﻿
<xml>
	<vars>
		<var>
			<!-- racine à coller devant tous les noms d'export du jeu -->
			<id>#RADIX#</id>
			<value>com.disney.minigames.pok_spl_act_darkislandadventure.</value>
		</var>
		<var>
			<!-- package des assets graphiques -->
			<id>#ASSET#</id>
			<value>game.lvld.sprite.clip.</value>
		</var>
		<var>
			<!-- #KINGS# et #KINGS# -->
			<id>#KINGS#</id>
			<value>Boomer,Brady</value>
		</var>
		<var>
			<!-- liste des plans de jeu decoration-->
			<id>#BG_ASSETS#</id>
			<value>BG_plan2,BG_plan3,BG_fixed</value>
		</var>
		<var>
			<!-- liste de suffixes de noms d'états de B&B communes à tous les etats-->
			<id>#CHARACTER_ANIM_BITMAP#</id>
			<value>_wait,_run,_fall,_hurt,_recept,_flip,_jump,_shoot_wait,_shoot_jump,_shoot_run,_switch,_switchEnd</value>
			<!--<value>_wait,_walk,_flip,_derap,_recept,_win,_hurt,_fall,_jump</value>-->
		</var>
		<var>
			<!-- liste de suffixes de noms d'états de B&B communes à tous les etats-->
			<id>#CHARACTER_ANIM_VECTO#</id>
			<value>_waitFail,_switchFailEnd,_derap</value>
			<!--<value>_wait,_walk,_flip,_derap,_recept,_win,_hurt,_fall,_jump</value>-->
		</var>
		<var>
			<!-- liste de suffixes de noms d'états de B&B spécifiques à l'état armé-->
			<id>#SHOOT_ANIM#</id>
			<value>_begin,_normal,_end</value>
		</var>
		<var>
			<!-- liste de suffixes de noms d'états du Enemy communes à tous ses etats-->
			<id>#Enemy_ANIM#</id>
			<value>_wait,_run,_fall,_die,_walk,_attack,_tired,_stun</value>
		</var>
		<var>
			<!-- liste de suffixes de contrôleur de camera -->
			<id>#CAM#</id>
			<value>L,R,T,B</value>
		</var>
		<var>
			<!-- liste de suffixes de templates de Platforme-->
			<id>#PLATFORM_TYPE#</id>
			<value>1..2</value>
		</var>
		<var>
			<!-- liste de suffixes de templates de Platforme-->
			<id>#PLATFORM_POSITION#</id>
			<value>1..4</value>
		</var>
		<var>
			<!-- liste de suffixes de templates de Platforme-->
			<id>#DIRECTION#</id>
			<value>_left,_right</value>
		</var>
		<var>
			<!-- liste de types de wall possibles-->
			<id>#UNIVERS#</id>
			<value>Light_,Dark_</value>
		</var>
		<var>
			<!-- liste de types de wall possibles-->
			<id>#WALL_TYPE#</id>
			<value>1..2</value>
		</var>
		<var>
			<!-- liste des variantes de position de wall possibles-->
			<id>#WALL_POSITION#</id>
			<value>1..2</value>
		</var>
		<var>
			<!-- liste de types de wall possibles-->
			<id>#HOLE_TYPE#</id>
			<value>1..2</value>
		</var>
		<var>
			<!-- liste des variantes de position de wall possibles-->
			<id>#HOLE_POSITION#</id>
			<value>1..3</value>
		</var>
		<var>
			<!-- liste de types de pièges possibles-->
			<id>#TRAP_TYPE#</id>
			<value>1..2</value>
		</var>
		<var>
			<!-- liste des variantes de position de wall possibles-->
			<id>#TRAP_POSITION#</id>
			<value>1</value>
		</var>
		<var>
			<!-- liste de suffixes de panneaux d'aide -->
			<id>#NUM_HELP#</id>
			<value>1..11</value>
		</var>
		<var>
			<!-- liste de suffixes d'états graphiques des bonus item -->
			<id>#TYPE_LIFEBONUS#</id>
			<value>_visible,_get</value>
		</var>
		<var>
			<!-- liste de suffixes d'états graphiques des bonus item -->
			<id>#TYPE_COLLECTABLE#</id>
			<value>_visible,_get,_appear</value>
		</var>
		<var>
			<!-- id de levels possibles -->
			<id>#NUM_LEVELS#</id>
			<value>1..3</value>
		</var>
		<var>
			<!-- liste des plans de jeu dev-->
			<id>#PLANE_DEV#</id>
			<value>gamePlane</value>
		</var>
		<var>
			<!-- liste des plans de jeu decoration-->
			<id>#PLANE_GFX#</id>
			<value>gameBack,gameFront,bg1,bg2,bgFixed</value>
		</var>
		<var>
			<!-- liste des plans de jeu decoration-->
			<id>#PLANE_TYPE#</id>
			<value>plan2,plan3,fixed</value>
		</var>
		<var>
			<!-- liste de suffixes des ennemis de niveau 1-->
			<id>#ENEMY_TYPE#</id>
			<value>1..2</value>
		</var>
		
