'phase_4/maps/BeanFootTurttle.png',
    'giraffe': 'phase_4/maps/BeanFootYellow3.png',
    'leopard': 'phase_4/maps/BeanFootYellow3.png',
}

AllPetColors = (
    VBase4(1.0, 1.0, 1.0, 1.0),
    VBase4(0.96875, 0.691406, 0.699219, 1.0),
    VBase4(0.933594, 0.265625, 0.28125, 1.0),
    VBase4(0.863281, 0.40625, 0.417969, 1.0),
    VBase4(0.710938, 0.234375, 0.4375, 1.0),
    VBase4(0.570312, 0.449219, 0.164062, 1.0),
    VBase4(0.640625, 0.355469, 0.269531, 1.0),
    VBase4(0.996094, 0.695312, 0.511719, 1.0),
    VBase4(0.832031, 0.5, 0.296875, 1.0),
    VBase4(0.992188, 0.480469, 0.167969, 1.0),
    VBase4(0.996094, 0.898438, 0.320312, 1.0),
    VBase4(0.996094, 0.957031, 0.597656, 1.0),
    VBase4(0.855469, 0.933594, 0.492188, 1.0),
    VBase4(0.550781, 0.824219, 0.324219, 1.0),
    VBase4(0.242188, 0.742188, 0.515625, 1.0),
    VBase4(0.304688, 0.96875, 0.402344, 1.0),
)
TeamActivityNeitherTeam = 3  # special value indicating neither team

TeamActivityTextScale = 0.135

# How long it counts down waiting for more players before it begins
TeamActivityStartDelay = 8.0

TeamActivityDefaultMinPlayersPerTeam = 1
TeamActivityDefaultMaxPlayersPerTeam = 4

TeamActivityDefaultDuration = 60.0
# How long does the tallying up results lasts
TeamActivityDefaultConclusionDuration = 4.0

TeamActivityStatusColor = VBase4(1.0, 1.0, 0.65, 1.0)

#===============================================================================
# Cog-O-War (aka Party Cog "Pinata" Activity)
#===============================================================================

CogActivityBalanceTeams = True
CogActivityStartDelay = 15.0
CogActivityConclusionDuration = 12
CogActivityDuration = 90
CogActivityMinPlayersPerTeam = 1
CogActivityMaxPlayersPerTeam = 4

CogActivityColors = (
    VBase4(0.22, 0.40, 0.98, 1.0),  # Blue - R:55, G:101, B:248
    VBase4(1.0, 0.43, 0.04, 1.0)  # Orange - R:255, G:109, B:10
Beispiel #20
0
    "dnaName": "cc",
    "cellWalkPeriod": 160,
    "toonDamage": 2.0,
    "scale": 1.33,
    "hp": 1,
    "memos": 2,
}

NumSuits = (4, 5, 5)

BossSpinTime = 1.0
BossSpinCount = 2

BlinkFrequency = 1.0
BlinkSpeed = 0.5
BlinkColor = VBase4(1.0, 0.4, 0.4, 1.0)

SuitsModifier = (0, 6, 9)

DamageModifier = 9.0

DropShakeEnabled = True

BossShakeEnabled = True

DropShakeStrength = 4.0
DropMaxDistance = 20.0

BossShakeStrength = 1.2
BossMaxDistance = 25.0
BossShakeTime = 0.53
Beispiel #21
0
Level.ObstacleTypes = PythonUtil.Enum(('Whirlwind', 'Fan', 'Minion'))
Level.PlatformTypes = PythonUtil.Enum(
    ('Platform', 'StartPlatform', 'EndPlatform'))
Level.PlatformType2SpawnOffset = {
    Level.PlatformTypes.Platform: 2.5,
    Level.PlatformTypes.StartPlatform: 5.0,
    Level.PlatformTypes.EndPlatform: 5.0,
}
Level.QuadLengthUnits = 170
Level.QuadVisibilityAhead = 1
Level.QuadVisibilityBehind = 0
Level.StartPlatformLength = 55
Level.StartPlatformHeight = 20
Level.EndPlatformLength = 55
Level.EndPlatformHeight = 0
Level.FogColor = VBase4(0.18, 0.19, 0.32, 1.0)
Level.RenderFogStartFactor = 0.22
Level.GatherablesDefaultSpread = 1.0
Level.NumMemosInRing = 6
Level.PropellerSpinDuration = 10.0
Level.QuadsByDifficulty = {
    1: (2, 4, 5),
    2: (1, 3, 7),
    3: (6, 8),
}
Level.DifficultyOrder = {
    2000: (1, 1, 1, 2, 1),
    1000: (1, 1, 2, 2, 1),
    5000: (1, 2, 1, 2, 2),
    4000: (1, 2, 1, 2, 3, 2),
    3000: (1, 2, 2, 3, 2, 3),