<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>spr_cursor</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-999</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>isHoveredButton = false;
isHoveredArrow = false;
isClicked = false;
spawnOnce = true;
</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>x = mouse_x;
y = mouse_y;

hit1 = instance_place(x,y,obj_arrow);
hit2 = instance_place(x,y,obj_button);
hit3 = instance_place(x,y,obj_purchase);

if(mouse_check_button_pressed(mb_left)){
    if(hit1 != noone){
        isHoveredArrow = true;
    } else {
        isHoveredArrow = false;
    }
    if(hit2 != noone){
        isHoveredButton = true;
    } else {
        isHoveredButton = false;
    }
}

if(mouse_check_button_released(mb_left)){
    if(hit3 != noone){
        if(hit3.myCost &lt; global.coinCount){
            hit4 = instance_place(x,y,obj_check);
            if(hit4 = noone){
                instance_create(hit3.x,hit3.y,obj_check);               
            } else {
            if(hit3.myNumberSoldier = -1){
                    if(global.alchemist = 1){
                        hit4.upgrade1 = false;
                    } else if(global.alchemist = 2){
                        hit4.upgrade2 = false;
                    } else if (global.alchemist = 3){
                        hit4.upgrade3 = false;
                    } else if (global.alchemist = 4){
                        hit4.upgrade4 = false;
                    }
            }else if (hit3.myNumberSoldier != -1){
                    if(global.soldier = 1){
                        hit4.upgrade5 = false;
                    } else if (global.soldier = 2){
                        hit4.upgrade6 = false;
                    } else if (global.soldier = 3){
                        hit4.upgrade7 = false;
                    } else if (global.soldier = 4){
                        hit4.upgrade8 = false;
                    }
                }
            }
        }
    }
}

if(mouse_check_button(mb_left) &amp;&amp; hit1 != noone &amp;&amp; isHoveredArrow){
    hit1.isClicked = true;
}
if(mouse_check_button(mb_left) &amp;&amp; hit2 != noone &amp;&amp; isHoveredButton){
    if(hit2.pressedAlone){
        hit2.isClicked = true;
    } else {
        if(isHoveredArrow){
            hit2.isClicked = true;
        }
    }
}
if(mouse_check_button_released(mb_left) &amp;&amp; hit2 != noone){
    if(hit2.pressedAlone){
        hit2.pressedButton = true;
    }
}

hit4 = instance_place(x,y,obj_boss);
if(mouse_check_button_pressed(mb_left) &amp;&amp; hit4 != noone){
    hit4.bossHp -= global.dmgPerSecond/15;
    instance_create(x,y,obj_slash);
    audio_play_sound(snd_slash,1,false);
}

hit5 = instance_place(x,y,obj_nextRoom);
if(mouse_check_button_pressed(mb_left) &amp;&amp; hit5 != noone){
    hit5.nextRoom = 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/>
</object>