		<var>
			<!-- liste des décorations de graphic level design-->
			<id>#DECO_TYPE#</id>
			<value>1..34</value>
		</var>
		<var>
			<!-- liste des décorations de graphic level design-->
			<id>#DECO_BMP#</id>
			<value>2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,29,30,31</value>
		</var>
		<var>
			<!-- liste des décorations de graphic level design-->
			<id>#DECO_VECTO#</id>
			<value>1,28,32,33,34</value>
		</var>
		<var>
			<!-- liste de types de wall possibles-->
			<id>#SHOOT_TYPE#</id>
			<value>1..2</value>
		</var>
	</vars>
	
	<bitmap/>
	
	<file_template><name>templates</name></file_template>
	<file><name>sprites</name></file>
	<template_alpha>0</template_alpha>
	
	<groups>
	
		<group>
			<!-- les containers de level design -->
			<id>levels</id>
			<instance>0</instance>
			<vecto/>
			
			<groups>
				<group>
					<!-- les containers de level design -->
					<id>levels_dev</id>
					<file><name>level_design</name></file>
					
					<assets>
						<asset>
							<!-- plans de level design -->
							<id>level#NUM_LEVELS#_#PLANE_DEV#</id>
							<export>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.level#NUM_LEVELS#_#PLANE_DEV#</export>
						</asset>
					</assets>
				</group>
				<group>
					<!-- les containers de level design -->
					<id>levels_gfx</id>
					<file><name>level_decoration</name></file>
					
					<assets>
						<asset>
							<!-- plans de level decoration -->
							<id>level#NUM_LEVELS#_#PLANE_GFX#</id>
							<export>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.level#NUM_LEVELS#_#PLANE_GFX#</export>
						</asset>
					</assets>
				</group>
			</groups>
		</group>

		<group>
			<!-- les sprites de jeu -->
			<id>sprites</id>
			<file><name>sprites</name></file>
			<instance>10</instance>
			
			<groups>
				<group>
					<!-- toutes les états graphiques de B&B -->
					<id>characters</id>
					<file><name>characters</name></file>
					<instance>1</instance>
					<template_alpha>0</template_alpha>
							
					<assets>
					
						<asset>
							<id>Character</id>
							<export_template>#RADIX#template_Character</export_template>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.mobile.player.Character</value>
								</data>
								<data>
									<id>depth</id>
									<value>100001</value>
								</data>
							</datas>
						</asset>
						
						<asset>
							<id>Partner</id>
							<export_template>#RADIX#template_Character</export_template>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.mobile.player.Partner</value>
								</data>
								<data>
									<id>depth</id>
									<value>100000</value>
								</data>
							</datas>
						</asset>
						
						
						<asset>
							<id>#KINGS##CHARACTER_ANIM_VECTO#</id>
							<vecto/>
							<export>#RADIX##KINGS##CHARACTER_ANIM_VECTO#</export>
							<export_template>#RADIX#template_Character#CHARACTER_ANIM_VECTO#</export_template>
						</asset>
						<asset>
							<id>#KINGS##CHARACTER_ANIM_BITMAP#</id>
							<export>#RADIX##KINGS##CHARACTER_ANIM_BITMAP#</export>
							<export_template>#RADIX#template_Character#CHARACTER_ANIM_BITMAP#</export_template>
						</asset>
													
						<asset>
							<!-- DEV : asset virtuel de B&B -->
							<id>Heroes</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.HeroInstance</value>
								</data>
							</datas>
						</asset>
						
						<asset>
							<!-- les états graphiques du tir de bras du joueur -->
							<id>ShootPlayer</id>
							<export_template>#RADIX#template_ShootPlayer</export_template>
							<instance>25</instance>
							<add_groups><add_group>shoot_player</add_group></add_groups>
						</asset>
						
						<asset>
							<!-- les états graphiques du tir de bras -->
							<id>ShootPlayer#SHOOT_TYPE##SHOOT_ANIM#</id>
							<export>#RADIX#ShootPlayer#SHOOT_TYPE##SHOOT_ANIM#</export>
							<instance>20</instance>
						</asset>
										

					</assets>
				</group>
				<group>
					<!-- toutes les états graphiques des blocks -->
					<id>blocks</id>
					<file><name>blocks</name></file>
					<instance>7</instance>
							
					<assets>
						<asset>
							<id>WallInvisible</id>
							<export_template>#RADIX#template_Wall</export_template>
							<datas>
								<data>
									<id>class</id>
									<value>#RADIX##ASSET#WallInvisible</value>
								</data>
							</datas>
							<instance>5</instance>
						</asset>
						<asset>
							<id>Wall#WALL_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Wall#WALL_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Wall#WALL_TYPE#</value>
								</data>
							</datas>
						</asset>
						<asset>
							<id>Wall_Platform#WALL_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Wall_Platform#WALL_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Wall_Platform#WALL_TYPE#</value>
								</data>
							</datas>
						</asset>						
						<asset>
							<id>Wall_Hole#WALL_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Wall_Hole#WALL_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Wall_Hole#WALL_TYPE#</value>
								</data>
							</datas>
						</asset>						
						<asset>
							<id>Hole_Wall#HOLE_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Hole_Wall#HOLE_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Hole_Wall#HOLE_TYPE#</value>
								</data>
							</datas>
						</asset>
						<asset>
							<id>Platform#PLATFORM_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Platform#PLATFORM_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Platform#PLATFORM_TYPE#</value>
								</data>
							</datas>
						</asset>
						<asset>
							<id>Platform_Wall#PLATFORM_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Platform_Wall#PLATFORM_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Platform_Wall#PLATFORM_TYPE#</value>
								</data>
							</datas>
						</asset>
						<asset>
							<id>Platform_Hole#PLATFORM_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Platform_Hole#PLATFORM_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Platform_Hole#PLATFORM_TYPE#</value>
								</data>
							</datas>
						</asset>
						<asset>
							<id>Hole_Platform#HOLE_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Hole_Platform#HOLE_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Hole_Platform#HOLE_TYPE#</value>
								</data>
							</datas>
						</asset>

