
--CollisionActors
collisionActor0 = 0;
collisionActor1 = 0;
collisionActor2 = 0;
collisionActor3 = 0;
collisionActor4 = 0;
collisionActor5 = 0;
collisionActor6 = 0;
collisionActor7 = 0;
collisionActor8 = 0;
collisionActor9 = 0;
collisionActor10 = 0;
collisionActor11 = 0;
collisionActor12 = 0;
collisionActor13 = 0;
collisionActor14 = 0;
collisionActor15 = 0;
collisionActor16 = 0;
collisionActor17 = 0;
collisionActor18 = 0;
collisionActor19 = 0;
collisionActor20 = 0;
collisionActor21 = 0;
collisionActor22 = 0;
collisionActor23 = 0;
collisionActor24 = 0;
collisionActor25 = 0;
collisionActor26 = 0;
collisionActor27 = 0;
collisionActor28 = 0;
collisionActor29 = 0;
collisionActor30 = 0;
collisionActor31 = 0;
collisionActor32 = 0;
collisionActor33 = 0;
collisionActor34 = 0;
collisionActor35 = 0;
collisionActor36 = 0;
collisionActor37 = 0;
collisionActor38 = 0;
collisionActor39 = 0;
collisionActor40 = 0;
collisionActor41 = 0;
collisionActor42 = 0;
collisionActor43 = 0;
collisionActor44 = 0;
collisionActor45 = 0;
collisionActor46 = 0;
collisionActor47 = 0;
collisionActor48 = 0;
collisionActor49 = 0;
collisionActor50 = 0;
collisionActor51 = 0;
collisionActor52 = 0;
collisionActor53 = 0;


--Cameras
myCamera_2_Camera = 0;

myCamera_60_Camera = 0;

camera0_217_Camera = 0;


--Texts

--Sounds
buttonClick_199_Sound = 0;
colorbarActivate_200_Sound = 0;
colorbarFull_201_Sound = 0;
enemyHit_202_Sound = 0;
gameoverEnd_203_Sound = 0;
gameoverStart_204_Sound = 0;
playerHit_205_Sound = 0;
shieldDestroy_206_Sound = 0;
transitionEnter_207_Sound = 0;
transitionSpeedup_208_Sound = 0;
transitionStart_209_Sound = 0;
music_213_Sound = 0;
enemyDead_216_Sound = 0;
bossAppear_221_Sound = 0;
playerbulletFire_222_Sound = 0;
enemybulletFire_223_Sound = 0;
enemycircleCharge_225_Sound = 0;
enemycircleFire_226_Sound = 0;
shieldHit_235_Sound = 0;
keyPickup_236_Sound = 0;
boss_247_Sound = 0;
colorbarDeactivate_262_Sound = 0;
buttonClick_210_Sound = 0;
titleAppear_229_Sound = 0;
titleDisappear_230_Sound = 0;
music_231_Sound = 0;
music_246_Sound = 0;
windowAppear_256_Sound = 0;
buttonClick_257_Sound = 0;

--TileMaps

--Sprites
mapBacking_103_Sprite = 0;
HP_Back_95_Sprite = 0;
EHP_Back_96_Sprite = 0;
HUD_Back_33_Sprite = 0;
colorEnergyText_123_Sprite = 0;
colorEnergyActivated_124_Sprite = 0;
barGreen0_23_Sprite = 0;
barGreen1_24_Sprite = 0;
barGreen2_25_Sprite = 0;
barGreen3_26_Sprite = 0;
barGreen4_27_Sprite = 0;
barBlue0_28_Sprite = 0;
barBlue1_29_Sprite = 0;
barBlue2_30_Sprite = 0;
barBlue3_31_Sprite = 0;
barBlue4_32_Sprite = 0;
overlord_7_Sprite = 0;
barPHP0_90_Sprite = 0;
barPHP1_91_Sprite = 0;
barPHP2_92_Sprite = 0;
barPHP3_93_Sprite = 0;
barPHP4_94_Sprite = 0;
barRed0_11_Sprite = 0;
barRed1_13_Sprite = 0;
barEHP0_97_Sprite = 0;
barEHP1_98_Sprite = 0;
barEHP2_99_Sprite = 0;
barEHP3_100_Sprite = 0;
barEHP4_101_Sprite = 0;
barRed2_14_Sprite = 0;
barRed3_16_Sprite = 0;
barRed4_22_Sprite = 0;
keysCollected_172_Sprite = 0;
minimap_102_Sprite = 0;
healthDivider8_135_Sprite = 0;
healthDivider9_136_Sprite = 0;
healthDivider10_139_Sprite = 0;
healthDivider11_140_Sprite = 0;
healthDivider12_141_Sprite = 0;
healthDivider13_142_Sprite = 0;
healthDivider14_143_Sprite = 0;
healthDivider15_144_Sprite = 0;
healthDivider16_145_Sprite = 0;
healthDivider17_146_Sprite = 0;
healthDivider18_147_Sprite = 0;
healthDivider19_148_Sprite = 0;
healthDivider20_150_Sprite = 0;
healthDivider21_151_Sprite = 0;
healthDivider22_152_Sprite = 0;
healthDivider23_153_Sprite = 0;
healthDivider24_154_Sprite = 0;
healthDivider25_155_Sprite = 0;
healthDivider26_156_Sprite = 0;
healthDivider27_157_Sprite = 0;
healthDivider28_158_Sprite = 0;
healthDivider29_159_Sprite = 0;
healthDivider30_161_Sprite = 0;
healthDivider31_162_Sprite = 0;
healthDivider32_163_Sprite = 0;
healthDivider33_164_Sprite = 0;
healthDivider34_165_Sprite = 0;
healthDivider35_166_Sprite = 0;
healthDivider36_167_Sprite = 0;
healthDivider37_168_Sprite = 0;
healthDivider38_169_Sprite = 0;
healthDivider39_170_Sprite = 0;
mapHidden2_109_Sprite = 0;
mapHidden3_110_Sprite = 0;
mapHidden4_111_Sprite = 0;
mapHidden5_112_Sprite = 0;
mapHidden6_113_Sprite = 0;
mapHidden7_114_Sprite = 0;
mapHidden8_115_Sprite = 0;
mapHidden9_116_Sprite = 0;
mapHidden11_118_Sprite = 0;
mapHidden12_119_Sprite = 0;
mapHidden13_120_Sprite = 0;
mapHidden14_121_Sprite = 0;
mapHidden15_122_Sprite = 0;
mapHidden10_106_Sprite = 0;
mapHidden1_108_Sprite = 0;
healthDivider0_126_Sprite = 0;
healthDivider1_128_Sprite = 0;
healthDivider2_129_Sprite = 0;
healthDivider3_130_Sprite = 0;
healthDivider4_131_Sprite = 0;
healthDivider5_132_Sprite = 0;
healthDivider6_133_Sprite = 0;
healthDivider7_134_Sprite = 0;
enemyHPError_125_Sprite = 0;
minimapCursor_104_Sprite = 0;
gameoverBack_174_Sprite = 0;
GOretry_188_Sprite = 0;
GOquit_248_Sprite = 0;
GOmenu_227_Sprite = 0;
bossText_67_Sprite = 0;
continue_186_Sprite = 0;
menu_189_Sprite = 0;
quit_190_Sprite = 0;
GOretry_text_187_Sprite = 0;
quit_text_193_Sprite = 0;
GOmenu_text_194_Sprite = 0;
continue_text_196_Sprite = 0;
menu_text_197_Sprite = 0;
GOquit_text_198_Sprite = 0;
pauseCursor_59_Sprite = 0;
totalFade_58_Sprite = 0;
background_43_Sprite = 0;
masterFileColumn_69_Sprite = 0;
masterColoredSquare_81_Sprite = 0;
glassCover_68_Sprite = 0;
transitionBlur_215_Sprite = 0;
doorTL_47_Sprite = 0;
doorTR_49_Sprite = 0;
connTL_72_Sprite = 0;
connTR_74_Sprite = 0;
connBR_75_Sprite = 0;
connBL_76_Sprite = 0;
doorBR_50_Sprite = 0;
doorBL_51_Sprite = 0;
doorShield_54_Sprite = 0;
transitionConnector_82_Sprite = 0;
masterColorParticle_44_Sprite = 0;
masterFade_55_Sprite = 0;
masterKey_56_Sprite = 0;
keyBlock_57_Sprite = 0;
masterEssence_45_Sprite = 0;
masterBullet_4_Sprite = 0;
masterChargeEffect_173_Sprite = 0;
masterEnemyBullet_9_Sprite = 0;
masterEnemy_8_Sprite = 0;
player_3_Sprite = 0;
playerIndicator_35_Sprite = 0;
masterEnemyParticle_40_Sprite = 0;
masterParticle_38_Sprite = 0;
masterTransParticle_218_Sprite = 0;
mouseCursor_41_Sprite = 0;
blackBackground_64_Sprite = 0;
titleBack_62_Sprite = 0;
masterToggleText_176_Sprite = 0;
titleCover_219_Sprite = 0;
masterButton_65_Sprite = 0;
copyrightCover_234_Sprite = 0;
masterText_66_Sprite = 0;
cursor_220_Sprite = 0;
background_252_Sprite = 0;
masterBackBlock_251_Sprite = 0;
masterFileBlock_250_Sprite = 0;
victoryMessage_253_Sprite = 0;
continue_254_Sprite = 0;
masterCredit_261_Sprite = 0;
continue_text_255_Sprite = 0;
cursor_258_Sprite = 0;
fade_259_Sprite = 0;

--ParticleSystems

--ViewPorts
Viewport0_Viewport = 0;

--Layers
layer0_Layer = 0;
layer1_Layer = 0;
layer2_Layer = 0;

--Levels
level0_Level = 0;
level1_Level = 0;
level2_Level = 0;

function AddCollisionActors0()

	collisionActor0 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor0:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor0);
end

function AddCollisionActors1()

	collisionActor1 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(15,-132,132,-15)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor1:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor1);
end

function AddCollisionActors2()

	collisionActor2 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(15,-132,132,-15)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor2:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor2);
end

function AddCollisionActors3()

	collisionActor3 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(19,-139,139,-19)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor3:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor3);
end

function AddCollisionActors4()

	collisionActor4 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-79,79,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor4:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor4);
end

function AddCollisionActors5()

	collisionActor5 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(6,-66,66,-6)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor5:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor5);
end

function AddCollisionActors6()

	collisionActor6 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor6:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor6);
end

function AddCollisionActors7()

	collisionActor7 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor7:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor7);
end

function AddCollisionActors8()

	collisionActor8 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(79,-72,72,-79)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor8:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor8);
end

function AddCollisionActors9()

	collisionActor9 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor9:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor9);
end

function AddCollisionActors10()

	collisionActor10 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor10:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor10);
end

function AddCollisionActors11()

	collisionActor11 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor11:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor11);
end

function AddCollisionActors12()

	collisionActor12 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor12:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor12);
end

function AddCollisionActors13()

	collisionActor13 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor13:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor13);
end

function AddCollisionActors14()

	collisionActor14 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor14:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor14);
end

function AddCollisionActors15()

	collisionActor15 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(1,0,1,-1)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor15:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor15);
end

function AddCollisionActors16()

	collisionActor16 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-64,64,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-64,64,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-64,64,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-64,64,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor16:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor16);
end

function AddCollisionActors17()

	collisionActor17 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(39,-87,87,-39)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor17:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor17);
end

function AddCollisionActors18()

	collisionActor18 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-3,3,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor18:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor18);
end

function AddCollisionActors19()

	collisionActor19 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor19:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor19);
end

function AddCollisionActors20()

	collisionActor20 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(7,-46,46,-7)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(7,-46,46,-7)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor20:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor20);
end

function AddCollisionActors21()

	collisionActor21 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor21:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor21);
end

function AddCollisionActors22()

	collisionActor22 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(300,-400,400,-300)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(300,-400,400,-300)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor22:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor22);
end

function AddCollisionActors23()

	collisionActor23 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-64,64,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-64,64,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-64,64,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor23:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor23);
end

function AddCollisionActors24()

	collisionActor24 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(37,-150,150,-37)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor24:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor24);
end

function AddCollisionActors25()

	collisionActor25 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor25:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor25);
end

function AddCollisionActors26()

	collisionActor26 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 8 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 9 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 10 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 11 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 12 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 13 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 14 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-128,128,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor26:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor26);
end

function AddCollisionActors27()

	collisionActor27 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor27:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor27);
end

function AddCollisionActors28()

	collisionActor28 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(45,-60,60,-45)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(45,-60,60,-45)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(45,-60,60,-45)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(45,-60,60,-45)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(45,-60,60,-45)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor28:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor28);
end

function AddCollisionActors29()

	collisionActor29 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(225,-300,300,-225)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(225,-300,300,-225)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(225,-300,300,-225)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor29:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor29);
end

function AddCollisionActors30()

	collisionActor30 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(512,-48,48,-512)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(512,-48,48,-512)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor30:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor30);
end

function AddCollisionActors31()

	collisionActor31 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor31:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor31);
end

function AddCollisionActors32()

	collisionActor32 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(450,-600,600,-450)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(450,-600,600,-450)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor32:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor32);
end

function AddCollisionActors33()

	collisionActor33 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(75,-100,100,-75)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(75,-100,100,-75)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(75,-100,100,-75)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(75,-100,100,-75)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor33:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor33);
end

function AddCollisionActors34()

	collisionActor34 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor34:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor34);
end

function AddCollisionActors35()

	collisionActor35 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(135,-135,135,-135)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(135,-135,135,-135)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor35:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor35);
end

function AddCollisionActors36()

	collisionActor36 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor36:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor36);
end

function AddCollisionActors37()

	collisionActor37 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(800,-800,800,-800)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor37:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor37);
end

function AddCollisionActors38()

	collisionActor38 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor38:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor38);
end

function AddCollisionActors39()

	collisionActor39 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(64,-64,64,-64)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor39:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor39);
end

function AddCollisionActors40()

	collisionActor40 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(34,-34,34,-34)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor40:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor40);
end

function AddCollisionActors41()

	collisionActor41 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor41:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor41);
end

function AddCollisionActors42()

	collisionActor42 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor42:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor42);
end

function AddCollisionActors43()

	collisionActor43 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor43:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor43);
end

function AddCollisionActors44()

	collisionActor44 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(16,-16,16,-16)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor44:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor44);
end

function AddCollisionActors45()

	collisionActor45 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(8,-8,8,-8)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor45:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor45);
end

function AddCollisionActors46()

	collisionActor46 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(4,-4,4,-4)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor46:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor46);
end

function AddCollisionActors47()

	collisionActor47 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-8,8,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor47:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor47);
end

function AddCollisionActors48()

	collisionActor48 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(300,-400,400,-300)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(300,-400,400,-300)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(300,-400,400,-300)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(300,-400,400,-300)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(300,-400,400,-300)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor48:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor48);
end

function AddCollisionActors49()

	collisionActor49 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor49:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor49);
end

function AddCollisionActors50()

	collisionActor50 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(12,-203,203,-12)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor50:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor50);
end

function AddCollisionActors51()

	collisionActor51 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor51:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor51);
end

function AddCollisionActors52()

	collisionActor52 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-32,32,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor52:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor52);
end

function AddCollisionActors53()

	collisionActor53 = CollisionActor();


	---- Adding New Animation 0 ----
	collisionAnimation =  CollisionAnimation();


	-------- New Frame 0 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 1 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 2 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 3 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 4 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 5 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 6 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 7 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 8 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 9 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 10 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 11 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 12 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 13 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 14 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 15 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 16 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	-------- New Frame 17 --------
	collisionFrame = CollisionFrame();

	collisionFrame:SetBoundingRectangle(FunRect(32,-300,300,-32)); 
	collisionAnimation:AddCollisionFrame(collisionFrame);


	collisionActor53:AddCollisionAnimation(collisionAnimation);

	-- Adding CollisionActor to Game --
	Game.Get():AddCollisionAssets(collisionActor53);
end

function AddCollisionActors()
	AddCollisionActors0()
	AddCollisionActors1()
	AddCollisionActors2()
	AddCollisionActors3()
	AddCollisionActors4()
	AddCollisionActors5()
	AddCollisionActors6()
	AddCollisionActors7()
	AddCollisionActors8()
	AddCollisionActors9()
	AddCollisionActors10()
	AddCollisionActors11()
	AddCollisionActors12()
	AddCollisionActors13()
	AddCollisionActors14()
	AddCollisionActors15()
	AddCollisionActors16()
	AddCollisionActors17()
	AddCollisionActors18()
	AddCollisionActors19()
	AddCollisionActors20()
	AddCollisionActors21()
	AddCollisionActors22()
	AddCollisionActors23()
	AddCollisionActors24()
	AddCollisionActors25()
	AddCollisionActors26()
	AddCollisionActors27()
	AddCollisionActors28()
	AddCollisionActors29()
	AddCollisionActors30()
	AddCollisionActors31()
	AddCollisionActors32()
	AddCollisionActors33()
	AddCollisionActors34()
	AddCollisionActors35()
	AddCollisionActors36()
	AddCollisionActors37()
	AddCollisionActors38()
	AddCollisionActors39()
	AddCollisionActors40()
	AddCollisionActors41()
	AddCollisionActors42()
	AddCollisionActors43()
	AddCollisionActors44()
	AddCollisionActors45()
	AddCollisionActors46()
	AddCollisionActors47()
	AddCollisionActors48()
	AddCollisionActors49()
	AddCollisionActors50()
	AddCollisionActors51()
	AddCollisionActors52()
	AddCollisionActors53()
end

-------------------------LEVEL0--------------------------

--Physics Joints
function MountObjectsLevel0()
end

--static collision
function Level0_Layer0_StaticCollision()
	layer0_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level0_layer0.txt" )
end

function Level0_Layer1_StaticCollision()
	layer1_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level0_layer1.txt" )
end

function Level0_Layer2_StaticCollision()
	layer2_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level0_layer2.txt" )
end



function Set_Level0_Layer0_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters
	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\button_Click.wav";
	buttonClick_199_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	buttonClick_199_Sound:SetName("buttonClick");
	buttonClick_199_Sound:SetPosition(Point2D(0.0,0.0));
	buttonClick_199_Sound:SetVolume(1.0);
	buttonClick_199_Sound:SetPitch(1.0);
	buttonClick_199_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(buttonClick_199_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\colorbar_Activate.wav";
	colorbarActivate_200_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	colorbarActivate_200_Sound:SetName("colorbarActivate");
	colorbarActivate_200_Sound:SetPosition(Point2D(0.0,0.0));
	colorbarActivate_200_Sound:SetVolume(1.0);
	colorbarActivate_200_Sound:SetPitch(1.0);
	colorbarActivate_200_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(colorbarActivate_200_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\colorbar_Full.wav";
	colorbarFull_201_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	colorbarFull_201_Sound:SetName("colorbarFull");
	colorbarFull_201_Sound:SetPosition(Point2D(0.0,0.0));
	colorbarFull_201_Sound:SetVolume(1.0);
	colorbarFull_201_Sound:SetPitch(1.0);
	colorbarFull_201_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(colorbarFull_201_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\enemy_Hit.wav";
	enemyHit_202_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	enemyHit_202_Sound:SetName("enemyHit");
	enemyHit_202_Sound:SetPosition(Point2D(0.0,0.0));
	enemyHit_202_Sound:SetVolume(1.0);
	enemyHit_202_Sound:SetPitch(1.0);
	enemyHit_202_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(enemyHit_202_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\gameover_End.wav";
	gameoverEnd_203_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	gameoverEnd_203_Sound:SetName("gameoverEnd");
	gameoverEnd_203_Sound:SetPosition(Point2D(0.0,0.0));
	gameoverEnd_203_Sound:SetVolume(1.0);
	gameoverEnd_203_Sound:SetPitch(1.0);
	gameoverEnd_203_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(gameoverEnd_203_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\gameover_Start.wav";
	gameoverStart_204_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	gameoverStart_204_Sound:SetName("gameoverStart");
	gameoverStart_204_Sound:SetPosition(Point2D(0.0,0.0));
	gameoverStart_204_Sound:SetVolume(1.0);
	gameoverStart_204_Sound:SetPitch(1.0);
	gameoverStart_204_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(gameoverStart_204_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\player_Hit.wav";
	playerHit_205_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	playerHit_205_Sound:SetName("playerHit");
	playerHit_205_Sound:SetPosition(Point2D(0.0,0.0));
	playerHit_205_Sound:SetVolume(1.0);
	playerHit_205_Sound:SetPitch(1.0);
	playerHit_205_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(playerHit_205_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\shield_Destroy.wav";
	shieldDestroy_206_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	shieldDestroy_206_Sound:SetName("shieldDestroy");
	shieldDestroy_206_Sound:SetPosition(Point2D(0.0,0.0));
	shieldDestroy_206_Sound:SetVolume(1.0);
	shieldDestroy_206_Sound:SetPitch(1.0);
	shieldDestroy_206_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(shieldDestroy_206_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\transition_Enter.wav";
	transitionEnter_207_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	transitionEnter_207_Sound:SetName("transitionEnter");
	transitionEnter_207_Sound:SetPosition(Point2D(0.0,0.0));
	transitionEnter_207_Sound:SetVolume(1.0);
	transitionEnter_207_Sound:SetPitch(1.0);
	transitionEnter_207_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(transitionEnter_207_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\transition_Speedup.wav";
	transitionSpeedup_208_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	transitionSpeedup_208_Sound:SetName("transitionSpeedup");
	transitionSpeedup_208_Sound:SetPosition(Point2D(0.0,0.0));
	transitionSpeedup_208_Sound:SetVolume(1.0);
	transitionSpeedup_208_Sound:SetPitch(1.0);
	transitionSpeedup_208_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(transitionSpeedup_208_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\transition_Start.wav";
	transitionStart_209_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	transitionStart_209_Sound:SetName("transitionStart");
	transitionStart_209_Sound:SetPosition(Point2D(0.0,0.0));
	transitionStart_209_Sound:SetVolume(1.0);
	transitionStart_209_Sound:SetPitch(1.0);
	transitionStart_209_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(transitionStart_209_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\_music_Level.wav";
	music_213_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,true,0.0);
	music_213_Sound:SetName("music");
	music_213_Sound:SetPosition(Point2D(0.0,0.0));
	music_213_Sound:SetVolume(1.0);
	music_213_Sound:SetPitch(1.0);
	music_213_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(music_213_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\enemy_Dead.wav";
	enemyDead_216_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	enemyDead_216_Sound:SetName("enemyDead");
	enemyDead_216_Sound:SetPosition(Point2D(0.0,0.0));
	enemyDead_216_Sound:SetVolume(1.0);
	enemyDead_216_Sound:SetPitch(1.0);
	enemyDead_216_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(enemyDead_216_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\boss_appear.wav";
	bossAppear_221_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	bossAppear_221_Sound:SetName("bossAppear");
	bossAppear_221_Sound:SetPosition(Point2D(0.0,0.0));
	bossAppear_221_Sound:SetVolume(1.0);
	bossAppear_221_Sound:SetPitch(1.0);
	bossAppear_221_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(bossAppear_221_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\playerbullet_Fire.wav";
	playerbulletFire_222_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	playerbulletFire_222_Sound:SetName("playerbulletFire");
	playerbulletFire_222_Sound:SetPosition(Point2D(0.0,0.0));
	playerbulletFire_222_Sound:SetVolume(0.16);
	playerbulletFire_222_Sound:SetPitch(0.0);
	playerbulletFire_222_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(playerbulletFire_222_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\enemybullet_Fire.wav";
	enemybulletFire_223_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	enemybulletFire_223_Sound:SetName("enemybulletFire");
	enemybulletFire_223_Sound:SetPosition(Point2D(0.0,0.0));
	enemybulletFire_223_Sound:SetVolume(0.16);
	enemybulletFire_223_Sound:SetPitch(0.0);
	enemybulletFire_223_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(enemybulletFire_223_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\enemycircle_Charge.wav";
	enemycircleCharge_225_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	enemycircleCharge_225_Sound:SetName("enemycircleCharge");
	enemycircleCharge_225_Sound:SetPosition(Point2D(0.0,0.0));
	enemycircleCharge_225_Sound:SetVolume(0.4);
	enemycircleCharge_225_Sound:SetPitch(0.0);
	enemycircleCharge_225_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(enemycircleCharge_225_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\enemybullet_Fire_0.wav";
	enemycircleFire_226_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	enemycircleFire_226_Sound:SetName("enemycircleFire");
	enemycircleFire_226_Sound:SetPosition(Point2D(0.0,0.0));
	enemycircleFire_226_Sound:SetVolume(0.41);
	enemycircleFire_226_Sound:SetPitch(0.0);
	enemycircleFire_226_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(enemycircleFire_226_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\shield_Hit.wav";
	shieldHit_235_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	shieldHit_235_Sound:SetName("shieldHit");
	shieldHit_235_Sound:SetPosition(Point2D(0.0,0.0));
	shieldHit_235_Sound:SetVolume(0.59);
	shieldHit_235_Sound:SetPitch(0.0);
	shieldHit_235_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(shieldHit_235_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\key_Pickup.wav";
	keyPickup_236_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	keyPickup_236_Sound:SetName("keyPickup");
	keyPickup_236_Sound:SetPosition(Point2D(0.0,0.0));
	keyPickup_236_Sound:SetVolume(1.0);
	keyPickup_236_Sound:SetPitch(1.0);
	keyPickup_236_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(keyPickup_236_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\_music_Boss.wav";
	boss_247_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,true,0.0);
	boss_247_Sound:SetName("boss");
	boss_247_Sound:SetPosition(Point2D(0.0,0.0));
	boss_247_Sound:SetVolume(1.0);
	boss_247_Sound:SetPitch(1.0);
	boss_247_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(boss_247_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\colorbar_Deactivate.wav";
	colorbarDeactivate_262_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	colorbarDeactivate_262_Sound:SetName("colorbarDeactivate");
	colorbarDeactivate_262_Sound:SetPosition(Point2D(0.0,0.0));
	colorbarDeactivate_262_Sound:SetVolume(1.0);
	colorbarDeactivate_262_Sound:SetPitch(1.0);
	colorbarDeactivate_262_Sound:SetLifeTime(0.0);
	layer0_Layer:AddGameObject(colorbarDeactivate_262_Sound)



