; ════════════════════════════════════════════════════════════════
;  MY FIRST STAGE — JVDesignStudio MUGEN Workshop starter pack
; ════════════════════════════════════════════════════════════════
;
;  HOW TO USE THIS FILE
;  --------------------
;  1. Put this whole folder inside  MUGEN/stages/myfirststage/
;  2. Open MUGEN/data/select.def in Notepad
;  3. Find the line that says   [ExtraStages]
;  4. Underneath it, add:       stages/myfirststage/my-first-stage.def
;  5. Save, run mugen.exe, pick your stage in VS mode. Done!
;
;  Lines starting with a semicolon ( ; ) are COMMENTS.
;  MUGEN ignores them — they're just notes for you.
;  Anywhere you see  >>> EDIT ME <<<  is a place to play around.
;
; ════════════════════════════════════════════════════════════════


; ──────────── STAGE INFO ────────────
; This is the name that shows up on the stage select screen.
[Info]
name        = "My First Stage"     ; >>> EDIT ME <<<  call it whatever you want
displayname = "My First Stage"     ; >>> EDIT ME <<<
versiondate = 04,09,2026
mugenversion = 1.0
author      = "Your Name Here"     ; >>> EDIT ME <<<  put YOUR name here!


; ──────────── CAMERA ────────────
; The camera is the "window" the player sees. These numbers
; control how far it can move left, right, up and down.
[Camera]
startx       = 0
starty       = 0
boundleft    = -250    ; how far the camera can scroll LEFT
boundright   =  250    ; how far the camera can scroll RIGHT
boundhigh    = -100    ; how far it can move UP
boundlow     =  0
verticalfollow = 0.2
floortension = 0
tension      = 50
overdrawhigh = 0
overdrawlow  = 0
cuthigh      = 25
cutlow       = 25


; ──────────── PLAYER POSITIONS ────────────
; Where the two fighters spawn at the start of the round.
[PlayerInfo]
p1startx   = -70    ; player 1 starts 70 pixels LEFT of centre
p1starty   =  0     ; on the floor
p1startz   =  0
p1facing   =  1     ; facing right
p2startx   =  70    ; player 2 starts 70 pixels RIGHT of centre
p2starty   =  0
p2startz   =  0
p2facing   = -1     ; facing left
leftbound  = -1000  ; how far the fighters can walk left
rightbound =  1000


; ──────────── STAGE BOUNDS ────────────
[Bound]
screenleft  = 15
screenright = 15

[StageInfo]
zoffset    = 200    ; where the FLOOR is on the screen (in pixels from top)
autoturn   = 1      ; fighters always face each other
resetBG    = 1
localcoord = 320, 240
xscale     = 1
yscale     = 1

[Shadow]
intensity  = 128
color      = 0,0,0
yscale     = 0.4
fade.range = -400, -100

[Reflection]
intensity  = 0


; ──────────── MUSIC ────────────
; Drop a .mp3 or .ogg file in this folder and put its name below.
; Leave blank for no music.
[Music]
bgmusic     =                  ; >>> EDIT ME <<<  e.g.  bgmusic = mysong.mp3
bgmvolume   = 50


; ════════════════════════════════════════════════════════════════
;  THE BACKGROUND
; ════════════════════════════════════════════════════════════════
;  This is the fun part. Each [BG ...] block is ONE LAYER of art.
;  You can have as many as you want.
;
;  The two most important settings are:
;
;    spriteno = GROUP, IMAGE
;        Which picture from your .SFF file to use.
;        Group/Image numbers are set in Fighter Factory 3.
;
;    delta = X, Y
;        How fast the layer scrolls when the camera moves.
;        0.0 = doesn't move at all (sky/space)
;        0.5 = scrolls at HALF speed (far mountains)
;        1.0 = scrolls EXACTLY with the camera (the floor)
;        1.5 = scrolls FASTER than the camera (foreground bushes)
; ════════════════════════════════════════════════════════════════

[BGdef]
spr           = my-first-stage.sff   ; the sprite file with your art
debugbg       = 0


; ─── LAYER 1: The main background picture ───
; This is your sky / mountain / wall / whatever.
[BG Background]
type     = normal
spriteno = 0, 0          ; Group 0, Image 0 in Fighter Factory
layerno  = 0
start    = 0, 0          ; >>> EDIT ME <<<  position on screen (X, Y)
delta    = 0.5, 0.5      ; >>> EDIT ME <<<  try 0.2 for "very far away"
mask     = 0
tile     = 0, 0          ; set to 1, 0 to repeat the image sideways


; ─── LAYER 2: An animated thing (a torch, a bird, sparkles…) ───
; This layer uses an ANIMATION instead of a still picture.
; The animation is defined further down in [Begin Action 10].
[BG AnimatedThing]
type     = anim
actionno = 10
layerno  = 0
start    = -50, 80       ; >>> EDIT ME <<<  where to put it on screen
delta    = 0.8, 0.8
mask     = 1             ; mask = 1 makes magenta transparent


; ════════════════════════════════════════════════════════════════
;  ANIMATIONS
; ════════════════════════════════════════════════════════════════
;  Each frame is one line:    GROUP, IMAGE,  X, Y,  TICKS
;  TICKS = how long to show that frame (60 ticks = 1 second)
; ════════════════════════════════════════════════════════════════

; A simple 3-frame loop (e.g. a flickering torch).
; You'll need 3 sprites in Group 1: Image 0, 1, 2.
[Begin Action 10]
1, 0,  0, 0,  6
1, 1,  0, 0,  4
1, 2,  0, 0,  6
1, 1,  0, 0,  4
