Information about object: ob_logo
Sprite: spr_logo
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

cursor_sprite=spr_cursor
instance_create(84,84,ob_light_menu)
instance_create(320,84,ob_light_menu)
instance_create(540,84,ob_light_menu)

repeat (50) instance_create(irandom(640),irandom(700),ob_star)

______________________________________________________

Information about object: ob_1
Sprite: spr_1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_index=0
image_speed=0

Mouse Event for Left Released:

execute code:

room_goto(r_game)

Mouse Event for Mouse Enter:

execute code:

image_index=1

Mouse Event for Mouse Leave:

execute code:

image_index=0

______________________________________________________

Information about object: ob_2
Sprite: spr_2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_index=0
image_speed=0

Mouse Event for Left Released:

execute code:

room_goto(r_menu2)

Mouse Event for Mouse Enter:

execute code:

image_index=1

Mouse Event for Mouse Leave:

execute code:

image_index=0

______________________________________________________

Information about object: ob_3
Sprite: spr_3
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_index=0
image_speed=0

Mouse Event for Left Released:

execute code:

game_end()

Mouse Event for Mouse Enter:

execute code:

image_index=1

Mouse Event for Mouse Leave:

execute code:

image_index=0

______________________________________________________

Information about object: ob_4
Sprite: spr_4
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_index=0
image_speed=0

Mouse Event for Left Released:

execute code:

if instance_exists(ob_pause)=true
{
buffer_delete(ob_pause.savebuffer)
with ob_pause instance_destroy()
room_goto(r_menu)
}
else
{
room_goto(r_menu)
}

Mouse Event for Mouse Enter:

execute code:

image_index=1

Mouse Event for Mouse Leave:

execute code:

image_index=0

Key Release Event for Key:

execute code:

if instance_exists(ob_pause)=false
{
room_goto(r_menu)
}

______________________________________________________

Information about object: ob_5
Sprite: spr_5
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_index=0
image_speed=0

Mouse Event for Left Released:

execute code:

if ob_pause.statesaved=true && room=r_game_pause
{
buffer_seek(ob_pause.savebuffer,buffer_seek_start,0)
game_load_buffer(ob_pause.savebuffer)
}
else
{
ob_pause.statesaved=true
buffer_seek(ob_pause.savebuffer,buffer_seek_start,0)
game_save_buffer(ob_pause.savebuffer)
buffer_seek(ob_pause.savebuffer,buffer_seek_end,0)
room_goto(r_game_pause)
}

Mouse Event for Mouse Enter:

execute code:

image_index=1

Mouse Event for Mouse Leave:

execute code:

image_index=0

______________________________________________________

Information about object: ob_antena_m
Sprite: spr_antena
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0.1

______________________________________________________

Information about object: ob_player_m
Sprite: spr_player
Solid: false
Visible: true
Depth: -10
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0

______________________________________________________

Information about object: ob_bullet1_m
Sprite: spr_bullet1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

rotate=irandom(1)
rotate2=irandom(10)

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

______________________________________________________

Information about object: ob_bullet2_m
Sprite: spr_bullet1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

rotate=irandom(1)
rotate2=irandom(10)
image_yscale=10

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

______________________________________________________

Information about object: ob_bullet3_m
Sprite: spr_bullet1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

rotate=irandom(1)
rotate2=irandom(10)
instance_create(x,y,ob_light_bullet3_m)

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

______________________________________________________

Information about object: ob_light_bullet3_m
Sprite: spr_light_bullet3
Solid: false
Visible: true
Depth: -1
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

rotate=irandom(1)
rotate2=irandom(10)

Step Event:

execute code:

x=ob_bullet3_m.x
y=ob_bullet3_m.y

if rotate=1
{
image_angle+=20.0
}
if rotate=0
{
image_angle-=20.0
}

______________________________________________________

Information about object: ob_zaryad_m
Sprite: spr_zaryad_m
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

______________________________________________________

Information about object: ob_pravila
Sprite: 
Solid: false
Visible: true
Depth: -1
Persistent: false
Parent: 
Mask: 

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila)
draw_set_halign(fa_left)
draw_text(40,168,"   -    !")