	--Sprites Setters
	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\colorParticle.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("colorParticle");
	mapBacking_103_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor0);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapBacking_103_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapBacking_103_Sprite:SetName("mapBacking");
	mapBacking_103_Sprite:SetCollisionActorIndex(0);
	mapBacking_103_Sprite:SetOpacity(0.3);
	mapBacking_103_Sprite:Play(false);
	mapBacking_103_Sprite:SetPosition(Point2D(-13.0,-269.0));
	mapBacking_103_Sprite:SetCurrentAnimationIndex(0);
	mapBacking_103_Sprite:SetCurrentFrameIndex(0);
	mapBacking_103_Sprite:SetLoop(false);
	mapBacking_103_Sprite:SetAnimationSpeed(1.0);
	mapBacking_103_Sprite:SetFlipHorizontal(false);
	mapBacking_103_Sprite:SetFlipVertical(false);
	mapBacking_103_Sprite:SetLifeTime(0.0);
	mapBacking_103_Sprite:SetVisible(true);
	mapBacking_103_Sprite:SetRotationAngle(0.0);
	mapBacking_103_Sprite:SetScale(3.5, 2.0);
	mapBacking_103_Sprite:SetCenter(Point2D(0.0,0.0));
	mapBacking_103_Sprite:SetZOrder(-0.3);
	mapBacking_103_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapBacking_103_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerHPBar.png",1,1,1.0);
	anim0:SetName("playerHPBar");
	HP_Back_95_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor1);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		HP_Back_95_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	HP_Back_95_Sprite:SetName("HP_Back");
	HP_Back_95_Sprite:SetCollisionActorIndex(1);
	HP_Back_95_Sprite:SetOpacity(1.0);
	HP_Back_95_Sprite:Play(false);
	HP_Back_95_Sprite:SetPosition(Point2D(65.0,-155.0));
	HP_Back_95_Sprite:SetCurrentAnimationIndex(0);
	HP_Back_95_Sprite:SetCurrentFrameIndex(0);
	HP_Back_95_Sprite:SetLoop(false);
	HP_Back_95_Sprite:SetAnimationSpeed(1.0);
	HP_Back_95_Sprite:SetFlipHorizontal(false);
	HP_Back_95_Sprite:SetFlipVertical(false);
	HP_Back_95_Sprite:SetLifeTime(0.0);
	HP_Back_95_Sprite:SetVisible(true);
	HP_Back_95_Sprite:SetRotationAngle(0.0);
	HP_Back_95_Sprite:SetScale(1.0, 1.0);
	HP_Back_95_Sprite:SetCenter(Point2D(0.0,0.0));
	HP_Back_95_Sprite:SetZOrder(-0.1);
	HP_Back_95_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(HP_Back_95_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyHPBack.png",1,1,1.0);
	anim0:SetName("enemyHPBack");
	EHP_Back_96_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor2);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		EHP_Back_96_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	EHP_Back_96_Sprite:SetName("EHP_Back");
	EHP_Back_96_Sprite:SetCollisionActorIndex(2);
	EHP_Back_96_Sprite:SetOpacity(1.0);
	EHP_Back_96_Sprite:Play(false);
	EHP_Back_96_Sprite:SetPosition(Point2D(170.0,-126.0));
	EHP_Back_96_Sprite:SetCurrentAnimationIndex(0);
	EHP_Back_96_Sprite:SetCurrentFrameIndex(0);
	EHP_Back_96_Sprite:SetLoop(false);
	EHP_Back_96_Sprite:SetAnimationSpeed(1.0);
	EHP_Back_96_Sprite:SetFlipHorizontal(false);
	EHP_Back_96_Sprite:SetFlipVertical(false);
	EHP_Back_96_Sprite:SetLifeTime(0.0);
	EHP_Back_96_Sprite:SetVisible(true);
	EHP_Back_96_Sprite:SetRotationAngle(0.0);
	EHP_Back_96_Sprite:SetScale(1.0, 1.0);
	EHP_Back_96_Sprite:SetCenter(Point2D(0.0,0.0));
	EHP_Back_96_Sprite:SetZOrder(-0.1);
	EHP_Back_96_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(EHP_Back_96_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\HUD_Back.png",1,1,1.0);
	anim0:SetName("HUD_Back");
	HUD_Back_33_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor3);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		HUD_Back_33_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	HUD_Back_33_Sprite:SetName("HUD_Back");
	HUD_Back_33_Sprite:SetCollisionActorIndex(3);
	HUD_Back_33_Sprite:SetOpacity(1.0);
	HUD_Back_33_Sprite:Play(true);
	HUD_Back_33_Sprite:SetPosition(Point2D(57.0,-198.0));
	HUD_Back_33_Sprite:SetCurrentAnimationIndex(0);
	HUD_Back_33_Sprite:SetCurrentFrameIndex(0);
	HUD_Back_33_Sprite:SetLoop(true);
	HUD_Back_33_Sprite:SetAnimationSpeed(1.0);
	HUD_Back_33_Sprite:SetFlipHorizontal(false);
	HUD_Back_33_Sprite:SetFlipVertical(false);
	HUD_Back_33_Sprite:SetLifeTime(0.0);
	HUD_Back_33_Sprite:SetVisible(true);
	HUD_Back_33_Sprite:SetRotationAngle(0.0);
	HUD_Back_33_Sprite:SetScale(1.0, 1.0);
	HUD_Back_33_Sprite:SetCenter(Point2D(0.0,0.0));
	HUD_Back_33_Sprite:SetZOrder(-0.1);
	HUD_Back_33_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(HUD_Back_33_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\colorEnergyText.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("colorEnergyText");
	colorEnergyText_123_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor4);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		colorEnergyText_123_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	colorEnergyText_123_Sprite:SetName("colorEnergyText");
	colorEnergyText_123_Sprite:SetCollisionActorIndex(4);
	colorEnergyText_123_Sprite:SetOpacity(1.0);
	colorEnergyText_123_Sprite:Play(false);
	colorEnergyText_123_Sprite:SetPosition(Point2D(-187.0,-190.0));
	colorEnergyText_123_Sprite:SetCurrentAnimationIndex(0);
	colorEnergyText_123_Sprite:SetCurrentFrameIndex(0);
	colorEnergyText_123_Sprite:SetLoop(false);
	colorEnergyText_123_Sprite:SetAnimationSpeed(1.0);
	colorEnergyText_123_Sprite:SetFlipHorizontal(false);
	colorEnergyText_123_Sprite:SetFlipVertical(false);
	colorEnergyText_123_Sprite:SetLifeTime(0.0);
	colorEnergyText_123_Sprite:SetVisible(true);
	colorEnergyText_123_Sprite:SetRotationAngle(0.0);
	colorEnergyText_123_Sprite:SetScale(1.0, 1.0);
	colorEnergyText_123_Sprite:SetCenter(Point2D(0.0,0.0));
	colorEnergyText_123_Sprite:SetZOrder(-0.1);
	colorEnergyText_123_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(colorEnergyText_123_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\colorEnergyActivated.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("colorEnergyActivated");
	colorEnergyActivated_124_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor5);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		colorEnergyActivated_124_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	colorEnergyActivated_124_Sprite:SetName("colorEnergyActivated");
	colorEnergyActivated_124_Sprite:SetCollisionActorIndex(5);
	colorEnergyActivated_124_Sprite:SetOpacity(1.0);
	colorEnergyActivated_124_Sprite:Play(false);
	colorEnergyActivated_124_Sprite:SetPosition(Point2D(-198.0,-221.0));
	colorEnergyActivated_124_Sprite:SetCurrentAnimationIndex(0);
	colorEnergyActivated_124_Sprite:SetCurrentFrameIndex(0);
	colorEnergyActivated_124_Sprite:SetLoop(false);
	colorEnergyActivated_124_Sprite:SetAnimationSpeed(1.0);
	colorEnergyActivated_124_Sprite:SetFlipHorizontal(false);
	colorEnergyActivated_124_Sprite:SetFlipVertical(false);
	colorEnergyActivated_124_Sprite:SetLifeTime(0.0);
	colorEnergyActivated_124_Sprite:SetVisible(true);
	colorEnergyActivated_124_Sprite:SetRotationAngle(0.0);
	colorEnergyActivated_124_Sprite:SetScale(1.0, 1.0);
	colorEnergyActivated_124_Sprite:SetCenter(Point2D(0.0,0.0));
	colorEnergyActivated_124_Sprite:SetZOrder(-0.1);
	colorEnergyActivated_124_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(colorEnergyActivated_124_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barGreen.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barGreen");
	barGreen0_23_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor6);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barGreen0_23_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barGreen0_23_Sprite:SetName("barGreen0");
	barGreen0_23_Sprite:SetCollisionActorIndex(6);
	barGreen0_23_Sprite:SetOpacity(1.0);
	barGreen0_23_Sprite:Play(false);
	barGreen0_23_Sprite:SetPosition(Point2D(-83.0,-90.0));
	barGreen0_23_Sprite:SetCurrentAnimationIndex(0);
	barGreen0_23_Sprite:SetCurrentFrameIndex(0);
	barGreen0_23_Sprite:SetLoop(false);
	barGreen0_23_Sprite:SetAnimationSpeed(1.0);
	barGreen0_23_Sprite:SetFlipHorizontal(false);
	barGreen0_23_Sprite:SetFlipVertical(false);
	barGreen0_23_Sprite:SetLifeTime(0.0);
	barGreen0_23_Sprite:SetVisible(true);
	barGreen0_23_Sprite:SetRotationAngle(0.0);
	barGreen0_23_Sprite:SetScale(10.0, 1.0);
	barGreen0_23_Sprite:SetCenter(Point2D(0.0,0.0));
	barGreen0_23_Sprite:SetZOrder(0.0);
	barGreen0_23_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barGreen0_23_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barGreen.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barGreen");
	barGreen1_24_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor6);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barGreen1_24_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barGreen1_24_Sprite:SetName("barGreen1");
	barGreen1_24_Sprite:SetCollisionActorIndex(6);
	barGreen1_24_Sprite:SetOpacity(1.0);
	barGreen1_24_Sprite:Play(false);
	barGreen1_24_Sprite:SetPosition(Point2D(-84.0,-93.0));
	barGreen1_24_Sprite:SetCurrentAnimationIndex(0);
	barGreen1_24_Sprite:SetCurrentFrameIndex(1);
	barGreen1_24_Sprite:SetLoop(false);
	barGreen1_24_Sprite:SetAnimationSpeed(1.0);
	barGreen1_24_Sprite:SetFlipHorizontal(false);
	barGreen1_24_Sprite:SetFlipVertical(false);
	barGreen1_24_Sprite:SetLifeTime(0.0);
	barGreen1_24_Sprite:SetVisible(true);
	barGreen1_24_Sprite:SetRotationAngle(0.0);
	barGreen1_24_Sprite:SetScale(10.0, 1.0);
	barGreen1_24_Sprite:SetCenter(Point2D(0.0,0.0));
	barGreen1_24_Sprite:SetZOrder(0.0);
	barGreen1_24_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barGreen1_24_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barGreen.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barGreen");
	barGreen2_25_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor6);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barGreen2_25_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barGreen2_25_Sprite:SetName("barGreen2");
	barGreen2_25_Sprite:SetCollisionActorIndex(6);
	barGreen2_25_Sprite:SetOpacity(1.0);
	barGreen2_25_Sprite:Play(false);
	barGreen2_25_Sprite:SetPosition(Point2D(-86.0,-96.0));
	barGreen2_25_Sprite:SetCurrentAnimationIndex(0);
	barGreen2_25_Sprite:SetCurrentFrameIndex(2);
	barGreen2_25_Sprite:SetLoop(false);
	barGreen2_25_Sprite:SetAnimationSpeed(1.0);
	barGreen2_25_Sprite:SetFlipHorizontal(false);
	barGreen2_25_Sprite:SetFlipVertical(false);
	barGreen2_25_Sprite:SetLifeTime(0.0);
	barGreen2_25_Sprite:SetVisible(true);
	barGreen2_25_Sprite:SetRotationAngle(0.0);
	barGreen2_25_Sprite:SetScale(10.0, 1.0);
	barGreen2_25_Sprite:SetCenter(Point2D(0.0,0.0));
	barGreen2_25_Sprite:SetZOrder(0.0);
	barGreen2_25_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barGreen2_25_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barGreen.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barGreen");
	barGreen3_26_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor6);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barGreen3_26_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barGreen3_26_Sprite:SetName("barGreen3");
	barGreen3_26_Sprite:SetCollisionActorIndex(6);
	barGreen3_26_Sprite:SetOpacity(1.0);
	barGreen3_26_Sprite:Play(false);
	barGreen3_26_Sprite:SetPosition(Point2D(-88.0,-100.0));
	barGreen3_26_Sprite:SetCurrentAnimationIndex(0);
	barGreen3_26_Sprite:SetCurrentFrameIndex(3);
	barGreen3_26_Sprite:SetLoop(false);
	barGreen3_26_Sprite:SetAnimationSpeed(1.0);
	barGreen3_26_Sprite:SetFlipHorizontal(false);
	barGreen3_26_Sprite:SetFlipVertical(false);
	barGreen3_26_Sprite:SetLifeTime(0.0);
	barGreen3_26_Sprite:SetVisible(true);
	barGreen3_26_Sprite:SetRotationAngle(0.0);
	barGreen3_26_Sprite:SetScale(10.0, 1.0);
	barGreen3_26_Sprite:SetCenter(Point2D(0.0,0.0));
	barGreen3_26_Sprite:SetZOrder(0.0);
	barGreen3_26_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barGreen3_26_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barGreen.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barGreen");
	barGreen4_27_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor6);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barGreen4_27_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barGreen4_27_Sprite:SetName("barGreen4");
	barGreen4_27_Sprite:SetCollisionActorIndex(6);
	barGreen4_27_Sprite:SetOpacity(1.0);
	barGreen4_27_Sprite:Play(false);
	barGreen4_27_Sprite:SetPosition(Point2D(-89.0,-102.0));
	barGreen4_27_Sprite:SetCurrentAnimationIndex(0);
	barGreen4_27_Sprite:SetCurrentFrameIndex(4);
	barGreen4_27_Sprite:SetLoop(false);
	barGreen4_27_Sprite:SetAnimationSpeed(1.0);
	barGreen4_27_Sprite:SetFlipHorizontal(false);
	barGreen4_27_Sprite:SetFlipVertical(false);
	barGreen4_27_Sprite:SetLifeTime(0.0);
	barGreen4_27_Sprite:SetVisible(true);
	barGreen4_27_Sprite:SetRotationAngle(0.0);
	barGreen4_27_Sprite:SetScale(10.0, 1.0);
	barGreen4_27_Sprite:SetCenter(Point2D(0.0,0.0));
	barGreen4_27_Sprite:SetZOrder(0.0);
	barGreen4_27_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barGreen4_27_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barBlue.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barBlue");
	barBlue0_28_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor7);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barBlue0_28_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barBlue0_28_Sprite:SetName("barBlue0");
	barBlue0_28_Sprite:SetCollisionActorIndex(7);
	barBlue0_28_Sprite:SetOpacity(1.0);
	barBlue0_28_Sprite:Play(false);
	barBlue0_28_Sprite:SetPosition(Point2D(-93.0,-122.0));
	barBlue0_28_Sprite:SetCurrentAnimationIndex(0);
	barBlue0_28_Sprite:SetCurrentFrameIndex(0);
	barBlue0_28_Sprite:SetLoop(false);
	barBlue0_28_Sprite:SetAnimationSpeed(1.0);
	barBlue0_28_Sprite:SetFlipHorizontal(false);
	barBlue0_28_Sprite:SetFlipVertical(false);
	barBlue0_28_Sprite:SetLifeTime(0.0);
	barBlue0_28_Sprite:SetVisible(true);
	barBlue0_28_Sprite:SetRotationAngle(0.0);
	barBlue0_28_Sprite:SetScale(10.0, 1.0);
	barBlue0_28_Sprite:SetCenter(Point2D(0.0,0.0));
	barBlue0_28_Sprite:SetZOrder(0.0);
	barBlue0_28_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barBlue0_28_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barBlue.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barBlue");
	barBlue1_29_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor7);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barBlue1_29_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barBlue1_29_Sprite:SetName("barBlue1");
	barBlue1_29_Sprite:SetCollisionActorIndex(7);
	barBlue1_29_Sprite:SetOpacity(1.0);
	barBlue1_29_Sprite:Play(false);
	barBlue1_29_Sprite:SetPosition(Point2D(-94.0,-125.0));
	barBlue1_29_Sprite:SetCurrentAnimationIndex(0);
	barBlue1_29_Sprite:SetCurrentFrameIndex(1);
	barBlue1_29_Sprite:SetLoop(false);
	barBlue1_29_Sprite:SetAnimationSpeed(1.0);
	barBlue1_29_Sprite:SetFlipHorizontal(false);
	barBlue1_29_Sprite:SetFlipVertical(false);
	barBlue1_29_Sprite:SetLifeTime(0.0);
	barBlue1_29_Sprite:SetVisible(true);
	barBlue1_29_Sprite:SetRotationAngle(0.0);
	barBlue1_29_Sprite:SetScale(10.0, 1.0);
	barBlue1_29_Sprite:SetCenter(Point2D(0.0,0.0));
	barBlue1_29_Sprite:SetZOrder(0.0);
	barBlue1_29_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barBlue1_29_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barBlue.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barBlue");
	barBlue2_30_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor7);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barBlue2_30_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barBlue2_30_Sprite:SetName("barBlue2");
	barBlue2_30_Sprite:SetCollisionActorIndex(7);
	barBlue2_30_Sprite:SetOpacity(1.0);
	barBlue2_30_Sprite:Play(false);
	barBlue2_30_Sprite:SetPosition(Point2D(-96.0,-128.0));
	barBlue2_30_Sprite:SetCurrentAnimationIndex(0);
	barBlue2_30_Sprite:SetCurrentFrameIndex(2);
	barBlue2_30_Sprite:SetLoop(false);
	barBlue2_30_Sprite:SetAnimationSpeed(1.0);
	barBlue2_30_Sprite:SetFlipHorizontal(false);
	barBlue2_30_Sprite:SetFlipVertical(false);
	barBlue2_30_Sprite:SetLifeTime(0.0);
	barBlue2_30_Sprite:SetVisible(true);
	barBlue2_30_Sprite:SetRotationAngle(0.0);
	barBlue2_30_Sprite:SetScale(10.0, 1.0);
	barBlue2_30_Sprite:SetCenter(Point2D(0.0,0.0));
	barBlue2_30_Sprite:SetZOrder(0.0);
	barBlue2_30_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barBlue2_30_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barBlue.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barBlue");
	barBlue3_31_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor7);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barBlue3_31_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barBlue3_31_Sprite:SetName("barBlue3");
	barBlue3_31_Sprite:SetCollisionActorIndex(7);
	barBlue3_31_Sprite:SetOpacity(1.0);
	barBlue3_31_Sprite:Play(false);
	barBlue3_31_Sprite:SetPosition(Point2D(-98.0,-132.0));
	barBlue3_31_Sprite:SetCurrentAnimationIndex(0);
	barBlue3_31_Sprite:SetCurrentFrameIndex(3);
	barBlue3_31_Sprite:SetLoop(false);
	barBlue3_31_Sprite:SetAnimationSpeed(1.0);
	barBlue3_31_Sprite:SetFlipHorizontal(false);
	barBlue3_31_Sprite:SetFlipVertical(false);
	barBlue3_31_Sprite:SetLifeTime(0.0);
	barBlue3_31_Sprite:SetVisible(true);
	barBlue3_31_Sprite:SetRotationAngle(0.0);
	barBlue3_31_Sprite:SetScale(10.0, 1.0);
	barBlue3_31_Sprite:SetCenter(Point2D(0.0,0.0));
	barBlue3_31_Sprite:SetZOrder(0.0);
	barBlue3_31_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barBlue3_31_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barBlue.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barBlue");
	barBlue4_32_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor7);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barBlue4_32_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barBlue4_32_Sprite:SetName("barBlue4");
	barBlue4_32_Sprite:SetCollisionActorIndex(7);
	barBlue4_32_Sprite:SetOpacity(1.0);
	barBlue4_32_Sprite:Play(false);
	barBlue4_32_Sprite:SetPosition(Point2D(-99.0,-134.0));
	barBlue4_32_Sprite:SetCurrentAnimationIndex(0);
	barBlue4_32_Sprite:SetCurrentFrameIndex(4);
	barBlue4_32_Sprite:SetLoop(false);
	barBlue4_32_Sprite:SetAnimationSpeed(1.0);
	barBlue4_32_Sprite:SetFlipHorizontal(false);
	barBlue4_32_Sprite:SetFlipVertical(false);
	barBlue4_32_Sprite:SetLifeTime(0.0);
	barBlue4_32_Sprite:SetVisible(true);
	barBlue4_32_Sprite:SetRotationAngle(0.0);
	barBlue4_32_Sprite:SetScale(10.0, 1.0);
	barBlue4_32_Sprite:SetCenter(Point2D(0.0,0.0));
	barBlue4_32_Sprite:SetZOrder(0.0);
	barBlue4_32_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barBlue4_32_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\overlord.png",1,1,0.0010);
	anim0:SetName("overlord");
	overlord_7_Sprite = overlordClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor8);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		overlord_7_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	overlord_7_Sprite:SetName("overlord");
	overlord_7_Sprite:SetCollisionActorIndex(8);
	overlord_7_Sprite:SetOpacity(1.0);
	overlord_7_Sprite:Play(false);
	overlord_7_Sprite:SetPosition(Point2D(15.0,241.0));
	overlord_7_Sprite:SetCurrentAnimationIndex(0);
	overlord_7_Sprite:SetCurrentFrameIndex(0);
	overlord_7_Sprite:SetLoop(false);
	overlord_7_Sprite:SetAnimationSpeed(1.0);
	overlord_7_Sprite:SetFlipHorizontal(false);
	overlord_7_Sprite:SetFlipVertical(false);
	overlord_7_Sprite:SetLifeTime(0.0);
	overlord_7_Sprite:SetVisible(false);
	overlord_7_Sprite:SetRotationAngle(0.0);
	overlord_7_Sprite:SetScale(0.666, 0.666);
	overlord_7_Sprite:SetCenter(Point2D(0.0,0.0));
	overlord_7_Sprite:SetZOrder(0.0);
	overlord_7_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(overlord_7_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerHP.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("playerHP");
	barPHP0_90_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor9);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barPHP0_90_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barPHP0_90_Sprite:SetName("barPHP0");
	barPHP0_90_Sprite:SetCollisionActorIndex(9);
	barPHP0_90_Sprite:SetOpacity(1.0);
	barPHP0_90_Sprite:Play(false);
	barPHP0_90_Sprite:SetPosition(Point2D(-29.0,-53.5));
	barPHP0_90_Sprite:SetCurrentAnimationIndex(0);
	barPHP0_90_Sprite:SetCurrentFrameIndex(0);
	barPHP0_90_Sprite:SetLoop(false);
	barPHP0_90_Sprite:SetAnimationSpeed(1.0);
	barPHP0_90_Sprite:SetFlipHorizontal(false);
	barPHP0_90_Sprite:SetFlipVertical(false);
	barPHP0_90_Sprite:SetLifeTime(0.0);
	barPHP0_90_Sprite:SetVisible(true);
	barPHP0_90_Sprite:SetRotationAngle(0.0);
	barPHP0_90_Sprite:SetScale(10.0, 1.0);
	barPHP0_90_Sprite:SetCenter(Point2D(0.0,0.0));
	barPHP0_90_Sprite:SetZOrder(0.0);
	barPHP0_90_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barPHP0_90_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerHP.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("playerHP");
	barPHP1_91_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor9);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barPHP1_91_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barPHP1_91_Sprite:SetName("barPHP1");
	barPHP1_91_Sprite:SetCollisionActorIndex(9);
	barPHP1_91_Sprite:SetOpacity(1.0);
	barPHP1_91_Sprite:Play(false);
	barPHP1_91_Sprite:SetPosition(Point2D(-30.0,-57.5));
	barPHP1_91_Sprite:SetCurrentAnimationIndex(0);
	barPHP1_91_Sprite:SetCurrentFrameIndex(1);
	barPHP1_91_Sprite:SetLoop(false);
	barPHP1_91_Sprite:SetAnimationSpeed(1.0);
	barPHP1_91_Sprite:SetFlipHorizontal(false);
	barPHP1_91_Sprite:SetFlipVertical(false);
	barPHP1_91_Sprite:SetLifeTime(0.0);
	barPHP1_91_Sprite:SetVisible(true);
	barPHP1_91_Sprite:SetRotationAngle(0.0);
	barPHP1_91_Sprite:SetScale(10.0, 1.0);
	barPHP1_91_Sprite:SetCenter(Point2D(0.0,0.0));
	barPHP1_91_Sprite:SetZOrder(0.0);
	barPHP1_91_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barPHP1_91_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerHP.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("playerHP");
	barPHP2_92_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor9);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barPHP2_92_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barPHP2_92_Sprite:SetName("barPHP2");
	barPHP2_92_Sprite:SetCollisionActorIndex(9);
	barPHP2_92_Sprite:SetOpacity(1.0);
	barPHP2_92_Sprite:Play(false);
	barPHP2_92_Sprite:SetPosition(Point2D(-37.0,-67.5));
	barPHP2_92_Sprite:SetCurrentAnimationIndex(0);
	barPHP2_92_Sprite:SetCurrentFrameIndex(2);
	barPHP2_92_Sprite:SetLoop(false);
	barPHP2_92_Sprite:SetAnimationSpeed(1.0);
	barPHP2_92_Sprite:SetFlipHorizontal(false);
	barPHP2_92_Sprite:SetFlipVertical(false);
	barPHP2_92_Sprite:SetLifeTime(0.0);
	barPHP2_92_Sprite:SetVisible(true);
	barPHP2_92_Sprite:SetRotationAngle(0.0);
	barPHP2_92_Sprite:SetScale(10.0, 1.0);
	barPHP2_92_Sprite:SetCenter(Point2D(0.0,0.0));
	barPHP2_92_Sprite:SetZOrder(0.0);
	barPHP2_92_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barPHP2_92_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerHP.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("playerHP");
	barPHP3_93_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor9);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barPHP3_93_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barPHP3_93_Sprite:SetName("barPHP3");
	barPHP3_93_Sprite:SetCollisionActorIndex(9);
	barPHP3_93_Sprite:SetOpacity(1.0);
	barPHP3_93_Sprite:Play(false);
	barPHP3_93_Sprite:SetPosition(Point2D(-33.0,-63.5));
	barPHP3_93_Sprite:SetCurrentAnimationIndex(0);
	barPHP3_93_Sprite:SetCurrentFrameIndex(3);
	barPHP3_93_Sprite:SetLoop(false);
	barPHP3_93_Sprite:SetAnimationSpeed(1.0);
	barPHP3_93_Sprite:SetFlipHorizontal(false);
	barPHP3_93_Sprite:SetFlipVertical(false);
	barPHP3_93_Sprite:SetLifeTime(0.0);
	barPHP3_93_Sprite:SetVisible(true);
	barPHP3_93_Sprite:SetRotationAngle(0.0);
	barPHP3_93_Sprite:SetScale(10.0, 1.0);
	barPHP3_93_Sprite:SetCenter(Point2D(0.0,0.0));
	barPHP3_93_Sprite:SetZOrder(0.0);
	barPHP3_93_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barPHP3_93_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerHP.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("playerHP");
	barPHP4_94_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor9);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barPHP4_94_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barPHP4_94_Sprite:SetName("barPHP4");
	barPHP4_94_Sprite:SetCollisionActorIndex(9);
	barPHP4_94_Sprite:SetOpacity(1.0);
	barPHP4_94_Sprite:Play(false);
	barPHP4_94_Sprite:SetPosition(Point2D(-38.0,-71.5));
	barPHP4_94_Sprite:SetCurrentAnimationIndex(0);
	barPHP4_94_Sprite:SetCurrentFrameIndex(4);
	barPHP4_94_Sprite:SetLoop(false);
	barPHP4_94_Sprite:SetAnimationSpeed(1.0);
	barPHP4_94_Sprite:SetFlipHorizontal(false);
	barPHP4_94_Sprite:SetFlipVertical(false);
	barPHP4_94_Sprite:SetLifeTime(0.0);
	barPHP4_94_Sprite:SetVisible(true);
	barPHP4_94_Sprite:SetRotationAngle(0.0);
	barPHP4_94_Sprite:SetScale(10.0, 1.0);
	barPHP4_94_Sprite:SetCenter(Point2D(0.0,0.0));
	barPHP4_94_Sprite:SetZOrder(0.0);
	barPHP4_94_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barPHP4_94_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barRed.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barRed");
	barRed0_11_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor10);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barRed0_11_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barRed0_11_Sprite:SetName("barRed0");
	barRed0_11_Sprite:SetCollisionActorIndex(10);
	barRed0_11_Sprite:SetOpacity(1.0);
	barRed0_11_Sprite:Play(false);
	barRed0_11_Sprite:SetPosition(Point2D(-72.0,-57.0));
	barRed0_11_Sprite:SetCurrentAnimationIndex(0);
	barRed0_11_Sprite:SetCurrentFrameIndex(0);
	barRed0_11_Sprite:SetLoop(false);
	barRed0_11_Sprite:SetAnimationSpeed(1.0);
	barRed0_11_Sprite:SetFlipHorizontal(false);
	barRed0_11_Sprite:SetFlipVertical(false);
	barRed0_11_Sprite:SetLifeTime(0.0);
	barRed0_11_Sprite:SetVisible(true);
	barRed0_11_Sprite:SetRotationAngle(0.0);
	barRed0_11_Sprite:SetScale(10.0, 1.0);
	barRed0_11_Sprite:SetCenter(Point2D(0.0,0.0));
	barRed0_11_Sprite:SetZOrder(0.0);
	barRed0_11_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barRed0_11_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barRed.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barRed");
	barRed1_13_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor10);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barRed1_13_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barRed1_13_Sprite:SetName("barRed1");
	barRed1_13_Sprite:SetCollisionActorIndex(10);
	barRed1_13_Sprite:SetOpacity(1.0);
	barRed1_13_Sprite:Play(false);
	barRed1_13_Sprite:SetPosition(Point2D(-73.5,-60.0));
	barRed1_13_Sprite:SetCurrentAnimationIndex(0);
	barRed1_13_Sprite:SetCurrentFrameIndex(1);
	barRed1_13_Sprite:SetLoop(false);
	barRed1_13_Sprite:SetAnimationSpeed(1.0);
	barRed1_13_Sprite:SetFlipHorizontal(false);
	barRed1_13_Sprite:SetFlipVertical(false);
	barRed1_13_Sprite:SetLifeTime(0.0);
	barRed1_13_Sprite:SetVisible(true);
	barRed1_13_Sprite:SetRotationAngle(0.0);
	barRed1_13_Sprite:SetScale(10.0, 1.0);
	barRed1_13_Sprite:SetCenter(Point2D(0.0,0.0));
	barRed1_13_Sprite:SetZOrder(0.0);
	barRed1_13_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barRed1_13_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyBar0.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("enemyBar0");
	barEHP0_97_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor11);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barEHP0_97_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barEHP0_97_Sprite:SetName("barEHP0");
	barEHP0_97_Sprite:SetCollisionActorIndex(11);
	barEHP0_97_Sprite:SetOpacity(1.0);
	barEHP0_97_Sprite:Play(false);
	barEHP0_97_Sprite:SetPosition(Point2D(61.0,-97.0));
	barEHP0_97_Sprite:SetCurrentAnimationIndex(0);
	barEHP0_97_Sprite:SetCurrentFrameIndex(0);
	barEHP0_97_Sprite:SetLoop(false);
	barEHP0_97_Sprite:SetAnimationSpeed(1.0);
	barEHP0_97_Sprite:SetFlipHorizontal(false);
	barEHP0_97_Sprite:SetFlipVertical(false);
	barEHP0_97_Sprite:SetLifeTime(0.0);
	barEHP0_97_Sprite:SetVisible(true);
	barEHP0_97_Sprite:SetRotationAngle(0.0);
	barEHP0_97_Sprite:SetScale(10.0, 1.0);
	barEHP0_97_Sprite:SetCenter(Point2D(0.0,0.0));
	barEHP0_97_Sprite:SetZOrder(0.0);
	barEHP0_97_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barEHP0_97_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyBar1.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("enemyBar1");
	barEHP1_98_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor12);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barEHP1_98_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barEHP1_98_Sprite:SetName("barEHP1");
	barEHP1_98_Sprite:SetCollisionActorIndex(12);
	barEHP1_98_Sprite:SetOpacity(1.0);
	barEHP1_98_Sprite:Play(false);
	barEHP1_98_Sprite:SetPosition(Point2D(60.0,-101.0));
	barEHP1_98_Sprite:SetCurrentAnimationIndex(0);
	barEHP1_98_Sprite:SetCurrentFrameIndex(0);
	barEHP1_98_Sprite:SetLoop(false);
	barEHP1_98_Sprite:SetAnimationSpeed(1.0);
	barEHP1_98_Sprite:SetFlipHorizontal(false);
	barEHP1_98_Sprite:SetFlipVertical(false);
	barEHP1_98_Sprite:SetLifeTime(0.0);
	barEHP1_98_Sprite:SetVisible(true);
	barEHP1_98_Sprite:SetRotationAngle(0.0);
	barEHP1_98_Sprite:SetScale(10.0, 1.0);
	barEHP1_98_Sprite:SetCenter(Point2D(0.0,0.0));
	barEHP1_98_Sprite:SetZOrder(0.0);
	barEHP1_98_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barEHP1_98_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyBar2.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("enemyBar2");
	barEHP2_99_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor13);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barEHP2_99_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barEHP2_99_Sprite:SetName("barEHP2");
	barEHP2_99_Sprite:SetCollisionActorIndex(13);
	barEHP2_99_Sprite:SetOpacity(1.0);
	barEHP2_99_Sprite:Play(false);
	barEHP2_99_Sprite:SetPosition(Point2D(53.0,-111.0));
	barEHP2_99_Sprite:SetCurrentAnimationIndex(0);
	barEHP2_99_Sprite:SetCurrentFrameIndex(0);
	barEHP2_99_Sprite:SetLoop(false);
	barEHP2_99_Sprite:SetAnimationSpeed(1.0);
	barEHP2_99_Sprite:SetFlipHorizontal(false);
	barEHP2_99_Sprite:SetFlipVertical(false);
	barEHP2_99_Sprite:SetLifeTime(0.0);
	barEHP2_99_Sprite:SetVisible(true);
	barEHP2_99_Sprite:SetRotationAngle(0.0);
	barEHP2_99_Sprite:SetScale(10.0, 1.0);
	barEHP2_99_Sprite:SetCenter(Point2D(0.0,0.0));
	barEHP2_99_Sprite:SetZOrder(0.0);
	barEHP2_99_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barEHP2_99_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyBar3.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("enemyBar3");
	barEHP3_100_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor14);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barEHP3_100_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barEHP3_100_Sprite:SetName("barEHP3");
	barEHP3_100_Sprite:SetCollisionActorIndex(14);
	barEHP3_100_Sprite:SetOpacity(1.0);
	barEHP3_100_Sprite:Play(false);
	barEHP3_100_Sprite:SetPosition(Point2D(57.0,-107.0));
	barEHP3_100_Sprite:SetCurrentAnimationIndex(0);
	barEHP3_100_Sprite:SetCurrentFrameIndex(0);
	barEHP3_100_Sprite:SetLoop(false);
	barEHP3_100_Sprite:SetAnimationSpeed(1.0);
	barEHP3_100_Sprite:SetFlipHorizontal(false);
	barEHP3_100_Sprite:SetFlipVertical(false);
	barEHP3_100_Sprite:SetLifeTime(0.0);
	barEHP3_100_Sprite:SetVisible(true);
	barEHP3_100_Sprite:SetRotationAngle(0.0);
	barEHP3_100_Sprite:SetScale(10.0, 1.0);
	barEHP3_100_Sprite:SetCenter(Point2D(0.0,0.0));
	barEHP3_100_Sprite:SetZOrder(0.0);
	barEHP3_100_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barEHP3_100_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyBar4.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("enemyBar4");
	barEHP4_101_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor15);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barEHP4_101_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barEHP4_101_Sprite:SetName("barEHP4");
	barEHP4_101_Sprite:SetCollisionActorIndex(15);
	barEHP4_101_Sprite:SetOpacity(1.0);
	barEHP4_101_Sprite:Play(false);
	barEHP4_101_Sprite:SetPosition(Point2D(52.0,-115.0));
	barEHP4_101_Sprite:SetCurrentAnimationIndex(0);
	barEHP4_101_Sprite:SetCurrentFrameIndex(0);
	barEHP4_101_Sprite:SetLoop(false);
	barEHP4_101_Sprite:SetAnimationSpeed(1.0);
	barEHP4_101_Sprite:SetFlipHorizontal(false);
	barEHP4_101_Sprite:SetFlipVertical(false);
	barEHP4_101_Sprite:SetLifeTime(0.0);
	barEHP4_101_Sprite:SetVisible(true);
	barEHP4_101_Sprite:SetRotationAngle(0.0);
	barEHP4_101_Sprite:SetScale(10.0, 1.0);
	barEHP4_101_Sprite:SetCenter(Point2D(0.0,0.0));
	barEHP4_101_Sprite:SetZOrder(0.0);
	barEHP4_101_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barEHP4_101_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barRed.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barRed");
	barRed2_14_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor10);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barRed2_14_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barRed2_14_Sprite:SetName("barRed2");
	barRed2_14_Sprite:SetCollisionActorIndex(10);
	barRed2_14_Sprite:SetOpacity(1.0);
	barRed2_14_Sprite:Play(false);
	barRed2_14_Sprite:SetPosition(Point2D(-75.5,-63.0));
	barRed2_14_Sprite:SetCurrentAnimationIndex(0);
	barRed2_14_Sprite:SetCurrentFrameIndex(2);
	barRed2_14_Sprite:SetLoop(false);
	barRed2_14_Sprite:SetAnimationSpeed(1.0);
	barRed2_14_Sprite:SetFlipHorizontal(false);
	barRed2_14_Sprite:SetFlipVertical(false);
	barRed2_14_Sprite:SetLifeTime(0.0);
	barRed2_14_Sprite:SetVisible(true);
	barRed2_14_Sprite:SetRotationAngle(0.0);
	barRed2_14_Sprite:SetScale(10.0, 1.0);
	barRed2_14_Sprite:SetCenter(Point2D(0.0,0.0));
	barRed2_14_Sprite:SetZOrder(0.0);
	barRed2_14_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barRed2_14_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barRed.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barRed");
	barRed3_16_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor10);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barRed3_16_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barRed3_16_Sprite:SetName("barRed3");
	barRed3_16_Sprite:SetCollisionActorIndex(10);
	barRed3_16_Sprite:SetOpacity(1.0);
	barRed3_16_Sprite:Play(false);
	barRed3_16_Sprite:SetPosition(Point2D(-77.5,-67.0));
	barRed3_16_Sprite:SetCurrentAnimationIndex(0);
	barRed3_16_Sprite:SetCurrentFrameIndex(3);
	barRed3_16_Sprite:SetLoop(false);
	barRed3_16_Sprite:SetAnimationSpeed(1.0);
	barRed3_16_Sprite:SetFlipHorizontal(false);
	barRed3_16_Sprite:SetFlipVertical(false);
	barRed3_16_Sprite:SetLifeTime(0.0);
	barRed3_16_Sprite:SetVisible(true);
	barRed3_16_Sprite:SetRotationAngle(0.0);
	barRed3_16_Sprite:SetScale(10.0, 1.0);
	barRed3_16_Sprite:SetCenter(Point2D(0.0,0.0));
	barRed3_16_Sprite:SetZOrder(0.0);
	barRed3_16_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barRed3_16_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\barRed.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("barRed");
	barRed4_22_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor10);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		barRed4_22_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	barRed4_22_Sprite:SetName("barRed4");
	barRed4_22_Sprite:SetCollisionActorIndex(10);
	barRed4_22_Sprite:SetOpacity(1.0);
	barRed4_22_Sprite:Play(false);
	barRed4_22_Sprite:SetPosition(Point2D(-78.5,-69.0));
	barRed4_22_Sprite:SetCurrentAnimationIndex(0);
	barRed4_22_Sprite:SetCurrentFrameIndex(4);
	barRed4_22_Sprite:SetLoop(false);
	barRed4_22_Sprite:SetAnimationSpeed(1.0);
	barRed4_22_Sprite:SetFlipHorizontal(false);
	barRed4_22_Sprite:SetFlipVertical(false);
	barRed4_22_Sprite:SetLifeTime(0.0);
	barRed4_22_Sprite:SetVisible(true);
	barRed4_22_Sprite:SetRotationAngle(0.0);
	barRed4_22_Sprite:SetScale(10.0, 1.0);
	barRed4_22_Sprite:SetCenter(Point2D(0.0,0.0));
	barRed4_22_Sprite:SetZOrder(0.0);
	barRed4_22_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(barRed4_22_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\keysCollected.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("keysCollected");
	keysCollected_172_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor16);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		keysCollected_172_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	keysCollected_172_Sprite:SetName("keysCollected");
	keysCollected_172_Sprite:SetCollisionActorIndex(16);
	keysCollected_172_Sprite:SetOpacity(1.0);
	keysCollected_172_Sprite:Play(false);
	keysCollected_172_Sprite:SetPosition(Point2D(336.0,-267.0));
	keysCollected_172_Sprite:SetCurrentAnimationIndex(0);
	keysCollected_172_Sprite:SetCurrentFrameIndex(0);
	keysCollected_172_Sprite:SetLoop(false);
	keysCollected_172_Sprite:SetAnimationSpeed(1.0);
	keysCollected_172_Sprite:SetFlipHorizontal(false);
	keysCollected_172_Sprite:SetFlipVertical(false);
	keysCollected_172_Sprite:SetLifeTime(0.0);
	keysCollected_172_Sprite:SetVisible(true);
	keysCollected_172_Sprite:SetRotationAngle(0.0);
	keysCollected_172_Sprite:SetScale(1.0, 1.0);
	keysCollected_172_Sprite:SetCenter(Point2D(0.0,0.0));
	keysCollected_172_Sprite:SetZOrder(0.0);
	keysCollected_172_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(keysCollected_172_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\minimap.png",1,1,1.0);
	anim0:SetName("minimap");
	minimap_102_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor17);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		minimap_102_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	minimap_102_Sprite:SetName("minimap");
	minimap_102_Sprite:SetCollisionActorIndex(17);
	minimap_102_Sprite:SetOpacity(1.0);
	minimap_102_Sprite:Play(false);
	minimap_102_Sprite:SetPosition(Point2D(333.0,-365.0));
	minimap_102_Sprite:SetCurrentAnimationIndex(0);
	minimap_102_Sprite:SetCurrentFrameIndex(0);
	minimap_102_Sprite:SetLoop(false);
	minimap_102_Sprite:SetAnimationSpeed(1.0);
	minimap_102_Sprite:SetFlipHorizontal(false);
	minimap_102_Sprite:SetFlipVertical(false);
	minimap_102_Sprite:SetLifeTime(0.0);
	minimap_102_Sprite:SetVisible(true);
	minimap_102_Sprite:SetRotationAngle(0.0);
	minimap_102_Sprite:SetScale(1.0, 1.0);
	minimap_102_Sprite:SetCenter(Point2D(0.0,0.0));
	minimap_102_Sprite:SetZOrder(0.1);
	minimap_102_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(minimap_102_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider8_135_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider8_135_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider8_135_Sprite:SetName("healthDivider8");
	healthDivider8_135_Sprite:SetCollisionActorIndex(18);
	healthDivider8_135_Sprite:SetOpacity(1.0);
	healthDivider8_135_Sprite:Play(false);
	healthDivider8_135_Sprite:SetPosition(Point2D(-1529.0,-424.0));
	healthDivider8_135_Sprite:SetCurrentAnimationIndex(0);
	healthDivider8_135_Sprite:SetCurrentFrameIndex(0);
	healthDivider8_135_Sprite:SetLoop(false);
	healthDivider8_135_Sprite:SetAnimationSpeed(1.0);
	healthDivider8_135_Sprite:SetFlipHorizontal(false);
	healthDivider8_135_Sprite:SetFlipVertical(false);
	healthDivider8_135_Sprite:SetLifeTime(0.0);
	healthDivider8_135_Sprite:SetVisible(true);
	healthDivider8_135_Sprite:SetRotationAngle(0.0);
	healthDivider8_135_Sprite:SetScale(1.0, 1.0);
	healthDivider8_135_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider8_135_Sprite:SetZOrder(0.2);
	healthDivider8_135_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider8_135_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider9_136_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider9_136_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider9_136_Sprite:SetName("healthDivider9");
