<obstacleConfiguration>

<obstacle name="gearSpikes" type="sphere" radius="1.2" breakable="false" pathSpeed="12" >
	<state animatedSprite="gearSpikes" nodeMultiplier="0" />
</obstacle>

<obstacle name="gearBlock" type="box" extents="2.0,2.0" breakable="false" pathSpeed="12.0" >
	<state animatedSprite="gearBlock" sound="bounceIron" />
</obstacle>

<obstacle name="gearGrey" type="box" extents="2.0,2.0" breakable="false" pathSpeed="12.0" >
	<state animatedSprite="gearGrey" sound="bounceIron" />
</obstacle>

<obstacle name="gearBlockLong" type="box" extents="4.0,2.0" breakable="false" pathSpeed="12.0" >
	<state animatedSprite="gearBlockLong" sound="bounceIron" />
</obstacle>

<obstacle name="triggerKey" editorIgnore="true" type="box" breakable="false" >
	<state alphaSurface="dust" tangible="false" triggerReceive="true" />
	<state alphaSurface="dust" key="true" />
</obstacle>

<obstacle name="gearCorner" type="corner" breakable="false" >
	<state animatedSprite="gearCorner" sound="bounceIron" />
</obstacle>


<obstacle name="astroTop" type="box" extents="6.0,4.0" breakable="true" >
	<state animatedSprite="astroTop" spout="boulderChunks" sound="breakStone" score="500" bombableOnly="true" />
	<state transitory="true" spout="boulderChunks" />
	<state transitory="true" spout="boulderChunks" />	
	<state animatedSprite="astroTop" spout="boulderChunks" sound="breakStone" score="1000" bombableOnly="true" />
	<state transitory="true" spout="boulderChunks" />
	<state transitory="true" spout="boulderChunks" />
	<state animatedSprite="astroTop" spout="boulderChunks" sound="breakStone" score="1500" bombableOnly="true" />
	<state transitory="true" spout="boulderChunks" />
	<state transitory="true" spout="boulderChunks" />
	<state transitory="true" spout="gearDrop" triggerSend="true"/>
</obstacle>


<obstacle name="astroBottom" type="box" extents="2.4,2.0" breakable="true" >
	<state animatedSprite="astroBottom" spout="boulderChunks" sound="breakStone" score="100" bombableOnly="true" />		
	<state transitory="true" spout="boulderChunks" />
	<state transitory="true" spout="boulderChunks" />	
	<state animatedSprite="astroBottom" spout="boulderChunks" sound="breakStone" score="250" bombableOnly="true" />		
	<state transitory="true" spout="boulderChunks" />
	<state transitory="true" spout="boulderChunks" />	
	<state animatedSprite="astroBottom" spout="boulderChunks" sound="breakStone" score="500" bombableOnly="true" />			
	<state transitory="true" spout="gearDrop" triggerSend="true" />	
</obstacle>


<obstacle name="astroRing" editorIgnore="true" type="box" breakable="false" tooltipLevelBegin="astrolabe" >
	<state alphaSurface="astroRing" tangible="false"  />
</obstacle>

<obstacle name="astroShell" editorIgnore="true" type="box" extents="2.0,2.0" breakable="false" >
	<state alphaSurface="astroShell" tangible="false" />
</obstacle>



<obstacle name="light" type="box" extents="2.0,2.0" breakable="false" >
	<state alphaSurface="dust" tangible="false" spoutClear="true" enterSpout="urnGlow" triggerReceive="true" />
</obstacle>

<obstacle name="lightOff" type="box" extents="2.0,2.0" breakable="false" >
	<state alphaSurface="dust" tangible="false" triggerReceive="true" />
	<state alphaSurface="dust" tangible="false" key="true" spoutClear="true" enterSpout="urnGlow" triggerReceive="true" />
</obstacle>

<obstacle name="iceUrn" type="box" extents="2.0,2.0" breakable="false" >
	<state alphaSurface="iceUrn" spout="sparkle" triggerSend="true" />
	<state alphaSurface="iceUrn" enterSpout="urnGlow" spout="urnTorch" transitory="true"  score="100" />
	<state alphaSurface="iceUrnOn" key="true" />
</obstacle>


<obstacle name="iceWallHorizontal" type="box" extents="4.0,2.0" breakable="false" >
	<state alphaSurface="iceBlockHorizontal" sound="solidIce"/>
</obstacle>

<obstacle name="iceWallVertical" type="box" extents="2.0,4.0" breakable="false" >
	<state alphaSurface="iceBlockVertical" sound="solidIce" />
</obstacle>

<obstacle name="iceWallBig" type="box" extents="4.0,4.0" breakable="false" >
	<state alphaSurface="iceBlockBig" sound="solidIce" />
</obstacle>

<obstacle name="iceWall" type="box" extents="2.0,4.0" breakable="false" >
	<state alphaSurface="iceTrunk" sound="solidIce" />
</obstacle>

<obstacle name="spikesTriggerable" type="sphere" radius="1.2" breakable="false" pathSpeed="12" editorIgnore="true">
	<state alphaSurface="spikes" frozen="true" nextStateOnContact="false" triggerReceive="true" nodeMultiplier="0" />
	<state alphaSurface="spikes" nodeMultiplier="0" />
</obstacle>

<obstacle name="necroBlockTrigger" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="necromancerBlock" >
	<state alphaSurface="necroBlock" spout="sparkle" enterSpout="magicSandStreaksRise" triggerSend="true" />
	<state alphaSurface="necroBlock" spout="fairySparkle" transitory="true" score="100" />
	<state alphaSurface="necroBlockOn" key="true" />
</obstacle>

<obstacle name="gremlinSpawn" type="sphere" radius="2.5" breakable="true" pathSpeed="8.0" >
	<state alphaSurface="dust" frozen="true" tangible="false" triggerReceive="true" spout="gremlinDie" >
		<overlay alphaSurface="gremlinEyes" />
	</state>

	<state animatedSprite="spiralRed" nodeMultiplier="0" bombableOnly="true" spout="gremlinDie" score="100" >
		<overlay alphaSurface="gremlinEyes" />
	</state>
</obstacle>

<obstacle name="Jfountain" type="box" editorIgnore="true" extents="2.0,2.0" breakable="false" tooltipContact="fountain" >
	<state alphaSurface="fountainCentered" enterSpout="Jfountain" tangible="false" duration="0.3" />
	<state alphaSurface="fountainCentered" enterSpout="JfountainSplash" water="true" bouncy="false" />
</obstacle>

<obstacle name="passageblockClose" editorIgnore="true" loopState="true" editorIgnore="true" type="box" extents="2.0,2.0" breakable="false" pathSpeed="12">
	<state alphaSurface="ironBlock" spout="smokeFadeSingle" nextStateOnContact="false" sound="bounceIron" frozen="true" triggerReceive="true" />
	<state alphaSurface="ironBlock" sound="bounceIron" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="ironBlock" sound="bounceIron" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="ironBlock" sound="bounceIron" duration="2.0" nextStateOnContact="false" />
</obstacle>

