scale = 1 + global.score_current * 0.005; if ( y < BOUNDARY_BOTTOM ) { vspeed += GRAVITY; } if ( y >= BOUNDARY_BOTTOM && (state == STATE_FALL || state == STATE_NEUTRAL) ) { y = BOUNDARY_BOTTOM; vspeed = -vspeed; state = STATE_NEUTRAL; } if ( vspeed > 0 ) { state = STATE_FALL; } if ( x > BOUNDARY_RIGHT ) { x = BOUNDARY_RIGHT; hspeed = -hspeed; } if (x < BOUNDARY_LEFT ) { x = BOUNDARY_LEFT; hspeed = -hspeed; } approach_timer -= 1; if ( approach_timer == 0 && phase == PHASE_APPROACH ) { phase = PHASE_ACTIVE; active_timer = 3600; audio_play_sound( mus_myon, 0, true ); motion_set(random(360), 6 ); } active_timer -= 1; if ( active_timer == 0 && phase == PHASE_ACTIVE ) { speed = 0; phase = PHASE_WHEN; when_timer = 600; instance_create_layer( x, y - 30, "objects", obj_when ); audio_play_sound( snd_when, 0, false ); } when_timer -= 1; if ( when_timer == 0 && phase == PHASE_WHEN ) { if ( global.score_current <= 0 ) { phase = PHASE_TOOMUCH; toomuch_timer = 100; } if ( global.score_current > 0 ) { phase = PHASE_STRONG; strong_timer = 100; } } toomuch_timer -= 1; if ( toomuch_timer == 0 && phase == PHASE_TOOMUCH ) { room_goto(rm_badend); } strong_timer -= 1; if ( strong_timer == 0 && phase == PHASE_STRONG ) { room_goto(rm_goodend); }