<!-- 

		Flash Filmation Engine:
		
		This is an example of a definition file. Definition files contain media references, material definitions and object definitions.
		
		Media references are paths to resources that need to be loaded to work with the definitions in this file.
		
		Object definitions provide common info for types of objects, such as graphic resources they use and size.
		You can instantiate multiple instances of these definitions in your scenes.
		
		Material definitions are used in walls and floors.
		
		There is no limit on the amount of definitions you can have in a single XML, but it is a good practice to group
		similar elements objects in a single file, such as trees.xml, stonewalls.xml or furniture.xml
		
-->

<definitions>

	<!-- The MEDIA tag
	
			 The media tag is used to identify external swfs that contain the graphical resources referenced here.
			 This swf will be loaded on demand when the scene requests the media on them.
			 Multiple MEDIA tags are allowed  -->


	<!-- The OBJECTDEFINITION tag
	
			 This tag defines an object. An object is formed by one of more sprites, each associated to an angle. When the object is
			 oriented ( from 0 to 360 degress ) the engine will show the sprite than represents an angle closest to the desired one.
			 
			 Attributes for this tag are:
			 
			 name: Used when instanstiating objects to refer to this definition
			 
			 Attributes for the sprite tag are:
			 
			 angle: which angle represents this sprite
			 
			 src: library symbol for this sprite
			 
			 
			 Attributes for the cilinder collision model

			 radius: The radius in pixels of an imaginary cilinder enclosing the object. It is used for colision detection.
			 
			 height: The height in pixels of an imaginary cilinder enclosing the object. It is used for colision detection.
			 

			 Attributes for the box collision model
			 
			 width, depth, height	size along x,y and z axis of the box enclosing the object, corresponding to the sprite at 0 rotation

  -->
	<objectDefinition name="congachars_dancer">
	
		<displayModel>
			<sprite angle="0" src="dancer_canvas"/>
			<sprite angle="45" src="dancer_canvas"/>
			<sprite angle="90" src="dancer_canvas"/>
			<sprite angle="135" src="dancer_canvas"/>
			<sprite angle="180" src="dancer_canvas"/>
			<sprite angle="225" src="dancer_canvas"/>
			<sprite angle="270" src="dancer_canvas"/>
			<sprite angle="315" src="dancer_canvas"/>
		</displayModel>
		
		<collisionModel>
			<cilinder radius="30" height="130"/>
		</collisionModel>
		
		<shadowModel>
		 <shadow type="sprite"/>
		</shadowModel>
	
	</objectDefinition>
	

</definitions>