<obstacle name="passageblock" type="box" extents="2.0,2.0" breakable="false" pathSpeed="12">
	<state alphaSurface="ironBlock" spout="smokeFadeSingle" sound="bounceIron" frozen="true" triggerReceive="true" />
	<state alphaSurface="ironBlock" sound="bounceIron" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="ironBlock" sound="bounceIron" frozen="true" nextStateOnContact="false" />
</obstacle>

<obstacle name="passageblock2" editorIgnore="true"  type="box" extents="2.0,2.0" breakable="false" pathSpeed="12">
	<state alphaSurface="ironBlock" nextStateOnContact="false" spout="smokeFadeSingle" sound="bounceIron" frozen="true" triggerReceive="true" />
	<state alphaSurface="ironBlock" sound="bounceIron" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="ironBlock" sound="bounceIron" frozen="true" nextStateOnContact="false" />
</obstacle>

<obstacle name="powerupBombSpawn" editorIgnore="true"  type="box" pathSpeed="10.0" extents="2.0,2.0" breakable="false" loopState="true" >
	<state alphaSurface="inkwellLiquidBlack" enterSpout="inkwellSmokeBlack" spoutClear="true" spout="smokeBlackFade" frozen="true" triggerReceive="true" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="bomb"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolBomb" />
	</state>

	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="leafSphereDarkTrigger" editorIgnore="true" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leafDark" spout="leafChunksDark" sound="breakLeaves" score="20" />
	<state transitory="true" triggerSend="true" />
</obstacle>

<obstacle name="powderKegSquish" editorIgnore="true" type="box" extents="2.0,2.0" breakable="true" tooltipLevelBegin="powderKeg" >
	<state alphaSurface="powderKeg" frozen="true" score="100" triggerReceive="true" nextStateOnContact="false" />
	<state alphaSurface="powderKeg" duration="0.3" />
	<state alphaSurface="powderKeg" sound="explosion" spout="bombFlash" transitory="true" />
	<state alphaSurface="powderKeg" duration="0.07" spout="bombSmoke" />
	<state bomb="true" transitory="true" />
</obstacle>

<obstacle name="extinguisher" type="box" extents="2.0,2.0" breakable="false" tooltipContact="fountain" >
	<state alphaSurface="fountainCentered" triggerSend="true" />
	<state alphaSurface="fountainCentered" enterSpout="fountain" tangible="false" duration="0.3" />
	<state alphaSurface="fountainCentered" enterSpout="fountainSplash" water="true" bouncy="false" water="true" />
</obstacle>

<obstacle name="flames" type="box" extents="2.0,2.0" breakable="false" >
	<state alphaSurface="dust" bouncy="false" spoutClear="true" enterSpout="fireInTorch" nextStateOnContact="false" nodeMultiplier="0" triggerReceive="true" />
	<state alphaSurface="dust" tangible="false" />
</obstacle>

<obstacle name="gremlinBall" editorIgnore="true" type="sphere" radius="2.5" breakable="true" pathSpeed="6.5" >
	<state frozen="true" triggerReceive="true" nextStateOnContact="false" animatedSprite="spiralRed" spout="gremlinDie" >
		<overlay alphaSurface="gremlinEyes" />
	</state>
	<state animatedSprite="spiralRed" nodeMultiplier="0" bombableOnly="true" spout="gremlinDie" score="100" >
		<overlay alphaSurface="gremlinEyes" />
	</state>
</obstacle>

<obstacle name="sorceressBlockSpawn" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="sorceressBlock" >
	<state alphaSurface="dust" tangible="false" triggerReceive="true"/>
	
	<state alphaSurface="sorceressBlock" />
	<state alphaSurface="sorceressBlock" transitory="true" score="100" enterSpout="glowInTorch"  triggerSend="true" />
	<state alphaSurface="sorceressBlock" key="true" enterSpout="fireInTorch" />
</obstacle>
 
<obstacle name="iceCap" type="box" breakable="false" >
	<state animatedSprite="snowCap" tangible="false" />
</obstacle>

<obstacle name="iceBlossom" type="box" breakable="false" >
	<state alphaSurface="snowBlossom" tangible="false" />
</obstacle>

<obstacle name="webCornerSmall" type="box" breakable="false" >
	<state alphaSurface="spiderwebcornersmall" tangible="false" />
</obstacle>

<obstacle name="webCorner" type="box" breakable="false" >
	<state alphaSurface="spiderwebcorner" tangible="false" />
</obstacle>

<obstacle name="webSingle" type="box" breakable="false" >
	<state alphaSurface="spiderweb" tangible="false" />
</obstacle>

<obstacle name="webSingleSmall" type="box" breakable="false" >
	<state alphaSurface="spiderwebsmall" tangible="false" />
</obstacle>


<obstacle name="icyBranchTall" type="box" breakable="false" >
	<state alphaSurface="icyBranchTall" tangible="false" />
</obstacle>

<obstacle name="icyBranchSmall" type="box" breakable="false" >
	<state alphaSurface="icyBranchSmall" tangible="false" />
</obstacle>

<obstacle name="icyBranchBlock" type="box" breakable="false" >
	<state alphaSurface="icyBranchBlock" tangible="false" />
</obstacle>

<obstacle name="bambooBranchTall" type="box" breakable="false" >
	<state alphaSurface="bambooBranchTall" tangible="false"/>
</obstacle>

<obstacle name="bambooBranchSmall" type="box" breakable="false" >
	<state alphaSurface="bambooBranchSmall" tangible="false" />
</obstacle>

<obstacle name="bambooBranchBlock" type="box" breakable="false" >
	<state alphaSurface="bambooBranchBlock" tangible="false" />
</obstacle>

<obstacle name="crackableBlock" type="box" extents="2.0,2.0" breakable="true">
	<state alphaSurface="stoneBlock2" soundGroup="breakStone" />
	<state alphaSurface="stoneBlock2Crack" spout="smokeFadeSingle" soundGroup="breakStone" score="20" />
	<state alphaSurface="stoneBlock2Crack" spout="stoneChunks" transitory="true" />
</obstacle>

<obstacle name="crackableCorner" type="corner" extents="2.0,2.0" breakable="true" >
	<state alphaSurface="stoneCorner" soundGroup="breakStone" />
	<state alphaSurface="stoneCornerCrack" spout="smokeFadeSingle" soundGroup="breakStone" score="20" />
	<state alphaSurface="stoneCornerCrack" spout="stoneChunks" transitory="true" />
</obstacle>