						<asset>
							<id>Trap#TRAP_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Trap#TRAP_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Trap#TRAP_TYPE#</value>
								</data>
							</datas>
						</asset>
						<asset>
							<id>Trap_Hole#TRAP_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Trap_Hole#TRAP_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Trap_Hole#TRAP_TYPE#</value>
								</data>
							</datas>
						</asset>
						<asset>
							<id>Hole_Trap#TRAP_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Hole_Trap#TRAP_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Hole_Trap#TRAP_TYPE#</value>
								</data>
							</datas>
						</asset>
					</assets>
				</group>
				
				<group>
					<!-- toutes les états graphiques des BGs -->
					<id>backgrounds</id>
					
					<assets>
						<asset>
							<id>_BG_#PLANE_TYPE#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_BG_#PLANE_TYPE#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_BG_#PLANE_TYPE#</value>
								</data>
							</datas>
						</asset>
						
						<asset>
							<id>_Deco_#DECO_BMP#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Deco_#DECO_BMP#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Deco_#DECO_BMP#</value>
								</data>
							</datas>
						</asset>
						
						<asset>
							<id>_Deco_#DECO_VECTO#</id>
							<datas>
								<data>
									<id>assetLight</id>
									<value>Light_Deco_#DECO_VECTO#</value>
								</data>
								<data>
									<id>assetDark</id>
									<value>Dark_Deco_#DECO_VECTO#</value>
								</data>
								<data>
									<id>addClipX</id>
									<value>200</value>
								</data>
								<data>
									<id>addClipY</id>
									<value>500</value>
								</data>
							</datas>
						</asset>

					</assets>
				</group>

				<group>
					<!-- les sprites de jeu communs à tous les environnements -->
					<id>envall</id>
					<template_alpha>0</template_alpha>
					
					<assets>
						<asset>
							<!-- contrôleurs de camera -->
							<id>Camera#CAM#</id>
							<export_template>#RADIX#template_Camera#CAM#</export_template>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.camera.Camera#CAM#</value>
								</data>
							</datas>
							<instance>15</instance>
						</asset>
						
						<asset>
							<!-- DEV : time line d'un mcContent qui clignote quand on lit -->
							<id>Blinker</id>
							<export_template>#RADIX#template_Blinker</export_template>
							<template_alpha>1</template_alpha>
							<instance>2</instance>
						</asset>
						
						<asset>
							<!-- DEV : time line d'un mcContent qui clignote quand on lit -->
							<id>BlinkerEnemy</id>
							<export_template>#RADIX#template_BlinkerEnemy</export_template>
							<template_alpha>1</template_alpha>
							<instance>2</instance>
						</asset>
						
						<asset>
							<id>StunEnemy</id>
							<export_template>#RADIX#template_StunEnemy</export_template>
							<template_alpha>1</template_alpha>
							<instance>2</instance>
						</asset>

						<!-- generic -->
						
						<asset>
							<!-- wall générique qui vont être remplacé pendant le loading du lvlD-->
							<id>#UNIVERS#Wall#WALL_TYPE#</id>
							<add_groups><add_group>template_wall</add_group></add_groups>
							<datas>
								<data>
									<id>down</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_down</value>
								</data>
							<!--
								<data>
									<id>left</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_right</value>
								</data>
							-->
							</datas>
							
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- wall_Platform template-->
							<id>Light_Wall_Platform#WALL_TYPE#</id>
							<add_groups><add_group>template_wall</add_group></add_groups>
							<instance>1</instance>
							<datas>
								<data>
									<id>down</id>
									<value>#RADIX##ASSET#Light_Wall#WALL_TYPE#_down</value>
								</data>
							<!--
								<data>
									<id>left</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_right</value>
								</data>
							-->
							</datas>
						</asset>
						
						<asset>
							<!-- wall_Platform template-->
							<id>Dark_Wall_Platform#WALL_TYPE#</id>
							<add_groups><add_group>template_platform</add_group></add_groups>
							<instance>1</instance>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Dark_Platform#WALL_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Dark_Platform#WALL_TYPE#_right</value>
								</data>
							</datas>
						</asset>
						