	healthDivider9_136_Sprite:SetCollisionActorIndex(18);
	healthDivider9_136_Sprite:SetOpacity(1.0);
	healthDivider9_136_Sprite:Play(false);
	healthDivider9_136_Sprite:SetPosition(Point2D(-1468.0,-425.0));
	healthDivider9_136_Sprite:SetCurrentAnimationIndex(0);
	healthDivider9_136_Sprite:SetCurrentFrameIndex(0);
	healthDivider9_136_Sprite:SetLoop(false);
	healthDivider9_136_Sprite:SetAnimationSpeed(1.0);
	healthDivider9_136_Sprite:SetFlipHorizontal(false);
	healthDivider9_136_Sprite:SetFlipVertical(false);
	healthDivider9_136_Sprite:SetLifeTime(0.0);
	healthDivider9_136_Sprite:SetVisible(true);
	healthDivider9_136_Sprite:SetRotationAngle(0.0);
	healthDivider9_136_Sprite:SetScale(1.0, 1.0);
	healthDivider9_136_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider9_136_Sprite:SetZOrder(0.2);
	healthDivider9_136_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider9_136_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider10_139_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider10_139_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider10_139_Sprite:SetName("healthDivider10");
	healthDivider10_139_Sprite:SetCollisionActorIndex(18);
	healthDivider10_139_Sprite:SetOpacity(1.0);
	healthDivider10_139_Sprite:Play(false);
	healthDivider10_139_Sprite:SetPosition(Point2D(-1396.0,-424.0));
	healthDivider10_139_Sprite:SetCurrentAnimationIndex(0);
	healthDivider10_139_Sprite:SetCurrentFrameIndex(0);
	healthDivider10_139_Sprite:SetLoop(false);
	healthDivider10_139_Sprite:SetAnimationSpeed(1.0);
	healthDivider10_139_Sprite:SetFlipHorizontal(false);
	healthDivider10_139_Sprite:SetFlipVertical(false);
	healthDivider10_139_Sprite:SetLifeTime(0.0);
	healthDivider10_139_Sprite:SetVisible(true);
	healthDivider10_139_Sprite:SetRotationAngle(0.0);
	healthDivider10_139_Sprite:SetScale(1.0, 1.0);
	healthDivider10_139_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider10_139_Sprite:SetZOrder(0.2);
	healthDivider10_139_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider10_139_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider11_140_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider11_140_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider11_140_Sprite:SetName("healthDivider11");
	healthDivider11_140_Sprite:SetCollisionActorIndex(18);
	healthDivider11_140_Sprite:SetOpacity(1.0);
	healthDivider11_140_Sprite:Play(false);
	healthDivider11_140_Sprite:SetPosition(Point2D(-1435.0,-427.0));
	healthDivider11_140_Sprite:SetCurrentAnimationIndex(0);
	healthDivider11_140_Sprite:SetCurrentFrameIndex(0);
	healthDivider11_140_Sprite:SetLoop(false);
	healthDivider11_140_Sprite:SetAnimationSpeed(1.0);
	healthDivider11_140_Sprite:SetFlipHorizontal(false);
	healthDivider11_140_Sprite:SetFlipVertical(false);
	healthDivider11_140_Sprite:SetLifeTime(0.0);
	healthDivider11_140_Sprite:SetVisible(true);
	healthDivider11_140_Sprite:SetRotationAngle(0.0);
	healthDivider11_140_Sprite:SetScale(1.0, 1.0);
	healthDivider11_140_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider11_140_Sprite:SetZOrder(0.2);
	healthDivider11_140_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider11_140_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider12_141_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider12_141_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider12_141_Sprite:SetName("healthDivider12");
	healthDivider12_141_Sprite:SetCollisionActorIndex(18);
	healthDivider12_141_Sprite:SetOpacity(1.0);
	healthDivider12_141_Sprite:Play(false);
	healthDivider12_141_Sprite:SetPosition(Point2D(-1390.0,-424.0));
	healthDivider12_141_Sprite:SetCurrentAnimationIndex(0);
	healthDivider12_141_Sprite:SetCurrentFrameIndex(0);
	healthDivider12_141_Sprite:SetLoop(false);
	healthDivider12_141_Sprite:SetAnimationSpeed(1.0);
	healthDivider12_141_Sprite:SetFlipHorizontal(false);
	healthDivider12_141_Sprite:SetFlipVertical(false);
	healthDivider12_141_Sprite:SetLifeTime(0.0);
	healthDivider12_141_Sprite:SetVisible(true);
	healthDivider12_141_Sprite:SetRotationAngle(0.0);
	healthDivider12_141_Sprite:SetScale(1.0, 1.0);
	healthDivider12_141_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider12_141_Sprite:SetZOrder(0.2);
	healthDivider12_141_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider12_141_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider13_142_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider13_142_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider13_142_Sprite:SetName("healthDivider13");
	healthDivider13_142_Sprite:SetCollisionActorIndex(18);
	healthDivider13_142_Sprite:SetOpacity(1.0);
	healthDivider13_142_Sprite:Play(false);
	healthDivider13_142_Sprite:SetPosition(Point2D(-1441.0,-427.0));
	healthDivider13_142_Sprite:SetCurrentAnimationIndex(0);
	healthDivider13_142_Sprite:SetCurrentFrameIndex(0);
	healthDivider13_142_Sprite:SetLoop(false);
	healthDivider13_142_Sprite:SetAnimationSpeed(1.0);
	healthDivider13_142_Sprite:SetFlipHorizontal(false);
	healthDivider13_142_Sprite:SetFlipVertical(false);
	healthDivider13_142_Sprite:SetLifeTime(0.0);
	healthDivider13_142_Sprite:SetVisible(true);
	healthDivider13_142_Sprite:SetRotationAngle(0.0);
	healthDivider13_142_Sprite:SetScale(1.0, 1.0);
	healthDivider13_142_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider13_142_Sprite:SetZOrder(0.2);
	healthDivider13_142_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider13_142_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider14_143_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider14_143_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider14_143_Sprite:SetName("healthDivider14");
	healthDivider14_143_Sprite:SetCollisionActorIndex(18);
	healthDivider14_143_Sprite:SetOpacity(1.0);
	healthDivider14_143_Sprite:Play(false);
	healthDivider14_143_Sprite:SetPosition(Point2D(-1384.0,-424.0));
	healthDivider14_143_Sprite:SetCurrentAnimationIndex(0);
	healthDivider14_143_Sprite:SetCurrentFrameIndex(0);
	healthDivider14_143_Sprite:SetLoop(false);
	healthDivider14_143_Sprite:SetAnimationSpeed(1.0);
	healthDivider14_143_Sprite:SetFlipHorizontal(false);
	healthDivider14_143_Sprite:SetFlipVertical(false);
	healthDivider14_143_Sprite:SetLifeTime(0.0);
	healthDivider14_143_Sprite:SetVisible(true);
	healthDivider14_143_Sprite:SetRotationAngle(0.0);
	healthDivider14_143_Sprite:SetScale(1.0, 1.0);
	healthDivider14_143_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider14_143_Sprite:SetZOrder(0.2);
	healthDivider14_143_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider14_143_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider15_144_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider15_144_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider15_144_Sprite:SetName("healthDivider15");
	healthDivider15_144_Sprite:SetCollisionActorIndex(18);
	healthDivider15_144_Sprite:SetOpacity(1.0);
	healthDivider15_144_Sprite:Play(false);
	healthDivider15_144_Sprite:SetPosition(Point2D(-1447.0,-427.0));
	healthDivider15_144_Sprite:SetCurrentAnimationIndex(0);
	healthDivider15_144_Sprite:SetCurrentFrameIndex(0);
	healthDivider15_144_Sprite:SetLoop(false);
	healthDivider15_144_Sprite:SetAnimationSpeed(1.0);
	healthDivider15_144_Sprite:SetFlipHorizontal(false);
	healthDivider15_144_Sprite:SetFlipVertical(false);
	healthDivider15_144_Sprite:SetLifeTime(0.0);
	healthDivider15_144_Sprite:SetVisible(true);
	healthDivider15_144_Sprite:SetRotationAngle(0.0);
	healthDivider15_144_Sprite:SetScale(1.0, 1.0);
	healthDivider15_144_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider15_144_Sprite:SetZOrder(0.2);
	healthDivider15_144_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider15_144_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider16_145_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider16_145_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider16_145_Sprite:SetName("healthDivider16");
	healthDivider16_145_Sprite:SetCollisionActorIndex(18);
	healthDivider16_145_Sprite:SetOpacity(1.0);
	healthDivider16_145_Sprite:Play(false);
	healthDivider16_145_Sprite:SetPosition(Point2D(-1378.0,-424.0));
	healthDivider16_145_Sprite:SetCurrentAnimationIndex(0);
	healthDivider16_145_Sprite:SetCurrentFrameIndex(0);
	healthDivider16_145_Sprite:SetLoop(false);
	healthDivider16_145_Sprite:SetAnimationSpeed(1.0);
	healthDivider16_145_Sprite:SetFlipHorizontal(false);
	healthDivider16_145_Sprite:SetFlipVertical(false);
	healthDivider16_145_Sprite:SetLifeTime(0.0);
	healthDivider16_145_Sprite:SetVisible(true);
	healthDivider16_145_Sprite:SetRotationAngle(0.0);
	healthDivider16_145_Sprite:SetScale(1.0, 1.0);
	healthDivider16_145_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider16_145_Sprite:SetZOrder(0.2);
	healthDivider16_145_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider16_145_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider17_146_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider17_146_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider17_146_Sprite:SetName("healthDivider17");
	healthDivider17_146_Sprite:SetCollisionActorIndex(18);
	healthDivider17_146_Sprite:SetOpacity(1.0);
	healthDivider17_146_Sprite:Play(false);
	healthDivider17_146_Sprite:SetPosition(Point2D(-1453.0,-427.0));
	healthDivider17_146_Sprite:SetCurrentAnimationIndex(0);
	healthDivider17_146_Sprite:SetCurrentFrameIndex(0);
	healthDivider17_146_Sprite:SetLoop(false);
	healthDivider17_146_Sprite:SetAnimationSpeed(1.0);
	healthDivider17_146_Sprite:SetFlipHorizontal(false);
	healthDivider17_146_Sprite:SetFlipVertical(false);
	healthDivider17_146_Sprite:SetLifeTime(0.0);
	healthDivider17_146_Sprite:SetVisible(true);
	healthDivider17_146_Sprite:SetRotationAngle(0.0);
	healthDivider17_146_Sprite:SetScale(1.0, 1.0);
	healthDivider17_146_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider17_146_Sprite:SetZOrder(0.2);
	healthDivider17_146_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider17_146_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider18_147_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider18_147_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider18_147_Sprite:SetName("healthDivider18");
	healthDivider18_147_Sprite:SetCollisionActorIndex(18);
	healthDivider18_147_Sprite:SetOpacity(1.0);
	healthDivider18_147_Sprite:Play(false);
	healthDivider18_147_Sprite:SetPosition(Point2D(-1372.0,-424.0));
	healthDivider18_147_Sprite:SetCurrentAnimationIndex(0);
	healthDivider18_147_Sprite:SetCurrentFrameIndex(0);
	healthDivider18_147_Sprite:SetLoop(false);
	healthDivider18_147_Sprite:SetAnimationSpeed(1.0);
	healthDivider18_147_Sprite:SetFlipHorizontal(false);
	healthDivider18_147_Sprite:SetFlipVertical(false);
	healthDivider18_147_Sprite:SetLifeTime(0.0);
	healthDivider18_147_Sprite:SetVisible(true);
	healthDivider18_147_Sprite:SetRotationAngle(0.0);
	healthDivider18_147_Sprite:SetScale(1.0, 1.0);
	healthDivider18_147_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider18_147_Sprite:SetZOrder(0.2);
	healthDivider18_147_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider18_147_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider19_148_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider19_148_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider19_148_Sprite:SetName("healthDivider19");
	healthDivider19_148_Sprite:SetCollisionActorIndex(18);
	healthDivider19_148_Sprite:SetOpacity(1.0);
	healthDivider19_148_Sprite:Play(false);
	healthDivider19_148_Sprite:SetPosition(Point2D(-1459.0,-427.0));
	healthDivider19_148_Sprite:SetCurrentAnimationIndex(0);
	healthDivider19_148_Sprite:SetCurrentFrameIndex(0);
	healthDivider19_148_Sprite:SetLoop(false);
	healthDivider19_148_Sprite:SetAnimationSpeed(1.0);
	healthDivider19_148_Sprite:SetFlipHorizontal(false);
	healthDivider19_148_Sprite:SetFlipVertical(false);
	healthDivider19_148_Sprite:SetLifeTime(0.0);
	healthDivider19_148_Sprite:SetVisible(true);
	healthDivider19_148_Sprite:SetRotationAngle(0.0);
	healthDivider19_148_Sprite:SetScale(1.0, 1.0);
	healthDivider19_148_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider19_148_Sprite:SetZOrder(0.2);
	healthDivider19_148_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider19_148_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider20_150_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider20_150_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider20_150_Sprite:SetName("healthDivider20");
	healthDivider20_150_Sprite:SetCollisionActorIndex(18);
	healthDivider20_150_Sprite:SetOpacity(1.0);
	healthDivider20_150_Sprite:Play(false);
	healthDivider20_150_Sprite:SetPosition(Point2D(-1427.0,-426.0));
	healthDivider20_150_Sprite:SetCurrentAnimationIndex(0);
	healthDivider20_150_Sprite:SetCurrentFrameIndex(0);
	healthDivider20_150_Sprite:SetLoop(false);
	healthDivider20_150_Sprite:SetAnimationSpeed(1.0);
	healthDivider20_150_Sprite:SetFlipHorizontal(false);
	healthDivider20_150_Sprite:SetFlipVertical(false);
	healthDivider20_150_Sprite:SetLifeTime(0.0);
	healthDivider20_150_Sprite:SetVisible(true);
	healthDivider20_150_Sprite:SetRotationAngle(0.0);
	healthDivider20_150_Sprite:SetScale(1.0, 1.0);
	healthDivider20_150_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider20_150_Sprite:SetZOrder(0.2);
	healthDivider20_150_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider20_150_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider21_151_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider21_151_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider21_151_Sprite:SetName("healthDivider21");
	healthDivider21_151_Sprite:SetCollisionActorIndex(18);
	healthDivider21_151_Sprite:SetOpacity(1.0);
	healthDivider21_151_Sprite:Play(false);
	healthDivider21_151_Sprite:SetPosition(Point2D(-1338.0,-427.0));
	healthDivider21_151_Sprite:SetCurrentAnimationIndex(0);
	healthDivider21_151_Sprite:SetCurrentFrameIndex(0);
	healthDivider21_151_Sprite:SetLoop(false);
	healthDivider21_151_Sprite:SetAnimationSpeed(1.0);
	healthDivider21_151_Sprite:SetFlipHorizontal(false);
	healthDivider21_151_Sprite:SetFlipVertical(false);
	healthDivider21_151_Sprite:SetLifeTime(0.0);
	healthDivider21_151_Sprite:SetVisible(true);
	healthDivider21_151_Sprite:SetRotationAngle(0.0);
	healthDivider21_151_Sprite:SetScale(1.0, 1.0);
	healthDivider21_151_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider21_151_Sprite:SetZOrder(0.2);
	healthDivider21_151_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider21_151_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider22_152_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider22_152_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider22_152_Sprite:SetName("healthDivider22");
	healthDivider22_152_Sprite:SetCollisionActorIndex(18);
	healthDivider22_152_Sprite:SetOpacity(1.0);
	healthDivider22_152_Sprite:Play(false);
	healthDivider22_152_Sprite:SetPosition(Point2D(-1421.0,-426.0));
	healthDivider22_152_Sprite:SetCurrentAnimationIndex(0);
	healthDivider22_152_Sprite:SetCurrentFrameIndex(0);
	healthDivider22_152_Sprite:SetLoop(false);
	healthDivider22_152_Sprite:SetAnimationSpeed(1.0);
	healthDivider22_152_Sprite:SetFlipHorizontal(false);
	healthDivider22_152_Sprite:SetFlipVertical(false);
	healthDivider22_152_Sprite:SetLifeTime(0.0);
	healthDivider22_152_Sprite:SetVisible(true);
	healthDivider22_152_Sprite:SetRotationAngle(0.0);
	healthDivider22_152_Sprite:SetScale(1.0, 1.0);
	healthDivider22_152_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider22_152_Sprite:SetZOrder(0.2);
	healthDivider22_152_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider22_152_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider23_153_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider23_153_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider23_153_Sprite:SetName("healthDivider23");
	healthDivider23_153_Sprite:SetCollisionActorIndex(18);
	healthDivider23_153_Sprite:SetOpacity(1.0);
	healthDivider23_153_Sprite:Play(false);
	healthDivider23_153_Sprite:SetPosition(Point2D(-1344.0,-427.0));
	healthDivider23_153_Sprite:SetCurrentAnimationIndex(0);
	healthDivider23_153_Sprite:SetCurrentFrameIndex(0);
	healthDivider23_153_Sprite:SetLoop(false);
	healthDivider23_153_Sprite:SetAnimationSpeed(1.0);
	healthDivider23_153_Sprite:SetFlipHorizontal(false);
	healthDivider23_153_Sprite:SetFlipVertical(false);
	healthDivider23_153_Sprite:SetLifeTime(0.0);
	healthDivider23_153_Sprite:SetVisible(true);
	healthDivider23_153_Sprite:SetRotationAngle(0.0);
	healthDivider23_153_Sprite:SetScale(1.0, 1.0);
	healthDivider23_153_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider23_153_Sprite:SetZOrder(0.2);
	healthDivider23_153_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider23_153_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider24_154_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider24_154_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider24_154_Sprite:SetName("healthDivider24");
	healthDivider24_154_Sprite:SetCollisionActorIndex(18);
	healthDivider24_154_Sprite:SetOpacity(1.0);
	healthDivider24_154_Sprite:Play(false);
	healthDivider24_154_Sprite:SetPosition(Point2D(-1415.0,-426.0));
	healthDivider24_154_Sprite:SetCurrentAnimationIndex(0);
	healthDivider24_154_Sprite:SetCurrentFrameIndex(0);
	healthDivider24_154_Sprite:SetLoop(false);
	healthDivider24_154_Sprite:SetAnimationSpeed(1.0);
	healthDivider24_154_Sprite:SetFlipHorizontal(false);
	healthDivider24_154_Sprite:SetFlipVertical(false);
	healthDivider24_154_Sprite:SetLifeTime(0.0);
	healthDivider24_154_Sprite:SetVisible(true);
	healthDivider24_154_Sprite:SetRotationAngle(0.0);
	healthDivider24_154_Sprite:SetScale(1.0, 1.0);
	healthDivider24_154_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider24_154_Sprite:SetZOrder(0.2);
	healthDivider24_154_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider24_154_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider25_155_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider25_155_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider25_155_Sprite:SetName("healthDivider25");
	healthDivider25_155_Sprite:SetCollisionActorIndex(18);
	healthDivider25_155_Sprite:SetOpacity(1.0);
	healthDivider25_155_Sprite:Play(false);
	healthDivider25_155_Sprite:SetPosition(Point2D(-1350.0,-427.0));
	healthDivider25_155_Sprite:SetCurrentAnimationIndex(0);
	healthDivider25_155_Sprite:SetCurrentFrameIndex(0);
	healthDivider25_155_Sprite:SetLoop(false);
	healthDivider25_155_Sprite:SetAnimationSpeed(1.0);
	healthDivider25_155_Sprite:SetFlipHorizontal(false);
	healthDivider25_155_Sprite:SetFlipVertical(false);
	healthDivider25_155_Sprite:SetLifeTime(0.0);
	healthDivider25_155_Sprite:SetVisible(true);
	healthDivider25_155_Sprite:SetRotationAngle(0.0);
	healthDivider25_155_Sprite:SetScale(1.0, 1.0);
	healthDivider25_155_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider25_155_Sprite:SetZOrder(0.2);
	healthDivider25_155_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider25_155_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider26_156_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider26_156_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider26_156_Sprite:SetName("healthDivider26");
	healthDivider26_156_Sprite:SetCollisionActorIndex(18);
	healthDivider26_156_Sprite:SetOpacity(1.0);
	healthDivider26_156_Sprite:Play(false);
	healthDivider26_156_Sprite:SetPosition(Point2D(-1409.0,-426.0));
	healthDivider26_156_Sprite:SetCurrentAnimationIndex(0);
	healthDivider26_156_Sprite:SetCurrentFrameIndex(0);
	healthDivider26_156_Sprite:SetLoop(false);
	healthDivider26_156_Sprite:SetAnimationSpeed(1.0);
	healthDivider26_156_Sprite:SetFlipHorizontal(false);
	healthDivider26_156_Sprite:SetFlipVertical(false);
	healthDivider26_156_Sprite:SetLifeTime(0.0);
	healthDivider26_156_Sprite:SetVisible(true);
	healthDivider26_156_Sprite:SetRotationAngle(0.0);
	healthDivider26_156_Sprite:SetScale(1.0, 1.0);
	healthDivider26_156_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider26_156_Sprite:SetZOrder(0.2);
	healthDivider26_156_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider26_156_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider27_157_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider27_157_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider27_157_Sprite:SetName("healthDivider27");
	healthDivider27_157_Sprite:SetCollisionActorIndex(18);
	healthDivider27_157_Sprite:SetOpacity(1.0);
	healthDivider27_157_Sprite:Play(false);
	healthDivider27_157_Sprite:SetPosition(Point2D(-1356.0,-427.0));
	healthDivider27_157_Sprite:SetCurrentAnimationIndex(0);
	healthDivider27_157_Sprite:SetCurrentFrameIndex(0);
	healthDivider27_157_Sprite:SetLoop(false);
	healthDivider27_157_Sprite:SetAnimationSpeed(1.0);
	healthDivider27_157_Sprite:SetFlipHorizontal(false);
	healthDivider27_157_Sprite:SetFlipVertical(false);
	healthDivider27_157_Sprite:SetLifeTime(0.0);
	healthDivider27_157_Sprite:SetVisible(true);
	healthDivider27_157_Sprite:SetRotationAngle(0.0);
	healthDivider27_157_Sprite:SetScale(1.0, 1.0);
	healthDivider27_157_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider27_157_Sprite:SetZOrder(0.2);
	healthDivider27_157_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider27_157_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider28_158_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider28_158_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider28_158_Sprite:SetName("healthDivider28");
	healthDivider28_158_Sprite:SetCollisionActorIndex(18);
	healthDivider28_158_Sprite:SetOpacity(1.0);
	healthDivider28_158_Sprite:Play(false);
	healthDivider28_158_Sprite:SetPosition(Point2D(-1403.0,-426.0));
	healthDivider28_158_Sprite:SetCurrentAnimationIndex(0);
	healthDivider28_158_Sprite:SetCurrentFrameIndex(0);
	healthDivider28_158_Sprite:SetLoop(false);
	healthDivider28_158_Sprite:SetAnimationSpeed(1.0);
	healthDivider28_158_Sprite:SetFlipHorizontal(false);
	healthDivider28_158_Sprite:SetFlipVertical(false);
	healthDivider28_158_Sprite:SetLifeTime(0.0);
	healthDivider28_158_Sprite:SetVisible(true);
	healthDivider28_158_Sprite:SetRotationAngle(0.0);
	healthDivider28_158_Sprite:SetScale(1.0, 1.0);
	healthDivider28_158_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider28_158_Sprite:SetZOrder(0.2);
	healthDivider28_158_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider28_158_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider29_159_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider29_159_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider29_159_Sprite:SetName("healthDivider29");
	healthDivider29_159_Sprite:SetCollisionActorIndex(18);
	healthDivider29_159_Sprite:SetOpacity(1.0);
	healthDivider29_159_Sprite:Play(false);
	healthDivider29_159_Sprite:SetPosition(Point2D(-1362.0,-427.0));
	healthDivider29_159_Sprite:SetCurrentAnimationIndex(0);
	healthDivider29_159_Sprite:SetCurrentFrameIndex(0);
	healthDivider29_159_Sprite:SetLoop(false);
	healthDivider29_159_Sprite:SetAnimationSpeed(1.0);
	healthDivider29_159_Sprite:SetFlipHorizontal(false);
	healthDivider29_159_Sprite:SetFlipVertical(false);
	healthDivider29_159_Sprite:SetLifeTime(0.0);
	healthDivider29_159_Sprite:SetVisible(true);
	healthDivider29_159_Sprite:SetRotationAngle(0.0);
	healthDivider29_159_Sprite:SetScale(1.0, 1.0);
	healthDivider29_159_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider29_159_Sprite:SetZOrder(0.2);
	healthDivider29_159_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider29_159_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider30_161_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider30_161_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider30_161_Sprite:SetName("healthDivider30");
	healthDivider30_161_Sprite:SetCollisionActorIndex(18);
	healthDivider30_161_Sprite:SetOpacity(1.0);
	healthDivider30_161_Sprite:Play(false);
	healthDivider30_161_Sprite:SetPosition(Point2D(-1330.0,-427.0));
	healthDivider30_161_Sprite:SetCurrentAnimationIndex(0);
	healthDivider30_161_Sprite:SetCurrentFrameIndex(0);
	healthDivider30_161_Sprite:SetLoop(false);
	healthDivider30_161_Sprite:SetAnimationSpeed(1.0);
	healthDivider30_161_Sprite:SetFlipHorizontal(false);
	healthDivider30_161_Sprite:SetFlipVertical(false);
	healthDivider30_161_Sprite:SetLifeTime(0.0);
	healthDivider30_161_Sprite:SetVisible(true);
	healthDivider30_161_Sprite:SetRotationAngle(0.0);
	healthDivider30_161_Sprite:SetScale(1.0, 1.0);
	healthDivider30_161_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider30_161_Sprite:SetZOrder(0.2);
	healthDivider30_161_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider30_161_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider31_162_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider31_162_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider31_162_Sprite:SetName("healthDivider31");
	healthDivider31_162_Sprite:SetCollisionActorIndex(18);
	healthDivider31_162_Sprite:SetOpacity(1.0);
	healthDivider31_162_Sprite:Play(false);
	healthDivider31_162_Sprite:SetPosition(Point2D(-1275.0,-426.0));
	healthDivider31_162_Sprite:SetCurrentAnimationIndex(0);
	healthDivider31_162_Sprite:SetCurrentFrameIndex(0);
	healthDivider31_162_Sprite:SetLoop(false);
	healthDivider31_162_Sprite:SetAnimationSpeed(1.0);
	healthDivider31_162_Sprite:SetFlipHorizontal(false);
	healthDivider31_162_Sprite:SetFlipVertical(false);
	healthDivider31_162_Sprite:SetLifeTime(0.0);
	healthDivider31_162_Sprite:SetVisible(true);
	healthDivider31_162_Sprite:SetRotationAngle(0.0);
	healthDivider31_162_Sprite:SetScale(1.0, 1.0);
	healthDivider31_162_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider31_162_Sprite:SetZOrder(0.2);
	healthDivider31_162_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider31_162_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider32_163_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider32_163_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider32_163_Sprite:SetName("healthDivider32");
	healthDivider32_163_Sprite:SetCollisionActorIndex(18);
	healthDivider32_163_Sprite:SetOpacity(1.0);
	healthDivider32_163_Sprite:Play(false);
	healthDivider32_163_Sprite:SetPosition(Point2D(-1324.0,-427.0));
	healthDivider32_163_Sprite:SetCurrentAnimationIndex(0);
	healthDivider32_163_Sprite:SetCurrentFrameIndex(0);
	healthDivider32_163_Sprite:SetLoop(false);
	healthDivider32_163_Sprite:SetAnimationSpeed(1.0);
	healthDivider32_163_Sprite:SetFlipHorizontal(false);
	healthDivider32_163_Sprite:SetFlipVertical(false);
	healthDivider32_163_Sprite:SetLifeTime(0.0);
	healthDivider32_163_Sprite:SetVisible(true);
	healthDivider32_163_Sprite:SetRotationAngle(0.0);
	healthDivider32_163_Sprite:SetScale(1.0, 1.0);
	healthDivider32_163_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider32_163_Sprite:SetZOrder(0.2);
	healthDivider32_163_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider32_163_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider33_164_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider33_164_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider33_164_Sprite:SetName("healthDivider33");
	healthDivider33_164_Sprite:SetCollisionActorIndex(18);
	healthDivider33_164_Sprite:SetOpacity(1.0);
	healthDivider33_164_Sprite:Play(false);
	healthDivider33_164_Sprite:SetPosition(Point2D(-1281.0,-426.0));
	healthDivider33_164_Sprite:SetCurrentAnimationIndex(0);
	healthDivider33_164_Sprite:SetCurrentFrameIndex(0);
	healthDivider33_164_Sprite:SetLoop(false);
	healthDivider33_164_Sprite:SetAnimationSpeed(1.0);
	healthDivider33_164_Sprite:SetFlipHorizontal(false);
	healthDivider33_164_Sprite:SetFlipVertical(false);
	healthDivider33_164_Sprite:SetLifeTime(0.0);
	healthDivider33_164_Sprite:SetVisible(true);
	healthDivider33_164_Sprite:SetRotationAngle(0.0);
	healthDivider33_164_Sprite:SetScale(1.0, 1.0);
	healthDivider33_164_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider33_164_Sprite:SetZOrder(0.2);
	healthDivider33_164_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider33_164_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider34_165_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider34_165_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider34_165_Sprite:SetName("healthDivider34");
	healthDivider34_165_Sprite:SetCollisionActorIndex(18);
	healthDivider34_165_Sprite:SetOpacity(1.0);
	healthDivider34_165_Sprite:Play(false);
	healthDivider34_165_Sprite:SetPosition(Point2D(-1318.0,-427.0));
	healthDivider34_165_Sprite:SetCurrentAnimationIndex(0);
	healthDivider34_165_Sprite:SetCurrentFrameIndex(0);
	healthDivider34_165_Sprite:SetLoop(false);
	healthDivider34_165_Sprite:SetAnimationSpeed(1.0);
	healthDivider34_165_Sprite:SetFlipHorizontal(false);
	healthDivider34_165_Sprite:SetFlipVertical(false);
	healthDivider34_165_Sprite:SetLifeTime(0.0);
	healthDivider34_165_Sprite:SetVisible(true);
	healthDivider34_165_Sprite:SetRotationAngle(0.0);
	healthDivider34_165_Sprite:SetScale(1.0, 1.0);
	healthDivider34_165_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider34_165_Sprite:SetZOrder(0.2);
	healthDivider34_165_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider34_165_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider35_166_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider35_166_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider35_166_Sprite:SetName("healthDivider35");
	healthDivider35_166_Sprite:SetCollisionActorIndex(18);
	healthDivider35_166_Sprite:SetOpacity(1.0);
	healthDivider35_166_Sprite:Play(false);
	healthDivider35_166_Sprite:SetPosition(Point2D(-1287.0,-426.0));
	healthDivider35_166_Sprite:SetCurrentAnimationIndex(0);
	healthDivider35_166_Sprite:SetCurrentFrameIndex(0);
	healthDivider35_166_Sprite:SetLoop(false);
	healthDivider35_166_Sprite:SetAnimationSpeed(1.0);
	healthDivider35_166_Sprite:SetFlipHorizontal(false);
	healthDivider35_166_Sprite:SetFlipVertical(false);
	healthDivider35_166_Sprite:SetLifeTime(0.0);
	healthDivider35_166_Sprite:SetVisible(true);
	healthDivider35_166_Sprite:SetRotationAngle(0.0);
	healthDivider35_166_Sprite:SetScale(1.0, 1.0);
	healthDivider35_166_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider35_166_Sprite:SetZOrder(0.2);
	healthDivider35_166_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider35_166_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider36_167_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider36_167_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider36_167_Sprite:SetName("healthDivider36");
	healthDivider36_167_Sprite:SetCollisionActorIndex(18);
	healthDivider36_167_Sprite:SetOpacity(1.0);
	healthDivider36_167_Sprite:Play(false);
	healthDivider36_167_Sprite:SetPosition(Point2D(-1312.0,-427.0));
	healthDivider36_167_Sprite:SetCurrentAnimationIndex(0);
	healthDivider36_167_Sprite:SetCurrentFrameIndex(0);
	healthDivider36_167_Sprite:SetLoop(false);
	healthDivider36_167_Sprite:SetAnimationSpeed(1.0);
	healthDivider36_167_Sprite:SetFlipHorizontal(false);
	healthDivider36_167_Sprite:SetFlipVertical(false);
	healthDivider36_167_Sprite:SetLifeTime(0.0);
	healthDivider36_167_Sprite:SetVisible(true);
	healthDivider36_167_Sprite:SetRotationAngle(0.0);
	healthDivider36_167_Sprite:SetScale(1.0, 1.0);
	healthDivider36_167_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider36_167_Sprite:SetZOrder(0.2);
	healthDivider36_167_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider36_167_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider37_168_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider37_168_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider37_168_Sprite:SetName("healthDivider37");
	healthDivider37_168_Sprite:SetCollisionActorIndex(18);
	healthDivider37_168_Sprite:SetOpacity(1.0);
	healthDivider37_168_Sprite:Play(false);
	healthDivider37_168_Sprite:SetPosition(Point2D(-1293.0,-426.0));
	healthDivider37_168_Sprite:SetCurrentAnimationIndex(0);
	healthDivider37_168_Sprite:SetCurrentFrameIndex(0);
	healthDivider37_168_Sprite:SetLoop(false);
	healthDivider37_168_Sprite:SetAnimationSpeed(1.0);
	healthDivider37_168_Sprite:SetFlipHorizontal(false);
	healthDivider37_168_Sprite:SetFlipVertical(false);
	healthDivider37_168_Sprite:SetLifeTime(0.0);
	healthDivider37_168_Sprite:SetVisible(true);
	healthDivider37_168_Sprite:SetRotationAngle(0.0);
	healthDivider37_168_Sprite:SetScale(1.0, 1.0);
	healthDivider37_168_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider37_168_Sprite:SetZOrder(0.2);
	healthDivider37_168_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider37_168_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider38_169_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider38_169_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider38_169_Sprite:SetName("healthDivider38");
	healthDivider38_169_Sprite:SetCollisionActorIndex(18);
	healthDivider38_169_Sprite:SetOpacity(1.0);
	healthDivider38_169_Sprite:Play(false);
	healthDivider38_169_Sprite:SetPosition(Point2D(-1306.0,-427.0));
	healthDivider38_169_Sprite:SetCurrentAnimationIndex(0);
	healthDivider38_169_Sprite:SetCurrentFrameIndex(0);
	healthDivider38_169_Sprite:SetLoop(false);
	healthDivider38_169_Sprite:SetAnimationSpeed(1.0);
	healthDivider38_169_Sprite:SetFlipHorizontal(false);
	healthDivider38_169_Sprite:SetFlipVertical(false);
	healthDivider38_169_Sprite:SetLifeTime(0.0);
	healthDivider38_169_Sprite:SetVisible(true);
	healthDivider38_169_Sprite:SetRotationAngle(0.0);
	healthDivider38_169_Sprite:SetScale(1.0, 1.0);
	healthDivider38_169_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider38_169_Sprite:SetZOrder(0.2);
	healthDivider38_169_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider38_169_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider39_170_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider39_170_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider39_170_Sprite:SetName("healthDivider39");
	healthDivider39_170_Sprite:SetCollisionActorIndex(18);
	healthDivider39_170_Sprite:SetOpacity(1.0);
	healthDivider39_170_Sprite:Play(false);
	healthDivider39_170_Sprite:SetPosition(Point2D(-1299.0,-426.0));
	healthDivider39_170_Sprite:SetCurrentAnimationIndex(0);
	healthDivider39_170_Sprite:SetCurrentFrameIndex(0);
	healthDivider39_170_Sprite:SetLoop(false);
	healthDivider39_170_Sprite:SetAnimationSpeed(1.0);
	healthDivider39_170_Sprite:SetFlipHorizontal(false);
	healthDivider39_170_Sprite:SetFlipVertical(false);
	healthDivider39_170_Sprite:SetLifeTime(0.0);
	healthDivider39_170_Sprite:SetVisible(true);
	healthDivider39_170_Sprite:SetRotationAngle(0.0);
	healthDivider39_170_Sprite:SetScale(1.0, 1.0);
	healthDivider39_170_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider39_170_Sprite:SetZOrder(0.2);
	healthDivider39_170_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider39_170_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden2_109_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden2_109_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden2_109_Sprite:SetName("mapHidden2");
	mapHidden2_109_Sprite:SetCollisionActorIndex(19);
	mapHidden2_109_Sprite:SetOpacity(1.0);
	mapHidden2_109_Sprite:Play(false);
	mapHidden2_109_Sprite:SetPosition(Point2D(-419.0,-304.0));
	mapHidden2_109_Sprite:SetCurrentAnimationIndex(0);
	mapHidden2_109_Sprite:SetCurrentFrameIndex(0);
	mapHidden2_109_Sprite:SetLoop(false);
	mapHidden2_109_Sprite:SetAnimationSpeed(1.0);
	mapHidden2_109_Sprite:SetFlipHorizontal(false);
	mapHidden2_109_Sprite:SetFlipVertical(false);
	mapHidden2_109_Sprite:SetLifeTime(0.0);
	mapHidden2_109_Sprite:SetVisible(true);
	mapHidden2_109_Sprite:SetRotationAngle(0.0);
	mapHidden2_109_Sprite:SetScale(1.0, 1.0);
	mapHidden2_109_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden2_109_Sprite:SetZOrder(0.2);
	mapHidden2_109_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden2_109_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden3_110_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden3_110_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden3_110_Sprite:SetName("mapHidden3");
	mapHidden3_110_Sprite:SetCollisionActorIndex(19);
	mapHidden3_110_Sprite:SetOpacity(1.0);
	mapHidden3_110_Sprite:Play(false);
	mapHidden3_110_Sprite:SetPosition(Point2D(-387.0,-304.0));
	mapHidden3_110_Sprite:SetCurrentAnimationIndex(0);
	mapHidden3_110_Sprite:SetCurrentFrameIndex(0);
	mapHidden3_110_Sprite:SetLoop(false);
	mapHidden3_110_Sprite:SetAnimationSpeed(1.0);
	mapHidden3_110_Sprite:SetFlipHorizontal(false);
	mapHidden3_110_Sprite:SetFlipVertical(false);
	mapHidden3_110_Sprite:SetLifeTime(0.0);
	mapHidden3_110_Sprite:SetVisible(true);
	mapHidden3_110_Sprite:SetRotationAngle(0.0);
	mapHidden3_110_Sprite:SetScale(1.0, 1.0);
	mapHidden3_110_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden3_110_Sprite:SetZOrder(0.2);
	mapHidden3_110_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden3_110_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden4_111_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden4_111_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden4_111_Sprite:SetName("mapHidden4");
	mapHidden4_111_Sprite:SetCollisionActorIndex(19);
	mapHidden4_111_Sprite:SetOpacity(1.0);
	mapHidden4_111_Sprite:Play(false);
	mapHidden4_111_Sprite:SetPosition(Point2D(-451.0,-336.0));
	mapHidden4_111_Sprite:SetCurrentAnimationIndex(0);
	mapHidden4_111_Sprite:SetCurrentFrameIndex(0);
	mapHidden4_111_Sprite:SetLoop(false);
	mapHidden4_111_Sprite:SetAnimationSpeed(1.0);
	mapHidden4_111_Sprite:SetFlipHorizontal(false);
	mapHidden4_111_Sprite:SetFlipVertical(false);
	mapHidden4_111_Sprite:SetLifeTime(0.0);
	mapHidden4_111_Sprite:SetVisible(true);
	mapHidden4_111_Sprite:SetRotationAngle(0.0);
	mapHidden4_111_Sprite:SetScale(1.0, 1.0);
	mapHidden4_111_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden4_111_Sprite:SetZOrder(0.2);
	mapHidden4_111_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden4_111_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden5_112_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden5_112_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden5_112_Sprite:SetName("mapHidden5");
	mapHidden5_112_Sprite:SetCollisionActorIndex(19);
	mapHidden5_112_Sprite:SetOpacity(1.0);
	mapHidden5_112_Sprite:Play(false);
	mapHidden5_112_Sprite:SetPosition(Point2D(-419.0,-336.0));
	mapHidden5_112_Sprite:SetCurrentAnimationIndex(0);
	mapHidden5_112_Sprite:SetCurrentFrameIndex(0);
	mapHidden5_112_Sprite:SetLoop(false);
	mapHidden5_112_Sprite:SetAnimationSpeed(1.0);
	mapHidden5_112_Sprite:SetFlipHorizontal(false);
	mapHidden5_112_Sprite:SetFlipVertical(false);
	mapHidden5_112_Sprite:SetLifeTime(0.0);
	mapHidden5_112_Sprite:SetVisible(true);
	mapHidden5_112_Sprite:SetRotationAngle(0.0);
	mapHidden5_112_Sprite:SetScale(1.0, 1.0);
	mapHidden5_112_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden5_112_Sprite:SetZOrder(0.2);
	mapHidden5_112_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden5_112_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden6_113_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden6_113_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden6_113_Sprite:SetName("mapHidden6");
	mapHidden6_113_Sprite:SetCollisionActorIndex(19);
	mapHidden6_113_Sprite:SetOpacity(1.0);
	mapHidden6_113_Sprite:Play(false);
	mapHidden6_113_Sprite:SetPosition(Point2D(-387.0,-336.0));
	mapHidden6_113_Sprite:SetCurrentAnimationIndex(0);
	mapHidden6_113_Sprite:SetCurrentFrameIndex(0);
