<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>spr_asteroid2</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>1</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_index=irandom(2)
direction=270+irandom(40)-irandom(40)
if speed&gt;0.6 {speed=0.6}
speed=global.rnd/20
rotate=irandom(1)
rotate2=random(3)
hp=15
</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 x&gt;700 || x&lt;-100 || y&gt;710
{
ob_lvl_02.alarm[0]=irandom(200)
instance_destroy()
}

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

if distance_to_object(obj_explosion)&lt;40
{
hp-=1
direction=270+irandom(40)-irandom(40)
rotate=irandom(1)
rotate2=random(3)
}

if hp&lt;=0
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_20_score)
global.stat_enemydestroyed+=1
global.endestr+=1
repeat (2) instance_create(x,y,obj_explosion)
instance_destroy()
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="ob_ground">
      <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>effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x-30,y,obj_explosion)
instance_create(x+30,y,obj_explosion)
instance_destroy()
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="ob_player">
      <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>effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(ob_player.x,ob_player.y-10,obj_explosion)
instance_destroy()
</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>
