global.timeout -= 1 global.invuln -= 1 switch global.keyconfig { case 0: //standard case 1: //QWERTZ up = keyboard_check(ord("W")); down = keyboard_check(ord("S")); right = keyboard_check(ord("D")); left = keyboard_check(ord("A")); break; case 2: //AZERTY up = keyboard_check(ord("Z")); down = keyboard_check(ord("S")); right = keyboard_check(ord("D")); left = keyboard_check(ord("Q")); break; case 3: //Dvorak up = keyboard_check(ord(",")); down = keyboard_check(ord("O")); right = keyboard_check(ord("E")); left = keyboard_check(ord("A")); break; default: break; } if right direction = 180 if up direction = -90 if left direction = 0 if down direction = -270 if up and right direction = -135 if up and left direction = -45 if down and left direction = 45 if down and right direction = 135 if chargeup < 1 chargeup += .2 if up or down or left or right speed = 15 * chargeup else chargeup = 0 pointsdirection = point_direction(window_get_width() / 2, window_get_height() / 2, window_mouse_get_x(), window_mouse_get_y()); repeat (3) { instance_create(x-5+random(10),y-5+random(10),obj_star) } if global.scores > 150000*global.limit { global.limit = 2*global.limit global.life += 1 global.extend = 20 sound_play(snd_extend) } if global.invuln < 1 { var hit = instance_nearest(x,y,obj_spinner) if distance_to_object(hit) < 16 and hit.active = 1 { with (hit) instance_destroy() instance_destroy() } var hit = instance_nearest(x,y,obj_meteorlarge) if distance_to_object(hit) < 32 and hit.active = 1 { with (hit) instance_destroy() instance_destroy() } var hit = instance_nearest(x,y,obj_meteormed) if distance_to_object(hit) < 16 and hit.active = 1 { with (hit) instance_destroy() instance_destroy() } var hit = instance_nearest(x,y,obj_meteorsmall) if distance_to_object(hit) < 8 and hit.active = 1 { with (hit) instance_destroy() instance_destroy() } var hit = instance_nearest(x,y,obj_boss1) if distance_to_object(hit) < 64 and hit.active = 1 { with (hit) instance_destroy() instance_destroy() } var hit = instance_nearest(x,y,obj_bees) if distance_to_object(hit) < 8 and hit.active = 1 { with (hit) instance_destroy() instance_destroy() } var hit = instance_nearest(x,y,obj_boss1bullet) if distance_to_object(hit) < 4 { with (hit) instance_destroy() instance_destroy() } } if ( scr_outside_circle() ) { instance_destroy() }