	mapHidden6_113_Sprite:SetLoop(false);
	mapHidden6_113_Sprite:SetAnimationSpeed(1.0);
	mapHidden6_113_Sprite:SetFlipHorizontal(false);
	mapHidden6_113_Sprite:SetFlipVertical(false);
	mapHidden6_113_Sprite:SetLifeTime(0.0);
	mapHidden6_113_Sprite:SetVisible(true);
	mapHidden6_113_Sprite:SetRotationAngle(0.0);
	mapHidden6_113_Sprite:SetScale(1.0, 1.0);
	mapHidden6_113_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden6_113_Sprite:SetZOrder(0.2);
	mapHidden6_113_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden6_113_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden7_114_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden7_114_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden7_114_Sprite:SetName("mapHidden7");
	mapHidden7_114_Sprite:SetCollisionActorIndex(19);
	mapHidden7_114_Sprite:SetOpacity(1.0);
	mapHidden7_114_Sprite:Play(false);
	mapHidden7_114_Sprite:SetPosition(Point2D(-451.0,-368.0));
	mapHidden7_114_Sprite:SetCurrentAnimationIndex(0);
	mapHidden7_114_Sprite:SetCurrentFrameIndex(0);
	mapHidden7_114_Sprite:SetLoop(false);
	mapHidden7_114_Sprite:SetAnimationSpeed(1.0);
	mapHidden7_114_Sprite:SetFlipHorizontal(false);
	mapHidden7_114_Sprite:SetFlipVertical(false);
	mapHidden7_114_Sprite:SetLifeTime(0.0);
	mapHidden7_114_Sprite:SetVisible(true);
	mapHidden7_114_Sprite:SetRotationAngle(0.0);
	mapHidden7_114_Sprite:SetScale(1.0, 1.0);
	mapHidden7_114_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden7_114_Sprite:SetZOrder(0.2);
	mapHidden7_114_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden7_114_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden8_115_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden8_115_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden8_115_Sprite:SetName("mapHidden8");
	mapHidden8_115_Sprite:SetCollisionActorIndex(19);
	mapHidden8_115_Sprite:SetOpacity(1.0);
	mapHidden8_115_Sprite:Play(false);
	mapHidden8_115_Sprite:SetPosition(Point2D(-419.0,-368.0));
	mapHidden8_115_Sprite:SetCurrentAnimationIndex(0);
	mapHidden8_115_Sprite:SetCurrentFrameIndex(0);
	mapHidden8_115_Sprite:SetLoop(false);
	mapHidden8_115_Sprite:SetAnimationSpeed(1.0);
	mapHidden8_115_Sprite:SetFlipHorizontal(false);
	mapHidden8_115_Sprite:SetFlipVertical(false);
	mapHidden8_115_Sprite:SetLifeTime(0.0);
	mapHidden8_115_Sprite:SetVisible(true);
	mapHidden8_115_Sprite:SetRotationAngle(0.0);
	mapHidden8_115_Sprite:SetScale(1.0, 1.0);
	mapHidden8_115_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden8_115_Sprite:SetZOrder(0.2);
	mapHidden8_115_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden8_115_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden9_116_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden9_116_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden9_116_Sprite:SetName("mapHidden9");
	mapHidden9_116_Sprite:SetCollisionActorIndex(19);
	mapHidden9_116_Sprite:SetOpacity(1.0);
	mapHidden9_116_Sprite:Play(false);
	mapHidden9_116_Sprite:SetPosition(Point2D(-386.0,-367.0));
	mapHidden9_116_Sprite:SetCurrentAnimationIndex(0);
	mapHidden9_116_Sprite:SetCurrentFrameIndex(0);
	mapHidden9_116_Sprite:SetLoop(false);
	mapHidden9_116_Sprite:SetAnimationSpeed(1.0);
	mapHidden9_116_Sprite:SetFlipHorizontal(false);
	mapHidden9_116_Sprite:SetFlipVertical(false);
	mapHidden9_116_Sprite:SetLifeTime(0.0);
	mapHidden9_116_Sprite:SetVisible(true);
	mapHidden9_116_Sprite:SetRotationAngle(0.0);
	mapHidden9_116_Sprite:SetScale(1.0, 1.0);
	mapHidden9_116_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden9_116_Sprite:SetZOrder(0.2);
	mapHidden9_116_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden9_116_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden11_118_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden11_118_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden11_118_Sprite:SetName("mapHidden11");
	mapHidden11_118_Sprite:SetCollisionActorIndex(19);
	mapHidden11_118_Sprite:SetOpacity(1.0);
	mapHidden11_118_Sprite:Play(false);
	mapHidden11_118_Sprite:SetPosition(Point2D(-416.0,-240.0));
	mapHidden11_118_Sprite:SetCurrentAnimationIndex(0);
	mapHidden11_118_Sprite:SetCurrentFrameIndex(0);
	mapHidden11_118_Sprite:SetLoop(false);
	mapHidden11_118_Sprite:SetAnimationSpeed(1.0);
	mapHidden11_118_Sprite:SetFlipHorizontal(false);
	mapHidden11_118_Sprite:SetFlipVertical(false);
	mapHidden11_118_Sprite:SetLifeTime(0.0);
	mapHidden11_118_Sprite:SetVisible(true);
	mapHidden11_118_Sprite:SetRotationAngle(0.0);
	mapHidden11_118_Sprite:SetScale(1.0, 1.0);
	mapHidden11_118_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden11_118_Sprite:SetZOrder(0.2);
	mapHidden11_118_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden11_118_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden12_119_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden12_119_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden12_119_Sprite:SetName("mapHidden12");
	mapHidden12_119_Sprite:SetCollisionActorIndex(19);
	mapHidden12_119_Sprite:SetOpacity(1.0);
	mapHidden12_119_Sprite:Play(false);
	mapHidden12_119_Sprite:SetPosition(Point2D(-384.0,-240.0));
	mapHidden12_119_Sprite:SetCurrentAnimationIndex(0);
	mapHidden12_119_Sprite:SetCurrentFrameIndex(0);
	mapHidden12_119_Sprite:SetLoop(false);
	mapHidden12_119_Sprite:SetAnimationSpeed(1.0);
	mapHidden12_119_Sprite:SetFlipHorizontal(false);
	mapHidden12_119_Sprite:SetFlipVertical(false);
	mapHidden12_119_Sprite:SetLifeTime(0.0);
	mapHidden12_119_Sprite:SetVisible(true);
	mapHidden12_119_Sprite:SetRotationAngle(0.0);
	mapHidden12_119_Sprite:SetScale(1.0, 1.0);
	mapHidden12_119_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden12_119_Sprite:SetZOrder(0.2);
	mapHidden12_119_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden12_119_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden13_120_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden13_120_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden13_120_Sprite:SetName("mapHidden13");
	mapHidden13_120_Sprite:SetCollisionActorIndex(19);
	mapHidden13_120_Sprite:SetOpacity(1.0);
	mapHidden13_120_Sprite:Play(false);
	mapHidden13_120_Sprite:SetPosition(Point2D(-352.0,-240.0));
	mapHidden13_120_Sprite:SetCurrentAnimationIndex(0);
	mapHidden13_120_Sprite:SetCurrentFrameIndex(0);
	mapHidden13_120_Sprite:SetLoop(false);
	mapHidden13_120_Sprite:SetAnimationSpeed(1.0);
	mapHidden13_120_Sprite:SetFlipHorizontal(false);
	mapHidden13_120_Sprite:SetFlipVertical(false);
	mapHidden13_120_Sprite:SetLifeTime(0.0);
	mapHidden13_120_Sprite:SetVisible(true);
	mapHidden13_120_Sprite:SetRotationAngle(0.0);
	mapHidden13_120_Sprite:SetScale(1.0, 1.0);
	mapHidden13_120_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden13_120_Sprite:SetZOrder(0.2);
	mapHidden13_120_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden13_120_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden14_121_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden14_121_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden14_121_Sprite:SetName("mapHidden14");
	mapHidden14_121_Sprite:SetCollisionActorIndex(19);
	mapHidden14_121_Sprite:SetOpacity(1.0);
	mapHidden14_121_Sprite:Play(false);
	mapHidden14_121_Sprite:SetPosition(Point2D(-480.0,-278.0));
	mapHidden14_121_Sprite:SetCurrentAnimationIndex(0);
	mapHidden14_121_Sprite:SetCurrentFrameIndex(0);
	mapHidden14_121_Sprite:SetLoop(false);
	mapHidden14_121_Sprite:SetAnimationSpeed(1.0);
	mapHidden14_121_Sprite:SetFlipHorizontal(false);
	mapHidden14_121_Sprite:SetFlipVertical(false);
	mapHidden14_121_Sprite:SetLifeTime(0.0);
	mapHidden14_121_Sprite:SetVisible(true);
	mapHidden14_121_Sprite:SetRotationAngle(0.0);
	mapHidden14_121_Sprite:SetScale(1.0, 1.0);
	mapHidden14_121_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden14_121_Sprite:SetZOrder(0.2);
	mapHidden14_121_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden14_121_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden15_122_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden15_122_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden15_122_Sprite:SetName("mapHidden15");
	mapHidden15_122_Sprite:SetCollisionActorIndex(19);
	mapHidden15_122_Sprite:SetOpacity(1.0);
	mapHidden15_122_Sprite:Play(false);
	mapHidden15_122_Sprite:SetPosition(Point2D(-254.0,-344.0));
	mapHidden15_122_Sprite:SetCurrentAnimationIndex(0);
	mapHidden15_122_Sprite:SetCurrentFrameIndex(0);
	mapHidden15_122_Sprite:SetLoop(false);
	mapHidden15_122_Sprite:SetAnimationSpeed(1.0);
	mapHidden15_122_Sprite:SetFlipHorizontal(false);
	mapHidden15_122_Sprite:SetFlipVertical(false);
	mapHidden15_122_Sprite:SetLifeTime(0.0);
	mapHidden15_122_Sprite:SetVisible(true);
	mapHidden15_122_Sprite:SetRotationAngle(0.0);
	mapHidden15_122_Sprite:SetScale(1.0, 1.0);
	mapHidden15_122_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden15_122_Sprite:SetZOrder(0.2);
	mapHidden15_122_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden15_122_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden10_106_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden10_106_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden10_106_Sprite:SetName("mapHidden10");
	mapHidden10_106_Sprite:SetCollisionActorIndex(19);
	mapHidden10_106_Sprite:SetOpacity(1.0);
	mapHidden10_106_Sprite:Play(false);
	mapHidden10_106_Sprite:SetPosition(Point2D(-576.0,-376.0));
	mapHidden10_106_Sprite:SetCurrentAnimationIndex(0);
	mapHidden10_106_Sprite:SetCurrentFrameIndex(0);
	mapHidden10_106_Sprite:SetLoop(false);
	mapHidden10_106_Sprite:SetAnimationSpeed(1.0);
	mapHidden10_106_Sprite:SetFlipHorizontal(false);
	mapHidden10_106_Sprite:SetFlipVertical(false);
	mapHidden10_106_Sprite:SetLifeTime(0.0);
	mapHidden10_106_Sprite:SetVisible(true);
	mapHidden10_106_Sprite:SetRotationAngle(0.0);
	mapHidden10_106_Sprite:SetScale(1.0, 1.0);
	mapHidden10_106_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden10_106_Sprite:SetZOrder(0.2);
	mapHidden10_106_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden10_106_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapQuestion.png",2,2,1.0, 1.0, 1.0, 1.0);
	anim0:SetName("mapQuestion");
	mapHidden1_108_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor19);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mapHidden1_108_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	mapHidden1_108_Sprite:SetName("mapHidden1");
	mapHidden1_108_Sprite:SetCollisionActorIndex(19);
	mapHidden1_108_Sprite:SetOpacity(1.0);
	mapHidden1_108_Sprite:Play(false);
	mapHidden1_108_Sprite:SetPosition(Point2D(-488.0,-312.0));
	mapHidden1_108_Sprite:SetCurrentAnimationIndex(0);
	mapHidden1_108_Sprite:SetCurrentFrameIndex(0);
	mapHidden1_108_Sprite:SetLoop(false);
	mapHidden1_108_Sprite:SetAnimationSpeed(1.0);
	mapHidden1_108_Sprite:SetFlipHorizontal(false);
	mapHidden1_108_Sprite:SetFlipVertical(false);
	mapHidden1_108_Sprite:SetLifeTime(0.0);
	mapHidden1_108_Sprite:SetVisible(true);
	mapHidden1_108_Sprite:SetRotationAngle(0.0);
	mapHidden1_108_Sprite:SetScale(1.0, 1.0);
	mapHidden1_108_Sprite:SetCenter(Point2D(0.0,0.0));
	mapHidden1_108_Sprite:SetZOrder(0.2);
	mapHidden1_108_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(mapHidden1_108_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider0_126_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider0_126_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider0_126_Sprite:SetName("healthDivider0");
	healthDivider0_126_Sprite:SetCollisionActorIndex(18);
	healthDivider0_126_Sprite:SetOpacity(1.0);
	healthDivider0_126_Sprite:Play(false);
	healthDivider0_126_Sprite:SetPosition(Point2D(-1501.0,-425.0));
	healthDivider0_126_Sprite:SetCurrentAnimationIndex(0);
	healthDivider0_126_Sprite:SetCurrentFrameIndex(0);
	healthDivider0_126_Sprite:SetLoop(false);
	healthDivider0_126_Sprite:SetAnimationSpeed(1.0);
	healthDivider0_126_Sprite:SetFlipHorizontal(false);
	healthDivider0_126_Sprite:SetFlipVertical(false);
	healthDivider0_126_Sprite:SetLifeTime(0.0);
	healthDivider0_126_Sprite:SetVisible(true);
	healthDivider0_126_Sprite:SetRotationAngle(0.0);
	healthDivider0_126_Sprite:SetScale(1.0, 1.0);
	healthDivider0_126_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider0_126_Sprite:SetZOrder(0.2);
	healthDivider0_126_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider0_126_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider1_128_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider1_128_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider1_128_Sprite:SetName("healthDivider1");
	healthDivider1_128_Sprite:SetCollisionActorIndex(18);
	healthDivider1_128_Sprite:SetOpacity(1.0);
	healthDivider1_128_Sprite:Play(false);
	healthDivider1_128_Sprite:SetPosition(Point2D(-1492.0,-425.0));
	healthDivider1_128_Sprite:SetCurrentAnimationIndex(0);
	healthDivider1_128_Sprite:SetCurrentFrameIndex(0);
	healthDivider1_128_Sprite:SetLoop(false);
	healthDivider1_128_Sprite:SetAnimationSpeed(1.0);
	healthDivider1_128_Sprite:SetFlipHorizontal(false);
	healthDivider1_128_Sprite:SetFlipVertical(false);
	healthDivider1_128_Sprite:SetLifeTime(0.0);
	healthDivider1_128_Sprite:SetVisible(true);
	healthDivider1_128_Sprite:SetRotationAngle(0.0);
	healthDivider1_128_Sprite:SetScale(1.0, 1.0);
	healthDivider1_128_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider1_128_Sprite:SetZOrder(0.2);
	healthDivider1_128_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider1_128_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider2_129_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider2_129_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider2_129_Sprite:SetName("healthDivider2");
	healthDivider2_129_Sprite:SetCollisionActorIndex(18);
	healthDivider2_129_Sprite:SetOpacity(1.0);
	healthDivider2_129_Sprite:Play(false);
	healthDivider2_129_Sprite:SetPosition(Point2D(-1511.0,-424.0));
	healthDivider2_129_Sprite:SetCurrentAnimationIndex(0);
	healthDivider2_129_Sprite:SetCurrentFrameIndex(0);
	healthDivider2_129_Sprite:SetLoop(false);
	healthDivider2_129_Sprite:SetAnimationSpeed(1.0);
	healthDivider2_129_Sprite:SetFlipHorizontal(false);
	healthDivider2_129_Sprite:SetFlipVertical(false);
	healthDivider2_129_Sprite:SetLifeTime(0.0);
	healthDivider2_129_Sprite:SetVisible(true);
	healthDivider2_129_Sprite:SetRotationAngle(0.0);
	healthDivider2_129_Sprite:SetScale(1.0, 1.0);
	healthDivider2_129_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider2_129_Sprite:SetZOrder(0.2);
	healthDivider2_129_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider2_129_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider3_130_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider3_130_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider3_130_Sprite:SetName("healthDivider3");
	healthDivider3_130_Sprite:SetCollisionActorIndex(18);
	healthDivider3_130_Sprite:SetOpacity(1.0);
	healthDivider3_130_Sprite:Play(false);
	healthDivider3_130_Sprite:SetPosition(Point2D(-1486.0,-425.0));
	healthDivider3_130_Sprite:SetCurrentAnimationIndex(0);
	healthDivider3_130_Sprite:SetCurrentFrameIndex(0);
	healthDivider3_130_Sprite:SetLoop(false);
	healthDivider3_130_Sprite:SetAnimationSpeed(1.0);
	healthDivider3_130_Sprite:SetFlipHorizontal(false);
	healthDivider3_130_Sprite:SetFlipVertical(false);
	healthDivider3_130_Sprite:SetLifeTime(0.0);
	healthDivider3_130_Sprite:SetVisible(true);
	healthDivider3_130_Sprite:SetRotationAngle(0.0);
	healthDivider3_130_Sprite:SetScale(1.0, 1.0);
	healthDivider3_130_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider3_130_Sprite:SetZOrder(0.2);
	healthDivider3_130_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider3_130_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider4_131_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider4_131_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider4_131_Sprite:SetName("healthDivider4");
	healthDivider4_131_Sprite:SetCollisionActorIndex(18);
	healthDivider4_131_Sprite:SetOpacity(1.0);
	healthDivider4_131_Sprite:Play(false);
	healthDivider4_131_Sprite:SetPosition(Point2D(-1517.0,-424.0));
	healthDivider4_131_Sprite:SetCurrentAnimationIndex(0);
	healthDivider4_131_Sprite:SetCurrentFrameIndex(0);
	healthDivider4_131_Sprite:SetLoop(false);
	healthDivider4_131_Sprite:SetAnimationSpeed(1.0);
	healthDivider4_131_Sprite:SetFlipHorizontal(false);
	healthDivider4_131_Sprite:SetFlipVertical(false);
	healthDivider4_131_Sprite:SetLifeTime(0.0);
	healthDivider4_131_Sprite:SetVisible(true);
	healthDivider4_131_Sprite:SetRotationAngle(0.0);
	healthDivider4_131_Sprite:SetScale(1.0, 1.0);
	healthDivider4_131_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider4_131_Sprite:SetZOrder(0.2);
	healthDivider4_131_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider4_131_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider5_132_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider5_132_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider5_132_Sprite:SetName("healthDivider5");
	healthDivider5_132_Sprite:SetCollisionActorIndex(18);
	healthDivider5_132_Sprite:SetOpacity(1.0);
	healthDivider5_132_Sprite:Play(false);
	healthDivider5_132_Sprite:SetPosition(Point2D(-1480.0,-425.0));
	healthDivider5_132_Sprite:SetCurrentAnimationIndex(0);
	healthDivider5_132_Sprite:SetCurrentFrameIndex(0);
	healthDivider5_132_Sprite:SetLoop(false);
	healthDivider5_132_Sprite:SetAnimationSpeed(1.0);
	healthDivider5_132_Sprite:SetFlipHorizontal(false);
	healthDivider5_132_Sprite:SetFlipVertical(false);
	healthDivider5_132_Sprite:SetLifeTime(0.0);
	healthDivider5_132_Sprite:SetVisible(true);
	healthDivider5_132_Sprite:SetRotationAngle(0.0);
	healthDivider5_132_Sprite:SetScale(1.0, 1.0);
	healthDivider5_132_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider5_132_Sprite:SetZOrder(0.2);
	healthDivider5_132_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider5_132_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider6_133_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider6_133_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider6_133_Sprite:SetName("healthDivider6");
	healthDivider6_133_Sprite:SetCollisionActorIndex(18);
	healthDivider6_133_Sprite:SetOpacity(1.0);
	healthDivider6_133_Sprite:Play(false);
	healthDivider6_133_Sprite:SetPosition(Point2D(-1523.0,-424.0));
	healthDivider6_133_Sprite:SetCurrentAnimationIndex(0);
	healthDivider6_133_Sprite:SetCurrentFrameIndex(0);
	healthDivider6_133_Sprite:SetLoop(false);
	healthDivider6_133_Sprite:SetAnimationSpeed(1.0);
	healthDivider6_133_Sprite:SetFlipHorizontal(false);
	healthDivider6_133_Sprite:SetFlipVertical(false);
	healthDivider6_133_Sprite:SetLifeTime(0.0);
	healthDivider6_133_Sprite:SetVisible(true);
	healthDivider6_133_Sprite:SetRotationAngle(0.0);
	healthDivider6_133_Sprite:SetScale(1.0, 1.0);
	healthDivider6_133_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider6_133_Sprite:SetZOrder(0.2);
	healthDivider6_133_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider6_133_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\healthDivider.png",1,1,1.0);
	anim0:SetName("healthDivider");
	healthDivider7_134_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor18);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		healthDivider7_134_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	healthDivider7_134_Sprite:SetName("healthDivider7");
	healthDivider7_134_Sprite:SetCollisionActorIndex(18);
	healthDivider7_134_Sprite:SetOpacity(1.0);
	healthDivider7_134_Sprite:Play(false);
	healthDivider7_134_Sprite:SetPosition(Point2D(-1474.0,-425.0));
	healthDivider7_134_Sprite:SetCurrentAnimationIndex(0);
	healthDivider7_134_Sprite:SetCurrentFrameIndex(0);
	healthDivider7_134_Sprite:SetLoop(false);
	healthDivider7_134_Sprite:SetAnimationSpeed(1.0);
	healthDivider7_134_Sprite:SetFlipHorizontal(false);
	healthDivider7_134_Sprite:SetFlipVertical(false);
	healthDivider7_134_Sprite:SetLifeTime(0.0);
	healthDivider7_134_Sprite:SetVisible(true);
	healthDivider7_134_Sprite:SetRotationAngle(0.0);
	healthDivider7_134_Sprite:SetScale(1.0, 1.0);
	healthDivider7_134_Sprite:SetCenter(Point2D(0.0,0.0));
	healthDivider7_134_Sprite:SetZOrder(0.2);
	healthDivider7_134_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(healthDivider7_134_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\damageError.png",2,1,1.0, 1.0);
	anim0:SetName("damageError");
	enemyHPError_125_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor20);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		enemyHPError_125_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	enemyHPError_125_Sprite:SetName("enemyHPError");
	enemyHPError_125_Sprite:SetCollisionActorIndex(20);
	enemyHPError_125_Sprite:SetOpacity(1.0);
	enemyHPError_125_Sprite:Play(false);
	enemyHPError_125_Sprite:SetPosition(Point2D(-209.0,-245.0));
	enemyHPError_125_Sprite:SetCurrentAnimationIndex(0);
	enemyHPError_125_Sprite:SetCurrentFrameIndex(0);
	enemyHPError_125_Sprite:SetLoop(false);
	enemyHPError_125_Sprite:SetAnimationSpeed(1.0);
	enemyHPError_125_Sprite:SetFlipHorizontal(false);
	enemyHPError_125_Sprite:SetFlipVertical(false);
	enemyHPError_125_Sprite:SetLifeTime(0.0);
	enemyHPError_125_Sprite:SetVisible(true);
	enemyHPError_125_Sprite:SetRotationAngle(0.0);
	enemyHPError_125_Sprite:SetScale(1.0, 1.0);
	enemyHPError_125_Sprite:SetCenter(Point2D(0.0,0.0));
	enemyHPError_125_Sprite:SetZOrder(0.3);
	enemyHPError_125_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(enemyHPError_125_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\mapSelected.png",1,1,1.0);
	anim0:SetName("mapSelected");
	minimapCursor_104_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor21);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		minimapCursor_104_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	minimapCursor_104_Sprite:SetName("minimapCursor");
	minimapCursor_104_Sprite:SetCollisionActorIndex(21);
	minimapCursor_104_Sprite:SetOpacity(1.0);
	minimapCursor_104_Sprite:Play(false);
	minimapCursor_104_Sprite:SetPosition(Point2D(-499.0,-392.0));
	minimapCursor_104_Sprite:SetCurrentAnimationIndex(0);
	minimapCursor_104_Sprite:SetCurrentFrameIndex(0);
	minimapCursor_104_Sprite:SetLoop(false);
	minimapCursor_104_Sprite:SetAnimationSpeed(1.0);
	minimapCursor_104_Sprite:SetFlipHorizontal(false);
	minimapCursor_104_Sprite:SetFlipVertical(false);
	minimapCursor_104_Sprite:SetLifeTime(0.0);
	minimapCursor_104_Sprite:SetVisible(true);
	minimapCursor_104_Sprite:SetRotationAngle(0.0);
	minimapCursor_104_Sprite:SetScale(1.0, 1.0);
	minimapCursor_104_Sprite:SetCenter(Point2D(0.0,0.0));
	minimapCursor_104_Sprite:SetZOrder(0.3);
	minimapCursor_104_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(minimapCursor_104_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\gameOver.png",2,1,1.0, 1.0);
	anim0:SetName("gameOver");
	gameoverBack_174_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor22);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		gameoverBack_174_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	gameoverBack_174_Sprite:SetName("gameoverBack");
	gameoverBack_174_Sprite:SetCollisionActorIndex(22);
	gameoverBack_174_Sprite:SetOpacity(1.0);
	gameoverBack_174_Sprite:Play(false);
	gameoverBack_174_Sprite:SetPosition(Point2D(-1594.0,9.0));
	gameoverBack_174_Sprite:SetCurrentAnimationIndex(0);
	gameoverBack_174_Sprite:SetCurrentFrameIndex(0);
	gameoverBack_174_Sprite:SetLoop(false);
	gameoverBack_174_Sprite:SetAnimationSpeed(1.0);
	gameoverBack_174_Sprite:SetFlipHorizontal(false);
	gameoverBack_174_Sprite:SetFlipVertical(false);
	gameoverBack_174_Sprite:SetLifeTime(0.0);
	gameoverBack_174_Sprite:SetVisible(true);
	gameoverBack_174_Sprite:SetRotationAngle(0.0);
	gameoverBack_174_Sprite:SetScale(1.0, 1.0);
	gameoverBack_174_Sprite:SetCenter(Point2D(0.0,0.0));
	gameoverBack_174_Sprite:SetZOrder(0.9);
	gameoverBack_174_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(gameoverBack_174_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\windowButton.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("windowButton");
	GOretry_188_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor23);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		GOretry_188_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	GOretry_188_Sprite:SetName("GOretry");
	GOretry_188_Sprite:SetCollisionActorIndex(23);
	GOretry_188_Sprite:SetOpacity(1.0);
	GOretry_188_Sprite:Play(false);
	GOretry_188_Sprite:SetPosition(Point2D(-2415.0,-394.0));
	GOretry_188_Sprite:SetCurrentAnimationIndex(0);
	GOretry_188_Sprite:SetCurrentFrameIndex(0);
	GOretry_188_Sprite:SetLoop(false);
	GOretry_188_Sprite:SetAnimationSpeed(1.0);
	GOretry_188_Sprite:SetFlipHorizontal(false);
	GOretry_188_Sprite:SetFlipVertical(false);
	GOretry_188_Sprite:SetLifeTime(0.0);
	GOretry_188_Sprite:SetVisible(true);
	GOretry_188_Sprite:SetRotationAngle(0.0);
	GOretry_188_Sprite:SetScale(1.0, 1.0);
	GOretry_188_Sprite:SetCenter(Point2D(0.0,0.0));
	GOretry_188_Sprite:SetZOrder(0.95);
	GOretry_188_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(GOretry_188_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\windowButton.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("windowButton");
	GOquit_248_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor23);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		GOquit_248_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	GOquit_248_Sprite:SetName("GOquit");
	GOquit_248_Sprite:SetCollisionActorIndex(23);
	GOquit_248_Sprite:SetOpacity(1.0);
	GOquit_248_Sprite:Play(false);
	GOquit_248_Sprite:SetPosition(Point2D(-2301.0,-553.0));
	GOquit_248_Sprite:SetCurrentAnimationIndex(0);
	GOquit_248_Sprite:SetCurrentFrameIndex(0);
	GOquit_248_Sprite:SetLoop(false);
	GOquit_248_Sprite:SetAnimationSpeed(1.0);
	GOquit_248_Sprite:SetFlipHorizontal(false);
	GOquit_248_Sprite:SetFlipVertical(false);
	GOquit_248_Sprite:SetLifeTime(0.0);
	GOquit_248_Sprite:SetVisible(true);
	GOquit_248_Sprite:SetRotationAngle(0.0);
	GOquit_248_Sprite:SetScale(1.0, 1.0);
	GOquit_248_Sprite:SetCenter(Point2D(0.0,0.0));
	GOquit_248_Sprite:SetZOrder(0.95);
	GOquit_248_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(GOquit_248_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\windowButton.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("windowButton");
	GOmenu_227_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor23);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		GOmenu_227_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	GOmenu_227_Sprite:SetName("GOmenu");
	GOmenu_227_Sprite:SetCollisionActorIndex(23);
	GOmenu_227_Sprite:SetOpacity(1.0);
	GOmenu_227_Sprite:Play(false);
	GOmenu_227_Sprite:SetPosition(Point2D(-2328.0,-517.0));
	GOmenu_227_Sprite:SetCurrentAnimationIndex(0);
	GOmenu_227_Sprite:SetCurrentFrameIndex(0);
	GOmenu_227_Sprite:SetLoop(false);
	GOmenu_227_Sprite:SetAnimationSpeed(1.0);
	GOmenu_227_Sprite:SetFlipHorizontal(false);
	GOmenu_227_Sprite:SetFlipVertical(false);
	GOmenu_227_Sprite:SetLifeTime(0.0);
	GOmenu_227_Sprite:SetVisible(true);
	GOmenu_227_Sprite:SetRotationAngle(0.0);
	GOmenu_227_Sprite:SetScale(1.0, 1.0);
	GOmenu_227_Sprite:SetCenter(Point2D(0.0,0.0));
	GOmenu_227_Sprite:SetZOrder(0.95);
	GOmenu_227_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(GOmenu_227_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\bossText.png",1,1,1.0);
	anim0:SetName("bossText");
	bossText_67_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor24);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		bossText_67_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	bossText_67_Sprite:SetName("bossText");
	bossText_67_Sprite:SetCollisionActorIndex(24);
	bossText_67_Sprite:SetOpacity(1.0);
	bossText_67_Sprite:Play(false);
	bossText_67_Sprite:SetPosition(Point2D(-22.0,57.0));
	bossText_67_Sprite:SetCurrentAnimationIndex(0);
	bossText_67_Sprite:SetCurrentFrameIndex(0);
	bossText_67_Sprite:SetLoop(false);
	bossText_67_Sprite:SetAnimationSpeed(1.0);
	bossText_67_Sprite:SetFlipHorizontal(false);
	bossText_67_Sprite:SetFlipVertical(false);
	bossText_67_Sprite:SetLifeTime(0.0);
	bossText_67_Sprite:SetVisible(true);
	bossText_67_Sprite:SetRotationAngle(0.0);
	bossText_67_Sprite:SetScale(1.0, 1.0);
	bossText_67_Sprite:SetCenter(Point2D(0.0,0.0));
	bossText_67_Sprite:SetZOrder(1.0);
	bossText_67_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(bossText_67_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\button.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("button");
	continue_186_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor25);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		continue_186_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	continue_186_Sprite:SetName("continue");
	continue_186_Sprite:SetCollisionActorIndex(25);
	continue_186_Sprite:SetOpacity(1.0);
	continue_186_Sprite:Play(false);
	continue_186_Sprite:SetPosition(Point2D(-2420.0,-321.0));
	continue_186_Sprite:SetCurrentAnimationIndex(0);
	continue_186_Sprite:SetCurrentFrameIndex(0);
	continue_186_Sprite:SetLoop(false);
	continue_186_Sprite:SetAnimationSpeed(1.0);
	continue_186_Sprite:SetFlipHorizontal(false);
	continue_186_Sprite:SetFlipVertical(false);
	continue_186_Sprite:SetLifeTime(0.0);
	continue_186_Sprite:SetVisible(true);
	continue_186_Sprite:SetRotationAngle(0.0);
	continue_186_Sprite:SetScale(1.0, 1.0);
	continue_186_Sprite:SetCenter(Point2D(0.0,0.0));
	continue_186_Sprite:SetZOrder(1.1);
	continue_186_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(continue_186_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\button.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("button");
	menu_189_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor25);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		menu_189_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	menu_189_Sprite:SetName("menu");
	menu_189_Sprite:SetCollisionActorIndex(25);
	menu_189_Sprite:SetOpacity(1.0);
	menu_189_Sprite:Play(false);
	menu_189_Sprite:SetPosition(Point2D(-2662.0,-463.0));
	menu_189_Sprite:SetCurrentAnimationIndex(0);
	menu_189_Sprite:SetCurrentFrameIndex(0);
	menu_189_Sprite:SetLoop(false);
	menu_189_Sprite:SetAnimationSpeed(1.0);
	menu_189_Sprite:SetFlipHorizontal(false);
	menu_189_Sprite:SetFlipVertical(false);
	menu_189_Sprite:SetLifeTime(0.0);
	menu_189_Sprite:SetVisible(true);
	menu_189_Sprite:SetRotationAngle(0.0);
	menu_189_Sprite:SetScale(1.0, 1.0);
	menu_189_Sprite:SetCenter(Point2D(0.0,0.0));
	menu_189_Sprite:SetZOrder(1.1);
	menu_189_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(menu_189_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\button.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("button");
	quit_190_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor25);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		quit_190_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	quit_190_Sprite:SetName("quit");
	quit_190_Sprite:SetCollisionActorIndex(25);
	quit_190_Sprite:SetOpacity(1.0);
	quit_190_Sprite:Play(false);
	quit_190_Sprite:SetPosition(Point2D(-2669.0,-561.0));
	quit_190_Sprite:SetCurrentAnimationIndex(0);
	quit_190_Sprite:SetCurrentFrameIndex(0);
	quit_190_Sprite:SetLoop(false);
	quit_190_Sprite:SetAnimationSpeed(1.0);
	quit_190_Sprite:SetFlipHorizontal(false);
	quit_190_Sprite:SetFlipVertical(false);
	quit_190_Sprite:SetLifeTime(0.0);
	quit_190_Sprite:SetVisible(true);
	quit_190_Sprite:SetRotationAngle(0.0);
	quit_190_Sprite:SetScale(1.0, 1.0);
	quit_190_Sprite:SetCenter(Point2D(0.0,0.0));
	quit_190_Sprite:SetZOrder(1.1);
	quit_190_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(quit_190_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	GOretry_text_187_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		GOretry_text_187_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	GOretry_text_187_Sprite:SetName("GOretry_text");
	GOretry_text_187_Sprite:SetCollisionActorIndex(26);
	GOretry_text_187_Sprite:SetOpacity(1.0);
	GOretry_text_187_Sprite:Play(false);
	GOretry_text_187_Sprite:SetPosition(Point2D(-2478.0,-485.0));
	GOretry_text_187_Sprite:SetCurrentAnimationIndex(0);
	GOretry_text_187_Sprite:SetCurrentFrameIndex(0);
	GOretry_text_187_Sprite:SetLoop(false);
	GOretry_text_187_Sprite:SetAnimationSpeed(1.0);
	GOretry_text_187_Sprite:SetFlipHorizontal(false);
	GOretry_text_187_Sprite:SetFlipVertical(false);
	GOretry_text_187_Sprite:SetLifeTime(0.0);
	GOretry_text_187_Sprite:SetVisible(true);
	GOretry_text_187_Sprite:SetRotationAngle(0.0);
	GOretry_text_187_Sprite:SetScale(1.0, 1.0);
	GOretry_text_187_Sprite:SetCenter(Point2D(0.0,0.0));
	GOretry_text_187_Sprite:SetZOrder(1.2);
	GOretry_text_187_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(GOretry_text_187_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	quit_text_193_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		quit_text_193_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	quit_text_193_Sprite:SetName("quit_text");
	quit_text_193_Sprite:SetCollisionActorIndex(26);
	quit_text_193_Sprite:SetOpacity(1.0);
	quit_text_193_Sprite:Play(false);
	quit_text_193_Sprite:SetPosition(Point2D(-2178.0,-333.0));
	quit_text_193_Sprite:SetCurrentAnimationIndex(0);
	quit_text_193_Sprite:SetCurrentFrameIndex(0);
	quit_text_193_Sprite:SetLoop(false);
	quit_text_193_Sprite:SetAnimationSpeed(1.0);
	quit_text_193_Sprite:SetFlipHorizontal(false);
	quit_text_193_Sprite:SetFlipVertical(false);
	quit_text_193_Sprite:SetLifeTime(0.0);
	quit_text_193_Sprite:SetVisible(true);
	quit_text_193_Sprite:SetRotationAngle(0.0);
	quit_text_193_Sprite:SetScale(1.0, 1.0);
	quit_text_193_Sprite:SetCenter(Point2D(0.0,0.0));
	quit_text_193_Sprite:SetZOrder(1.2);
	quit_text_193_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(quit_text_193_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	GOmenu_text_194_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		GOmenu_text_194_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	GOmenu_text_194_Sprite:SetName("GOmenu_text");
	GOmenu_text_194_Sprite:SetCollisionActorIndex(26);
	GOmenu_text_194_Sprite:SetOpacity(1.0);
	GOmenu_text_194_Sprite:Play(false);
	GOmenu_text_194_Sprite:SetPosition(Point2D(-2175.0,-465.0));
	GOmenu_text_194_Sprite:SetCurrentAnimationIndex(0);
	GOmenu_text_194_Sprite:SetCurrentFrameIndex(0);
	GOmenu_text_194_Sprite:SetLoop(false);
	GOmenu_text_194_Sprite:SetAnimationSpeed(1.0);
	GOmenu_text_194_Sprite:SetFlipHorizontal(false);
	GOmenu_text_194_Sprite:SetFlipVertical(false);
	GOmenu_text_194_Sprite:SetLifeTime(0.0);
	GOmenu_text_194_Sprite:SetVisible(true);
	GOmenu_text_194_Sprite:SetRotationAngle(0.0);
	GOmenu_text_194_Sprite:SetScale(1.0, 1.0);
	GOmenu_text_194_Sprite:SetCenter(Point2D(0.0,0.0));
	GOmenu_text_194_Sprite:SetZOrder(1.2);
	GOmenu_text_194_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(GOmenu_text_194_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	continue_text_196_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		continue_text_196_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	continue_text_196_Sprite:SetName("continue_text");
	continue_text_196_Sprite:SetCollisionActorIndex(26);
	continue_text_196_Sprite:SetOpacity(1.0);
	continue_text_196_Sprite:Play(false);
	continue_text_196_Sprite:SetPosition(Point2D(-2041.0,-357.0));
	continue_text_196_Sprite:SetCurrentAnimationIndex(0);
	continue_text_196_Sprite:SetCurrentFrameIndex(0);
	continue_text_196_Sprite:SetLoop(false);
	continue_text_196_Sprite:SetAnimationSpeed(1.0);
	continue_text_196_Sprite:SetFlipHorizontal(false);
	continue_text_196_Sprite:SetFlipVertical(false);
	continue_text_196_Sprite:SetLifeTime(0.0);
	continue_text_196_Sprite:SetVisible(true);
	continue_text_196_Sprite:SetRotationAngle(0.0);
	continue_text_196_Sprite:SetScale(1.0, 1.0);
	continue_text_196_Sprite:SetCenter(Point2D(0.0,0.0));
	continue_text_196_Sprite:SetZOrder(1.2);
	continue_text_196_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(continue_text_196_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	menu_text_197_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		menu_text_197_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	menu_text_197_Sprite:SetName("menu_text");
	menu_text_197_Sprite:SetCollisionActorIndex(26);
	menu_text_197_Sprite:SetOpacity(1.0);
	menu_text_197_Sprite:Play(false);
	menu_text_197_Sprite:SetPosition(Point2D(-2024.0,-431.0));
	menu_text_197_Sprite:SetCurrentAnimationIndex(0);
	menu_text_197_Sprite:SetCurrentFrameIndex(0);
	menu_text_197_Sprite:SetLoop(false);
	menu_text_197_Sprite:SetAnimationSpeed(1.0);
	menu_text_197_Sprite:SetFlipHorizontal(false);
	menu_text_197_Sprite:SetFlipVertical(false);
	menu_text_197_Sprite:SetLifeTime(0.0);
	menu_text_197_Sprite:SetVisible(true);
	menu_text_197_Sprite:SetRotationAngle(0.0);
	menu_text_197_Sprite:SetScale(1.0, 1.0);
	menu_text_197_Sprite:SetCenter(Point2D(0.0,0.0));
	menu_text_197_Sprite:SetZOrder(1.2);
	menu_text_197_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(menu_text_197_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	GOquit_text_198_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		GOquit_text_198_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	GOquit_text_198_Sprite:SetName("GOquit_text");
	GOquit_text_198_Sprite:SetCollisionActorIndex(26);
	GOquit_text_198_Sprite:SetOpacity(1.0);
	GOquit_text_198_Sprite:Play(false);
	GOquit_text_198_Sprite:SetPosition(Point2D(-2643.0,-386.0));
	GOquit_text_198_Sprite:SetCurrentAnimationIndex(0);
	GOquit_text_198_Sprite:SetCurrentFrameIndex(0);
	GOquit_text_198_Sprite:SetLoop(false);
	GOquit_text_198_Sprite:SetAnimationSpeed(1.0);
	GOquit_text_198_Sprite:SetFlipHorizontal(false);
	GOquit_text_198_Sprite:SetFlipVertical(false);
	GOquit_text_198_Sprite:SetLifeTime(0.0);
	GOquit_text_198_Sprite:SetVisible(true);
	GOquit_text_198_Sprite:SetRotationAngle(0.0);
	GOquit_text_198_Sprite:SetScale(1.0, 1.0);
	GOquit_text_198_Sprite:SetCenter(Point2D(0.0,0.0));
	GOquit_text_198_Sprite:SetZOrder(1.2);
	GOquit_text_198_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(GOquit_text_198_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\cursor.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("cursor");
	pauseCursor_59_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor27);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		pauseCursor_59_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	pauseCursor_59_Sprite:SetName("pauseCursor");
	pauseCursor_59_Sprite:SetCollisionActorIndex(27);
	pauseCursor_59_Sprite:SetOpacity(1.0);
	pauseCursor_59_Sprite:Play(false);
	pauseCursor_59_Sprite:SetPosition(Point2D(-544.0,-190.0));
	pauseCursor_59_Sprite:SetCurrentAnimationIndex(0);
	pauseCursor_59_Sprite:SetCurrentFrameIndex(0);
	pauseCursor_59_Sprite:SetLoop(false);
	pauseCursor_59_Sprite:SetAnimationSpeed(1.0);
	pauseCursor_59_Sprite:SetFlipHorizontal(false);
	pauseCursor_59_Sprite:SetFlipVertical(false);
	pauseCursor_59_Sprite:SetLifeTime(0.0);
	pauseCursor_59_Sprite:SetVisible(true);
	pauseCursor_59_Sprite:SetRotationAngle(0.0);
	pauseCursor_59_Sprite:SetScale(1.0, 1.0);
	pauseCursor_59_Sprite:SetCenter(Point2D(0.0,0.0));
	pauseCursor_59_Sprite:SetZOrder(1.3);
	pauseCursor_59_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(pauseCursor_59_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\screenFade.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("screenFade");
	totalFade_58_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor28);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		totalFade_58_Sprite:AddCollision(dynamicCollisionData, layer0_Layer:GetCollisionId());
	end