<obstacle name="solidBlock" type="box" extents="2.0,2.0" breakable="false" >
	<state animatedSprite="woodBlock" sound="bounceWood" />
</obstacle>
<obstacle name="solidBlock_2x3" type="box" extents="4.0,6.0" breakable="false" >
	<state surface="woodBlock_2x3" sound="bounceWood" />
</obstacle>
<obstacle name="solidBlock_7x1" type="box" extents="14.0,2.0" breakable="false" >
	<state surface="woodBlock_7x1" sound="bounceWood" />
</obstacle>
<obstacle name="solidBlock_3x1" type="box" extents="6.0,2.0" breakable="false" >
	<state surface="woodBlock_3x1" sound="bounceWood" />
</obstacle>

<obstacle name="stoneBlockBig" type="box" extents="3.1,3.0" breakable="false" >
	<state alphaSurface="stoneBlockBig" sound="bounceWood" />
</obstacle>
<obstacle name="stoneBlockMedium" type="box" extents="2.5,2.5" breakable="false" >
	<state alphaSurface="stoneBlockMedium" sound="bounceWood" />
</obstacle>
<obstacle name="stoneBlockSmall" type="box" extents="2.0,2.0" breakable="false" >
	<state alphaSurface="stoneBlockSmall" sound="bounceWood" />
</obstacle>
<!-- fix extents !!! -->
<obstacle name="stoneBlockBigTriggerable" type="box" extents="3.6,3.0" breakable="false" pathSpeed="20.0" orientToPath="false" >
	<state alphaSurface="stoneBlockBig" sound="bounceWood" frozen="true" triggerReceive="true" nextStateOnContact="false" />
	<state alphaSurface="stoneBlockBig" sound="bounceWood" />
</obstacle>
<obstacle name="stoneBlockMediumTriggerable" type="box" extents="2.5,3.0" breakable="false" pathSpeed="20.0" orientToPath="false" >
	<state alphaSurface="stoneBlockMedium" sound="bounceWood" frozen="true" triggerReceive="true" nextStateOnContact="false" />
	<state alphaSurface="stoneBlockMedium" sound="bounceWood" />
</obstacle>

<obstacle name="ironBlock" type="box" extents="2.0,2.0" breakable="false" pathSpeed="12.0" >
	<state animatedSprite="ironBlock" sound="bounceIron" />
</obstacle>
<obstacle name="ironBlockTriggerable" editorIgnore="true" type="box" extents="2.0,2.0" breakable="false" pathSpeed="12">
	<state alphaSurface="ironBlock" nextStateOnContact="false" sound="bounceIron" frozen="true" triggerReceive="true" />
	<state alphaSurface="ironBlock" sound="bounceIron" />
</obstacle>
<obstacle name="bambooBlock" type="capsule" start="0.3,-2.0" end="-0.3,2.5" radius="1.5" breakable="false" >
	<state animatedSprite="bamboo" sound="bounceBamboo" />
</obstacle>
<obstacle name="bambooSmallBlock" type="capsule" start="0.18,-1.5" end="-0.18,1.5" radius="0.9" breakable="false" >
	<state alphaSurface="bambooSmall" sound="bounceBamboo" />
</obstacle>

<obstacle name="bambooSmallJason" type="capsule" start="0.18,-3.8" end="-0.18,3.8" radius="0.9" breakable="false" orientToPath="true" >
	<state alphaSurface="bambooSmallJason" sound="bounceBamboo" />
</obstacle>

<obstacle name="bambooLeaf" type="box" extents="1.0,1.0" breakable="false" >
	<state alphaSurface="bambooLeaf" tangible="false" />
</obstacle>
<obstacle name="bambooLeafLight" type="box" extents="1.0,1.0" breakable="false" >
	<state alphaSurface="bambooLeafLight" tangible="false" />
</obstacle>
<obstacle name="bambooLeafSmall" type="box" extents="1.0,1.0" breakable="false" >
	<state alphaSurface="bambooLeafSmall" tangible="false" />
</obstacle>
<obstacle name="palmTrunk" type="capsule" start="-0.35,-2.3" end="0.35,2.8" radius="1.5" breakable="false" >
	<state animatedSprite="palmTrunk" sound="bounceWood" />
</obstacle>
<obstacle name="palmFrond" type="box" extents="8.0,4.0" breakable="false" >
	<state alphaSurface="palmFrond" tangible="false" />
</obstacle>
<obstacle name="palmFrondLight" type="box" extents="8.0,4.0" breakable="false" >
	<state alphaSurface="palmFrondLight" tangible="false" />
</obstacle>
<obstacle name="palmFrondDark" type="box" extents="8.0,4.0" breakable="false" >
	<state alphaSurface="palmFrondDark" tangible="false" />
</obstacle>
<obstacle name="palmFrondMedium" type="box" extents="6.0,3.0" breakable="false" >
	<state alphaSurface="palmFrondMedium" tangible="false" />
</obstacle>
<obstacle name="palmFrondSmall" type="box" extents="4.0,2.0" breakable="false" >
	<state alphaSurface="palmFrondSmall" tangible="false" />
</obstacle>
<obstacle name="palmFrondTiny" type="box" extents="2.0,1.0" breakable="false" >
	<state alphaSurface="palmFrondTiny" tangible="false" />
</obstacle>

<obstacle name="solidCorner" type="corner" extents="2.0,2.0" breakable="false" >
	<state animatedSprite="woodCorner" sound="bounceWood" />
</obstacle>
<obstacle name="ironCorner" type="corner" extents="2.0,2.0" breakable="false" >
	<state animatedSprite="ironCorner" sound="bounceIron" />
</obstacle>
<obstacle name="ironCornerSmall" type="corner" extents="1.6,1.6" breakable="false" >
	<state alphaSurface="ironCornerSmall" sound="bounceIron" />
</obstacle>

<obstacle name="iceBlockBreakable" type="box" extents="2.0,2.0" breakable="true" >
	<state animatedSprite="iceBreakable" spout="smokeFadeSingle" soundGroup="breakIce" score="20" />
	<state alphaSurface="iceBreakable" spout="iceChunks" transitory="true" />
</obstacle>

<obstacle name="iceCornerBreakable" type="corner" extents="2.0,2.0" breakable="true" >
	<state animatedSprite="iceCornerBreakable" spout="smokeFadeSingle" soundGroup="breakIce" score="20" />
	<state alphaSurface="iceCornerBreakable" spout="iceChunks" transitory="true" />
</obstacle>

<obstacle name="iceBlock" type="box" extents="2.0,2.0" breakable="false" >
	<state animatedSprite="iceBlock" sound="solidIce" />
	<!-- (removed per 3122) overlay animatedSprite="iceBlockShimmer" / -->
</obstacle>

<obstacle name="iceCorner" type="corner" extents="2.0,2.0" breakable="false" >
	<state animatedSprite="iceCorner" sound="solidIce" />
</obstacle>

<obstacle name="iceSpikes" type="sphere" radius="1.2" breakable="false" pathSpeed="12">
	<state alphaSurface="iceSpike" nodeMultiplier="0" />
</obstacle>

<obstacle name="iceSpikesBig" type="box" extents="4.0,1.7" breakable="false" pathSpeed="12">
	<state animatedSprite="iceSpikeBig" nodeMultiplier="0" />
</obstacle>


