TimeBug
Used by
- No levels found
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>