						<asset>
							<!-- wall_hole template-->
							<id>Light_Wall_Hole#WALL_TYPE#</id>
							<add_groups><add_group>template_wall</add_group></add_groups>
							<datas>
								<data>
									<id>down</id>
									<value>#RADIX##ASSET#Light_Wall#WALL_TYPE#_down</value>
								</data>
							<!--
								<data>
									<id>left</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_right</value>
								</data>
							-->
							</datas>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- wall_hole template-->
							<id>Dark_Wall_Hole#WALL_TYPE#</id>
							<add_groups><add_group>template_hole</add_group></add_groups>
							<instance>1</instance>
						</asset>						
						
						<asset>
							<!-- hole_wall template-->
							<id>Light_Hole_Wall#HOLE_TYPE#</id>
							<add_groups><add_group>template_hole</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- hole_wall template-->
							<id>Dark_Hole_Wall#HOLE_TYPE#</id>
							<add_groups><add_group>template_wall</add_group></add_groups>
							<datas>
								<data>
									<id>down</id>
									<value>#RADIX##ASSET#Dark_Wall#WALL_TYPE#_down</value>
								</data>
							<!--
								<data>
									<id>left</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_right</value>
								</data>
							-->
							</datas>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- plateforme générique qui vont être remplacé pendant le loading du lvlD-->
							<id>#UNIVERS#Platform#PLATFORM_TYPE#</id>
							<add_groups><add_group>template_platform</add_group></add_groups>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET##UNIVERS#Platform#PLATFORM_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET##UNIVERS#Platform#PLATFORM_TYPE#_right</value>
								</data>
							</datas>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- Platform_wall template-->
							<id>Light_Platform_Wall#PLATFORM_TYPE#</id>
							<add_groups><add_group>template_platform</add_group></add_groups>
							<instance>1</instance>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Light_Platform#PLATFORM_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Light_Platform#PLATFORM_TYPE#_right</value>
								</data>
							</datas>
						</asset>
						
						<asset>
							<!-- Platform_wall template-->
							<id>Dark_Platform_Wall#PLATFORM_TYPE#</id>
							<add_groups><add_group>template_wall</add_group></add_groups>
							<instance>1</instance>
							<datas>
								<data>
									<id>down</id>
									<value>#RADIX##ASSET#Dark_Wall#WALL_TYPE#_down</value>
								</data>
							<!--
								<data>
									<id>left</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_right</value>
								</data>
							-->
							</datas>
						</asset>
						
						<asset>
							<!-- platform_hole template-->
							<id>Light_Platform_Hole#PLATFORM_TYPE#</id>
							<add_groups><add_group>template_platform</add_group></add_groups>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Light_Platform#PLATFORM_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Light_Platform#PLATFORM_TYPE#_right</value>
								</data>
							</datas>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- platform_hole template-->
							<id>Dark_Platform_Hole#HOLE_TYPE#</id>
							<add_groups><add_group>template_hole</add_group></add_groups>
							<instance>1</instance>
						</asset>						
						
						<asset>
							<!-- hole_platform template-->
							<id>Light_Hole_Platform#HOLE_TYPE#</id>
							<export>#RADIX##ASSET#Light_Hole_Platform#HOLE_TYPE#</export>
							<add_groups><add_group>template_hole</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- hole_platform template-->
							<id>Dark_Hole_Platform#PLATFORM_TYPE#</id>
							<add_groups><add_group>template_platform</add_group></add_groups>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Dark_Platform#PLATFORM_TYPE#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Dark_Platform#PLATFORM_TYPE#_right</value>
								</data>
							</datas>
							<instance>1</instance>
						</asset>						

						<asset>
							<!-- Trap template-->
							<id>#UNIVERS#Trap#TRAP_TYPE#</id>
							<add_groups><add_group>template_trap</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- Trap_Hole template-->
							<id>Light_Trap_Hole#TRAP_TYPE#</id>
							<add_groups><add_group>template_trap</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- Trap_Hole template-->
							<id>Dark_Trap_Hole#TRAP_TYPE#</id>
							<add_groups><add_group>template_hole</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- Hole_Trap template-->
							<id>Light_Hole_Trap#TRAP_TYPE#</id>
							<add_groups><add_group>template_hole</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- Hole_Trap template-->
							<id>Dark_Hole_Trap#TRAP_TYPE#</id>
							<add_groups><add_group>template_trap</add_group></add_groups>
							<instance>1</instance>
						</asset>						
						