<obstacle name="breakableBlock" type="box" extents="2.0,2.0" breakable="true" >
	<state animatedSprite="breakableBlock" spout="smokeFadeSingle" soundGroup="breakStone" score="20" />
	<state alphaSurface="breakableBlock" spout="stoneChunks" transitory="true" />
</obstacle>

<obstacle name="breakableCorner" type="corner" extents="2.0,2.0" breakable="true" >
	<state alphaSurface="stoneCorner" spout="smokeFadeSingle" soundGroup="breakStone" score="20" />
	<state alphaSurface="stoneCorner" spout="stoneChunks" transitory="true" />
</obstacle>

<obstacle name="triggerableDoor" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="triggeredDoor" >
	<state alphaSurface="bars" nextStateOnContact="false" triggerReceive="true" />
	<state animatedSprite="barsDisappear" tangible="false" duration="0.5" enterSpout="triggeredFlash"  score="5" />
	<state alphaSurface="dust" tangible="false" />
</obstacle>
<obstacle name="triggerableConveyerBlock0" type="box" extents="2.0,2.0" breakable="false" conveyer="true" loopState="true" editorIgnore="true" >
	<state alphaSurface="pipe" foreground="true" nextStateOnContact="false" triggerReceive="true" />
	<state tangible="false" triggerReceive="true" enterSpout="triggeredFlash" />
	<state tangible="false" triggerReceive="true" />
	<state tangible="false" triggerReceive="true" />
</obstacle>
<obstacle name="triggerableConveyerBlock1" type="box" extents="2.0,2.0" breakable="false" conveyer="true" loopState="true" editorIgnore="true" >
	<state tangible="false" triggerReceive="true" />
	<state alphaSurface="pipe" foreground="true" nextStateOnContact="false" triggerReceive="true" />
	<state tangible="false" triggerReceive="true" enterSpout="triggeredFlash" />
	<state tangible="false" triggerReceive="true" />
</obstacle>
<obstacle name="triggerableConveyerBlock2" type="box" extents="2.0,2.0" breakable="false" conveyer="true" loopState="true" editorIgnore="true" >
	<state tangible="false" triggerReceive="true" />
	<state tangible="false" triggerReceive="true" />
	<state alphaSurface="pipe" foreground="true" nextStateOnContact="false" triggerReceive="true" />
	<state tangible="false" triggerReceive="true" enterSpout="triggeredFlash" />
</obstacle>
<obstacle name="triggerableConveyerBlock3" type="box" extents="2.0,2.0" breakable="false" conveyer="true" loopState="true" editorIgnore="true" >
	<state tangible="false" triggerReceive="true" />
	<state tangible="false" triggerReceive="true" />
	<state tangible="false" triggerReceive="true" />
	<state alphaSurface="pipe" foreground="true" nextStateOnContact="false" triggerReceive="true" spout="triggeredFlash" />
</obstacle>

<obstacle name="trigger" type="box" extents="2.0,2.0" breakable="false" tooltipContact="trigger" >
	<state alphaSurface="triggerOff" triggerSend="true" bouncy="false" />
	<state alphaSurface="triggerOn" bouncy="false" enterSpout="triggerFlash" />
</obstacle>
<obstacle name="retrigger" type="sphere" radius="1.5" breakable="false" loopState="true" tooltipContact="trigger" >
	<state alphaSurface="triggerOff" triggerSend="true" bouncy="false" />
	<state alphaSurface="triggerOn" duration="1.0" nextStateOnContact="false" bouncy="false" enterSpout="triggerFlash" />
	<state alphaSurface="triggerOff" duration="0.3" nextStateOnContact="false" bouncy="false" />
</obstacle>
<obstacle name="retriggerArea" type="sphere" radius="1.5" breakable="false" loopState="true" >
	<state alphaSurface="dust" triggerSend="true" bouncy="false" />
	<state alphaSurface="dust" duration="0.2" bouncy="false" />
</obstacle>

<obstacle name="sandBlock" type="box" extents="2.0,2.0" breakable="true" loopState="true" >	
	<state animatedSprite="sandBlockRandom"  sound="sand" />
	<state animatedSprite="sandBlockRandom" enterSpout="sandPuffFade" transitory="true" />
	<state animatedSprite="sandBlockRandom" enterSpout="sandGrains1" transitory="true" />
	<state animatedSprite="sandBlockRandom" enterSpout="sandGrains2" transitory="true" />
	<state animatedSprite="sandBlockRandom" enterSpout="sandGrains3" transitory="true" />
	<state animatedSprite="sandBlock"   tangible="false" duration="0.5" enterSpout="sandGrains4"/>
	<state tangible="false" duration="3.0" />
	<state animatedSprite="sandBlockReappear" tangible="false" duration="0.5" />
</obstacle>

<obstacle name="conveyerBlock" type="box" extents="2.0,2.0" breakable="false" conveyer="true" tooltipLevelBegin="oneWayPipe" >
	<state alphaSurface="pipe" foreground="true" />
</obstacle>

<obstacle name="firecracker" type="box" extents="2.0,2.0" breakable="true" tooltipContact="firecracker" >
	<state alphaSurface="firecracker" sound="firecracker" spout="firecrackerFlash" score="20" chainReceive="true" burnableOnly="true" />
	<state alphaSurface="firecracker" duration="0.07" spout="firecrackerPaper" chainEmit="true" />
</obstacle>
<obstacle name="powderKeg" type="box" extents="2.0,2.0" breakable="true" tooltipLevelBegin="powderKeg" >
	<state animatedSprite="powderKeg" sound="explosion" spout="bombFlash" score="100" chainReceive="true" bombableOnly="true" />
	<state animatedSprite="powderKeg" duration="0.07" spout="bombSmoke" />
	<state bomb="true" transitory="true" />
</obstacle>
<obstacle name="fountain" type="box" extents="2.0,2.0" breakable="false" tooltipContact="fountain" >
	<state alphaSurface="fountainCentered" enterSpout="fountain" tangible="false" duration="0.3" />
	<state alphaSurface="fountainCentered" enterSpout="fountainSplash" water="true" bouncy="false" />
</obstacle>

<obstacle name="solidSphere" type="sphere" radius="1.5" breakable="false" >
	<state alphaSurface="blueSphere"/>
</obstacle>

<obstacle name="gear" type="sphere" radius="1.5" breakable="true" >
	<state animatedSprite="gear" spout="gearDrop" score="10" sound="gearTink" />
</obstacle>
<obstacle name="lense" type="sphere" radius="1.5" breakable="false" pathSpeed="12.0" >
	<state alphaSurface="lense" />
</obstacle>
<obstacle name="stalactite" type="capsule" start="-0.5,2.2" end="-0.5,-1.2" radius="0.5" breakable="false" >
	<state alphaSurface="stalactite" position="0,0" nodeMultiplier="0" />
</obstacle>

