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<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</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>type = 0;/*
0-переход в меню
1-переход на экран победы в режиме 1 игрок
2-переход на экран победы в режиме 2 игрока
3-начать игру в режиме 1 игрок
4-начать игру в режиме 2 игрока
5-завершить игру
</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 instance_exists(o_controller1_green_zone)
{
    with o_controller1_green_zone
    {
        see-=0.1;
        if see &lt; 0
        {
            switch (o_close_window.type)
            {
                case 0: room_goto(room_menu); audio_stop_all(); break;
                case 1: room_goto(room_victory_1); audio_stop_all(); break;
                default: break;
            };
        };
    };
    exit;
};
if instance_exists(o_controller2_green_zone)
{
    with o_controller2_green_zone
    {
        see-=0.1;
        if see &lt; 0
        {
            switch (o_close_window.type)
            {
                case 0: room_goto(room_menu); audio_stop_all(); break;
                case 2: room_goto(room_victory_2); audio_stop_all(); break;
                default: break;
            };
        };
    };
    exit;
};
if instance_exists(o_menu)
{
    o_menu.see-=0.1;
    if o_menu.see &lt; 0
    {
        switch (type)
        {
            case 3: room_goto(choose(room_green_1, room_green_1_night)); audio_stop_all(); break;
            case 4: room_goto(choose(room_green_2, room_green_2_night)); audio_stop_all(); break;
            case 5: audio_stop_all(); game_end(); break;
            default: break;
        };
    };
    exit;
};
if instance_exists(o_controller1_victory)
{
    o_controller1_victory.see-=0.1;
    if o_controller1_victory.see &lt; 0
    {
        switch (type)
        {
            case 0: room_goto(room_menu); audio_stop_all(); break;
            case 3: room_goto(choose(room_green_1, room_green_1_night)); audio_stop_all(); break;
            default: break;
        };
    };
    exit;
};
if instance_exists(o_controller2_victory)
{
    o_controller2_victory.see-=0.1;
    if o_controller2_victory.see &lt; 0
    {
        switch (type)
        {
            case 0: room_goto(room_menu); audio_stop_all(); break;
            case 4: room_goto(choose(room_green_2, room_green_2_night)); audio_stop_all(); break;
            default: break;
        };
    };
    exit;
};
</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>
