<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>spriteGeorge</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>10</depth>
  <persistent>-1</persistent>
  <parentName>&lt;undefined&gt;</parentName>
  <maskName>&lt;undefined&gt;</maskName>
  <events>
    <event eventtype="0" enumb="0">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>//Prepare george sprites
image_speed=0;

//Set up control vars for george object

go=true;                //For controlling when the player can use the player
spd=50;                 //Max movement speed
acc=0.5;                //Acceleration
dec=0.1;                //Deceleration
h_spd=0;                //Current horizontal speed
v_spd=0;                //Current vertical speed
old_mouse_x=0;    //Mouse last update in x
old_mouse_y=0;    //Mouse last update in y


x = 0;
y = 0;

SuckSounds[0] = Aspire01;
SuckSounds[1] = Aspire02;
SuckSounds[2] = Aspire03;
SuckSounds[3] = Aspire04;

animated = false;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" enumb="0">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>var dir,dist;

dir = point_direction(x,y,mouse_x,mouse_y);
dist = point_distance(x,y,mouse_x,mouse_y);
 
x += lengthdir_x(dist/2.5,dir);
y += lengthdir_y(dist/2.5,dir);

if(animated)
{
    image_speed = 1;
    
    if(image_index &gt;= image_number -1)
    {
        animated = false;
    }
    
}
else
{
    image_speed = 0;
    image_index = 0;
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="6" enumb="4">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>
instanceDark = collision_point(x, y, Dark_pip, true, true);
instanceLight = collision_point(x, y, Light_pip, true, true);
instanceYellow = collision_point(x, y, Yellow_pip, true, true);
instanceGuy = collision_point(x, y, Guy, true, true);

instance = noone;

instanceDepth = 100;

if(instanceDark &amp;&amp; instanceDark.depth &lt; instanceDepth)
{
    instance = instanceDark;
    instanceDepth = instanceDark.depth;
}

if(instanceLight &amp;&amp; instanceLight.depth &lt; instanceLight)
{
    instance = instanceLight;
    instanceDepth = instanceLight.depth;
}

if(instanceYellow &amp;&amp; instanceYellow.depth &lt; instanceYellow)
{
    instance = instanceYellow;
    instanceDepth = instanceYellow.depth;
}

if(instanceGuy &amp;&amp; instanceGuy.depth &lt; instanceGuy)
{
    instance = instanceGuy;
    instanceDepth = instanceGuy.depth;
}

if(instance &amp;&amp; instance = instanceDark)
{
    global.BackgroundColor = global.DarkBlue;
    background_color = global.BackgroundColor;
    
    Light_pip.solid = true;
    Dark_pip.solid = false;
    Yellow_pip.solid = true;
    
    Light_pip.visible = true;
    Dark_pip.visible = false;
    Yellow_pip.visible = true;    
}
else if(instance &amp;&amp; instance = instanceYellow)
{
    global.BackgroundColor = global.Yellow;
    background_color = global.BackgroundColor;
    
    Light_pip.solid = true;
    Dark_pip.solid = true;
    Yellow_pip.solid = false;
    
    Light_pip.visible = true;
    Dark_pip.visible = true;
    Yellow_pip.visible = false;
}
else if(instance &amp;&amp; instance = instanceLight)
{
    global.BackgroundColor = global.LightBlue;
    background_color = global.BackgroundColor;
    
    Light_pip.solid = false;
    Dark_pip.solid = true;
    Yellow_pip.solid = true;
    
    Light_pip.visible = false;
    Dark_pip.visible = true;
    Yellow_pip.visible = true;
}
else if(instance &amp;&amp; instance = instanceGuy)
{
    global.BackgroundColor = global.Orange;
    background_color = global.BackgroundColor;
    
    Light_pip.solid = true;
    Dark_pip.solid = true;
    Yellow_pip.solid = true;
    
    Light_pip.visible = true;
    Dark_pip.visible = true;
    Yellow_pip.visible = true;
}

if(instance)
{
   soundIndex = floor(random(array_length_1d(SuckSounds)));
   
   audio_play_sound(SuckSounds[soundIndex], 10, false);
   
   animated = true;
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
  </events>
  <PhysicsObject>0</PhysicsObject>
  <PhysicsObjectSensor>0</PhysicsObjectSensor>
  <PhysicsObjectShape>0</PhysicsObjectShape>
  <PhysicsObjectDensity>0.5</PhysicsObjectDensity>
  <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
  <PhysicsObjectGroup>0</PhysicsObjectGroup>
  <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
  <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
  <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
  <PhysicsObjectAwake>-1</PhysicsObjectAwake>
  <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
  <PhysicsShapePoints>
    <point>21,23</point>
    <point>23,23</point>
  </PhysicsShapePoints>
</object>