<obstacle name="breakableSphere" type="sphere" radius="1.5" breakable="true" >
	<state alphaSurface="greenSphere" score="20" chainReceive="true" soundGroup="waterdrop" />
	<state alphaSurface="greenSphereHit" chainEmit="true" duration="0.07"/>
	<state animatedSprite="greenSphereBreak" tangible="false" duration="0.27"/>
</obstacle>

<obstacle name="snowBall" type="sphere" radius="1.5" breakable="true" >
	<state animatedSprite="snowBall" spout="sparkle" score="20" sound="breakSnow" />
</obstacle>
<obstacle name="snowBallMedium" type="sphere" radius="1.8" breakable="true" >
	<state alphaSurface="snowBallMedium" spout="sparkle" score="20" sound="breakSnow" />
</obstacle>
<obstacle name="snowBallBig" type="sphere" radius="2.25" breakable="true" >
	<state alphaSurface="snowBallBig" spout="sparkle" score="20" sound="breakSnow" />
</obstacle>

<obstacle name="iceBboulder" type="sphere" radius="1.3" breakable="true" >
	<state animatedSprite="iceBoulder" spout="sparkle" sound="breakStone" score="20" bombableOnly="true" />
	<state spout="iceChunks" transitory="true" />
</obstacle>

<obstacle name="iceBoulderBig" type="sphere" radius="2.6" breakable="true" >
	<state animatedSprite="iceBoulderBig" spout="sparkle" sound="breakStone" score="20" bombableOnly="true" />
	<state spout="iceChunks" transitory="true" />
</obstacle>


<obstacle name="boulderSmall" type="sphere" radius="1.3" breakable="true" >
	<state alphaSurface="boulderSmall" spout="boulderChunksSmall" sound="breakStone" score="20" bombableOnly="true" />
</obstacle>
<obstacle name="boulderMedium" type="sphere" radius="1.8" breakable="true" >
	<state alphaSurface="boulderMedium" spout="boulderChunks" sound="breakStone" score="20" bombableOnly="true" />
</obstacle>
<obstacle name="boulderBig" type="sphere" radius="2.3" breakable="true" >
	<state alphaSurface="boulderBig" spout="boulderChunks" sound="breakStone" score="20" bombableOnly="true" />
</obstacle>
<obstacle name="boulder2Small" type="sphere" radius="1.3" breakable="true" >
	<state alphaSurface="boulder2Small" spout="boulderChunksSmall" sound="breakStone" score="20" bombableOnly="true" />
</obstacle>
<obstacle name="boulder2Medium" type="sphere" radius="1.8" breakable="true" >
	<state alphaSurface="boulder2Medium" spout="boulderChunks" sound="breakStone" score="20" bombableOnly="true" />
</obstacle>
<obstacle name="boulder2Big" type="sphere" radius="2.3" breakable="true" >
	<state alphaSurface="boulder2Big" spout="boulderChunks" sound="breakStone" score="20" bombableOnly="true" />
</obstacle>

<obstacle name="rockSmall" type="sphere" radius="1.3" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="boulderSmall" nextStateOnContact="false" bombableOnly="true" />
	<state alphaSurface="boulderSmall" nextStateOnContact="false" bombableOnly="true" tangible="false" />
	<state alphaSurface="boulderSmallRed" nextStateOnContact="false" duration="0.5" />
</obstacle>
<obstacle name="rockMedium" type="sphere" radius="1.8" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="boulderMedium" nextStateOnContact="false" bombableOnly="true" />
	<state alphaSurface="boulderMedium" nextStateOnContact="false" bombableOnly="true" tangible="false" />
	<state alphaSurface="boulderMediumRed" nextStateOnContact="false" duration="0.5" />
</obstacle>
<obstacle name="rockBig" type="sphere" radius="2.3" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="boulderBig" nextStateOnContact="false" bombableOnly="true" />
	<state alphaSurface="boulderBig" nextStateOnContact="false" bombableOnly="true" tangible="false" />
	<state alphaSurface="boulderBigRed" nextStateOnContact="false" duration="0.5" />
</obstacle>
<obstacle name="rockFistRight" type="sphere" radius="2.3" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="rockFist" nextStateOnContact="false" bombableOnly="true" />
	<state alphaSurface="rockFist" nextStateOnContact="false" bombableOnly="true" tangible="false" />
	<state alphaSurface="rockFistRed" nextStateOnContact="false" duration="0.5" />
</obstacle>
<obstacle name="rockFistLeft" type="sphere" radius="2.3" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="rockFist" flip="h" nextStateOnContact="false" bombableOnly="true" />
	<state alphaSurface="rockFist" flip="h" nextStateOnContact="false" bombableOnly="true" tangible="false" />
	<state alphaSurface="rockFistRed" flip="h" nextStateOnContact="false" duration="0.5" />
</obstacle>
<obstacle name="rockFace" type="sphere" radius="2.3" breakable="false" loopState="true" editorIgnore="true" tooltipLevelBegin="rockMonster" >
	<state alphaSurface="rockFace" nextStateOnContact="false" bombableOnly="true" />
	<state alphaSurface="rockFace" nextStateOnContact="false" bombableOnly="true" tangible="false" />
	<state alphaSurface="rockFaceHurt" nextStateOnContact="false" duration="0.5" />
</obstacle>

<obstacle name="gemBlue" type="box" extents="1.7,1.7" breakable="true" showScore="true">
	<state alphaSurface="gemBlue" bouncy="false" score="500" enterSpout="gemSparkle" spout="gemDropBlue" sound="gemBlue" />
	<state spout="gemBurst" transitory="true" />
</obstacle>
<obstacle name="gemGreen" type="box" extents="1.7,1.7" breakable="true" showScore="true">
	<state alphaSurface="gemGreen" bouncy="false" score="50" enterSpout="gemSparkle" spout="gemDropGreen" sound="gemGreen" />
	<state spout="gemBurst" transitory="true" />
</obstacle>
<obstacle name="gemRed" type="box" extents="1.7,1.7" breakable="true" showScore="true">
	<state alphaSurface="gemRed" bouncy="false" score="100" enterSpout="gemSparkle" spout="gemDropRed" sound="gemRed" />
	<state spout="gemBurst" transitory="true" />
</obstacle>
<obstacle name="gemPurple" type="box" extents="1.7,1.7" breakable="true" showScore="true">
	<state alphaSurface="gemPurple" bouncy="false" score="300" enterSpout="gemSparkle" spout="gemDropPurple" sound="gemPurple" />
	<state spout="gemBurst" transitory="true" />
</obstacle>