						<!-- positions -->

						<asset>
							<!-- wall -->
							<id>#UNIVERS#Wall#WALL_TYPE#_#WALL_POSITION#</id>
							<export>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_#WALL_POSITION#</export>
							<export_template>#RADIX#template_Wall</export_template>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_#WALL_POSITION#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_#WALL_POSITION#_right</value>
								</data>
							</datas>						
							<add_groups><add_group>wall</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<id>Light_Wall_Platform#WALL_TYPE#_#WALL_POSITION#</id>
							<export>#RADIX##ASSET#Light_Wall_Platform#WALL_TYPE#_#WALL_POSITION#</export>
							<export_template>#RADIX#template_Wall</export_template>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Light_Wall#WALL_TYPE#_#WALL_POSITION#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Light_Wall#WALL_TYPE#_#WALL_POSITION#_right</value>
								</data>
							</datas>
							<add_groups><add_group>wall</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Dark_Wall_Platform#WALL_TYPE#_#PLATFORM_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Wall_Platform#WALL_TYPE#_#PLATFORM_POSITION#</export>
							<export_template>#RADIX#template_Platform_Wall#WALL_TYPE#</export_template>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Dark_Wall#WALL_TYPE#_#WALL_POSITION#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Dark_Wall#WALL_TYPE#_#WALL_POSITION#_right</value>
								</data>
							</datas>
							<add_groups><add_group>platform</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Light_Wall_Hole#WALL_TYPE#_#WALL_POSITION#</id>
							<export>#RADIX##ASSET#Light_Wall_Hole#WALL_TYPE#_#WALL_POSITION#</export>
							<export_template>#RADIX#template_Wall</export_template>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Light_Wall#WALL_TYPE#_#WALL_POSITION#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Light_Wall#WALL_TYPE#_#WALL_POSITION#_right</value>
								</data>
							</datas>
							<add_groups><add_group>wall</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Dark_Wall_Hole#WALL_TYPE#_#HOLE_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Wall_Hole#WALL_TYPE#_#HOLE_POSITION#</export>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Dark_Wall#WALL_TYPE#_#WALL_POSITION#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Dark_Wall#WALL_TYPE#_#WALL_POSITION#_right</value>
								</data>
							</datas>
							<export_template>#RADIX#template_Hole</export_template>
							<add_groups><add_group>hole</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Light_Hole_Wall#HOLE_TYPE#_#HOLE_POSITION#</id>
							<export>#RADIX##ASSET#Light_Hole_Wall#HOLE_TYPE#_#HOLE_POSITION#</export>
							<export_template>#RADIX#template_Hole</export_template>
							<add_groups><add_group>hole</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Dark_Hole_Wall#HOLE_TYPE#_#WALL_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Hole_Wall#HOLE_TYPE#_#WALL_POSITION#</export>
							<export_template>#RADIX#template_Wall</export_template>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Dark_Wall#HOLE_TYPE#_#WALL_POSITION#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Dark_Wall#HOLE_TYPE#_#WALL_POSITION#_right</value>
								</data>
							</datas>
							<add_groups><add_group>wall</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- plateforme -->
							<id>#UNIVERS#Platform#PLATFORM_TYPE#_#PLATFORM_POSITION#</id>
							<export>#RADIX##ASSET##UNIVERS#Platform#PLATFORM_TYPE#_#PLATFORM_POSITION#</export>
							<export_template>#RADIX#template_Platform#PLATFORM_TYPE#</export_template>
							<add_groups><add_group>platform</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<id>Light_Platform_Wall#PLATFORM_TYPE#_#PLATFORM_POSITION#</id>
							<export>#RADIX##ASSET#Light_Platform_Wall#PLATFORM_TYPE#_#PLATFORM_POSITION#</export>
							<export_template>#RADIX#template_Platform_Wall#PLATFORM_TYPE#</export_template>
							<add_groups><add_group>platform</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Dark_Platform_Wall#PLATFORM_TYPE#_#WALL_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Platform_Wall#PLATFORM_TYPE#_#WALL_POSITION#</export>
							<export_template>#RADIX#template_Wall</export_template>
							<datas>
								<data>
									<id>left</id>
									<value>#RADIX##ASSET#Dark_Wall#PLATFORM_TYPE#_#WALL_POSITION#_left</value>
								</data>
								<data>
									<id>right</id>
									<value>#RADIX##ASSET#Dark_Wall#PLATFORM_TYPE#_#WALL_POSITION#_right</value>
								</data>
							</datas>
							<add_groups><add_group>wall</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Light_Platform_Hole#PLATFORM_TYPE#_#PLATFORM_POSITION#</id>
							<export>#RADIX##ASSET#Light_Platform_Hole#PLATFORM_TYPE#_#PLATFORM_POSITION#</export>
							<export_template>#RADIX#template_Platform#PLATFORM_TYPE#</export_template>
							<add_groups><add_group>platform</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Dark_Platform_Hole#PLATFORM_TYPE#_#HOLE_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Platform_Hole#PLATFORM_TYPE#_#HOLE_POSITION#</export>
							<add_groups><add_group>hole</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Light_Hole_Platform#HOLE_TYPE#_#HOLE_POSITION#</id>
							<export>#RADIX##ASSET#Light_Hole_Platform#HOLE_TYPE#_#HOLE_POSITION#</export>
							<add_groups><add_group>hole</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<id>Dark_Hole_Platform#HOLE_TYPE#_#PLATFORM_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Hole_Platform#HOLE_TYPE#_#PLATFORM_POSITION#</export>
							<export_template>#RADIX#template_Platform#HOLE_TYPE#</export_template>
							<add_groups><add_group>platform</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- Trap -->
							<id>#UNIVERS#Trap#TRAP_TYPE#_#TRAP_POSITION#</id>
							<export>#RADIX##ASSET##UNIVERS#Trap#TRAP_TYPE#_#TRAP_POSITION#</export>
							<export_template>#RADIX#template_Trap</export_template>
							<add_groups><add_group>trap</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- Trap_Hole -->
							<id>Light_Trap_Hole#TRAP_TYPE#_#TRAP_POSITION#</id>
							<export>#RADIX##ASSET#Light_Trap_Hole#TRAP_TYPE#_#TRAP_POSITION#</export>
							<export_template>#RADIX#template_Trap</export_template>
							<add_groups><add_group>trap</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- Trap_Hole -->
							<id>Dark_Trap_Hole#TRAP_TYPE#_#TRAP_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Trap_Hole#TRAP_TYPE#_#TRAP_POSITION#</export>
							<export_template>#RADIX#template_HoleTrap</export_template>
							<add_groups><add_group>blank</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- Hole_Trap -->
							<id>Light_Hole_Trap#TRAP_TYPE#_#TRAP_POSITION#</id>
							<export>#RADIX##ASSET#Light_Hole_Trap#TRAP_TYPE#_#TRAP_POSITION#</export>
							<export_template>#RADIX#template_HoleTrap</export_template>
							<add_groups><add_group>blank</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<asset>
							<!-- Hole_Trap -->
							<id>Dark_Hole_Trap#TRAP_TYPE#_#TRAP_POSITION#</id>
							<export>#RADIX##ASSET#Dark_Hole_Trap#TRAP_TYPE#_#TRAP_POSITION#</export>
							<export_template>#RADIX#template_Trap</export_template>
							<add_groups><add_group>trap</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<!-- bordures -->
						<asset>
							<!-- bordures de Wall -->
							<id>#UNIVERS#Wall#WALL_TYPE#_#WALL_POSITION##DIRECTION#</id>
							<export>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_#WALL_POSITION##DIRECTION#</export>
							<add_groups><add_group>wall</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- bordure basse de Wall -->
							<id>#UNIVERS#Wall#WALL_TYPE#_down</id>
							<export>#RADIX##ASSET##UNIVERS#Wall#WALL_TYPE#_down</export>
							<add_groups><add_group>wall</add_group></add_groups>
							<instance>1</instance>
						</asset>
						