draw_set_font(font_pravila2)
draw_text(136,238,"       096!")
draw_text(136,258,"+  75   ")
draw_text(136,278,"+  - ")

draw_text(136,348,"  !")
draw_text(136,368,"   !")

draw_set_font(font_pravila)
draw_text(35,435,"       :")
draw_text(125,475,"1              2         1      3")

draw_text(380,540,"1              2                 3")

______________________________________________________

Information about object: ob_end
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

shw=0
shwtime=100
stars1=0
stars2=0
stars3=0
stars4=0
stars5=0
alarm[0]=shwtime

Alarm Event for alarm 0:

execute code:

if shw<5
{
shw+=1
alarm[0]=shwtime
}

Draw Event:

execute code:

allstars=stars1+stars2+stars3+stars4+stars5
draw_set_color(c_white)
draw_set_halign(fa_center)
draw_set_font(font_pravila3)
if allstars=0 {draw_text(320,168," !")}
if allstars>=1 && allstars<5 {draw_text(320,168,"  !")}
if allstars>=5 && allstars<10 {draw_text(320,168,"  !")}
if allstars>=10 && allstars<15 {draw_text(320,168," !")}
if allstars=15 {draw_text(320,168,"  ,  !")}

if shw>0
{
draw_set_font(font_pravila2)
draw_text(320,238," :")
if global.stat_minutes>=10 {stars1=1 draw_sprite(spr_star2,0,375,258)}
if global.stat_minutes>=13 {stars1=2 draw_sprite(spr_star2,0,408,258)}
if global.stat_minutes>=15 {stars1=3 draw_sprite(spr_star2,0,440,258)}
draw_set_font(font_pravila)

if global.stat_minutes>=60
{
draw_text(320,258," !")
}
else
{
draw_set_halign(fa_right)

if global.stat_sec<10
{
draw_text(345,258,":0"+string(global.stat_sec))
}
if global.stat_sec>=10
{
draw_text(345,258,":"+string(global.stat_sec))
}

if global.stat_minutes<10
{
draw_text(319,258,"0"+string(global.stat_minutes))
}
if global.stat_minutes>=10
{
draw_text(319,258,global.stat_minutes)
}
}
}

draw_set_halign(fa_center)

if shw>1
{
draw_set_font(font_pravila2)
draw_text(320,298,":")
if global.stat_shoots>=250 {stars2=1 draw_sprite(spr_star2,0,375,325)}
if global.stat_shoots>=400 {stars2=2 draw_sprite(spr_star2,0,408,325)}
if global.stat_shoots>=500 {stars2=3 draw_sprite(spr_star2,0,440,325)}
draw_set_font(font_pravila)
draw_text(320,318,global.stat_shoots)
}

if shw>2
{
draw_set_font(font_pravila2)
draw_text(320,358,":")
if global.stat_explosions>=2500 {stars3=1 draw_sprite(spr_star2,0,375,385)}
if global.stat_explosions>=4000 {stars3=2 draw_sprite(spr_star2,0,408,385)}
if global.stat_explosions>=5000 {stars3=3 draw_sprite(spr_star2,0,440,385)}
draw_set_font(font_pravila)
draw_text(320,378,global.stat_explosions)
}

if shw>3
{
draw_set_font(font_pravila2)
draw_text(320,418," :")
if global.stat_enemydestroyed>=200 {stars4=1 draw_sprite(spr_star2,0,375,445)}
if global.stat_enemydestroyed>=350 {stars4=2 draw_sprite(spr_star2,0,408,445)}
if global.stat_enemydestroyed>=400 {stars4=3 draw_sprite(spr_star2,0,440,445)}
draw_set_font(font_pravila)
draw_text(320,438,global.stat_enemydestroyed)
}

if shw>4
{
draw_set_font(font_pravila2)
draw_text(320,478," :")
if global.stat_scoreall>=7500 {stars5=1 draw_sprite(spr_star2,0,375,505)}
if global.stat_scoreall>=9000 {stars5=2 draw_sprite(spr_star2,0,408,505)}
if global.stat_scoreall>=10000 {stars5=3 draw_sprite(spr_star2,0,440,505)}
draw_set_font(font_pravila)
draw_text(320,498,global.stat_scoreall)

draw_set_font(font_pravila)
draw_text(320,545,": "+string(stars1+stars2+stars3+stars4+stars5)+"  15")
}