<obstacle name="gemDispenser" type="box" extents="2.0,2.0" breakable="false" showScore="true" tooltipLevelBegin="gemDispenser" >
	<state alphaSurface="gemDispenser" score="50" spout="gemDropGreen" sound="gemGreen" />
	<state spout="gemBurst" transitory="true" />
	<state alphaSurface="gemDispenserLight" duration="0.3" nextStateOnContact="false" />
	<state alphaSurface="gemDispenser" score="50" spout="gemDropGreen" sound="gemGreen" />
	<state spout="gemBurst" transitory="true" />
	<state alphaSurface="gemDispenserLight" duration="0.3" nextStateOnContact="false" />
	<state alphaSurface="gemDispenser" score="50" spout="gemDropGreen" sound="gemGreen" />
	<state spout="gemBurst" transitory="true" />
	<state alphaSurface="gemDispenserLight" duration="0.3" nextStateOnContact="false" />
	<state alphaSurface="gemDispenser" score="100" spout="gemDropRed" sound="gemRed" />
	<state spout="gemBurst" transitory="true" />
	<state alphaSurface="gemDispenserDark" tangible="false" />
</obstacle>

<obstacle name="desertBlock" type="box" extents="2.0,2.0" breakable="false" >
	<state animatedSprite="desertBlock" />
</obstacle>
<obstacle name="desertBlock_1x11" type="box" extents="2.0,22.0" breakable="false" >
	<state surface="desertBlock_1x11" />
</obstacle>
<obstacle name="desertCorner" type="corner" extents="2.0,2.0" breakable="false" >
	<state animatedSprite="desertCorner" />
</obstacle>
<obstacle name="desertCornerSmall" type="corner" extents="1.6,1.6" breakable="false" >
	<state alphaSurface="desertCornerSmall" />
</obstacle>

<obstacle name="desertBlockBreakable" type="box" extents="2.0,2.0" breakable="true" >
	<state animatedSprite="desertBlockBreakable" spout="smokeFadeSingle" soundGroup="breakStone" score="20" />
	<state alphaSurface="desertBlockBreakable" spout="brickChunks" transitory="true" />
</obstacle>
<obstacle name="desertCornerBreakable" type="corner" extents="2.0,2.0" breakable="true" >
	<state animatedSprite="desertCornerBreakable" spout="smokeFadeSingle" soundGroup="breakStone" score="20" />
	<state alphaSurface="desertCornerBreakable" spout="brickChunks" transitory="true" />
</obstacle>

<obstacle name="alchemyBlock" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="alchemistBlock" >
	<state alphaSurface="leadBlock" spout="smokeFade" score="100" />
	<state transitory="true" spout="goldCoins" />
	<state key="true" animatedSprite="goldBlock" synchImageToAge="true" />
</obstacle>
<obstacle name="starBlock" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="astrologerBlock" >
	<state alphaSurface="starBlock" spout="starDust" />
	<state alphaSurface="starBlockOn" spout="stoneChunks" transitory="true" score="100" />
	<state alphaSurface="starBlockOn" key="true" tangible="false" />
</obstacle>
<obstacle name="druidBlock" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="druidBlock" >
	<state alphaSurface="druidBlock" spout="sparkleBlue" />
	<state alphaSurface="druidBlock" spout="fairySparkle" transitory="true" score="100" />
	<state alphaSurface="druidBlockOn" key="true" />
</obstacle>
<obstacle name="necroBlock" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="necromancerBlock" >
	<state alphaSurface="necroBlock" spout="sparkle" />
	<state alphaSurface="necroBlock" spout="fairySparkle" transitory="true" score="100" />
	<state alphaSurface="necroBlockOn" key="true" />
</obstacle>
<obstacle name="sorceressBlock" type="box" extents="2.0,2.0" breakable="false" tooltipLevelBegin="sorceressBlock" >
	<state alphaSurface="sorceressBlock" />
	<state alphaSurface="sorceressBlock" transitory="true" score="100" enterSpout="glowInTorch"  triggerSend="true" />
	<state alphaSurface="sorceressBlock" key="true" enterSpout="fireInTorch" />
</obstacle>


<obstacle name="gargoyle" type="box" extents="2.8,2.8" breakable="false" >
	<state alphaSurface="gargoyle" />
</obstacle>

<obstacle name="treeTrunk" type="box" extents="2.0,2.0" breakable="false" >
	<state alphaSurface="trunk" />
</obstacle>

<obstacle name="leafSphere" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leaf" spout="leafChunks" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leafSphereLight" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leafLight" spout="leafChunksLight" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leafSphereDark" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leafDark" spout="leafChunksDark" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leafSphereYellow" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leafYellow" spout="leafChunksYellow" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leafSphereRed" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leafRed" spout="leafChunksRed" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leavesSphere" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leaves" spout="leafChunks" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leavesSphereLight" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leavesLight" spout="leafChunksLight" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leavesSphereDark" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leavesDark" spout="leafChunksDark" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leavesSphereYellow" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leavesYellow" spout="leafChunksYellow" sound="breakLeaves" score="20" />
</obstacle>
<obstacle name="leavesSphereRed" type="sphere" radius="2.5" breakable="true" >
	<state alphaSurface="leavesRed" spout="leafChunksRed" sound="breakLeaves" score="20" />
</obstacle>