						<asset>
							<!-- bordures de Plateforme -->
							<id>#UNIVERS#Platform#PLATFORM_TYPE##DIRECTION#</id>
							<export>#RADIX##ASSET##UNIVERS#Platform#PLATFORM_TYPE##DIRECTION#</export>
							<add_groups><add_group>platform</add_group></add_groups>
							<instance>1</instance>
						</asset>

						<!-- autre -->

						<asset>
							<!-- helps -->
							<id>Help#NUM_HELP#</id>
							<export>#RADIX#Help#NUM_HELP#</export>
							<add_groups><add_group>decorSnapY</add_group></add_groups>
							<instance>1</instance>
							<vecto/>
							<datas>
								<data>
									<id>addClipX</id>
									<value>120</value>
								</data>
							</datas>
						</asset>
						<asset>
							<!-- assets bg -->
							<id>#UNIVERS##BG_ASSETS#</id>
							<export>com.disney.minigames.pok_spl_act_darkislandadventure.#UNIVERS##BG_ASSETS#</export>
							<instance>6</instance>
							<add_groups><add_group>decor</add_group></add_groups>
						</asset>
						
						<asset>
							<!-- assets decoration -->
							<id>#UNIVERS#Deco_#DECO_BMP#</id>
							<export>#RADIX##UNIVERS#Deco_#DECO_BMP#</export>
							<instance>10</instance>
							<add_groups><add_group>decor</add_group></add_groups>
						</asset>
						
						<asset>
							<!-- assets decoration -->
							<id>#UNIVERS#Deco_#DECO_VECTO#</id>
							<export>#RADIX##UNIVERS#Deco_#DECO_VECTO#</export>
							<instance>10</instance>
							<vecto/>
							<datas>
								<data>
									<id>addClipX</id>
									<value>200</value>
								</data>
								<data>
									<id>addClipY</id>
									<value>500</value>
								</data>
							</datas>
							<add_groups><add_group>decor</add_group></add_groups>
						</asset>
																		
						<asset>
							<!-- DEV : -->
							<id>Collectable</id>
							<export_template>#RADIX#template_Collectable</export_template>
							<instance>15</instance>
							<add_groups><add_group>Collectable</add_group></add_groups>
						</asset>
						
						<asset>
							<!-- les états graphiques de l'objet bonus 1 -->
							<id>Collectable#TYPE_COLLECTABLE#</id>
							<export>#RADIX##ASSET#Collectable#TYPE_COLLECTABLE#</export>
							<instance>20</instance>
							<vecto/>
						</asset>
												
						<asset>
							<!-- DEV : -->
							<id>LifeBonus</id>
							<export_template>#RADIX#template_LifeBonus</export_template>
							<instance>5</instance>
							<add_groups><add_group>lifeBonus</add_group></add_groups>
						</asset>
						
						<asset>
							<!-- les états graphiques de l'objet bonus 1 -->
							<id>LifeBonus#TYPE_LIFEBONUS#</id>
							<export>#RADIX#LifeBonus#TYPE_LIFEBONUS#</export>
							<instance>5</instance>
						</asset>
												
						<asset>
							<!-- DEV : -->
							<id>CheckPoint</id>
							<export_template>#RADIX#template_CheckPoint</export_template>
							<instance>1</instance>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.area.CheckPoint</value>
								</data>
							</datas>
						</asset>
						<asset>
							<!-- DEV : -->
							<id>EndLevel</id>
							<export_template>#RADIX#template_EndLevel</export_template>
							<instance>1</instance>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.area.EndLevel</value>
								</data>
							</datas>
						</asset>
						