______________________________________________________

Information about object: ob_player
Sprite: spr_player
Solid: false
Visible: true
Depth: -10
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0
can_shoot=1
zaryad=0
global.bullet_speed=2
global.bullet_bonus=0
hp=50
instance_create(x,y+16,ob_player_hp)

Alarm Event for alarm 0:

execute code:

can_shoot=1

Step Event:

execute code:

if image_angle > point_direction(x, y, mouse_x, mouse_y)-90 
{
if image_angle>-90
{image_angle=image_angle-global.player_rot_speed}
}
if image_angle < point_direction(x, y, mouse_x, mouse_y)-90
{
if point_direction(x, y, mouse_x, mouse_y)-90>180
{
if image_angle>-90
{image_angle=image_angle-global.player_rot_speed}
}
else
{
if image_angle<90
{image_angle=image_angle+global.player_rot_speed}
}
}


if zaryad=1 && global.bullet_speed<9 && global.destroyed=0
{
global.bullet_speed+=0.02
ob_zaryad.image_xscale+=0.174
}

if instance_exists(ob_antena)=false || hp<=0
{
ob_settings.alarm[11]=200
global.destroyed=1
with ob_player_hp instance_destroy()
instance_create(x,y,ob_player_destroyed)
instance_destroy()
}

if distance_to_object(obj_explosion)<20
{
hp-=1
}

if global.bullet_bonus>=10
{
global.bullet_bonus=1
}

Mouse Event for Glob Left Button:

execute code:

if can_shoot=1 && global.stat_score>0
{
zaryad=1
}

Mouse Event for Glob Left Released:

execute code:

if can_shoot=1 && global.bullet_speed>2
{
can_shoot=0
instance_create(x,y,ob_bullet1)
global.stat_score-=1
image_speed=0.1
alarm[0]=90
zaryad=0
global.bullet_speed=2
ob_zaryad.image_xscale=1
ob_bullet1.image_xscale=1
}

Other Event: Animation End:

execute code:

image_speed=0

______________________________________________________

Information about object: ob_player_hp
Sprite: spr_hp
Solid: false
Visible: false
Depth: -300
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0

Step Event:

execute code:

x=ob_player.x
y=ob_player.y+16
if ob_player.hp<50
{
visible=true
}
if ob_player.hp>0
{
image_index=9-floor(((ob_player.hp*100)/50)/10)
}
else
{
image_index=9
}

______________________________________________________

Information about object: ob_player_destroyed
Sprite: spr_player_destroyed
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

instance_create(x,y-70,ob_gameover_score)

______________________________________________________

Information about object: ob_settings
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

cursor_sprite=spr_cursor
global.player_rot_speed=0.5
global.destroyed=0
instance_deactivate_object(ob_zaryad)
instance_deactivate_object(ob_zaryad_brd)
instance_deactivate_object(ob_zaryad_brd0)

repeat (50) instance_create(irandom(640),irandom(700),ob_star)

global.stat_time=0
global.stat_sec=0
global.stat_minutes=0
global.stat_shoots=0
global.stat_explosions=0
global.stat_enemydestroyed=0
global.stat_score=100
global.stat_scoreall=0

Alarm Event for alarm 11:

execute code:

room_goto(r_menu3)

Step Event:

execute code:

global.stat_time+=1
if global.stat_time>119
{
global.stat_sec+=1
global.stat_time-=120
}

if global.stat_sec>59
{
global.stat_minutes+=1
global.stat_sec-=60
}

if global.stat_score<0
{
global.stat_score=0
}

Mouse Event for Glob Left Pressed:

execute code:

if global.destroyed=0
{
instance_activate_object(ob_zaryad)
instance_activate_object(ob_zaryad_brd)
instance_activate_object(ob_zaryad_brd0)
}

Mouse Event for Glob Left Released:

execute code:

if global.destroyed=0
{
instance_deactivate_object(ob_zaryad)
instance_deactivate_object(ob_zaryad_brd)
instance_deactivate_object(ob_zaryad_brd0)
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila)
draw_set_halign(fa_left)
draw_sprite(spr_score,0,7,10)
draw_text(10,10," : "+string(global.stat_score))