<obstacle name="powerupFast" type="box" extents="2.0,2.0" breakable="false" loopState="true">
	<state alphaSurface="inkwellLiquidPurple" enterSpout="inkwellSmokePurple" spoutClear="true" spout="smokePurpleFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="fast"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolFast" />
	</state>
	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupFastSuper" type="box" extents="2.0,2.0" breakable="false" loopState="true" tooltipLevelBegin="fastballSuper" >
	<state alphaSurface="inkwellLiquidPurple" enterSpout="inkwellSuperSparkle" transitory="true" />
	<state alphaSurface="inkwellLiquidPurple" enterSpout="inkwellSmokePurple" spoutClear="true" spout="smokePurpleFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="fastSuper"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolFast" />
	</state>
	<state sound="breakStone" spout="fairySparkle" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupSatellite" type="box" extents="2.0,2.0" breakable="false" loopState="true">
	<state alphaSurface="inkwellLiquidGold" enterSpout="inkwellSmokeGold" spoutClear="true" spout="smokeGoldFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="satellite"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolSatellite" />
	</state>
	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupSatelliteSuper" type="box" extents="2.0,2.0" breakable="false" loopState="true" tooltipLevelBegin="satelliteSuper" >
	<state alphaSurface="inkwellLiquidGold" enterSpout="inkwellSuperSparkle" transitory="true" />
	<state alphaSurface="inkwellLiquidGold" enterSpout="inkwellSmokeGold" spoutClear="true" spout="smokeGoldFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="satelliteSuper"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolSatellite" />
	</state>
	<state sound="breakStone" spout="fairySparkle" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupMultiBall" type="box" extents="1.4,2.0" breakable="false" loopState="true">
	<state alphaSurface="inkwellLiquidGreen" enterSpout="inkwellSmokeGreen" spoutClear="true" spout="smokeGreenFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="multiball"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolMultiball" />
	</state>
	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupMultiBallSuper" type="box" extents="1.4,2.0" breakable="false" loopState="true" tooltipLevelBegin="multiballSuper" >
	<state alphaSurface="inkwellLiquidGreen" enterSpout="inkwellSuperSparkle" transitory="true" />
	<state alphaSurface="inkwellLiquidGreen" enterSpout="inkwellSmokeGreen" spoutClear="true" spout="smokeGreenFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="multiballSuper"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolMultiball" />
	</state>
	<state sound="breakStone" spout="fairySparkle" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupShield" type="box" extents="2.0,2.0" breakable="false" loopState="true">
	<state alphaSurface="inkwellLiquidBlue" enterSpout="inkwellSmokeBlue" spoutClear="true" spout="smokeBlueFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="shield"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolShield" />
	</state>
	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupBomb" type="box" extents="2.0,2.0" breakable="false" loopState="true">
	<state alphaSurface="inkwellLiquidBlack" enterSpout="inkwellSmokeBlack" spoutClear="true" spout="smokeBlackFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="bomb"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolBomb" />
	</state>
	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupBombSuper" type="box" extents="2.0,2.0" breakable="false" loopState="true" tooltipLevelBegin="bombSuper" >
	<state alphaSurface="inkwellLiquidBlack" enterSpout="inkwellSuperSparkle" transitory="true" />
	<state alphaSurface="inkwellLiquidBlack" enterSpout="inkwellSmokeBlack" spoutClear="true" spout="smokeBlackFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="bombSuper"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolBomb" />
	</state>
	<state sound="breakStone" spout="fairySparkle" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupFireball" type="box" extents="2.0,2.0" breakable="false" loopState="true">
	<state alphaSurface="inkwellLiquidRed" enterSpout="inkwellSmokeRed" spoutClear="true" spout="smokeRedFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="fireball"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolFireball" />
	</state>
	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupThunderball" type="box" extents="2.0,2.0" breakable="false" loopState="true">
	<state alphaSurface="inkwellLiquidTeal" enterSpout="inkwellSmokeTeal" spoutClear="true" spout="smokeBlueFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="thunderball"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolThunderball" />
	</state>
	<state sound="breakStone" transitory="true" />
	<state duration="3.0" tangible="false" />
	<state animatedSprite="inkwellGlassGrow" duration="0.27" tangible="false" />
</obstacle>

<obstacle name="powerupExtraLife" type="box" extents="2.0,2.0" breakable="true" >
	<state alphaSurface="inkwellLiquid" enterSpout="inkwellSmoke" spoutClear="true" spout="smokeFade" sound="inkwell" bouncy="false" ignoreMiniball="true" >
		<command text="add life"/>
		<overlay animatedSprite="inkwellGlass" />
		<overlay alphaSurface="symbolLife" />
	</state>
	<state sound="breakStone" transitory="true" />
</obstacle>

<obstacle name="spikes" type="sphere" radius="1.2" breakable="false" pathSpeed="12">
	<state alphaSurface="spikes" nodeMultiplier="0" />
</obstacle>
<obstacle name="spikesBig" type="box" extents="1.7,1.7" breakable="false">
	<state alphaSurface="spikesBig" nodeMultiplier="0" />
</obstacle>
<obstacle name="spikesBigTriggerable" type="box" extents="1.7,1.7" breakable="false" pathSpeed="20.0" orientToPath="true" >
	<state alphaSurface="spikesBig" nodeMultiplier="0" frozen="true" triggerReceive="true" nextStateOnContact="false" />
	<state alphaSurface="spikesBig" nodeMultiplier="0" />
</obstacle>
<obstacle name="spikesIcicle" type="box" extents="1.7,1.7" breakable="false" >
	<state alphaSurface="spikesIcicle" nodeMultiplier="0" />
</obstacle>
<obstacle name="spikesThorn" type="corner" extents="1.8,1.7" breakable="false" >
	<state alphaSurface="thorn" nodeMultiplier="0" />
</obstacle>

<obstacle name="exit" type="sphere" radius="1.5" breakable="false" pathSpeed="12.0" >
	<state alphaSurface="waxSeal" nextStateOnContact="false" spout="sparkle" sound="unlock" />
	<state spout="waxSealDropLeft" enterSpout="magicSandGrainsRise" transitory="true" />
	<state spout="waxSealDropRight" enterSpout="magicSandStreaksRise" transitory="true" />
	<state alphaSurface="exit" exit="true" bouncy="false" />
</obstacle>

<obstacle name="gremlin" type="sphere" radius="2.5" breakable="true" pathSpeed="8.0" showScore="true" >
	<state animatedSprite="spiralRed" nodeMultiplier="0" bombableOnly="true" spout="gremlinDie" score="100" >
		<overlay alphaSurface="gremlinEyes" />
	</state>
</obstacle>

<obstacle name="medusaHead" type="sphere" radius="5.0" breakable="true" editorIgnore="true" tooltipLevelBegin="medusa" >
	<state alphaSurface="medusaHeadHurt" nextStateOnContact="false" duration="0.2" />
	<state alphaSurface="medusaHead" nextStateOnContact="false" />
	<state enterSpout="medusaEyeLeft" transitory="true" />
	<state alphaSurface="medusaHeadHurt" enterSpout="medusaEyeRight" bombableOnly="true" />
	<state animatedSprite="medusaDying" nextStateOnContact="false" duration="2.0" enterSpout="smokeFadeMany" spout="medusaHeadDrop" score="100" />
	<state key="true" transitory="true" />
</obstacle>
<obstacle name="medusaPincher" type="box" extents="2.2,1.7" breakable="true" editorIgnore="true" >
	<state alphaSurface="medusaPincher" nodeMultiplier="0" bombableOnly="true" spout="medusaPincherDrop" score="40" />
</obstacle>
<obstacle name="medusaPincherV" type="box" extents="2.2,1.7" breakable="true" editorIgnore="true" >
	<state alphaSurface="medusaPincher" rotate="90" nodeMultiplier="0" bombableOnly="true" spout="medusaPincherVDrop" score="40" />
</obstacle>
<obstacle name="medusaPincherR" type="box" extents="2.2,1.7" breakable="true" editorIgnore="true" >
	<state alphaSurface="medusaPincher" flip="h" nodeMultiplier="0" bombableOnly="true" spout="medusaPincherRDrop" score="40" />
</obstacle>
<obstacle name="medusaSegment" type="sphere" radius="2.5" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="medusaSegment" nextStateOnContact="false"/>
</obstacle>
<obstacle name="medusaSegmentV" type="sphere" radius="2.5" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="medusaSegmentV" nextStateOnContact="false"/>
</obstacle>