						
						<asset>
							<!-- flash au moment du switch -->
							<id>_Switch_fx</id>
							<export>#RADIX#_Switch_fx</export>
							<instance>1</instance>
							<vecto/>
						</asset>							
						
						
						<!--
						<asset>
							<id>_cutscene_bands#BANDS_ANIM#</id>
							<export>#RADIX#_cutscene_bands#BANDS_ANIM#</export>
							<instance>1</instance>
							<vecto/>
						</asset>
						-->
					</assets>
				</group>

				<group>
					<id>env1</id>
					<file><name>characters</name></file>
					<instance>10</instance>
					<template_alpha>0</template_alpha>
					
					<assets>

						<!-- Enemy -->
						<asset>
							<!-- TODO: cas particulier des Enemy patrol qui oblige a changer le suffixe #ENEMY_TYPE# dans les classes -->
							<!-- états graphiques du Enemy -->
							<id>#UNIVERS#Enemy1#Enemy_ANIM#</id>
							<export>#RADIX##UNIVERS#Enemy1#Enemy_ANIM#</export>
							<export_template>#RADIX#template_Enemy#Enemy_ANIM#</export_template>
							<!--vecto/-->
						</asset>
						
						<asset>
							<!-- états graphiques du Enemy en statue-->
							<id>#UNIVERS#Enemy1#Enemy_ANIM#_statue</id>
							<export>#RADIX##UNIVERS#Enemy1#Enemy_ANIM#_statue</export>
							<export_template>#RADIX#template_Enemy#Enemy_ANIM#</export_template>
							<!--vecto/-->
						</asset>
						
						<asset>
							<!-- Enemy -->
							<id>#UNIVERS#Enemy1</id>
							<export_template>#RADIX#template_Enemy</export_template>
							<add_groups><add_group>enemy</add_group></add_groups>
							<datas>
								<data>
									<id>univers</id>
									<value>#UNIVERS#</value>
								</data>
							</datas>
						</asset>
						
						<asset>
							<!-- Enemy patrol-->
							<id>#UNIVERS#EnemyPatrol1</id>
							<export_template>#RADIX#template_Enemy</export_template>
							<add_groups><add_group>enemyPatrol</add_group></add_groups>
							<datas>
								<data>
									<id>univers</id>
									<value>#UNIVERS#</value>
								</data>
							</datas>

						</asset>
					</assets>
				</group>

				<group>
					<id>env2</id>
					<file><name>characters</name></file>
					<instance>10</instance>
					<template_alpha>0</template_alpha>
					
					<assets>

						<!-- Enemy -->
						<asset>
							<!-- TODO: cas particulier des Enemy patrol qui oblige a changer le suffixe #ENEMY_TYPE# dans les classes -->
							<!-- états graphiques du Enemy -->
							<id>#UNIVERS#Enemy2#Enemy_ANIM#</id>
							<export>#RADIX##UNIVERS#Enemy2#Enemy_ANIM#</export>
							<export_template>#RADIX#template_Enemy#Enemy_ANIM#</export_template>
							<!--vecto/-->
						</asset>
						
						<asset>
							<!-- états graphiques du Enemy en statue-->
							<id>#UNIVERS#Enemy2#Enemy_ANIM#_statue</id>
							<export>#RADIX##UNIVERS#Enemy2#Enemy_ANIM#_statue</export>
							<!--vecto/-->
						</asset>
						
						<asset>
							<!-- Enemy -->
							<id>#UNIVERS#Enemy2</id>
							<export_template>#RADIX#template_Enemy</export_template>
							<add_groups><add_group>enemy</add_group></add_groups>
							<datas>
								<data>
									<id>univers</id>
									<value>#UNIVERS#</value>
								</data>
							</datas>

						</asset>
						
						<asset>
							<!-- Enemy patrol-->
							<id>#UNIVERS#EnemyPatrol2</id>
							<export_template>#RADIX#template_Enemy</export_template>
							<add_groups><add_group>enemyPatrol</add_group></add_groups>
							<datas>
								<data>
									<id>univers</id>
									<value>#UNIVERS#</value>
								</data>
							</datas>
						</asset>
					</assets>
				</group>
				
				<group>
					<id>env3</id>
					<file><name>characters</name></file>
					<instance>10</instance>
					<template_alpha>0</template_alpha>
					
					<assets>

						<!-- Enemy -->
						<asset>
							<!-- TODO: cas particulier des Enemy patrol qui oblige a changer le suffixe #ENEMY_TYPE# dans les classes -->
							<!-- états graphiques du Enemy -->
							<id>#UNIVERS#Enemy3#Enemy_ANIM#</id>
							<export>#RADIX##UNIVERS#Enemy3#Enemy_ANIM#</export>
							<export_template>#RADIX#template_Enemy#Enemy_ANIM#</export_template>
							<!--vecto/-->
						</asset>
						
						<asset>
							<!-- états graphiques du Enemy en statue-->
							<id>#UNIVERS#Enemy3#Enemy_ANIM#_statue</id>
							<export>#RADIX##UNIVERS#Enemy3#Enemy_ANIM#_statue</export>
							<export_template>#RADIX#template_Enemy#Enemy_ANIM#</export_template>
							<!--vecto/-->
						</asset>
						
