<assets>

	<!-- --LOADING-- --
	These are the assets that are loaded with bulk loader. Seperate assets into groups, you can call _resourceManager.loadNextAssetGroup()
	-->
	<loadableAssets>
		<loadGroup id="load1Assets" order="1">
			<loadItem id="uiAssets" url="assets/swf/ui_assets.swf" weight="442998" />
			<loadItem id="screensLoad1" url="assets/swf/screens_load1.swf" weight="65401" />
			<loadItem id="transitions" url="assets/swf/transitions.swf" weight="1032" />
			<loadItem id="sounds" url="assets/swf/sounds.swf" weight="232605" />
			<loadItem id="popups" url="assets/swf/popups.swf" weight="232605" />
			
			<loadItem id="game" url="assets/swf/game.swf" weight="232605" />
			<!--<loadItem id="game" url="assets/swf/test_game.swf" weight="232605" />-->
			<loadItem id="level1" url="assets/swf/level1.swf" weight="232605" />
			<loadItem id="level2" url="assets/swf/level2.swf" weight="232605" />
			<loadItem id="level3" url="assets/swf/level3.swf" weight="232605" />
			<loadItem id="common" url="assets/swf/common.swf" weight="232605" />
			
			
		</loadGroup>
	</loadableAssets>
	
	<!--  --LIBRARY ASSETS-- --
	libraryAsset type: set to 'mc' or 'snd'
	screenAsset containerId: use 'root' for the base swf, otherwise use an id of an asset in a load group above.
	--->
	
