bullet = clamp(bullet, 0, 120); if bullet == 120 overheat = false; if overload { x += random_range(-3, 3); y += random_range(-3, 3); } if overheat effect_create_above(ef_smoke, x + random_range(-25, 25), y + random_range(-25, 25), 0, c_gray); if explode > 90 { if keyboard_check(ord("W")) y -= spd; if keyboard_check(ord("S")) y += spd; if keyboard_check(ord("A")) x -= spd; if keyboard_check(ord("D")) x += spd; if mouse_check_button_pressed(mb_left) { alarm[0] = 1; timer = 20; recharge = false; } if recharge bullet += 0.25; } else if (--explode) { effect_create_above(ef_smoke, x + random_range(-20, 20), y + random_range(-20, 20), 1, c_grey); x += random_range(-4, 4); y += random_range(-4, 4); } else { for(var i = 0; i < 10; i++) { inst = n(); inst.cnt = i + 1; } if global.pts > global.hipts { global.hipts = global.pts; ini_open("save.ini"); ini_write_real("GAME", "HiScore", global.hipts); ini_close(); } effect_create_above(ef_explosion, x, y, 100, c_grey); obj_shadow_p.revive = true; global.pts = 0; instance_destroy(); } image_angle = point_direction(x, y, mouse_x, mouse_y); display = lerp(display, bullet, 0.1); if room != rm_test { x = 704; y = 864; } if instance_exists(obj_perk1) && obj_perk1.activate && mouse_check_button(mb_right) { for(var i = 0; i < 4; i++) { inst = n(); inst.cnt = i + 1; } obj_perk1.image_speed = 3; } /* for(var i = 1; i <= 4; i++) { inst = n(); inst.cnt = i; } */