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) }