if hp < 1
   {
   score += 2000
   instance_destroy()
   }

if firetime > 200
   {
   stepy += 1
   if charge < 16
      {
      charge += 1
      }
   if charge > 15
      {
      firing = 1
      firetime += 1
      speed = 0
      if stepy > 4
         {
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot-20,10);
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot+25,10);
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot+70,10);
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot+115,10);
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot+160,10);
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot+205,10);
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot+250,10);
         var ID = instance_create(x,y,obj_enemy_beams);
         with (ID) motion_set(other.rot+295,10);
         stepy = 0
         }
      }
   if charge > 60
      {
      firetime = 0
      charge = 0
      firing = 0
      }
   }
firetime += 1
if firing < 1 && instance_exists( obj_player_control )
   {
   move_towards_point(obj_player_control.x,obj_player_control.y,3)
   }