______________________________________________________

Information about object: ob_pause
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: true
Parent: 
Mask: 

Create Event:

execute code:

savebuffer=buffer_create(1024,buffer_grow,1)
statesaved=false

Other Event: Game End:

execute code:

buffer_delete(savebuffer)

Key Release Event for Key:

execute code:

if statesaved=true && room=r_game_pause
{
buffer_seek(savebuffer,buffer_seek_start,0)
game_load_buffer(savebuffer)
}
else
{
if room!=r_menu3
{
statesaved=true
buffer_seek(savebuffer,buffer_seek_start,0)
game_save_buffer(savebuffer)
buffer_seek(savebuffer,buffer_seek_end,0)
room_goto(r_game_pause)
}
if room=r_menu3
{
ob_end.shwtime=1
}
}

Key Release Event for Key:

execute code:

if statesaved=true && room=r_game_pause
{
buffer_seek(savebuffer,buffer_seek_start,0)
game_load_buffer(savebuffer)
}
else
{
if room!=r_menu3
{
statesaved=true
buffer_seek(savebuffer,buffer_seek_start,0)
game_save_buffer(savebuffer)
buffer_seek(savebuffer,buffer_seek_end,0)
room_goto(r_game_pause)
}
if room=r_menu3
{
ob_end.shwtime=1
}
}

Key Release Event for P-key Key:

execute code:

if statesaved=true && room=r_game_pause
{
buffer_seek(savebuffer,buffer_seek_start,0)
game_load_buffer(savebuffer)
}
else
{
if room!=r_menu3
{
statesaved=true
buffer_seek(savebuffer,buffer_seek_start,0)
game_save_buffer(savebuffer)
buffer_seek(savebuffer,buffer_seek_end,0)
room_goto(r_game_pause)
}
if room=r_menu3
{
ob_end.shwtime=1
}
}

______________________________________________________

Information about object: ob_ground
Sprite: spr_ground
Solid: true
Visible: true
Depth: -200
Persistent: false
Parent: 
Mask: 

______________________________________________________

Information about object: ob_antena
Sprite: spr_antena
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0.1
hp=15
if instance_exists(ob_player)=true
{
alarm[0]=1200
}

Alarm Event for alarm 0:

execute code:

if instance_exists(ob_player)=true
{
if ob_player.hp<40
{
ob_player.hp+=1
}
}
instance_create(x+10,y,ob_add_10_score)
alarm[0]=1200

Step Event:

execute code:

if hp<=0
{
if global.stat_score>=150
{global.stat_score-=150} else {global.stat_score=0}
instance_create(x+10,y,ob_minus_150_score)
instance_create(x,y,ob_antena_destroyed)
instance_destroy()
}

if distance_to_object(obj_explosion)<20
{
hp-=1
}

______________________________________________________

Information about object: ob_add_10_score
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.stat_score+=10
global.stat_scoreall+=10
alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
draw_text_color(x,y,"+10",c_white,c_white,c_white,c_white,alp)

______________________________________________________

Information about object: ob_add_20_score
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.stat_score+=20
global.stat_scoreall+=20
alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
draw_text_color(x,y,"+20",c_white,c_white,c_white,c_white,alp)

______________________________________________________

Information about object: ob_add_100_score
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.stat_score+=100
global.stat_scoreall+=100
alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
draw_text_color(x,y,"+100",c_white,c_white,c_white,c_white,alp)

______________________________________________________

Information about object: ob_minus_150_score
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
draw_text_color(x,y,"-150",c_white,c_white,c_white,c_white,alp)

______________________________________________________

Information about object: ob_gameover_score
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila3)
draw_set_halign(fa_center)
draw_text_color(x,y," !",c_white,c_white,c_white,c_white,alp)

______________________________________________________

Information about object: ob_antena_destroyed
Sprite: spr_antena_destroyed
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

______________________________________________________

Information about object: ob_border
Sprite: spr_border
Solid: true
Visible: true
Depth: -20
Persistent: false
Parent: 
Mask: 

______________________________________________________

Information about object: ob_bullet1
Sprite: spr_bullet1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.stat_shoots+=1
direction=ob_player.image_angle+90
speed=global.bullet_speed
gravity=0.02
alarm[0]=200
rotate=irandom(1)
rotate2=irandom(10)
stronger=0
if speed>5.93 && speed<6.83
{
image_yscale=10
stronger=3
}
if speed=9
{
stronger=1
instance_create(x,y,ob_light_bullet3)
}