	totalFade_58_Sprite:SetName("totalFade");
	totalFade_58_Sprite:SetCollisionActorIndex(28);
	totalFade_58_Sprite:SetOpacity(1.0);
	totalFade_58_Sprite:Play(false);
	totalFade_58_Sprite:SetPosition(Point2D(-721.0,-287.0));
	totalFade_58_Sprite:SetCurrentAnimationIndex(0);
	totalFade_58_Sprite:SetCurrentFrameIndex(0);
	totalFade_58_Sprite:SetLoop(false);
	totalFade_58_Sprite:SetAnimationSpeed(1.0);
	totalFade_58_Sprite:SetFlipHorizontal(false);
	totalFade_58_Sprite:SetFlipVertical(false);
	totalFade_58_Sprite:SetLifeTime(0.0);
	totalFade_58_Sprite:SetVisible(true);
	totalFade_58_Sprite:SetRotationAngle(0.0);
	totalFade_58_Sprite:SetScale(1.0, 1.0);
	totalFade_58_Sprite:SetCenter(Point2D(0.0,0.0));
	totalFade_58_Sprite:SetZOrder(1.5);
	totalFade_58_Sprite:SetHUDObject(true);
	layer0_Layer:AddGameObject(totalFade_58_Sprite)



	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level0_Layer0_StaticCollision()
end