<obstacle name="astrolabe" type="sphere" radius="7.0" breakable="false" loopState="true" editorIgnore="true" tooltipLevelBegin="sun" >
	<state alphaSurface="astrolabe" bombableOnly="true" />
	<state animatedSprite="astrolabeDying" enterSpout="smokeFadeMany" nextStateOnContact="false" duration="2.0" spout="astrolabeDrop" />
	<state key="true" tangible="false" />
	<state alphaSurface="astrolabeHit" nextStateOnContact="false" duration="0.3" /><!-- flash red when hit--> 
</obstacle>
<obstacle name="earth" type="sphere" radius="2.0" breakable="false" editorIgnore="true" >
	<state alphaSurface="blueSphere" nextStateOnContact="false" />
</obstacle>
<obstacle name="moon" type="sphere" radius="1.0" breakable="false" editorIgnore="true" >
	<state alphaSurface="moon" nextStateOnContact="false" />
</obstacle>
<obstacle name="saturn" type="sphere" radius="2.3" breakable="false" editorIgnore="true" >
	<state alphaSurface="saturn" nextStateOnContact="false" />
</obstacle>
<obstacle name="comet" type="sphere" radius="1.2" breakable="false" editorIgnore="true" >
	<state alphaSurface="spikes" nextStateOnContact="false" enterSpout="cometTail" nodeMultiplier="0" />
</obstacle>

<obstacle name="hornet" type="sphere" radius="2.0" breakable="true" pathSpeed="8.0" editorIgnore="true" tooltipLevelBegin="swarm" >
	<state animatedSprite="hornetRed" nextStateOnContact="false" duration="1.5" />
	<state animatedSprite="hornet" nodeMultiplier="0" bombableOnly="true" />
	<state alphaSurface="hornet0" flip="v" key="true"  nextStateOnContact="false" tangible="false" duration="2.0" score="5" />
</obstacle>

<obstacle name="swarmAttractor" type="sphere" radius="2.0" breakable="false" editorIgnore="true" >
	<state nextStateOnContact="false" tangible="false" />
</obstacle>

<obstacle name="dragonSegment" type="sphere" radius="2.5" breakable="false" loopState="true" editorIgnore="true" tooltipLevelBegin="dragon" >
	<state alphaSurface="dragonSegment" nextStateOnContact="false"/>
	<state animatedSprite="dragonSegmentDying" enterSpout="smokeFadeMore" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentDead" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentRed" enterSpout="smokeFade" nextStateOnContact="false" duration="0.5"/>
</obstacle>
<obstacle name="dragonSegmentNoLegs0" type="sphere" radius="2.5" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="dragonSegmentNoLegs0" nextStateOnContact="false"/>
	<state animatedSprite="dragonSegmentNoLegsDying0" enterSpout="smokeFadeMore" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsDead0" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsRed0" nextStateOnContact="false" duration="0.5"/>
</obstacle>
<obstacle name="dragonSegmentNoLegs1" type="sphere" radius="2.0" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="dragonSegmentNoLegs1" nextStateOnContact="false"/>
	<state animatedSprite="dragonSegmentNoLegsDying1" enterSpout="smokeFadeMore" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsDead1" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsRed1" nextStateOnContact="false" duration="0.5"/>
</obstacle>
<obstacle name="dragonSegmentNoLegs2" type="sphere" radius="1.75" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="dragonSegmentNoLegs2" nextStateOnContact="false"/>
	<state animatedSprite="dragonSegmentNoLegsDying2" enterSpout="smokeFadeMore" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsDead2" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsRed2" nextStateOnContact="false" duration="0.5"/>
</obstacle>
<obstacle name="dragonSegmentNoLegs3" type="sphere" radius="1.5" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="dragonSegmentNoLegs3" nextStateOnContact="false"/>
	<state animatedSprite="dragonSegmentNoLegsDying3" enterSpout="smokeFadeMore" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsDead3" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentNoLegsRed3" nextStateOnContact="false" duration="0.5"/>
</obstacle>
<obstacle name="dragonSegmentWinged" type="sphere" radius="2.5" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="dragonSegmentWinged" nextStateOnContact="false"/>
	<state animatedSprite="dragonSegmentWingedDying" enterSpout="smokeFadeMore" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentWingedDead" nextStateOnContact="false" />
	<state alphaSurface="dragonSegmentWingedRed" nextStateOnContact="false" duration="0.5"/>
</obstacle>
<obstacle name="dragonHead" type="sphere" radius="2.5" breakable="false" loopState="true" editorIgnore="true" >
	<state alphaSurface="dragonHead" nextStateOnContact="false"/>
	<state animatedSprite="dragonHeadDying" enterSpout="smokeFadeMore" duration="2.0" nextStateOnContact="false" />
	<state alphaSurface="dragonHeadDead" nextStateOnContact="false" key="true" />
	<state alphaSurface="dragonHeadRed" nextStateOnContact="false" duration="0.5"/>
</obstacle>
<obstacle name="dragonFireArea" type="box" extents="2.0,2.0" editorIgnore="true" >
	<state nextStateOnContact="false" nodeMultiplier="0" />
</obstacle>

<!--  BREAKOUT OBSTACLES --> 
<obstacle name="BreakOutfountain" type="box" extents="2.0,2.0" breakable="false">
	<state alphaSurface="fountainCentered" enterSpout="fountain" tangible="false" duration="0.3" />
	<state alphaSurface="fountainCentered" enterSpout="fountainSplash" water="true" bouncy="false" />
</obstacle>

<obstacle name="BreakOutgremlin" type="sphere" radius="2.5" breakable="false" pathSpeed="8.0" showScore="false" >
	<state animatedSprite="spiralRed" nodeMultiplier="0" bombableOnly="false" spout="gremlinDie" >
		<overlay alphaSurface="gremlinEyes" />
	</state>
</obstacle>

<obstacle name="BreakOuticeBboulder" type="sphere" radius="1.3" breakable="false" >
	<state alphaSurface="iceBoulder" sound="solidIce" />
</obstacle>

<obstacle name="BreakOuticeBoulderBig" type="sphere" radius="2.6" breakable="false" >
	<state alphaSurface="iceBoulderBig" sound="solidIce" />
</obstacle>

<obstacle name="BreakOutboulderSmall" type="sphere" radius="1.3" breakable="false" >
	<state alphaSurface="boulderSmall" sound="breakStone" />
</obstacle>

<obstacle name="BreakOutboulderMedium" type="sphere" radius="1.8" breakable="false" >
	<state alphaSurface="boulderMedium" sound="breakStone" />
</obstacle>

<obstacle name="BreakOutboulderBig" type="sphere" radius="2.3" breakable="false" >
	<state alphaSurface="boulderBig" sound="breakStone" />
</obstacle>

<obstacle name="BreakOutboulder2Small" type="sphere" radius="1.3" breakable="false" >
	<state alphaSurface="boulder2Small" sound="breakStone" />
</obstacle>

<obstacle name="BreakOutboulder2Medium" type="sphere" radius="1.8" breakable="false" >
	<state alphaSurface="boulder2Medium" sound="breakStone" />
</obstacle>

<obstacle name="BreakOutboulder2Big" type="sphere" radius="2.3" breakable="false" >
	<state alphaSurface="boulder2Big" sound="breakStone" />
</obstacle>

</obstacleConfiguration>
