# objects -- level objects (anchor = bottom centre on the floor line)
# generated by tools/sprites/build.py -- do not edit by hand
# exit is 64 x 96 (2 x 3 tiles); the others are about one tile wide and stand on the floor
frame 64 96
anchor 32 96
point beam 0 -17    # laser_emitter: where the fence beam starts (upwards)
point beam_side -13 -17    # laser_emitter_side: where the beam starts (to the right)
point portal 0 -39    # exit: centre of the portal opening
point warp 0 -41    # warp: centre of the ring
# exit_closed: 2 x 3 tiles; red lights chase
anim exit_closed 4 loop 0 1 2 3
# exit_open: swirling portal
anim exit_open 12 loop 4 5 6 7 8 9 10 11
anim checkpoint_off 2 loop 12
# checkpoint_on: lamp lit, lighthouse beam turns
anim checkpoint_on 10 loop 13 14 15 16 17 18
# teleporter: pad with rising beam rings
anim teleporter 12 loop 19 20 21 22 23 24
# switch_off: lever left, red light
anim switch_off 2 loop 25
# switch_on: lever right, green light blinks
anim switch_on 4 loop 26 27
anim spring 2 loop 28
# spring_fire: compress, launch, settle
anim spring_fire 20 once 29 30 31 32 33
# sign: holo panel, flicker
anim sign 8 loop 34 35 36 37
# laser_emitter: floor mounted, fires up from point beam; rotate for walls/ceilings
anim laser_emitter 8 loop 38 39 40 41
# laser_emitter_off: same emitter between bursts
anim laser_emitter_off 2 loop 42
# laser_emitter_side: extra: mounted on a left wall, fires right from point beam_side
anim laser_emitter_side 8 loop 43 44 45 46
# warp: secret warp gate: gold ring on a plinth, starry violet vortex, gems chase, motes orbit
anim warp 10 loop 47 48 49 50 51 52 53 54