function Set_Level0_Layer1_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters

	--Sprites Setters
	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\Background.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("Background");
	background_43_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor29);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		background_43_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	background_43_Sprite:SetName("background");
	background_43_Sprite:SetCollisionActorIndex(29);
	background_43_Sprite:SetOpacity(1.0);
	background_43_Sprite:Play(false);
	background_43_Sprite:SetPosition(Point2D(1.0,1.0));
	background_43_Sprite:SetCurrentAnimationIndex(0);
	background_43_Sprite:SetCurrentFrameIndex(0);
	background_43_Sprite:SetLoop(false);
	background_43_Sprite:SetAnimationSpeed(1.0);
	background_43_Sprite:SetFlipHorizontal(false);
	background_43_Sprite:SetFlipVertical(false);
	background_43_Sprite:SetLifeTime(0.0);
	background_43_Sprite:SetVisible(true);
	background_43_Sprite:SetRotationAngle(0.0);
	background_43_Sprite:SetScale(2.0, 2.0);
	background_43_Sprite:SetCenter(Point2D(0.0,0.0));
	background_43_Sprite:SetZOrder(-0.8);
	
	layer1_Layer:AddGameObject(background_43_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\fileColumn.png",2,1,1.0, 1.0);
	anim0:SetName("fileColumn");
	masterFileColumn_69_Sprite = fileColumnClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor30);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterFileColumn_69_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterFileColumn_69_Sprite:SetName("masterFileColumn");
	masterFileColumn_69_Sprite:SetCollisionActorIndex(30);
	masterFileColumn_69_Sprite:SetOpacity(1.0);
	masterFileColumn_69_Sprite:Play(false);
	masterFileColumn_69_Sprite:SetPosition(Point2D(-697.0,-70.0));
	masterFileColumn_69_Sprite:SetCurrentAnimationIndex(0);
	masterFileColumn_69_Sprite:SetCurrentFrameIndex(0);
	masterFileColumn_69_Sprite:SetLoop(false);
	masterFileColumn_69_Sprite:SetAnimationSpeed(1.0);
	masterFileColumn_69_Sprite:SetFlipHorizontal(false);
	masterFileColumn_69_Sprite:SetFlipVertical(false);
	masterFileColumn_69_Sprite:SetLifeTime(0.0);
	masterFileColumn_69_Sprite:SetVisible(true);
	masterFileColumn_69_Sprite:SetRotationAngle(0.0);
	masterFileColumn_69_Sprite:SetScale(1.0, 1.0);
	masterFileColumn_69_Sprite:SetCenter(Point2D(0.0,0.0));
	masterFileColumn_69_Sprite:SetZOrder(-0.7);
	
	layer1_Layer:AddGameObject(masterFileColumn_69_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\coloredSquare.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("coloredSquare");
	masterColoredSquare_81_Sprite = coloredSquareClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor31);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterColoredSquare_81_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterColoredSquare_81_Sprite:SetName("masterColoredSquare");
	masterColoredSquare_81_Sprite:SetCollisionActorIndex(31);
	masterColoredSquare_81_Sprite:SetOpacity(1.0);
	masterColoredSquare_81_Sprite:Play(false);
	masterColoredSquare_81_Sprite:SetPosition(Point2D(-1203.0,749.0));
	masterColoredSquare_81_Sprite:SetCurrentAnimationIndex(0);
	masterColoredSquare_81_Sprite:SetCurrentFrameIndex(0);
	masterColoredSquare_81_Sprite:SetLoop(false);
	masterColoredSquare_81_Sprite:SetAnimationSpeed(1.0);
	masterColoredSquare_81_Sprite:SetFlipHorizontal(false);
	masterColoredSquare_81_Sprite:SetFlipVertical(false);
	masterColoredSquare_81_Sprite:SetLifeTime(0.0);
	masterColoredSquare_81_Sprite:SetVisible(true);
	masterColoredSquare_81_Sprite:SetRotationAngle(0.0);
	masterColoredSquare_81_Sprite:SetScale(1.0, 1.0);
	masterColoredSquare_81_Sprite:SetCenter(Point2D(0.0,0.0));
	masterColoredSquare_81_Sprite:SetZOrder(-0.6);
	
	layer1_Layer:AddGameObject(masterColoredSquare_81_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\glassCover.png",1,2,1.0, 1.0);
	anim0:SetName("glassCover");
	glassCover_68_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor32);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		glassCover_68_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	glassCover_68_Sprite:SetName("glassCover");
	glassCover_68_Sprite:SetCollisionActorIndex(32);
	glassCover_68_Sprite:SetOpacity(1.0);
	glassCover_68_Sprite:Play(false);
	glassCover_68_Sprite:SetPosition(Point2D(0.0,0.0));
	glassCover_68_Sprite:SetCurrentAnimationIndex(0);
	glassCover_68_Sprite:SetCurrentFrameIndex(0);
	glassCover_68_Sprite:SetLoop(false);
	glassCover_68_Sprite:SetAnimationSpeed(1.0);
	glassCover_68_Sprite:SetFlipHorizontal(false);
	glassCover_68_Sprite:SetFlipVertical(false);
	glassCover_68_Sprite:SetLifeTime(0.0);
	glassCover_68_Sprite:SetVisible(true);
	glassCover_68_Sprite:SetRotationAngle(0.0);
	glassCover_68_Sprite:SetScale(1.0, 1.0);
	glassCover_68_Sprite:SetCenter(Point2D(0.0,0.0));
	glassCover_68_Sprite:SetZOrder(-0.5);
	
	layer1_Layer:AddGameObject(glassCover_68_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\transitionBack.png",2,2,0.04, 0.04, 0.04, 0.04);
	anim0:SetName("transitionBack");
	transitionBlur_215_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor33);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		transitionBlur_215_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	transitionBlur_215_Sprite:SetName("transitionBlur");
	transitionBlur_215_Sprite:SetCollisionActorIndex(33);
	transitionBlur_215_Sprite:SetOpacity(0.1);
	transitionBlur_215_Sprite:Play(true);
	transitionBlur_215_Sprite:SetPosition(Point2D(-1965.0,-59.0));
	transitionBlur_215_Sprite:SetCurrentAnimationIndex(0);
	transitionBlur_215_Sprite:SetCurrentFrameIndex(0);
	transitionBlur_215_Sprite:SetLoop(true);
	transitionBlur_215_Sprite:SetAnimationSpeed(1.0);
	transitionBlur_215_Sprite:SetFlipHorizontal(false);
	transitionBlur_215_Sprite:SetFlipVertical(false);
	transitionBlur_215_Sprite:SetLifeTime(0.0);
	transitionBlur_215_Sprite:SetVisible(true);
	transitionBlur_215_Sprite:SetRotationAngle(0.0);
	transitionBlur_215_Sprite:SetScale(1.0, 1.0);
	transitionBlur_215_Sprite:SetCenter(Point2D(0.0,0.0));
	transitionBlur_215_Sprite:SetZOrder(-0.5);
	
	layer1_Layer:AddGameObject(transitionBlur_215_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\Doorway.png",2,1,1.0, 1.0);
	anim0:SetName("Doorway");
	doorTL_47_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor34);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		doorTL_47_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	doorTL_47_Sprite:SetName("doorTL");
	doorTL_47_Sprite:SetCollisionActorIndex(34);
	doorTL_47_Sprite:SetOpacity(1.0);
	doorTL_47_Sprite:Play(false);
	doorTL_47_Sprite:SetPosition(Point2D(-465.0,339.0));
	doorTL_47_Sprite:SetCurrentAnimationIndex(0);
	doorTL_47_Sprite:SetCurrentFrameIndex(0);
	doorTL_47_Sprite:SetLoop(false);
	doorTL_47_Sprite:SetAnimationSpeed(1.0);
	doorTL_47_Sprite:SetFlipHorizontal(false);
	doorTL_47_Sprite:SetFlipVertical(false);
	doorTL_47_Sprite:SetLifeTime(0.0);
	doorTL_47_Sprite:SetVisible(true);
	doorTL_47_Sprite:SetRotationAngle(0.0);
	doorTL_47_Sprite:SetScale(1.0, 1.0);
	doorTL_47_Sprite:SetCenter(Point2D(0.0,0.0));
	doorTL_47_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(doorTL_47_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\Doorway.png",2,1,1.0, 1.0);
	anim0:SetName("Doorway");
	doorTR_49_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor34);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		doorTR_49_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	doorTR_49_Sprite:SetName("doorTR");
	doorTR_49_Sprite:SetCollisionActorIndex(34);
	doorTR_49_Sprite:SetOpacity(1.0);
	doorTR_49_Sprite:Play(false);
	doorTR_49_Sprite:SetPosition(Point2D(-362.0,341.0));
	doorTR_49_Sprite:SetCurrentAnimationIndex(0);
	doorTR_49_Sprite:SetCurrentFrameIndex(0);
	doorTR_49_Sprite:SetLoop(false);
	doorTR_49_Sprite:SetAnimationSpeed(1.0);
	doorTR_49_Sprite:SetFlipHorizontal(false);
	doorTR_49_Sprite:SetFlipVertical(false);
	doorTR_49_Sprite:SetLifeTime(0.0);
	doorTR_49_Sprite:SetVisible(true);
	doorTR_49_Sprite:SetRotationAngle(270.0);
	doorTR_49_Sprite:SetScale(1.0, 1.0);
	doorTR_49_Sprite:SetCenter(Point2D(0.0,0.0));
	doorTR_49_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(doorTR_49_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\roomConnector.png",2,1,1.0, 1.0);
	anim0:SetName("roomConnector");
	connTL_72_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor35);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		connTL_72_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	connTL_72_Sprite:SetName("connTL");
	connTL_72_Sprite:SetCollisionActorIndex(35);
	connTL_72_Sprite:SetOpacity(1.0);
	connTL_72_Sprite:Play(false);
	connTL_72_Sprite:SetPosition(Point2D(-402.0,286.0));
	connTL_72_Sprite:SetCurrentAnimationIndex(0);
	connTL_72_Sprite:SetCurrentFrameIndex(0);
	connTL_72_Sprite:SetLoop(false);
	connTL_72_Sprite:SetAnimationSpeed(1.0);
	connTL_72_Sprite:SetFlipHorizontal(false);
	connTL_72_Sprite:SetFlipVertical(false);
	connTL_72_Sprite:SetLifeTime(0.0);
	connTL_72_Sprite:SetVisible(true);
	connTL_72_Sprite:SetRotationAngle(0.0);
	connTL_72_Sprite:SetScale(1.0, 1.0);
	connTL_72_Sprite:SetCenter(Point2D(0.0,0.0));
	connTL_72_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(connTL_72_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\roomConnector.png",2,1,1.0, 1.0);
	anim0:SetName("roomConnector");
	connTR_74_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor35);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		connTR_74_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	connTR_74_Sprite:SetName("connTR");
	connTR_74_Sprite:SetCollisionActorIndex(35);
	connTR_74_Sprite:SetOpacity(1.0);
	connTR_74_Sprite:Play(false);
	connTR_74_Sprite:SetPosition(Point2D(-443.0,305.0));
	connTR_74_Sprite:SetCurrentAnimationIndex(0);
	connTR_74_Sprite:SetCurrentFrameIndex(0);
	connTR_74_Sprite:SetLoop(false);
	connTR_74_Sprite:SetAnimationSpeed(1.0);
	connTR_74_Sprite:SetFlipHorizontal(false);
	connTR_74_Sprite:SetFlipVertical(false);
	connTR_74_Sprite:SetLifeTime(0.0);
	connTR_74_Sprite:SetVisible(true);
	connTR_74_Sprite:SetRotationAngle(270.0);
	connTR_74_Sprite:SetScale(1.0, 1.0);
	connTR_74_Sprite:SetCenter(Point2D(0.0,0.0));
	connTR_74_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(connTR_74_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\roomConnector.png",2,1,1.0, 1.0);
	anim0:SetName("roomConnector");
	connBR_75_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor35);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		connBR_75_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	connBR_75_Sprite:SetName("connBR");
	connBR_75_Sprite:SetCollisionActorIndex(35);
	connBR_75_Sprite:SetOpacity(1.0);
	connBR_75_Sprite:Play(false);
	connBR_75_Sprite:SetPosition(Point2D(-454.0,308.0));
	connBR_75_Sprite:SetCurrentAnimationIndex(0);
	connBR_75_Sprite:SetCurrentFrameIndex(0);
	connBR_75_Sprite:SetLoop(false);
	connBR_75_Sprite:SetAnimationSpeed(1.0);
	connBR_75_Sprite:SetFlipHorizontal(false);
	connBR_75_Sprite:SetFlipVertical(false);
	connBR_75_Sprite:SetLifeTime(0.0);
	connBR_75_Sprite:SetVisible(true);
	connBR_75_Sprite:SetRotationAngle(180.0);
	connBR_75_Sprite:SetScale(1.0, 1.0);
	connBR_75_Sprite:SetCenter(Point2D(0.0,0.0));
	connBR_75_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(connBR_75_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\roomConnector.png",2,1,1.0, 1.0);
	anim0:SetName("roomConnector");
	connBL_76_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor35);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		connBL_76_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	connBL_76_Sprite:SetName("connBL");
	connBL_76_Sprite:SetCollisionActorIndex(35);
	connBL_76_Sprite:SetOpacity(1.0);
	connBL_76_Sprite:Play(false);
	connBL_76_Sprite:SetPosition(Point2D(-453.0,319.0));
	connBL_76_Sprite:SetCurrentAnimationIndex(0);
	connBL_76_Sprite:SetCurrentFrameIndex(0);
	connBL_76_Sprite:SetLoop(false);
	connBL_76_Sprite:SetAnimationSpeed(1.0);
	connBL_76_Sprite:SetFlipHorizontal(false);
	connBL_76_Sprite:SetFlipVertical(false);
	connBL_76_Sprite:SetLifeTime(0.0);
	connBL_76_Sprite:SetVisible(true);
	connBL_76_Sprite:SetRotationAngle(90.0);
	connBL_76_Sprite:SetScale(1.0, 1.0);
	connBL_76_Sprite:SetCenter(Point2D(0.0,0.0));
	connBL_76_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(connBL_76_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\Doorway.png",2,1,1.0, 1.0);
	anim0:SetName("Doorway");
	doorBR_50_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor34);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		doorBR_50_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	doorBR_50_Sprite:SetName("doorBR");
	doorBR_50_Sprite:SetCollisionActorIndex(34);
	doorBR_50_Sprite:SetOpacity(1.0);
	doorBR_50_Sprite:Play(false);
	doorBR_50_Sprite:SetPosition(Point2D(-338.0,241.0));
	doorBR_50_Sprite:SetCurrentAnimationIndex(0);
	doorBR_50_Sprite:SetCurrentFrameIndex(0);
	doorBR_50_Sprite:SetLoop(false);
	doorBR_50_Sprite:SetAnimationSpeed(1.0);
	doorBR_50_Sprite:SetFlipHorizontal(false);
	doorBR_50_Sprite:SetFlipVertical(false);
	doorBR_50_Sprite:SetLifeTime(0.0);
	doorBR_50_Sprite:SetVisible(true);
	doorBR_50_Sprite:SetRotationAngle(180.0);
	doorBR_50_Sprite:SetScale(1.0, 1.0);
	doorBR_50_Sprite:SetCenter(Point2D(0.0,0.0));
	doorBR_50_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(doorBR_50_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\Doorway.png",2,1,1.0, 1.0);
	anim0:SetName("Doorway");
	doorBL_51_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor34);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		doorBL_51_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	doorBL_51_Sprite:SetName("doorBL");
	doorBL_51_Sprite:SetCollisionActorIndex(34);
	doorBL_51_Sprite:SetOpacity(1.0);
	doorBL_51_Sprite:Play(false);
	doorBL_51_Sprite:SetPosition(Point2D(-440.0,230.0));
	doorBL_51_Sprite:SetCurrentAnimationIndex(0);
	doorBL_51_Sprite:SetCurrentFrameIndex(0);
	doorBL_51_Sprite:SetLoop(false);
	doorBL_51_Sprite:SetAnimationSpeed(1.0);
	doorBL_51_Sprite:SetFlipHorizontal(false);
	doorBL_51_Sprite:SetFlipVertical(false);
	doorBL_51_Sprite:SetLifeTime(0.0);
	doorBL_51_Sprite:SetVisible(true);
	doorBL_51_Sprite:SetRotationAngle(90.0);
	doorBL_51_Sprite:SetScale(1.0, 1.0);
	doorBL_51_Sprite:SetCenter(Point2D(0.0,0.0));
	doorBL_51_Sprite:SetZOrder(-0.4);
	
	layer1_Layer:AddGameObject(doorBL_51_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\DoorShield.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("DoorShield");
	doorShield_54_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor36);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		doorShield_54_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	doorShield_54_Sprite:SetName("doorShield");
	doorShield_54_Sprite:SetCollisionActorIndex(36);
	doorShield_54_Sprite:SetOpacity(1.0);
	doorShield_54_Sprite:Play(false);
	doorShield_54_Sprite:SetPosition(Point2D(-603.0,140.0));
	doorShield_54_Sprite:SetCurrentAnimationIndex(0);
	doorShield_54_Sprite:SetCurrentFrameIndex(0);
	doorShield_54_Sprite:SetLoop(false);
	doorShield_54_Sprite:SetAnimationSpeed(1.0);
	doorShield_54_Sprite:SetFlipHorizontal(false);
	doorShield_54_Sprite:SetFlipVertical(false);
	doorShield_54_Sprite:SetLifeTime(0.0);
	doorShield_54_Sprite:SetVisible(true);
	doorShield_54_Sprite:SetRotationAngle(0.0);
	doorShield_54_Sprite:SetScale(1.0, 1.0);
	doorShield_54_Sprite:SetCenter(Point2D(0.0,0.0));
	doorShield_54_Sprite:SetZOrder(-0.3);
	
	layer1_Layer:AddGameObject(doorShield_54_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\transitionConnector.png",1,1,1.0);
	anim0:SetName("transitionConnector");
	transitionConnector_82_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor37);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		transitionConnector_82_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	transitionConnector_82_Sprite:SetName("transitionConnector");
	transitionConnector_82_Sprite:SetCollisionActorIndex(37);
	transitionConnector_82_Sprite:SetOpacity(1.0);
	transitionConnector_82_Sprite:Play(false);
	transitionConnector_82_Sprite:SetPosition(Point2D(-1996.0,914.0));
	transitionConnector_82_Sprite:SetCurrentAnimationIndex(0);
	transitionConnector_82_Sprite:SetCurrentFrameIndex(0);
	transitionConnector_82_Sprite:SetLoop(false);
	transitionConnector_82_Sprite:SetAnimationSpeed(1.0);
	transitionConnector_82_Sprite:SetFlipHorizontal(false);
	transitionConnector_82_Sprite:SetFlipVertical(false);
	transitionConnector_82_Sprite:SetLifeTime(0.0);
	transitionConnector_82_Sprite:SetVisible(true);
	transitionConnector_82_Sprite:SetRotationAngle(0.0);
	transitionConnector_82_Sprite:SetScale(1.0, 1.0);
	transitionConnector_82_Sprite:SetCenter(Point2D(0.0,0.0));
	transitionConnector_82_Sprite:SetZOrder(-0.2);
	
	layer1_Layer:AddGameObject(transitionConnector_82_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\colorParticle.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("colorParticle");
	masterColorParticle_44_Sprite = colorParticleClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor0);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterColorParticle_44_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterColorParticle_44_Sprite:SetName("masterColorParticle");
	masterColorParticle_44_Sprite:SetCollisionActorIndex(0);
	masterColorParticle_44_Sprite:SetOpacity(1.0);
	masterColorParticle_44_Sprite:Play(false);
	masterColorParticle_44_Sprite:SetPosition(Point2D(-419.0,-31.0));
	masterColorParticle_44_Sprite:SetCurrentAnimationIndex(0);
	masterColorParticle_44_Sprite:SetCurrentFrameIndex(0);
	masterColorParticle_44_Sprite:SetLoop(false);
	masterColorParticle_44_Sprite:SetAnimationSpeed(1.0);
	masterColorParticle_44_Sprite:SetFlipHorizontal(false);
	masterColorParticle_44_Sprite:SetFlipVertical(false);
	masterColorParticle_44_Sprite:SetLifeTime(0.0);
	masterColorParticle_44_Sprite:SetVisible(true);
	masterColorParticle_44_Sprite:SetRotationAngle(0.0);
	masterColorParticle_44_Sprite:SetScale(1.0, 1.0);
	masterColorParticle_44_Sprite:SetCenter(Point2D(0.0,0.0));
	masterColorParticle_44_Sprite:SetZOrder(-0.1);
	