						<asset>
							<!-- Enemy -->
							<id>#UNIVERS#Enemy3</id>
							<export_template>#RADIX#template_Enemy</export_template>
							<add_groups><add_group>enemy</add_group></add_groups>
							<datas>
								<data>
									<id>univers</id>
									<value>#UNIVERS#</value>
								</data>
							</datas>

						</asset>
						
						<asset>
							<!-- Enemy patrol-->
							<id>#UNIVERS#EnemyPatrol3</id>
							<export_template>#RADIX#template_Enemy</export_template>
							<add_groups><add_group>enemyPatrol</add_group></add_groups>
							<datas>
								<data>
									<id>univers</id>
									<value>#UNIVERS#</value>
								</data>
							</datas>

						</asset>
					</assets>
				</group>
			</groups>
		</group>
		
		<group>
			<!-- DEV : les classes de sprites -->
			<id>sprite_class</id>
			<groups>
				<group>

					<!-- groupes de contenu à remplacer -->
				
					<id>template</id>
					<data>
						<id>snapX</id>
						<value>true</value>
					</data>
					<data>
						<id>snapY</id>
						<value>true</value>
					</data>
					
					<groups>
						<group>
							<id>template_wall</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.WallTemplate</value>
								</data>
							</datas>
						</group>
						<group>
							<id>template_platform</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.PFTemplate</value>
								</data>
							</datas>
						</group>
						<group>
							<id>template_hole</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.HoleTemplate</value>
								</data>
							</datas>
						</group>
						<group>
							<id>template_trap</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.TrapTemplate</value>
								</data>
							</datas>
						</group>
						
					</groups>
				</group>
				
				<!-- groupes de contenu après remplacement -->
				
				<group>
					<id>levelD</id>
					
					<groups>
						
						<group>
							<id>platform</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.PF</value>
								</data>
								<data>
									<id>depth</id>
									<value>30000</value>
								</data>
							</datas>
						</group>
						
						<group>
							<id>wall</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Wall</value>
								</data>
								<data>
									<id>depth</id>
									<value>20000</value>
								</data>
							</datas>
						</group>
						
						<group>
							<id>trap</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Trap</value>
								</data>
								<data>
									<id>depth</id>
									<value>50000</value>
								</data>
							</datas>
						</group>
						
						<group>
							<id>hole</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Hole</value>
								</data>
								<data>
									<id>depth</id>
									<value>0</value>
								</data>
							</datas>
						</group>
						
						<group>
							<id>blank</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Hole</value>
								</data>
								<data>
									<id>depth</id>
									<value>50000</value>
								</data>
							</datas>
						</group>
						
						<!-- peut servir ou non (a supprimer si pas necessaire) -->
						<group>
							<id>wall_invisible</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.WallInvisible</value>
								</data>
							</datas>
						</group>
												
						<group>
							<id>decor</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Decor</value>
								</data>
							</datas>
						</group>
												
						<group>
							<id>decorSnapX</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Decor</value>
								</data>
								<data>
									<id>snapX</id>
									<value>true</value>
								</data>
							</datas>
						</group>
						
						<group>
							<id>decorSnapY</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Decor</value>
								</data>
								<data>
									<id>snapY</id>
									<value>true</value>
								</data>
							</datas>
						</group>
						
						<group>
							<id>decorSnapXY</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.clip.Decor</value>
								</data>
								<data>
									<id>snapX</id>
									<value>true</value>
								</data>
								<data>
									<id>snapY</id>
									<value>true</value>
								</data>
							</datas>
						</group>
												
						<group>
							<id>Collectable</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.mobile.Collectable</value>
								</data>
								<data>
									<id>depth</id>
									<value>70000</value>
								</data>
								<data>
									<id>addClipY</id>
									<value>240</value>
								</data>
							</datas>
						</group>
						<group>
							<id>lifeBonus</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.mobile.LifeBonus</value>
								</data>
								<data>
									<id>depth</id>
									<value>75000</value>
								</data>
								<data>
									<id>addClipY</id>
									<value>120</value>
								</data>
							</datas>
						</group>
						<group>
							<id>shoot_player</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.mobile.shoot.ShootPlayer</value>
								</data>
								<data>
									<id>depth</id>
									<value>80000</value>
								</data>
							</datas>
						</group>
						<group>
							<id>enemy</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.mobile.Enemy</value>
								</data>
								<data>
									<id>depth</id>
									<value>60000</value>
								</data>
								<data>
									<id>addClipX</id>
									<value>120</value>
								</data>
							</datas>
						</group>
						<group>
							<id>enemyPatrol</id>
							<datas>
								<data>
									<id>class</id>
									<value>com.disney.minigames.pok_spl_act_darkislandadventure.game.lvld.sprite.mobile.EnemyPatrol</value>
								</data>
								<data>
									<id>depth</id>
									<value>60000</value>
								</data>
								<data>
									<id>addClipX</id>
									<value>120</value>
								</data>
							</datas>
						</group>						
					</groups>
				</group>
			</groups>
		</group>
	</groups>
</xml>