<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</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>menu_scale = 0.0;
global.created_logo = false;
global.total_frames = 0;

global.flashing_msg = "";
draw_flashing_text = false;

action_done = false;
back_up = true;
back_down = false;
action = "game_end();";
up_action = "create_product_menu();";

alarm[0] = 10;

draw_subimage = 0;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="1">
      <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>global.flashing_msg = "";
</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>if(draw_flashing_text)
    draw_flashing_text = false;
else
    draw_flashing_text = true;
    

if(global.flashing_msg != "" &amp;&amp; alarm[1] &lt;= 0){
    alarm[1] = room_speed*5;
}

alarm[0] = 10;
</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>centerX = room_width/2;
centerY = room_height/2;

draw_set_font(fn_text);
draw_set_color(c_white);
draw_text(0,0,"Press 'ESC' to exit.");

if(draw_flashing_text){
    draw_text(centerX - (string_width(global.flashing_msg) / 2), room_height - (string_height(global.flashing_msg)), global.flashing_msg);
}

draw_sprite_ext(spr_menu,draw_subimage,centerX, centerY, menu_scale, menu_scale,0,c_white,255);

if(back_up &amp;&amp; menu_scale &lt; 1.0)
{
    menu_scale += 0.1;
}
else if(back_down &amp;&amp; menu_scale &gt;- 0.0)
{
    menu_scale -= 0.1;
}
else if(back_down &amp;&amp; menu_scale &lt;= 0.00)
{
    back_down = false;
    back_up = true;
    action_done = false;
    execute_string(action);
}
else
{
    back_up = false;
    
    if(global.created_logo == false)
    {
        instance_create(centerX, -60, obj_universal_patcher);                
        global.created_logo = true;
    }
    
    if(action_done == false)
    {
        execute_string(up_action);
        action_done = 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>
</object>