Alarm Event for alarm 0:

execute code:

if global.bullet_bonus=10
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
repeat (5) instance_create(x,y,ob_bullet3)
global.bullet_bonus-=10
instance_destroy()
}
else
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
global.bullet_bonus+=1
instance_destroy()
}

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

if stronger=2 && global.stat_score>=3
{
global.stat_score-=3
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
}

if stronger=4 && global.stat_score>=1
{
global.stat_score-=1
instance_create(x,y,ob_bullet2)
}

Collision Event with object ob_ground:

execute code:

if global.bullet_bonus=10
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
repeat (5) instance_create(x,y,ob_bullet3)
global.bullet_bonus-=10
with ob_light_bullet3 instance_destroy()
instance_destroy()
}
else
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
global.bullet_bonus+=1
with ob_light_bullet3 instance_destroy()
instance_destroy()
}

Mouse Event for Glob Right Pressed:

execute code:

if stronger=1
{
stronger=2
}

if stronger=3
{
stronger=4
}

if stronger=0 && global.stat_score>=5
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
global.stat_score-=5
instance_create(x,y,obj_explosion)
global.bullet_bonus+=1
instance_destroy()
}

if global.bullet_bonus=10
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
repeat (5) instance_create(x,y,ob_bullet3)
global.bullet_bonus-=10
instance_destroy()
}

Other Event: Outside Room:

execute code:

with ob_light_bullet3 instance_destroy()
instance_destroy()

______________________________________________________

Information about object: ob_bullet2
Sprite: spr_bullet1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

direction=ob_bullet1.image_angle+90
speed=0.2
alarm[0]=350
rotate=irandom(1)
rotate2=irandom(10)

Alarm Event for alarm 0:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
instance_destroy()

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

Collision Event with object ob_ground:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
instance_destroy()

Other Event: Outside Room:

execute code:

instance_destroy()

______________________________________________________

Information about object: ob_bullet3
Sprite: spr_bullet1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

direction=90+irandom(50)-irandom(50)
speed=1.5
gravity=0.02
alarm[0]=100
rotate=irandom(1)
rotate2=irandom(10)

Alarm Event for alarm 0:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
instance_destroy()

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

Collision Event with object ob_ground:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
instance_destroy()

Other Event: Outside Room:

execute code:

instance_destroy()

______________________________________________________

Information about object: ob_enemy01
Sprite: spr_enemy01
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0.3
direction=0
speed=2.5+(random(15)/10)
crash=0
hp=3

Step Event:

execute code:

if x>700 || y>710
{
instance_destroy()
}

if distance_to_object(obj_explosion)<40
{
hp-=1
}

if hp<=0
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_20_score)
global.stat_enemydestroyed+=1
instance_create(x,y,obj_explosion)
instance_destroy()
}

Collision Event with object ob_asteroid:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_20_score)
global.stat_enemydestroyed+=1
instance_create(x,y,obj_explosion)
instance_destroy()

Collision Event with object ob_asteroid2:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_20_score)
global.stat_enemydestroyed+=1
instance_create(x,y,obj_explosion)
instance_destroy()

Collision Event with object ob_asteroid_boss:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_20_score)
global.stat_enemydestroyed+=1
instance_create(x,y,obj_explosion)
instance_destroy()

Collision Event with object ob_bonus:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_20_score)
global.stat_enemydestroyed+=1
instance_create(x,y,obj_explosion)
instance_destroy()

______________________________________________________

Information about object: ob_lvl_01
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=1
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=600+irandom(400)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=600+irandom(400)

Step Event:

execute code:

if global.endestr>0
{
instance_change(ob_lvl_02,1)
}

______________________________________________________

Information about object: ob_lvl_02
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=2
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=480+irandom(350)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=480+irandom(350)

Step Event:

execute code:

if global.endestr>=2
{
instance_change(ob_lvl_03,1)
}

______________________________________________________

Information about object: ob_lvl_03
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=3
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=360+irandom(200)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=360+irandom(200)