	
	<libraryAssets>
		<group id="uiAssets">
			<libraryAsset id="background" containerId="uiAssets" linkageId="lib_backgroundMc" type="mc" />
			<!--<libraryAsset id="bgTile" containerId="uiAssets" linkageId="lib_bgTileMc" type="mc" />-->
			<libraryAsset id="banner" containerId="uiAssets" linkageId="lib_bannerMc" type="mc" />
			<!--<libraryAsset id="cursors" containerId="uiAssets" linkageId="lib_cursorMc" type="mc" />-->
			<libraryAsset id="uiLayer" containerId="uiAssets" linkageId="lib_uiLayer" type="mc" />
		</group>
		<group id="popupAssets">
			<libraryAsset id="gameOverPopup" containerId="popups" linkageId="lib_gameOverMc" type="mc" />
		</group>
		<group id="transitionAssets">
			<libraryAsset id="defaultTransition" containerId="transitions" linkageId="lib_defaultTransitionMc" type="mc" />
			<libraryAsset id="wipeTransition" containerId="transitions" linkageId="lib_wipeTransitionMc" type="mc" />
		</group>
		<group id="soundAssets">
			<libraryAsset id="sndgameloop" containerId="sounds" linkageId="lib_snd_music_gameplay_loop" type="snd" />
			<libraryAsset id="sndcoin" containerId="sounds" linkageId="lib_snd_coindrop" type="snd" />
			<libraryAsset id="sndconfirm" containerId="sounds" linkageId="lib_snd_confirm" type="snd" />
			<libraryAsset id="snddinerloop" containerId="sounds" linkageId="lib_snd_dinerloop" type="snd" />
			<libraryAsset id="sndendgame" containerId="sounds" linkageId="lib_snd_startlevel" type="snd" />
			<libraryAsset id="sndcontinue" containerId="sounds" linkageId="lib_snd_continuecountdown" type="snd" />
			<libraryAsset id="sndcutscene" containerId="sounds" linkageId="lib_snd_cutsceneloop" type="snd" />
			<libraryAsset id="sndselect" containerId="sounds" linkageId="lib_snd_select_character" type="snd" />
			<libraryAsset id="sndenemydie" containerId="sounds" linkageId="lib_snd_enemy_die" type="snd" />
			<libraryAsset id="sndfall" containerId="sounds" linkageId="lib_snd_fall" type="snd" />
			<libraryAsset id="sndhydrantdestroyed" containerId="sounds" linkageId="lib_snd_hydrant_destroyed" type="snd" />
			<libraryAsset id="sndhydranthit" containerId="sounds" linkageId="lib_snd_hydrant_hit" type="snd" />
			<libraryAsset id="sndhydrantwater" containerId="sounds" linkageId="lib_snd_hydrant_water" type="snd" />
			<libraryAsset id="sndlampostdestroyed" containerId="sounds" linkageId="lib_snd_lampost_destroyed" type="snd" />
			<libraryAsset id="sndlamposthit" containerId="sounds" linkageId="lib_snd_lampost_hit" type="snd" />
			<libraryAsset id="sndmailboxdestroyed" containerId="sounds" linkageId="lib_snd_mailbox_destroyed" type="snd" />
			<libraryAsset id="sndmailboxhit" containerId="sounds" linkageId="lib_snd_mailbox_hit" type="snd" />
			<libraryAsset id="sndmollochdies" containerId="sounds" linkageId="lib_snd_molloch_dies" type="snd" />
			<libraryAsset id="sndmolochthrow" containerId="sounds" linkageId="lib_snd_moloch_throw" type="snd" />
			<libraryAsset id="sndniteowldies" containerId="sounds" linkageId="lib_snd_niteowl_dies" type="snd" />
			<libraryAsset id="sndniteowlhit" containerId="sounds" linkageId="lib_snd_niteowl_hit" type="snd" />
			<libraryAsset id="sndpowerup" containerId="sounds" linkageId="lib_snd_powerup" type="snd" />
			<libraryAsset id="sndbadguypunch" containerId="sounds" linkageId="lib_snd_badguy_punch" type="snd" />
			<libraryAsset id="sndniteowlpunch" containerId="sounds" linkageId="lib_snd_niteowl_punch" type="snd" />
			<libraryAsset id="sndsilkspectrepunch" containerId="sounds" linkageId="lib_snd_silkspectre_punch" type="snd" />
			<libraryAsset id="sndsilkspectredies" containerId="sounds" linkageId="lib_snd_silkspectre_dies" type="snd" />
			<libraryAsset id="sndsilkspectrehit" containerId="sounds" linkageId="lib_snd_silkspectre_hit" type="snd" />
			<libraryAsset id="sndtrainin" containerId="sounds" linkageId="lib_snd_train_in" type="snd" />
			<libraryAsset id="sndsubwaytrain_out" containerId="sounds" linkageId="lib_snd_subway_train_out" type="snd" />
			<libraryAsset id="sndtrashcandestroyed" containerId="sounds" linkageId="lib_snd_trashcan_destroyed" type="snd" />
			<libraryAsset id="sndtrashcanhit" containerId="sounds" linkageId="lib_snd_trashcan_hit" type="snd" />
			<libraryAsset id="sndwastebindestroyed" containerId="sounds" linkageId="lib_snd_wastebin_destroyed" type="snd" />
			<libraryAsset id="sndwastebinhit" containerId="sounds" linkageId="lib_snd_wastebin_hit" type="snd" />
		</group>
		<group id="screenAssets">
			<group id="applicationPreloader">
				<libraryAsset id="screenMc" containerId="root" linkageId="lib_applicationPreloadMc" type="mc" />
			</group>
			<group id="introAnimation">
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_introAnimationScreenMc" type="mc" />
			</group>
			<group id="dinerAnimation">
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_dinerAnimationScreenMc" type="mc" />
			</group>
			<group id="characterSelection">
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_characterSelectScreenMc" type="mc" />
			</group>
			<group id="instructions">
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_instructionsScreenMc" type="mc" />
			</group>
			<group id="introCutScene">
				<libraryAsset id="screenMcIntroCharA" containerId="screensLoad1" linkageId="lib_characterA_cutsceneMc" type="mc" />
				<libraryAsset id="screenMcIntroCharB" containerId="screensLoad1" linkageId="lib_characterB_cutsceneMc" type="mc" />
			</group>
			<group id="game">
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_gameScreenMc" type="mc" />
			</group>
			<group id="winCutScene">
				<libraryAsset id="screenMcCharA" containerId="screensLoad1" linkageId="lib_winACutsceneMc" type="mc" />
				<libraryAsset id="screenMcCharB" containerId="screensLoad1" linkageId="lib_winBCutsceneMc" type="mc" />
			</group>
			<group id="score">
				<libraryAsset id="errorMarker" containerId="screensLoad1" linkageId="lib_errorMarkerMc" type="mc" />
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_scoreScreenMc" type="mc" />
			</group>
			<group id="leaderboard">
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_leaderboardScreenMc" type="mc" />
			</group>
			<group id="trailer">
				<libraryAsset id="screenMc" containerId="screensLoad1" linkageId="lib_trailerScreenMc" type="mc" />
			</group>
		</group>
	</libraryAssets>
	
	<!--  --NOTES::::: UING FLASH DEVELOP TO COMPILE-- --
	// need way of having a main mc that is created by a class (perhaps id / class clip could match class name). When class is created, checks if has matching mc, if so, creates it.
	// other mc's needed by the class can be created by adding it to the swc and using new [classname]()
	The id represents the class that this is the mc for. When the class is created, it instantiates the mc. Something like this:
	SCREEN FACTORY TO GET REF TO SCREEN MC - PASS THIS TO THE CLASS?
		<group id="popupAssets">
			<libraryAsset id="sendToFriend" containerId="popups" linkageId="lib_stfPopupMc" type="mc" />
			<libraryAsset id="errorMarker" containerId="popups" linkageId="lib_errorMarkerMc" type="mc" />
		</group>
		<group id="screenAssets">
			<libraryAsset id="applicationPreloader" containerId="root" linkageId="lib_applicationPreloadMc" type="mc" />
			<libraryAsset id="instuctionsPreloader" containerId="screensLoad1" linkageId="lib_instructionsPreloadMc" type="mc" />
			<libraryAsset id="machine1" containerId="screensLoad2" linkageId="lib_machine1Mc" type="mc" />
		</group>
	--->
	
</assets>