	layer1_Layer:AddGameObject(masterColorParticle_44_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\screenFade.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("screenFade");
	masterFade_55_Sprite = fadeEffect(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor28);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterFade_55_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterFade_55_Sprite:SetName("masterFade");
	masterFade_55_Sprite:SetCollisionActorIndex(28);
	masterFade_55_Sprite:SetOpacity(1.0);
	masterFade_55_Sprite:Play(false);
	masterFade_55_Sprite:SetPosition(Point2D(-764.0,46.0));
	masterFade_55_Sprite:SetCurrentAnimationIndex(0);
	masterFade_55_Sprite:SetCurrentFrameIndex(0);
	masterFade_55_Sprite:SetLoop(false);
	masterFade_55_Sprite:SetAnimationSpeed(1.0);
	masterFade_55_Sprite:SetFlipHorizontal(false);
	masterFade_55_Sprite:SetFlipVertical(false);
	masterFade_55_Sprite:SetLifeTime(0.0);
	masterFade_55_Sprite:SetVisible(true);
	masterFade_55_Sprite:SetRotationAngle(0.0);
	masterFade_55_Sprite:SetScale(1.0, 1.0);
	masterFade_55_Sprite:SetCenter(Point2D(0.0,0.0));
	masterFade_55_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterFade_55_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\Key.png",1,1,1.0);
	anim0:SetName("Key");
	masterKey_56_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor38);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterKey_56_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterKey_56_Sprite:SetName("masterKey");
	masterKey_56_Sprite:SetCollisionActorIndex(38);
	masterKey_56_Sprite:SetOpacity(1.0);
	masterKey_56_Sprite:Play(false);
	masterKey_56_Sprite:SetPosition(Point2D(-512.0,-3.0));
	masterKey_56_Sprite:SetCurrentAnimationIndex(0);
	masterKey_56_Sprite:SetCurrentFrameIndex(0);
	masterKey_56_Sprite:SetLoop(false);
	masterKey_56_Sprite:SetAnimationSpeed(1.0);
	masterKey_56_Sprite:SetFlipHorizontal(false);
	masterKey_56_Sprite:SetFlipVertical(false);
	masterKey_56_Sprite:SetLifeTime(0.0);
	masterKey_56_Sprite:SetVisible(true);
	masterKey_56_Sprite:SetRotationAngle(0.0);
	masterKey_56_Sprite:SetScale(1.0, 1.0);
	masterKey_56_Sprite:SetCenter(Point2D(0.0,0.0));
	masterKey_56_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterKey_56_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\keyBlock.png",1,1,1.0);
	anim0:SetName("keyBlock");
	keyBlock_57_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor39);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		keyBlock_57_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	keyBlock_57_Sprite:SetName("keyBlock");
	keyBlock_57_Sprite:SetCollisionActorIndex(39);
	keyBlock_57_Sprite:SetOpacity(1.0);
	keyBlock_57_Sprite:Play(false);
	keyBlock_57_Sprite:SetPosition(Point2D(-362.0,84.0));
	keyBlock_57_Sprite:SetCurrentAnimationIndex(0);
	keyBlock_57_Sprite:SetCurrentFrameIndex(0);
	keyBlock_57_Sprite:SetLoop(false);
	keyBlock_57_Sprite:SetAnimationSpeed(1.0);
	keyBlock_57_Sprite:SetFlipHorizontal(false);
	keyBlock_57_Sprite:SetFlipVertical(false);
	keyBlock_57_Sprite:SetLifeTime(0.0);
	keyBlock_57_Sprite:SetVisible(true);
	keyBlock_57_Sprite:SetRotationAngle(0.0);
	keyBlock_57_Sprite:SetScale(1.0, 1.0);
	keyBlock_57_Sprite:SetCenter(Point2D(0.0,0.0));
	keyBlock_57_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(keyBlock_57_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\colorParticle.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("colorParticle");
	masterEssence_45_Sprite = bulletClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor0);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterEssence_45_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterEssence_45_Sprite:SetName("masterEssence");
	masterEssence_45_Sprite:SetCollisionActorIndex(0);
	masterEssence_45_Sprite:SetOpacity(1.0);
	masterEssence_45_Sprite:Play(false);
	masterEssence_45_Sprite:SetPosition(Point2D(-397.0,-124.0));
	masterEssence_45_Sprite:SetCurrentAnimationIndex(0);
	masterEssence_45_Sprite:SetCurrentFrameIndex(0);
	masterEssence_45_Sprite:SetLoop(false);
	masterEssence_45_Sprite:SetAnimationSpeed(1.0);
	masterEssence_45_Sprite:SetFlipHorizontal(false);
	masterEssence_45_Sprite:SetFlipVertical(false);
	masterEssence_45_Sprite:SetLifeTime(0.0);
	masterEssence_45_Sprite:SetVisible(true);
	masterEssence_45_Sprite:SetRotationAngle(0.0);
	masterEssence_45_Sprite:SetScale(1.0, 1.0);
	masterEssence_45_Sprite:SetCenter(Point2D(0.0,0.0));
	masterEssence_45_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterEssence_45_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerBullet.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("playerBullet");
	masterBullet_4_Sprite = bulletClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor40);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterBullet_4_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterBullet_4_Sprite:SetName("masterBullet");
	masterBullet_4_Sprite:SetCollisionActorIndex(40);
	masterBullet_4_Sprite:SetOpacity(1.0);
	masterBullet_4_Sprite:Play(false);
	masterBullet_4_Sprite:SetPosition(Point2D(-179.0,-22.0));
	masterBullet_4_Sprite:SetCurrentAnimationIndex(0);
	masterBullet_4_Sprite:SetCurrentFrameIndex(0);
	masterBullet_4_Sprite:SetLoop(false);
	masterBullet_4_Sprite:SetAnimationSpeed(1.0);
	masterBullet_4_Sprite:SetFlipHorizontal(false);
	masterBullet_4_Sprite:SetFlipVertical(false);
	masterBullet_4_Sprite:SetLifeTime(0.0);
	masterBullet_4_Sprite:SetVisible(true);
	masterBullet_4_Sprite:SetRotationAngle(0.0);
	masterBullet_4_Sprite:SetScale(1.0, 1.0);
	masterBullet_4_Sprite:SetCenter(Point2D(0.0,0.0));
	masterBullet_4_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterBullet_4_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\colorParticle.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("colorParticle");
	masterChargeEffect_173_Sprite = chargeEffectClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor0);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterChargeEffect_173_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterChargeEffect_173_Sprite:SetName("masterChargeEffect");
	masterChargeEffect_173_Sprite:SetCollisionActorIndex(0);
	masterChargeEffect_173_Sprite:SetOpacity(1.0);
	masterChargeEffect_173_Sprite:Play(false);
	masterChargeEffect_173_Sprite:SetPosition(Point2D(-493.0,-206.0));
	masterChargeEffect_173_Sprite:SetCurrentAnimationIndex(0);
	masterChargeEffect_173_Sprite:SetCurrentFrameIndex(0);
	masterChargeEffect_173_Sprite:SetLoop(false);
	masterChargeEffect_173_Sprite:SetAnimationSpeed(1.0);
	masterChargeEffect_173_Sprite:SetFlipHorizontal(false);
	masterChargeEffect_173_Sprite:SetFlipVertical(false);
	masterChargeEffect_173_Sprite:SetLifeTime(0.0);
	masterChargeEffect_173_Sprite:SetVisible(true);
	masterChargeEffect_173_Sprite:SetRotationAngle(0.0);
	masterChargeEffect_173_Sprite:SetScale(1.0, 1.0);
	masterChargeEffect_173_Sprite:SetCenter(Point2D(0.0,0.0));
	masterChargeEffect_173_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterChargeEffect_173_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyBullet.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("enemyBullet");
	masterEnemyBullet_9_Sprite = enemyBulletClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor41);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterEnemyBullet_9_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterEnemyBullet_9_Sprite:SetName("masterEnemyBullet");
	masterEnemyBullet_9_Sprite:SetCollisionActorIndex(41);
	masterEnemyBullet_9_Sprite:SetOpacity(1.0);
	masterEnemyBullet_9_Sprite:Play(false);
	masterEnemyBullet_9_Sprite:SetPosition(Point2D(-168.0,9.0));
	masterEnemyBullet_9_Sprite:SetCurrentAnimationIndex(0);
	masterEnemyBullet_9_Sprite:SetCurrentFrameIndex(0);
	masterEnemyBullet_9_Sprite:SetLoop(false);
	masterEnemyBullet_9_Sprite:SetAnimationSpeed(1.0);
	masterEnemyBullet_9_Sprite:SetFlipHorizontal(false);
	masterEnemyBullet_9_Sprite:SetFlipVertical(false);
	masterEnemyBullet_9_Sprite:SetLifeTime(0.0);
	masterEnemyBullet_9_Sprite:SetVisible(true);
	masterEnemyBullet_9_Sprite:SetRotationAngle(0.0);
	masterEnemyBullet_9_Sprite:SetScale(1.0, 1.0);
	masterEnemyBullet_9_Sprite:SetCenter(Point2D(0.0,0.0));
	masterEnemyBullet_9_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterEnemyBullet_9_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\Enemy.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("Enemy");
	masterEnemy_8_Sprite = enemyClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor42);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterEnemy_8_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterEnemy_8_Sprite:SetName("masterEnemy");
	masterEnemy_8_Sprite:SetCollisionActorIndex(42);
	masterEnemy_8_Sprite:SetOpacity(1.0);
	masterEnemy_8_Sprite:Play(false);
	masterEnemy_8_Sprite:SetPosition(Point2D(-172.0,-80.0));
	masterEnemy_8_Sprite:SetCurrentAnimationIndex(0);
	masterEnemy_8_Sprite:SetCurrentFrameIndex(0);
	masterEnemy_8_Sprite:SetLoop(false);
	masterEnemy_8_Sprite:SetAnimationSpeed(1.0);
	masterEnemy_8_Sprite:SetFlipHorizontal(false);
	masterEnemy_8_Sprite:SetFlipVertical(false);
	masterEnemy_8_Sprite:SetLifeTime(0.0);
	masterEnemy_8_Sprite:SetVisible(true);
	masterEnemy_8_Sprite:SetRotationAngle(0.0);
	masterEnemy_8_Sprite:SetScale(1.0, 1.0);
	masterEnemy_8_Sprite:SetCenter(Point2D(0.0,0.0));
	masterEnemy_8_Sprite:SetZOrder(0.1);
	
	layer1_Layer:AddGameObject(masterEnemy_8_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerMain.png",1,1,1.0);
	anim0:SetName("playerMain");
	player_3_Sprite = playerClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor43);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		player_3_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	player_3_Sprite:SetName("player");
	player_3_Sprite:SetCollisionActorIndex(43);
	player_3_Sprite:SetOpacity(1.0);
	player_3_Sprite:Play(false);
	player_3_Sprite:SetPosition(Point2D(-62.0,101.0));
	player_3_Sprite:SetCurrentAnimationIndex(0);
	player_3_Sprite:SetCurrentFrameIndex(0);
	player_3_Sprite:SetLoop(false);
	player_3_Sprite:SetAnimationSpeed(1.0);
	player_3_Sprite:SetFlipHorizontal(false);
	player_3_Sprite:SetFlipVertical(false);
	player_3_Sprite:SetLifeTime(0.0);
	player_3_Sprite:SetVisible(true);
	player_3_Sprite:SetRotationAngle(0.0);
	player_3_Sprite:SetScale(1.0, 1.0);
	player_3_Sprite:SetCenter(Point2D(0.0,0.0));
	player_3_Sprite:SetZOrder(0.2);
	
	layer1_Layer:AddGameObject(player_3_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\playerIndicators.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("playerIndicators");
	playerIndicator_35_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor44);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		playerIndicator_35_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	playerIndicator_35_Sprite:SetName("playerIndicator");
	playerIndicator_35_Sprite:SetCollisionActorIndex(44);
	playerIndicator_35_Sprite:SetOpacity(1.0);
	playerIndicator_35_Sprite:Play(false);
	playerIndicator_35_Sprite:SetPosition(Point2D(-293.0,-61.0));
	playerIndicator_35_Sprite:SetCurrentAnimationIndex(0);
	playerIndicator_35_Sprite:SetCurrentFrameIndex(0);
	playerIndicator_35_Sprite:SetLoop(false);
	playerIndicator_35_Sprite:SetAnimationSpeed(1.0);
	playerIndicator_35_Sprite:SetFlipHorizontal(false);
	playerIndicator_35_Sprite:SetFlipVertical(false);
	playerIndicator_35_Sprite:SetLifeTime(0.0);
	playerIndicator_35_Sprite:SetVisible(true);
	playerIndicator_35_Sprite:SetRotationAngle(0.0);
	playerIndicator_35_Sprite:SetScale(1.0, 1.0);
	playerIndicator_35_Sprite:SetCenter(Point2D(0.0,0.0));
	playerIndicator_35_Sprite:SetZOrder(0.3);
	
	layer1_Layer:AddGameObject(playerIndicator_35_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\enemyParticle.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("enemyParticle");
	masterEnemyParticle_40_Sprite = bulletClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor45);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterEnemyParticle_40_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterEnemyParticle_40_Sprite:SetName("masterEnemyParticle");
	masterEnemyParticle_40_Sprite:SetCollisionActorIndex(45);
	masterEnemyParticle_40_Sprite:SetOpacity(1.0);
	masterEnemyParticle_40_Sprite:Play(false);
	masterEnemyParticle_40_Sprite:SetPosition(Point2D(-257.0,-133.0));
	masterEnemyParticle_40_Sprite:SetCurrentAnimationIndex(0);
	masterEnemyParticle_40_Sprite:SetCurrentFrameIndex(0);
	masterEnemyParticle_40_Sprite:SetLoop(false);
	masterEnemyParticle_40_Sprite:SetAnimationSpeed(1.0);
	masterEnemyParticle_40_Sprite:SetFlipHorizontal(false);
	masterEnemyParticle_40_Sprite:SetFlipVertical(false);
	masterEnemyParticle_40_Sprite:SetLifeTime(0.0);
	masterEnemyParticle_40_Sprite:SetVisible(true);
	masterEnemyParticle_40_Sprite:SetRotationAngle(0.0);
	masterEnemyParticle_40_Sprite:SetScale(1.0, 1.0);
	masterEnemyParticle_40_Sprite:SetCenter(Point2D(0.0,0.0));
	masterEnemyParticle_40_Sprite:SetZOrder(0.4);
	
	layer1_Layer:AddGameObject(masterEnemyParticle_40_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\particle.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("particle");
	masterParticle_38_Sprite = bulletClass(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor46);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterParticle_38_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterParticle_38_Sprite:SetName("masterParticle");
	masterParticle_38_Sprite:SetCollisionActorIndex(46);
	masterParticle_38_Sprite:SetOpacity(1.0);
	masterParticle_38_Sprite:Play(false);
	masterParticle_38_Sprite:SetPosition(Point2D(-378.0,-224.0));
	masterParticle_38_Sprite:SetCurrentAnimationIndex(0);
	masterParticle_38_Sprite:SetCurrentFrameIndex(0);
	masterParticle_38_Sprite:SetLoop(false);
	masterParticle_38_Sprite:SetAnimationSpeed(1.0);
	masterParticle_38_Sprite:SetFlipHorizontal(false);
	masterParticle_38_Sprite:SetFlipVertical(false);
	masterParticle_38_Sprite:SetLifeTime(0.0);
	masterParticle_38_Sprite:SetVisible(true);
	masterParticle_38_Sprite:SetRotationAngle(0.0);
	masterParticle_38_Sprite:SetScale(1.0, 1.0);
	masterParticle_38_Sprite:SetCenter(Point2D(0.0,0.0));
	masterParticle_38_Sprite:SetZOrder(0.4);
	
	layer1_Layer:AddGameObject(masterParticle_38_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\transParticle.png",1,1,1.0);
	anim0:SetName("transParticle");
	masterTransParticle_218_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor47);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterTransParticle_218_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterTransParticle_218_Sprite:SetName("masterTransParticle");
	masterTransParticle_218_Sprite:SetCollisionActorIndex(47);
	masterTransParticle_218_Sprite:SetOpacity(1.0);
	masterTransParticle_218_Sprite:Play(false);
	masterTransParticle_218_Sprite:SetPosition(Point2D(-1832.0,-39.0));
	masterTransParticle_218_Sprite:SetCurrentAnimationIndex(0);
	masterTransParticle_218_Sprite:SetCurrentFrameIndex(0);
	masterTransParticle_218_Sprite:SetLoop(false);
	masterTransParticle_218_Sprite:SetAnimationSpeed(1.0);
	masterTransParticle_218_Sprite:SetFlipHorizontal(false);
	masterTransParticle_218_Sprite:SetFlipVertical(false);
	masterTransParticle_218_Sprite:SetLifeTime(0.0);
	masterTransParticle_218_Sprite:SetVisible(true);
	masterTransParticle_218_Sprite:SetRotationAngle(0.0);
	masterTransParticle_218_Sprite:SetScale(1.0, 1.0);
	masterTransParticle_218_Sprite:SetCenter(Point2D(0.0,0.0));
	masterTransParticle_218_Sprite:SetZOrder(0.9);
	
	layer1_Layer:AddGameObject(masterTransParticle_218_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\cursor.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("cursor");
	mouseCursor_41_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor27);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		mouseCursor_41_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	mouseCursor_41_Sprite:SetName("mouseCursor");
	mouseCursor_41_Sprite:SetCollisionActorIndex(27);
	mouseCursor_41_Sprite:SetOpacity(1.0);
	mouseCursor_41_Sprite:Play(false);
	mouseCursor_41_Sprite:SetPosition(Point2D(-485.0,-120.0));
	mouseCursor_41_Sprite:SetCurrentAnimationIndex(0);
	mouseCursor_41_Sprite:SetCurrentFrameIndex(0);
	mouseCursor_41_Sprite:SetLoop(false);
	mouseCursor_41_Sprite:SetAnimationSpeed(1.0);
	mouseCursor_41_Sprite:SetFlipHorizontal(false);
	mouseCursor_41_Sprite:SetFlipVertical(false);
	mouseCursor_41_Sprite:SetLifeTime(0.0);
	mouseCursor_41_Sprite:SetVisible(true);
	mouseCursor_41_Sprite:SetRotationAngle(0.0);
	mouseCursor_41_Sprite:SetScale(1.0, 1.0);
	mouseCursor_41_Sprite:SetCenter(Point2D(0.0,0.0));
	mouseCursor_41_Sprite:SetZOrder(1.5);
	
	layer1_Layer:AddGameObject(mouseCursor_41_Sprite)



	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level0_Layer1_StaticCollision()
end




function Set_Level0_Layer2_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters

	--Sprites Setters

	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level0_Layer2_StaticCollision()
end

function CreateLevel0()
	level0_Level = Level();
	level0_Level:SetName("gameLevel");
	level0_Level:SetClearBackBuffer(false);

	layer0_Layer = Layer(0.0);
	layer0_Layer:SetName("gameLevel_HUD");

	layer0_Layer:SetCollisionProperties(Point2D(-2797,-593),3217,902);
	layer1_Layer = Layer(0.0);
	layer1_Layer:SetName("layer1");
	layer1_Layer:SetScale(1.0,1.0);
	layer1_Layer:SetRotation(0.0);
	layer1_Layer:SetCollisionProperties(Point2D(-2796,-1025),3972,2739);

	layer2_Layer = Layer(724.264);
	layer2_Layer:SetName("layer2");
	layer2_Layer:SetScale(1.0,1.0);
	layer2_Layer:SetRotation(0.0);
	layer2_Layer:SetCollisionProperties(Point2D(-400,-300),800,600);


	myCamera_2_Camera = gameCamera(45.0);
	myCamera_2_Camera:SetName("myCamera");
	myCamera_2_Camera:SetPosition(Point2D(0.0,0.0));
	layer2_Layer:AddGameObject(myCamera_2_Camera);


	Viewport0_Viewport = Viewport(0, 0, 800, 600);
	Viewport0_Viewport:SetClearColor(Color(0.2509804 ,0.2509804 ,0.2509804));
	Viewport0_Viewport:SetCamera(myCamera_2_Camera);

	level0_Level:AddLayer(layer0_Layer);
	level0_Level:AddLayer(layer1_Layer);
	level0_Level:AddLayer(layer2_Layer);

	level0_Level:AddViewport(Viewport0_Viewport);

	Set_Level0_Layer0_Objects();
	Set_Level0_Layer1_Objects();
	Set_Level0_Layer2_Objects();

	MountObjectsLevel0();
	CreateLevelForms(0);
	return level0_Level;
end

-------------------------LEVEL1--------------------------

--Physics Joints
function MountObjectsLevel1()
end

--static collision
function Level1_Layer0_StaticCollision()
	layer0_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level1_layer0.txt" )
end

function Level1_Layer1_StaticCollision()
	layer1_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level1_layer1.txt" )
end

function Level1_Layer2_StaticCollision()
	layer2_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level1_layer2.txt" )
end



function Set_Level1_Layer0_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters

	--Sprites Setters

	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level1_Layer0_StaticCollision()
end



function Set_Level1_Layer1_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters
	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\button_Click_0.wav";
	buttonClick_210_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	buttonClick_210_Sound:SetName("buttonClick");
	buttonClick_210_Sound:SetPosition(Point2D(0.0,0.0));
	buttonClick_210_Sound:SetVolume(1.0);
	buttonClick_210_Sound:SetPitch(1.0);
	buttonClick_210_Sound:SetLifeTime(0.0);
	layer1_Layer:AddGameObject(buttonClick_210_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\title_Appear.wav";
	titleAppear_229_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	titleAppear_229_Sound:SetName("titleAppear");
	titleAppear_229_Sound:SetPosition(Point2D(0.0,0.0));
	titleAppear_229_Sound:SetVolume(1.0);
	titleAppear_229_Sound:SetPitch(1.0);
	titleAppear_229_Sound:SetLifeTime(0.0);
	layer1_Layer:AddGameObject(titleAppear_229_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\title_Disappear.wav";
	titleDisappear_230_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	titleDisappear_230_Sound:SetName("titleDisappear");
	titleDisappear_230_Sound:SetPosition(Point2D(0.0,0.0));
	titleDisappear_230_Sound:SetVolume(1.0);
	titleDisappear_230_Sound:SetPitch(1.0);
	titleDisappear_230_Sound:SetLifeTime(0.0);
	layer1_Layer:AddGameObject(titleDisappear_230_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\_music_Menu.wav";
	music_231_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,true,0.0);
	music_231_Sound:SetName("music");
	music_231_Sound:SetPosition(Point2D(0.0,0.0));
	music_231_Sound:SetVolume(0.5);
	music_231_Sound:SetPitch(0.0);
	music_231_Sound:SetLifeTime(0.0);
	layer1_Layer:AddGameObject(music_231_Sound)



	--Sprites Setters
	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\screenFade.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("screenFade");
	blackBackground_64_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor28);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		blackBackground_64_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	blackBackground_64_Sprite:SetName("blackBackground");
	blackBackground_64_Sprite:SetCollisionActorIndex(28);
	blackBackground_64_Sprite:SetOpacity(1.0);
	blackBackground_64_Sprite:Play(false);
	blackBackground_64_Sprite:SetPosition(Point2D(0.0,0.0));
	blackBackground_64_Sprite:SetCurrentAnimationIndex(0);
	blackBackground_64_Sprite:SetCurrentFrameIndex(0);
	blackBackground_64_Sprite:SetLoop(false);
	blackBackground_64_Sprite:SetAnimationSpeed(1.0);
	blackBackground_64_Sprite:SetFlipHorizontal(false);
	blackBackground_64_Sprite:SetFlipVertical(false);
	blackBackground_64_Sprite:SetLifeTime(0.0);
	blackBackground_64_Sprite:SetVisible(true);
	blackBackground_64_Sprite:SetRotationAngle(0.0);
	blackBackground_64_Sprite:SetScale(7.5, 7.5);
	blackBackground_64_Sprite:SetCenter(Point2D(0.0,0.0));
	blackBackground_64_Sprite:SetZOrder(-0.1);
	
	layer1_Layer:AddGameObject(blackBackground_64_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\titleSlides.png",2,3,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("titleSlides");
	titleBack_62_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor48);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		titleBack_62_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	titleBack_62_Sprite:SetName("titleBack");
	titleBack_62_Sprite:SetCollisionActorIndex(48);
	titleBack_62_Sprite:SetOpacity(1.0);
	titleBack_62_Sprite:Play(false);
	titleBack_62_Sprite:SetPosition(Point2D(0.0,0.0));
	titleBack_62_Sprite:SetCurrentAnimationIndex(0);
	titleBack_62_Sprite:SetCurrentFrameIndex(0);
	titleBack_62_Sprite:SetLoop(false);
	titleBack_62_Sprite:SetAnimationSpeed(1.0);
	titleBack_62_Sprite:SetFlipHorizontal(false);
	titleBack_62_Sprite:SetFlipVertical(false);
	titleBack_62_Sprite:SetLifeTime(0.0);
	titleBack_62_Sprite:SetVisible(true);
	titleBack_62_Sprite:SetRotationAngle(0.0);
	titleBack_62_Sprite:SetScale(1.0, 1.0);
	titleBack_62_Sprite:SetCenter(Point2D(0.0,0.0));
	titleBack_62_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(titleBack_62_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\toggleText.png",2,1,1.0, 1.0);
	anim0:SetName("toggleText");
	masterToggleText_176_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor49);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterToggleText_176_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterToggleText_176_Sprite:SetName("masterToggleText");
	masterToggleText_176_Sprite:SetCollisionActorIndex(49);
	masterToggleText_176_Sprite:SetOpacity(1.0);
	masterToggleText_176_Sprite:Play(false);
	masterToggleText_176_Sprite:SetPosition(Point2D(-723.0,-390.0));
	masterToggleText_176_Sprite:SetCurrentAnimationIndex(0);
	masterToggleText_176_Sprite:SetCurrentFrameIndex(0);
	masterToggleText_176_Sprite:SetLoop(false);
	masterToggleText_176_Sprite:SetAnimationSpeed(1.0);
	masterToggleText_176_Sprite:SetFlipHorizontal(false);
	masterToggleText_176_Sprite:SetFlipVertical(false);
	masterToggleText_176_Sprite:SetLifeTime(0.0);
	masterToggleText_176_Sprite:SetVisible(true);
	masterToggleText_176_Sprite:SetRotationAngle(0.0);
	masterToggleText_176_Sprite:SetScale(1.0, 1.0);
	masterToggleText_176_Sprite:SetCenter(Point2D(0.0,0.0));
	masterToggleText_176_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterToggleText_176_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\screenFade.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("screenFade");
	titleCover_219_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor28);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		titleCover_219_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	titleCover_219_Sprite:SetName("titleCover");
	titleCover_219_Sprite:SetCollisionActorIndex(28);
	titleCover_219_Sprite:SetOpacity(1.0);
	titleCover_219_Sprite:Play(false);
	titleCover_219_Sprite:SetPosition(Point2D(-697.0,-280.0));
	titleCover_219_Sprite:SetCurrentAnimationIndex(0);
	titleCover_219_Sprite:SetCurrentFrameIndex(0);
	titleCover_219_Sprite:SetLoop(false);
	titleCover_219_Sprite:SetAnimationSpeed(1.0);
	titleCover_219_Sprite:SetFlipHorizontal(false);
	titleCover_219_Sprite:SetFlipVertical(false);
	titleCover_219_Sprite:SetLifeTime(0.0);
	titleCover_219_Sprite:SetVisible(true);
	titleCover_219_Sprite:SetRotationAngle(0.0);
	titleCover_219_Sprite:SetScale(3.0, 1.0);
	titleCover_219_Sprite:SetCenter(Point2D(0.0,0.0));
	titleCover_219_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(titleCover_219_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\button.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("button");
	masterButton_65_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor25);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterButton_65_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterButton_65_Sprite:SetName("masterButton");
	masterButton_65_Sprite:SetCollisionActorIndex(25);
	masterButton_65_Sprite:SetOpacity(1.0);
	masterButton_65_Sprite:Play(false);
	masterButton_65_Sprite:SetPosition(Point2D(-649.0,-53.0));
	masterButton_65_Sprite:SetCurrentAnimationIndex(0);
	masterButton_65_Sprite:SetCurrentFrameIndex(0);
	masterButton_65_Sprite:SetLoop(false);
	masterButton_65_Sprite:SetAnimationSpeed(1.0);
	masterButton_65_Sprite:SetFlipHorizontal(false);
	masterButton_65_Sprite:SetFlipVertical(false);
	masterButton_65_Sprite:SetLifeTime(0.0);
	masterButton_65_Sprite:SetVisible(true);
	masterButton_65_Sprite:SetRotationAngle(0.0);
	masterButton_65_Sprite:SetScale(1.0, 1.0);
	masterButton_65_Sprite:SetCenter(Point2D(0.0,0.0));
	masterButton_65_Sprite:SetZOrder(0.1);
	
	layer1_Layer:AddGameObject(masterButton_65_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\copyrightCover.png",1,1,1.0);
	anim0:SetName("copyrightCover");
	copyrightCover_234_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor50);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		copyrightCover_234_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	copyrightCover_234_Sprite:SetName("copyrightCover");
	copyrightCover_234_Sprite:SetCollisionActorIndex(50);
	copyrightCover_234_Sprite:SetOpacity(1.0);
	copyrightCover_234_Sprite:Play(false);
	copyrightCover_234_Sprite:SetPosition(Point2D(191.0,-284.0));
	copyrightCover_234_Sprite:SetCurrentAnimationIndex(0);
	copyrightCover_234_Sprite:SetCurrentFrameIndex(0);
	copyrightCover_234_Sprite:SetLoop(false);
	copyrightCover_234_Sprite:SetAnimationSpeed(1.0);
	copyrightCover_234_Sprite:SetFlipHorizontal(false);
	copyrightCover_234_Sprite:SetFlipVertical(false);
	copyrightCover_234_Sprite:SetLifeTime(0.0);
	copyrightCover_234_Sprite:SetVisible(true);
	copyrightCover_234_Sprite:SetRotationAngle(0.0);
	copyrightCover_234_Sprite:SetScale(1.0, 1.0);
	copyrightCover_234_Sprite:SetCenter(Point2D(0.0,0.0));
	copyrightCover_234_Sprite:SetZOrder(0.1);
	
	layer1_Layer:AddGameObject(copyrightCover_234_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	masterText_66_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterText_66_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterText_66_Sprite:SetName("masterText");
	masterText_66_Sprite:SetCollisionActorIndex(26);
	masterText_66_Sprite:SetOpacity(1.0);
	masterText_66_Sprite:Play(false);
	masterText_66_Sprite:SetPosition(Point2D(-652.0,38.0));
	masterText_66_Sprite:SetCurrentAnimationIndex(0);
	masterText_66_Sprite:SetCurrentFrameIndex(0);
	masterText_66_Sprite:SetLoop(false);
	masterText_66_Sprite:SetAnimationSpeed(1.0);
	masterText_66_Sprite:SetFlipHorizontal(false);
	masterText_66_Sprite:SetFlipVertical(false);
	masterText_66_Sprite:SetLifeTime(0.0);
	masterText_66_Sprite:SetVisible(true);
	masterText_66_Sprite:SetRotationAngle(0.0);
	masterText_66_Sprite:SetScale(1.0, 1.0);
	masterText_66_Sprite:SetCenter(Point2D(0.0,0.0));
	masterText_66_Sprite:SetZOrder(0.2);
	
	layer1_Layer:AddGameObject(masterText_66_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\cursor.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("cursor");
	cursor_220_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor27);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		cursor_220_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	cursor_220_Sprite:SetName("cursor");
	cursor_220_Sprite:SetCollisionActorIndex(27);
	cursor_220_Sprite:SetOpacity(1.0);
	cursor_220_Sprite:Play(false);
	cursor_220_Sprite:SetPosition(Point2D(-646.0,101.0));
	cursor_220_Sprite:SetCurrentAnimationIndex(0);
	cursor_220_Sprite:SetCurrentFrameIndex(0);
	cursor_220_Sprite:SetLoop(false);
	cursor_220_Sprite:SetAnimationSpeed(1.0);
	cursor_220_Sprite:SetFlipHorizontal(false);
	cursor_220_Sprite:SetFlipVertical(false);
	cursor_220_Sprite:SetLifeTime(0.0);
	cursor_220_Sprite:SetVisible(true);
	cursor_220_Sprite:SetRotationAngle(0.0);
	cursor_220_Sprite:SetScale(1.0, 1.0);
	cursor_220_Sprite:SetCenter(Point2D(0.0,0.0));
	cursor_220_Sprite:SetZOrder(0.9);
	
	layer1_Layer:AddGameObject(cursor_220_Sprite)