Step Event:

execute code:

if global.endestr>=5
{
instance_change(ob_lvl_04,1)
}

______________________________________________________

Information about object: ob_lvl_04
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=4
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(160)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(160)

Step Event:

execute code:

if global.endestr>=10
{
instance_change(ob_lvl_05,1)
}

______________________________________________________

Information about object: ob_lvl_05
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=5
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(160)
alarm[1]=360+irandom(120)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(160)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Step Event:

execute code:

if global.endestr>=15
{
instance_change(ob_lvl_06,1)
}

______________________________________________________

Information about object: ob_lvl_06
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=6
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(120)
alarm[1]=360+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(120)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Step Event:

execute code:

if global.endestr>=15
{
instance_change(ob_lvl_07,1)
}

______________________________________________________

Information about object: ob_lvl_07
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=7
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=15
{
instance_change(ob_lvl_08,1)
}

______________________________________________________

Information about object: ob_lvl_08
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=8
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=600+irandom(240)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=600+irandom(240)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_09,1)
}

______________________________________________________

Information about object: ob_lvl_09
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=9
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=480+irandom(240)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=480+irandom(240)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_10,1)
}

______________________________________________________

Information about object: ob_lvl_10
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=10
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_11,1)
}

______________________________________________________

Information about object: ob_lvl_11
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=11
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=480+irandom(240)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=480+irandom(240)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_12,1)
}

______________________________________________________

Information about object: ob_lvl_12
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=12
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_13,1)
}

______________________________________________________

Information about object: ob_lvl_13
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=13
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_14,1)
}

______________________________________________________

Information about object: ob_lvl_14
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=14
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_15,1)
}

______________________________________________________

Information about object: ob_lvl_15
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=4
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(160)
instance_create(300,-90,ob_asteroid_boss)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(160)

Step Event:

execute code:

if global.endestr>=100
{
instance_change(ob_lvl_16,1)
}

______________________________________________________

Information about object: ob_lvl_16
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=16
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_17,1)
}

______________________________________________________

Information about object: ob_lvl_17
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=17
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_18,1)
}

______________________________________________________

Information about object: ob_lvl_18
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=18
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_19,1)
}

______________________________________________________

Information about object: ob_lvl_19
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=5
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[0]=240+irandom(160)
instance_create(170,-90,ob_asteroid_boss)
instance_create(470,-120,ob_asteroid_boss2)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[0]=240+irandom(160)

Step Event:

execute code:

if global.endestr>=200
{
instance_change(ob_lvl_20,1)
}

______________________________________________________

Information about object: ob_lvl_20
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=20
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(120)
alarm[1]=360+irandom(120)
alarm[2]=300+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(120)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_21,1)
}

______________________________________________________

Information about object: ob_lvl_21
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.rnd=21
global.endestr=0
instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=120+irandom(120)
alarm[1]=240+irandom(120)
alarm[2]=240+irandom(120)
instance_create(300,-60,ob_bonus)

Alarm Event for alarm 0:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[0]=240+irandom(120)

Alarm Event for alarm 1:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid)
alarm[1]=360+irandom(120)

Alarm Event for alarm 2:

execute code:

instance_create(-10+irandom(650),-40,ob_asteroid2)
alarm[2]=300+irandom(120)

Step Event:

execute code:

if global.endestr>=20
{
instance_change(ob_lvl_20,1)
}

______________________________________________________

Information about object: ob_zaryad
Sprite: spt_zaryad
Solid: false
Visible: true
Depth: -300
Persistent: false
Parent: 
Mask: 

Step Event:

execute code:

x=mouse_x-28+50
y=mouse_y

______________________________________________________

Information about object: ob_zaryad_brd
Sprite: spr_zaryad_brd
Solid: false
Visible: true
Depth: -301
Persistent: false
Parent: 
Mask: 

Step Event:

execute code:

x=mouse_x+50
y=mouse_y

______________________________________________________

Information about object: ob_zaryad_brd0
Sprite: spr_zaryad_brd0
Solid: false
Visible: true
Depth: -299
Persistent: false
Parent: 
Mask: 

Step Event:

execute code:

x=mouse_x+50
y=mouse_y

______________________________________________________

Information about object: obj_explosion
Sprite: spr_explosion
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

alarm[0]=10
global.stat_explosions+=1

Alarm Event for alarm 0:

execute code:

instance_destroy()

