// This comments out a whole line
// Number of spaces, tabs, line breaks etc. doesn't matter
// $-sign indicate an element and all following words are fields in that element

// Use replacement colors in image files to get player specific colors.
// Example: (white)
//		(0xFF0000) -> (0xFCFEFC) Brightest
//      (0x00FF00) -> (0xC4DAF3)
//      (0x0000FF) -> (0x69A4AC)
//      (0x00FFFF) -> (0x567E7B)
//      (0xFFFF00) -> (0x2C6170) Darkest

// Plot tiles, 1 row and as many columns as there are variations.
// Must be 64 x 64 pixels.

$tiles-plain	tiles_plain.png
$tiles-desert 	tiles_desert.png
$tiles-shop		tiles_shop.png
$tiles-river	tiles_river.png
$tiles-crater	tiles_crater.png

// Tile collision boxes
// There should be one collision box for each tile variation
// Position (x,y) relative to top left corner of the tile image
// <x> <y> <width> <height>

$tiles-river-collision
8 0 44 64
8 0 44 64
8 0 44 64
8 0 44 64

// Decals with collision rectangles
// <decal type> <image file> <width> <height>

$decals-mountain 	decals_mountains.png 32 32
$decals-water 		decals_water.png 56 50
$decals-small-water decals_small_water.png 40 24
$decals-dirt 		decals_dirt.png 24 8

// Decal collision boxes 
// Position (x,y) relative to top left corner of the decal image
// <x> <y> <width> <height>

$decals-mountain-collision 
1 8 24 21
1 5 27 22
0 8 26 19

$decals-water-collision 
2 1 49 21
2 1 46 24
5 3 33 42
5 5 46 36

$decals-small-water-collision 
6 6 21 12

// Factory image file, 4 rows and 5 columns.
// Rows: crystal, metal, food, energy
// Columns: Yield potential 0, 1, 2, 3, 4
// Positions (x,y) offset from top left corder of a tile

$factories factories.png
$factory-pos 21 27

// Factory highlight image, 4 columns
// Drawn over a factory when it is selected.
// Does not include the yield potential.
// Position offset from top left corder of a tile

$factory-highlights factory_highlights.png
$factory-highlight-pos 48 27

// Factory low energy image, 2 rows and 4 colums.
// One column for each factory type
// First row is no energy
// Second row is half energy.

$factory-low-energy factory_low_energy.png
$factory-low-energy-pos 48 27

// Production bit image
// Bits counting up in the production
// 8 positions (x,y) offsets from top left corder of a tile

$production-bit production_bit.png
$production-bit-pos 
5 55 
5 50 
5 45 
5 40
5 35 
5 30 
5 25 
5 20

// Image when a factory produces nothing
// This can happen randomly even if a factory is powered
// Positions (x,y) offset from top left corder of a tile

$production-none production_none.png
$production-none-pos 5 50

// Crystite amount image, 1 row 5 columns
// Crystite amount 0, 1, 2, 3, 4
// Position offset from top left corner of a tile

$crystite-amounts crystite_amounts.png
$crystite-amount-pos 45 4

// Border images
// Corners: 12 columns - 4 straight corners, 4 closing corners, 4 opening corners
// Left-Right: 2 columns - left and right border
// Top-Bottom: 2 columns - top and bottom border

$border-corners border_corners.png
$border-left-right border_left_right.png
$border-top-bottom border_top_bottom.png

// Claim effect
// Scaled and faded image when a user claims a tile.

$claim-effect claim_effect.png

// Tile put up for auction image 64x64 pixels.
// This blinks before the auction starts.
// Maybe use player colors to show how's selling (white if it's the store).

$land-auction-frame land_auction_frame.png