TimeBug

Used by

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This "ball" represents the Time Bugs you can click on certain levels, where undo is available.

<ball name="TimeBug"
      shape="circle,20"
      walkforce="0" 
      mass="10"
      towermass="0" 
      strands="0" 
      walkspeed="0.0"
      climbspeed="0"
      speedvariance="0" 
      detachable="false" 
      blinkcolor="0,0,0"
      jump="0.0,0.0"
      static="true"
      hideeyes="false"
      >
 
 
  <shadow image="IMAGE_BALL_TIMEBUG_GLOW" additive="true" />
 
  <splat image="IMAGE_BALL_TIMEBUG_SPLAT1,IMAGE_BALL_TIMEBUG_SPLAT2"/>
 
  <part name="wingLeft" layer="0" 
        x="-7" y="0,0"
        image="IMAGE_BALL_TIMEBUG_WINGLEFT"
        scale="0.634375"
        rotate="false"
        />
  <part name="wingRight" layer="0" 
        x="7" y="0,0"
        image="IMAGE_BALL_TIMEBUG_WINGRIGHT"
        scale="0.634375"
        rotate="false"
        />
 
  <part name="body0" layer="1" 
        x="0" y="0" 
        image="IMAGE_BALL_TIMEBUG_BODY" 
        stretch="12,3,0.4"
        scale="0.403125"
        state="falling"
        />
 
  <part name="body1" layer="1" 
        x="0" y="0" 
        image="IMAGE_BALL_TIMEBUG_BODY" 
        stretch="12,3,0.4"
        scale="0.671875"
        state="standing"
        />
 
 
 
  <part name="lefteye"
        layer="2"
        rotate="false" 
        eye="true"
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="12" 
        x="-12,-8" y="-5,5"
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1"
        scale="0.35"
        />
 
  <part name="righteye"
        layer="2"
        rotate="false"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1" 
        pupilinset="12" 
        x="8,12" y="-5,5"
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1"
        scale="0.35"
        />
 
 
  <!--particles id="sleepyZzz" states="falling" overball="true" /-->
 
 
  <!-- floating animations -->
  <sinvariance freq="1.2" amp="0.1" shift="0.0">
    <sinanim part="body0"             state="falling" type="scale"     axis="x" freq="2.0" amp="0.1" shift="0"   />
    <sinanim part="body0"             state="falling" type="scale"     axis="y" freq="2.0" amp="0.1" shift="0.5" />
    <sinanim part="body0"             state="falling" type="translate" axis="y" freq="2.0" amp="2"   shift="0"   />
 
    <sinanim part="wingLeft" state="falling" type="translate" axis="y" freq="20.0" amp="6"   shift="0"   />
    <sinanim part="wingRight" state="falling" type="translate" axis="y" freq="22.0" amp="6"   shift="0"   />
  </sinvariance>
 
  <!-- selected animations -->
  <sinvariance freq="1.5" amp="0.05" shift="0">
    <sinanim part="body0" state="standing" type="scale" axis="x" freq="1.0" amp="0.2" shift="0" />
    <sinanim part="body0" state="standing" type="scale" axis="y" freq="1.0" amp="0.2" shift="0.33" />
 
    <sinanim part="wingLeft" state="standing" type="translate" axis="y" freq="8.0" amp="5"   shift="0"   />
    <sinanim part="wingRight" state="standing" type="translate" axis="y" freq="9.0" amp="5"   shift="0"   />
  </sinvariance>
 
 
  <!-- Sound FX -->
 
  <sound event="marker"       id="SOUND_BALL_GENERIC_ROLLOVER1,SOUND_BALL_GENERIC_ROLLOVER2,SOUND_BALL_GENERIC_ROLLOVER3,SOUND_BALL_GENERIC_ROLLOVER4,SOUND_BALL_GENERIC_ROLLOVER5,SOUND_BALL_GENERIC_ROLLOVER6,SOUND_BALL_GENERIC_ROLLOVER7,SOUND_BALL_GENERIC_ROLLOVER8"/>
  <sound event="pickup"       id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
 
  <sound event="drop"         id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
  <sound event="throw"        id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
 
  <sound event="bounce"       id="SOUND_BALL_GENERIC_BOUNCE1,SOUND_BALL_GENERIC_BOUNCE2,SOUND_BALL_GENERIC_BOUNCE3,SOUND_BALL_GENERIC_BOUNCE4"/>
  <sound event="land"         id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
 
  <sound event="attach"       id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
  <sound event="attachcloser" id="SOUND_BALL_GENERIC_GLEE1,SOUND_BALL_GENERIC_GLEE2,SOUND_BALL_GENERIC_GLEE3,SOUND_BALL_GENERIC_GLEE4,SOUND_BALL_GENERIC_GLEE5,SOUND_BALL_GENERIC_GLEE6,SOUND_BALL_GENERIC_GLEE7,SOUND_BALL_GENERIC_GLEE8,SOUND_BALL_GENERIC_GLEE9,SOUND_BALL_GENERIC_GLEE10,SOUND_BALL_GENERIC_GLEE11"/>
  <sound event="detaching"    id="SOUND_BALL_GENERIC_DETACHING1"/>
  <sound event="detached"     id="SOUND_BALL_GENERIC_DETACHED1"/>
 
  <sound event="snap"         id="SOUND_BALL_GENERIC_SNAP1"/>
 
  <sound event="death"        id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
  <sound event="deathfall"    id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
 
  <sound event="suction"      id="SOUND_BALL_GENERIC_DETACHED1"/>
  <sound event="exit"         id=""/>
 
</ball>