vx = __view_get( e__VW.XView, 0 ) vy = __view_get( e__VW.YView, 0 ) draw_set_font(fn_text) timer += 1 draw_text(vx+10,vy+10,string_hash_to_newline("Score:")) draw_text(vx+70,vy+10,string_hash_to_newline(score)) draw_set_halign(fa_right) draw_text(vx+470,vy+330,string_hash_to_newline(fps)) if score < global.hi { draw_text(vx+470,vy+10,string_hash_to_newline(global.hi)) } else { draw_text(vx+470,vy+10,string_hash_to_newline(score)) } draw_text(vx+350,vy+10,string_hash_to_newline("Hi:")) draw_set_halign(fa_left) while i < global.girlhp { draw_sprite_stretched(spr_girl,0,vx+10+30*i,vy+40,20,20) i += 1 } i = 0 if global.poweredup > 1 { draw_healthbar(vx+10,vy+310,vx+110,vy+305,global.poweredup/3,c_black,c_orange,c_orange,0,true,true) } draw_healthbar(vx+10,vy+70,vx+110,vy+75,global.bombtier,c_black,c_aqua,c_aqua,0,true,true) if global.bombtier >= 100 { draw_text(vx+10,vy+80,string_hash_to_newline("Bomb ready!")) } if global.extend > 0 { draw_set_halign(fa_center) draw_text(vx+240,vy+100,string_hash_to_newline("Extend!")) global.extend -= 1 } if global.death > 0 { draw_set_halign(fa_center) draw_text(vx+240,vy+125,string_hash_to_newline("Game over")) global.death -= 1 } draw_set_halign(fa_left) if instance_exists(obj_boss1) { if obj_boss1.active { draw_set_alpha(1) draw_set_color(c_dkgray) draw_rectangle(vx+470,vy,vx+480,vy+320,false) draw_set_color(c_red) draw_rectangle(vx+470,vy+((300-obj_boss1.life)/300*320),vx+480,vy+320,false) draw_set_color(c_black) draw_rectangle(vx+470,vy,vx+480,vy+320,true) draw_set_halign(fa_right) draw_text(vx + 460,vy + 300,string_hash_to_newline("Flower")) draw_set_halign(fa_left) } }