	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level1_Layer1_StaticCollision()
end




function Set_Level1_Layer2_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters

	--Sprites Setters

	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level1_Layer2_StaticCollision()
end

function CreateLevel1()
	level1_Level = menuLevel();
	level1_Level:SetName("titleLevel");
	level1_Level:SetClearBackBuffer(false);

	layer0_Layer = Layer(0.0);
	layer0_Layer:SetName("titleLevel_HUD");

	layer0_Layer:SetCollisionProperties(Point2D(-400,-300),800,600);
	layer1_Layer = Layer(0.0);
	layer1_Layer:SetName("layer1");
	layer1_Layer:SetScale(1.0,1.0);
	layer1_Layer:SetRotation(0.0);
	layer1_Layer:SetCollisionProperties(Point2D(-877,-422),1327,759);

	layer2_Layer = Layer(724.264);
	layer2_Layer:SetName("layer2");
	layer2_Layer:SetScale(1.0,1.0);
	layer2_Layer:SetRotation(0.0);
	layer2_Layer:SetCollisionProperties(Point2D(-400,-300),800,600);


	myCamera_60_Camera = Camera(45.0);
	myCamera_60_Camera:SetName("myCamera");
	myCamera_60_Camera:SetPosition(Point2D(0.0,0.0));
	layer2_Layer:AddGameObject(myCamera_60_Camera);


	Viewport0_Viewport = Viewport(0, 0, 800, 600);
	Viewport0_Viewport:SetClearColor(Color(0.2509804 ,0.2509804 ,0.2509804));
	Viewport0_Viewport:SetCamera(myCamera_60_Camera);

	level1_Level:AddLayer(layer0_Layer);
	level1_Level:AddLayer(layer1_Layer);
	level1_Level:AddLayer(layer2_Layer);

	level1_Level:AddViewport(Viewport0_Viewport);

	Set_Level1_Layer0_Objects();
	Set_Level1_Layer1_Objects();
	Set_Level1_Layer2_Objects();

	MountObjectsLevel1();
	CreateLevelForms(1);
	return level1_Level;
end

-------------------------LEVEL2--------------------------

--Physics Joints
function MountObjectsLevel2()
end

--static collision
function Level2_Layer0_StaticCollision()
	layer0_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level2_layer0.txt" )
end

function Level2_Layer1_StaticCollision()
	layer1_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level2_layer1.txt" )
end

function Level2_Layer2_StaticCollision()
	layer2_Layer:ReadInformation_StaticCollision(Game.Get():GetDirectory().."\\Resources\\Layers Collisions\\level2_layer2.txt" )
end



function Set_Level2_Layer0_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters

	--Sprites Setters

	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level2_Layer0_StaticCollision()
end



function Set_Level2_Layer1_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters
	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\_music_Credits.wav";
	music_246_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,true,0.0);
	music_246_Sound:SetName("music");
	music_246_Sound:SetPosition(Point2D(0.0,0.0));
	music_246_Sound:SetVolume(1.0);
	music_246_Sound:SetPitch(1.0);
	music_246_Sound:SetLifeTime(0.0);
	layer1_Layer:AddGameObject(music_246_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\title_Appear_0.wav";
	windowAppear_256_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	windowAppear_256_Sound:SetName("windowAppear");
	windowAppear_256_Sound:SetPosition(Point2D(0.0,0.0));
	windowAppear_256_Sound:SetVolume(1.0);
	windowAppear_256_Sound:SetPitch(1.0);
	windowAppear_256_Sound:SetLifeTime(0.0);
	layer1_Layer:AddGameObject(windowAppear_256_Sound)

	sound_File = Game.Get():GetDirectory().."\\Resources\\Sounds\\button_Click_1.wav";
	buttonClick_257_Sound = Sound(sound_File,SoundSpatialization.SoundSpatializationNone,10.0,false,0.0);
	buttonClick_257_Sound:SetName("buttonClick");
	buttonClick_257_Sound:SetPosition(Point2D(0.0,0.0));
	buttonClick_257_Sound:SetVolume(1.0);
	buttonClick_257_Sound:SetPitch(1.0);
	buttonClick_257_Sound:SetLifeTime(0.0);
	layer1_Layer:AddGameObject(buttonClick_257_Sound)



	--Sprites Setters
	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\screenFade.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("screenFade");
	background_252_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor28);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		background_252_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	background_252_Sprite:SetName("background");
	background_252_Sprite:SetCollisionActorIndex(28);
	background_252_Sprite:SetOpacity(1.0);
	background_252_Sprite:Play(false);
	background_252_Sprite:SetPosition(Point2D(0.0,0.0));
	background_252_Sprite:SetCurrentAnimationIndex(0);
	background_252_Sprite:SetCurrentFrameIndex(4);
	background_252_Sprite:SetLoop(false);
	background_252_Sprite:SetAnimationSpeed(1.0);
	background_252_Sprite:SetFlipHorizontal(false);
	background_252_Sprite:SetFlipVertical(false);
	background_252_Sprite:SetLifeTime(0.0);
	background_252_Sprite:SetVisible(true);
	background_252_Sprite:SetRotationAngle(0.0);
	background_252_Sprite:SetScale(10.0, 10.0);
	background_252_Sprite:SetCenter(Point2D(0.0,0.0));
	background_252_Sprite:SetZOrder(-1.0);
	
	layer1_Layer:AddGameObject(background_252_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\backgroundFile.png",1,1,1.0);
	anim0:SetName("backgroundFile");
	masterBackBlock_251_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor51);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterBackBlock_251_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterBackBlock_251_Sprite:SetName("masterBackBlock");
	masterBackBlock_251_Sprite:SetCollisionActorIndex(51);
	masterBackBlock_251_Sprite:SetOpacity(1.0);
	masterBackBlock_251_Sprite:Play(false);
	masterBackBlock_251_Sprite:SetPosition(Point2D(-724.0,-214.0));
	masterBackBlock_251_Sprite:SetCurrentAnimationIndex(0);
	masterBackBlock_251_Sprite:SetCurrentFrameIndex(0);
	masterBackBlock_251_Sprite:SetLoop(false);
	masterBackBlock_251_Sprite:SetAnimationSpeed(1.0);
	masterBackBlock_251_Sprite:SetFlipHorizontal(false);
	masterBackBlock_251_Sprite:SetFlipVertical(false);
	masterBackBlock_251_Sprite:SetLifeTime(0.0);
	masterBackBlock_251_Sprite:SetVisible(true);
	masterBackBlock_251_Sprite:SetRotationAngle(0.0);
	masterBackBlock_251_Sprite:SetScale(1.0, 1.0);
	masterBackBlock_251_Sprite:SetCenter(Point2D(0.0,0.0));
	masterBackBlock_251_Sprite:SetZOrder(-0.5);
	
	layer1_Layer:AddGameObject(masterBackBlock_251_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\fileBlock.png",1,1,1.0);
	anim0:SetName("fileBlock");
	masterFileBlock_250_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor52);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterFileBlock_250_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterFileBlock_250_Sprite:SetName("masterFileBlock");
	masterFileBlock_250_Sprite:SetCollisionActorIndex(52);
	masterFileBlock_250_Sprite:SetOpacity(1.0);
	masterFileBlock_250_Sprite:Play(false);
	masterFileBlock_250_Sprite:SetPosition(Point2D(-718.0,-94.0));
	masterFileBlock_250_Sprite:SetCurrentAnimationIndex(0);
	masterFileBlock_250_Sprite:SetCurrentFrameIndex(0);
	masterFileBlock_250_Sprite:SetLoop(false);
	masterFileBlock_250_Sprite:SetAnimationSpeed(1.0);
	masterFileBlock_250_Sprite:SetFlipHorizontal(false);
	masterFileBlock_250_Sprite:SetFlipVertical(false);
	masterFileBlock_250_Sprite:SetLifeTime(0.0);
	masterFileBlock_250_Sprite:SetVisible(true);
	masterFileBlock_250_Sprite:SetRotationAngle(0.0);
	masterFileBlock_250_Sprite:SetScale(1.0, 1.0);
	masterFileBlock_250_Sprite:SetCenter(Point2D(0.0,0.0));
	masterFileBlock_250_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(masterFileBlock_250_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\gameOver.png",2,1,1.0, 1.0);
	anim0:SetName("gameOver");
	victoryMessage_253_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor22);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		victoryMessage_253_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	victoryMessage_253_Sprite:SetName("victoryMessage");
	victoryMessage_253_Sprite:SetCollisionActorIndex(22);
	victoryMessage_253_Sprite:SetOpacity(1.0);
	victoryMessage_253_Sprite:Play(false);
	victoryMessage_253_Sprite:SetPosition(Point2D(0.0,0.0));
	victoryMessage_253_Sprite:SetCurrentAnimationIndex(0);
	victoryMessage_253_Sprite:SetCurrentFrameIndex(1);
	victoryMessage_253_Sprite:SetLoop(false);
	victoryMessage_253_Sprite:SetAnimationSpeed(1.0);
	victoryMessage_253_Sprite:SetFlipHorizontal(false);
	victoryMessage_253_Sprite:SetFlipVertical(false);
	victoryMessage_253_Sprite:SetLifeTime(0.0);
	victoryMessage_253_Sprite:SetVisible(true);
	victoryMessage_253_Sprite:SetRotationAngle(0.0);
	victoryMessage_253_Sprite:SetScale(1.0, 1.0);
	victoryMessage_253_Sprite:SetCenter(Point2D(0.0,0.0));
	victoryMessage_253_Sprite:SetZOrder(0.0);
	
	layer1_Layer:AddGameObject(victoryMessage_253_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\windowButton.png",2,2,1.0, 1.0, 1.0);
	anim0:SetName("windowButton");
	continue_254_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor23);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		continue_254_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	continue_254_Sprite:SetName("continue");
	continue_254_Sprite:SetCollisionActorIndex(23);
	continue_254_Sprite:SetOpacity(1.0);
	continue_254_Sprite:Play(false);
	continue_254_Sprite:SetPosition(Point2D(138.0,-85.0));
	continue_254_Sprite:SetCurrentAnimationIndex(0);
	continue_254_Sprite:SetCurrentFrameIndex(0);
	continue_254_Sprite:SetLoop(false);
	continue_254_Sprite:SetAnimationSpeed(1.0);
	continue_254_Sprite:SetFlipHorizontal(false);
	continue_254_Sprite:SetFlipVertical(false);
	continue_254_Sprite:SetLifeTime(0.0);
	continue_254_Sprite:SetVisible(true);
	continue_254_Sprite:SetRotationAngle(0.0);
	continue_254_Sprite:SetScale(1.0, 1.0);
	continue_254_Sprite:SetCenter(Point2D(0.0,0.0));
	continue_254_Sprite:SetZOrder(0.1);
	
	layer1_Layer:AddGameObject(continue_254_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\credit.png",3,6,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("credit");
	masterCredit_261_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor53);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		masterCredit_261_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	masterCredit_261_Sprite:SetName("masterCredit");
	masterCredit_261_Sprite:SetCollisionActorIndex(53);
	masterCredit_261_Sprite:SetOpacity(1.0);
	masterCredit_261_Sprite:Play(false);
	masterCredit_261_Sprite:SetPosition(Point2D(-982.0,-12.0));
	masterCredit_261_Sprite:SetCurrentAnimationIndex(0);
	masterCredit_261_Sprite:SetCurrentFrameIndex(0);
	masterCredit_261_Sprite:SetLoop(false);
	masterCredit_261_Sprite:SetAnimationSpeed(1.0);
	masterCredit_261_Sprite:SetFlipHorizontal(false);
	masterCredit_261_Sprite:SetFlipVertical(false);
	masterCredit_261_Sprite:SetLifeTime(0.0);
	masterCredit_261_Sprite:SetVisible(true);
	masterCredit_261_Sprite:SetRotationAngle(0.0);
	masterCredit_261_Sprite:SetScale(1.0, 1.0);
	masterCredit_261_Sprite:SetCenter(Point2D(0.0,0.0));
	masterCredit_261_Sprite:SetZOrder(0.1);
	
	layer1_Layer:AddGameObject(masterCredit_261_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\buttonText.png",4,4,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("buttonText");
	continue_text_255_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor26);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		continue_text_255_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	continue_text_255_Sprite:SetName("continue_text");
	continue_text_255_Sprite:SetCollisionActorIndex(26);
	continue_text_255_Sprite:SetOpacity(1.0);
	continue_text_255_Sprite:Play(false);
	continue_text_255_Sprite:SetPosition(Point2D(137.0,-83.0));
	continue_text_255_Sprite:SetCurrentAnimationIndex(0);
	continue_text_255_Sprite:SetCurrentFrameIndex(10);
	continue_text_255_Sprite:SetLoop(false);
	continue_text_255_Sprite:SetAnimationSpeed(1.0);
	continue_text_255_Sprite:SetFlipHorizontal(false);
	continue_text_255_Sprite:SetFlipVertical(false);
	continue_text_255_Sprite:SetLifeTime(0.0);
	continue_text_255_Sprite:SetVisible(true);
	continue_text_255_Sprite:SetRotationAngle(0.0);
	continue_text_255_Sprite:SetScale(1.0, 1.0);
	continue_text_255_Sprite:SetCenter(Point2D(0.0,0.0));
	continue_text_255_Sprite:SetZOrder(0.2);
	
	layer1_Layer:AddGameObject(continue_text_255_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\cursor.png",3,3,1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("cursor");
	cursor_258_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor27);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		cursor_258_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	cursor_258_Sprite:SetName("cursor");
	cursor_258_Sprite:SetCollisionActorIndex(27);
	cursor_258_Sprite:SetOpacity(1.0);
	cursor_258_Sprite:Play(false);
	cursor_258_Sprite:SetPosition(Point2D(-649.0,-158.0));
	cursor_258_Sprite:SetCurrentAnimationIndex(0);
	cursor_258_Sprite:SetCurrentFrameIndex(0);
	cursor_258_Sprite:SetLoop(false);
	cursor_258_Sprite:SetAnimationSpeed(1.0);
	cursor_258_Sprite:SetFlipHorizontal(false);
	cursor_258_Sprite:SetFlipVertical(false);
	cursor_258_Sprite:SetLifeTime(0.0);
	cursor_258_Sprite:SetVisible(true);
	cursor_258_Sprite:SetRotationAngle(0.0);
	cursor_258_Sprite:SetScale(1.0, 1.0);
	cursor_258_Sprite:SetCenter(Point2D(0.0,0.0));
	cursor_258_Sprite:SetZOrder(0.9);
	
	layer1_Layer:AddGameObject(cursor_258_Sprite)

	anim0 = SpriteAnimation(Game.Get():GetDirectory().."\\Resources\\Animations\\screenFade.png",3,2,1.0, 1.0, 1.0, 1.0, 1.0);
	anim0:SetName("screenFade");
	fade_259_Sprite = Sprite(anim0);

	if(not Game.Get():IsNetworkGame() or Game.Get():IsServer())
	then
		dynamicCollisionData =  DynamicObject();
		dynamicCollisionData:AddCollisionData(collisionActor28);
		dynamicCollisionData:SetCollisionType(false);
		dynamicCollisionData:SetCollisionThickness(4.0);
		dynamicCollisionData:SetBoundingRectangleCheckingTileMap(true);
		dynamicCollisionData:SetZCollision(0);
		dynamicCollisionData:SetCanCollid(0,true);
		dynamicCollisionData:SetUpdateOnIdle(false);
		fade_259_Sprite:AddCollision(dynamicCollisionData, layer1_Layer:GetCollisionId());
	end

	fade_259_Sprite:SetName("fade");
	fade_259_Sprite:SetCollisionActorIndex(28);
	fade_259_Sprite:SetOpacity(1.0);
	fade_259_Sprite:Play(false);
	fade_259_Sprite:SetPosition(Point2D(-846.0,-151.0));
	fade_259_Sprite:SetCurrentAnimationIndex(0);
	fade_259_Sprite:SetCurrentFrameIndex(4);
	fade_259_Sprite:SetLoop(false);
	fade_259_Sprite:SetAnimationSpeed(1.0);
	fade_259_Sprite:SetFlipHorizontal(false);
	fade_259_Sprite:SetFlipVertical(false);
	fade_259_Sprite:SetLifeTime(0.0);
	fade_259_Sprite:SetVisible(true);
	fade_259_Sprite:SetRotationAngle(0.0);
	fade_259_Sprite:SetScale(1.0, 1.0);
	fade_259_Sprite:SetCenter(Point2D(0.0,0.0));
	fade_259_Sprite:SetZOrder(1.0);
	
	layer1_Layer:AddGameObject(fade_259_Sprite)



	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level2_Layer1_StaticCollision()
end




function Set_Level2_Layer2_Objects()

	--TileMaps Setters

	--Texts Setters

	--Sounds Setters

	--Sprites Setters

	--ParticleSystems Setters

	--Joints Setters

	--setStaticCollision
	Level2_Layer2_StaticCollision()
end

function CreateLevel2()
	level2_Level = creditsLevel();
	level2_Level:SetName("creditsLevel");
	level2_Level:SetClearBackBuffer(false);

	layer0_Layer = Layer(0.0);
	layer0_Layer:SetName("creditsLevel_HUD");

	layer0_Layer:SetCollisionProperties(Point2D(-400,-300),800,600);
	layer1_Layer = Layer(0.0);
	layer1_Layer:SetName("layer1");
	layer1_Layer:SetScale(1.0,1.0);
	layer1_Layer:SetRotation(0.0);
	layer1_Layer:SetCollisionProperties(Point2D(-1282,-450),1882,900);

	layer2_Layer = Layer(724.264);
	layer2_Layer:SetName("layer2");
	layer2_Layer:SetScale(1.0,1.0);
	layer2_Layer:SetRotation(0.0);
	layer2_Layer:SetCollisionProperties(Point2D(-400,-300),800,600);


	camera0_217_Camera = Camera(45.0);
	camera0_217_Camera:SetName("camera0");
	camera0_217_Camera:SetPosition(Point2D(0.0,0.0));
	layer2_Layer:AddGameObject(camera0_217_Camera);


	Viewport0_Viewport = Viewport(0, 0, 800, 600);
	Viewport0_Viewport:SetClearColor(Color(0.2509804 ,0.2509804 ,0.2509804));
	Viewport0_Viewport:SetCamera(camera0_217_Camera);

	level2_Level:AddLayer(layer0_Layer);
	level2_Level:AddLayer(layer1_Layer);
	level2_Level:AddLayer(layer2_Layer);

	level2_Level:AddViewport(Viewport0_Viewport);

	Set_Level2_Layer0_Objects();
	Set_Level2_Layer1_Objects();
	Set_Level2_Layer2_Objects();

	MountObjectsLevel2();
	CreateLevelForms(2);
	return level2_Level;
end


function GetLevelsCount()
	 return 3;
end

function CreateLevelForms(index)

	if (index ==0)
	then

	elseif (index ==1)
	then

	elseif (index ==2)
	then

		end

end

function CreateLevel(index)
	--Assets
	AddCollisionActors();

	if (index ==0)
	then
		return CreateLevel0();
	elseif (index ==1)
	then
		return CreateLevel1();
	elseif (index ==2)
	then
		return CreateLevel2();
		end

	return 0;
end

function GetLevelIndexFromName(levelName)
	if(levelName == "gameLevel")
	then
		return 0;
	elseif(levelName == "titleLevel")
	then
		return 1;
	elseif(levelName == "creditsLevel")
	then
		return 2;
	else	end
	return -1;
end

function Reset()

	--Cameras
	myCamera_2_Camera = 0;
	myCamera_60_Camera = 0;
	camera0_217_Camera = 0;

	--Texts

	--Sounds
	buttonClick_199_Sound = 0;
	colorbarActivate_200_Sound = 0;
	colorbarFull_201_Sound = 0;
	enemyHit_202_Sound = 0;
	gameoverEnd_203_Sound = 0;
	gameoverStart_204_Sound = 0;
	playerHit_205_Sound = 0;
	shieldDestroy_206_Sound = 0;
	transitionEnter_207_Sound = 0;
	transitionSpeedup_208_Sound = 0;
	transitionStart_209_Sound = 0;
	music_213_Sound = 0;
	enemyDead_216_Sound = 0;
	bossAppear_221_Sound = 0;
	playerbulletFire_222_Sound = 0;
	enemybulletFire_223_Sound = 0;
	enemycircleCharge_225_Sound = 0;
	enemycircleFire_226_Sound = 0;
	shieldHit_235_Sound = 0;
	keyPickup_236_Sound = 0;
	boss_247_Sound = 0;
	colorbarDeactivate_262_Sound = 0;
	buttonClick_210_Sound = 0;
	titleAppear_229_Sound = 0;
	titleDisappear_230_Sound = 0;
	music_231_Sound = 0;
	music_246_Sound = 0;
	windowAppear_256_Sound = 0;
	buttonClick_257_Sound = 0;

	--TileMaps

	--Sprites
	mapBacking_103_Sprite = 0;
	HP_Back_95_Sprite = 0;
	EHP_Back_96_Sprite = 0;
	HUD_Back_33_Sprite = 0;
	colorEnergyText_123_Sprite = 0;
	colorEnergyActivated_124_Sprite = 0;
	barGreen0_23_Sprite = 0;
	barGreen1_24_Sprite = 0;
	barGreen2_25_Sprite = 0;
	barGreen3_26_Sprite = 0;
	barGreen4_27_Sprite = 0;
	barBlue0_28_Sprite = 0;
	barBlue1_29_Sprite = 0;
	barBlue2_30_Sprite = 0;
	barBlue3_31_Sprite = 0;
	barBlue4_32_Sprite = 0;
	overlord_7_Sprite = 0;
	barPHP0_90_Sprite = 0;
	barPHP1_91_Sprite = 0;
	barPHP2_92_Sprite = 0;
	barPHP3_93_Sprite = 0;
	barPHP4_94_Sprite = 0;
	barRed0_11_Sprite = 0;
	barRed1_13_Sprite = 0;
	barEHP0_97_Sprite = 0;
	barEHP1_98_Sprite = 0;
	barEHP2_99_Sprite = 0;
	barEHP3_100_Sprite = 0;
	barEHP4_101_Sprite = 0;
	barRed2_14_Sprite = 0;
	barRed3_16_Sprite = 0;
	barRed4_22_Sprite = 0;
	keysCollected_172_Sprite = 0;
	minimap_102_Sprite = 0;
	healthDivider8_135_Sprite = 0;
	healthDivider9_136_Sprite = 0;
	healthDivider10_139_Sprite = 0;
	healthDivider11_140_Sprite = 0;
	healthDivider12_141_Sprite = 0;
	healthDivider13_142_Sprite = 0;
	healthDivider14_143_Sprite = 0;
	healthDivider15_144_Sprite = 0;
	healthDivider16_145_Sprite = 0;
	healthDivider17_146_Sprite = 0;
	healthDivider18_147_Sprite = 0;
	healthDivider19_148_Sprite = 0;
	healthDivider20_150_Sprite = 0;
	healthDivider21_151_Sprite = 0;
	healthDivider22_152_Sprite = 0;
	healthDivider23_153_Sprite = 0;
	healthDivider24_154_Sprite = 0;
	healthDivider25_155_Sprite = 0;
	healthDivider26_156_Sprite = 0;
	healthDivider27_157_Sprite = 0;
	healthDivider28_158_Sprite = 0;
	healthDivider29_159_Sprite = 0;
	healthDivider30_161_Sprite = 0;
	healthDivider31_162_Sprite = 0;
	healthDivider32_163_Sprite = 0;
	healthDivider33_164_Sprite = 0;
	healthDivider34_165_Sprite = 0;
	healthDivider35_166_Sprite = 0;
	healthDivider36_167_Sprite = 0;
	healthDivider37_168_Sprite = 0;
	healthDivider38_169_Sprite = 0;
	healthDivider39_170_Sprite = 0;
	mapHidden2_109_Sprite = 0;
	mapHidden3_110_Sprite = 0;
	mapHidden4_111_Sprite = 0;
	mapHidden5_112_Sprite = 0;
	mapHidden6_113_Sprite = 0;
	mapHidden7_114_Sprite = 0;
	mapHidden8_115_Sprite = 0;
	mapHidden9_116_Sprite = 0;
	mapHidden11_118_Sprite = 0;
	mapHidden12_119_Sprite = 0;
	mapHidden13_120_Sprite = 0;
	mapHidden14_121_Sprite = 0;
	mapHidden15_122_Sprite = 0;
	mapHidden10_106_Sprite = 0;
	mapHidden1_108_Sprite = 0;
	healthDivider0_126_Sprite = 0;
	healthDivider1_128_Sprite = 0;
	healthDivider2_129_Sprite = 0;
	healthDivider3_130_Sprite = 0;
	healthDivider4_131_Sprite = 0;
	healthDivider5_132_Sprite = 0;
	healthDivider6_133_Sprite = 0;
	healthDivider7_134_Sprite = 0;
	enemyHPError_125_Sprite = 0;
	minimapCursor_104_Sprite = 0;
	gameoverBack_174_Sprite = 0;
	GOretry_188_Sprite = 0;
	GOquit_248_Sprite = 0;
	GOmenu_227_Sprite = 0;
	bossText_67_Sprite = 0;
	continue_186_Sprite = 0;
	menu_189_Sprite = 0;
	quit_190_Sprite = 0;
	GOretry_text_187_Sprite = 0;
	quit_text_193_Sprite = 0;
	GOmenu_text_194_Sprite = 0;
	continue_text_196_Sprite = 0;
	menu_text_197_Sprite = 0;
	GOquit_text_198_Sprite = 0;
	pauseCursor_59_Sprite = 0;
	totalFade_58_Sprite = 0;
	background_43_Sprite = 0;
	masterFileColumn_69_Sprite = 0;
	masterColoredSquare_81_Sprite = 0;
	glassCover_68_Sprite = 0;
	transitionBlur_215_Sprite = 0;
	doorTL_47_Sprite = 0;
	doorTR_49_Sprite = 0;
	connTL_72_Sprite = 0;
	connTR_74_Sprite = 0;
	connBR_75_Sprite = 0;
	connBL_76_Sprite = 0;
	doorBR_50_Sprite = 0;
	doorBL_51_Sprite = 0;
	doorShield_54_Sprite = 0;
	transitionConnector_82_Sprite = 0;
	masterColorParticle_44_Sprite = 0;
	masterFade_55_Sprite = 0;
	masterKey_56_Sprite = 0;
	keyBlock_57_Sprite = 0;
	masterEssence_45_Sprite = 0;
	masterBullet_4_Sprite = 0;
	masterChargeEffect_173_Sprite = 0;
	masterEnemyBullet_9_Sprite = 0;
	masterEnemy_8_Sprite = 0;
	player_3_Sprite = 0;
	playerIndicator_35_Sprite = 0;
	masterEnemyParticle_40_Sprite = 0;
	masterParticle_38_Sprite = 0;
	masterTransParticle_218_Sprite = 0;
	mouseCursor_41_Sprite = 0;
	blackBackground_64_Sprite = 0;
	titleBack_62_Sprite = 0;
	masterToggleText_176_Sprite = 0;
	titleCover_219_Sprite = 0;
	masterButton_65_Sprite = 0;
	copyrightCover_234_Sprite = 0;
	masterText_66_Sprite = 0;
	cursor_220_Sprite = 0;
	background_252_Sprite = 0;
	masterBackBlock_251_Sprite = 0;
	masterFileBlock_250_Sprite = 0;
	victoryMessage_253_Sprite = 0;
	continue_254_Sprite = 0;
	masterCredit_261_Sprite = 0;
	continue_text_255_Sprite = 0;
	cursor_258_Sprite = 0;
	fade_259_Sprite = 0;

	--ParticleSystems

	--ViewPorts
	Viewport0_Viewport = 0;

	--Layers
	layer0_Layer = 0;
	layer1_Layer = 0;
	layer2_Layer = 0;

	--Levels
	level0_Level = 0;
	level1_Level = 0;
	level2_Level = 0;

end
function MountObjectsLevel0()
	
end
function MountObjectsLevel1()
	
end
function MountObjectsLevel2()
	
end
