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function clearSprite(self, event)
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	if event.phase == 'end' then
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	self:removeEventListener("sprite")
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		local group = self.parent
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	self:removeSelf()
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		self:removeSelf()
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		if group.numChildren < 1 then
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			group:removeSelf()
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		end
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	end
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end
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function statsSparkle(sparklePower)
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	sparkler = {}
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	myFXGroup2 = display.newGroup()
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	for i= 1, playerItemInPlayerArea.itemPower do
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		sparkler[i] = spritefactory:newSpriteGroup("Sparkle")
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		local Xmin = ( ((sparklePower * 2))* (-1) ) + (150)
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		print (Xmin)
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		local Xmax = ((sparklePower * 2) + 170) 
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		sparkler[i].x = math.random ( Xmin,  Xmax)
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		sparkler[i].y = math.random (250,270)
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		sparkler[i].sprite = clearSprite
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		sparkler[i]:addEventListener("sprite", sparkler[i])
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		timer.performWithDelay(math.random(sparklePower * 50), function() sparkler[i]:play() end)
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		myFXGroup2:insert(sparkler[i])
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	end
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	screenGroup:insert( myFXGroup2 )
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end