<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sA3LightBug</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-110</depth>
  <persistent>0</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>image_speed = 0;
image_alpha = 1;
x += -10 + random(20);
y += -10 + random(20);
targetx = x;
targety = y;
targetobj = 0;
alarm[0] = 1;
state = 1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="2">
      <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>state = 3;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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>image_alpha = 0.2 + random(0.8);
alarm[0] = 3;
</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>if (state == 1) {
    if (instance_number(oSpikePlant) == 0) {
        state = 2;
        alarm[2] = 300;
    } else {
        targetobj = instance_nearest(x, y, oSpikePlant);
        targetx = targetobj.x - 10 + random(20);
        targety = targetobj.y - 10 + random(20);
        if (x &lt; targetx) {
            hspeed += 0.05;
        } else hspeed -= 0.05;
        if (y &lt; targety) {
            vspeed += 0.05;
        } else vspeed -= 0.05;
        speed = min(1.5, speed);
    }
}
if (state == 2) {
    if (x &lt; oCharacter.x) {
        hspeed += 0.2;
    } else hspeed -= 0.2;
    if (y &lt; oCharacter.y - 30 + random(20)) {
        vspeed += 0.2;
    } else vspeed -= 0.2;
    speed = min(3, speed);
}
if ((state == true || state == 2) &amp;&amp; instance_exists(oChargeBeamSpark1)) {
    if (x &lt; oChargeBeamSpark1.x - 30 + random(60)) {
        hspeed += 0.3;
    } else hspeed -= 0.3;
    if (y &lt; oChargeBeamSpark1.y - 30 + random(60)) {
        vspeed += 0.3;
    } else vspeed -= 0.3;
    speed = min(3, speed);
}
if (state == 3) speed += 0.2;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" 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>if (state == 3) {
    if (oControl.widescreen) {
        if ((x &lt; -(oControl.widescreen_space/2)) || (x &gt; (room_width + (oControl.widescreen_space/2)))) {
            instance_destroy();
        }
    } else instance_destroy();
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="8" 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>draw_set_blend_mode(bm_add);
draw_sprite_ext(sprite_index, -1, x, y, 1, 1, 0, -1, image_alpha);
draw_set_blend_mode(bm_normal);
</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>-1</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