______________________________________________________

Information about object: ob_star
Sprite: spr_star
Solid: false
Visible: true
Depth: 1000
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_alpha=0.01
blesk=3
alarm[0]=irandom(400)

Alarm Event for alarm 0:

execute code:

blesk=0

Step Event:

execute code:

if blesk=0
{
if image_alpha<1
{image_alpha+=0.01}
else
{blesk=1}
}

if blesk=1
{
if image_alpha>0
{image_alpha-=0.01}
else
{
instance_create(irandom(640),irandom(700),ob_star)
instance_destroy()
}
}

______________________________________________________

Information about object: ob_light_bullet3
Sprite: spr_light_bullet3
Solid: false
Visible: true
Depth: -1
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

rotate=irandom(1)
rotate2=irandom(10)

Step Event:

execute code:

x=ob_bullet1.x
y=ob_bullet1.y

if rotate=1
{
image_angle+=20.0
}
if rotate=0
{
image_angle-=20.0
}

Other Event: Outside Room:

execute code:

instance_destroy()

______________________________________________________

Information about object: ob_light_menu
Sprite: spr_light_bullet3
Solid: false
Visible: true
Depth: -1
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

rotate=irandom(1)
rotate2=irandom(10)

Step Event:

execute code:

if rotate=1
{
image_angle+=1+irandom(3)
}
if rotate=0
{
image_angle-=1+irandom(3)
}

______________________________________________________

Information about object: ob_asteroid
Sprite: spr_asteroid
Solid: false
Visible: true
Depth: 1
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0
image_index=irandom(2)
direction=270+irandom(40)-irandom(40)
speed=global.rnd/10
if speed>0.8 {speed=0.8}
rotate=irandom(1)
rotate2=random(3)
hp=3

Step Event:

execute code:

if x>700 || x<-100 || y>710
{
ob_lvl_01.alarm[0]=irandom(200)
instance_destroy()
}

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

if distance_to_object(obj_explosion)<40
{
hp-=1
direction=270+irandom(40)-irandom(40)
rotate=irandom(1)
rotate2=random(3)
}

if hp<=0
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_10_score)
global.stat_enemydestroyed+=1
global.endestr+=1
instance_create(x,y,obj_explosion)
instance_destroy()
}

Collision Event with object ob_player:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
instance_destroy()

Collision Event with object ob_ground:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,obj_explosion)
instance_destroy()

______________________________________________________

Information about object: ob_asteroid2
Sprite: spr_asteroid2
Solid: false
Visible: true
Depth: 1
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0
image_index=irandom(2)
direction=270+irandom(40)-irandom(40)
if speed>0.6 {speed=0.6}
speed=global.rnd/20
rotate=irandom(1)
rotate2=random(3)
hp=15

Step Event:

execute code:

if x>700 || x<-100 || y>710
{
ob_lvl_02.alarm[0]=irandom(200)
instance_destroy()
}

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

if distance_to_object(obj_explosion)<40
{
hp-=1
direction=270+irandom(40)-irandom(40)
rotate=irandom(1)
rotate2=random(3)
}

if hp<=0
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x+10,y,ob_add_20_score)
global.stat_enemydestroyed+=1
global.endestr+=1
repeat (2) instance_create(x,y,obj_explosion)
instance_destroy()
}

Collision Event with object ob_player:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(ob_player.x,ob_player.y-10,obj_explosion)
instance_destroy()

Collision Event with object ob_ground:

execute code:

effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x-30,y,obj_explosion)
instance_create(x+30,y,obj_explosion)
instance_destroy()

______________________________________________________

Information about object: ob_asteroid_boss
Sprite: spr_asteroid_boss
Solid: false
Visible: true
Depth: 1
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

direction=270
speed=0.1
gravity=0.00001
rotate=irandom(1)
rotate2=random(3)
hp=200
instance_create(x,y,ob_asteroid_boss_hp)

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

if distance_to_object(obj_explosion)<40
{
hp-=1
rotate=irandom(1)
rotate2=random(3)
}

if hp<=0
{
effect_create_above(ef_cloud,x,y,20.1,c_white)
instance_create(x+10,y,ob_add_100_score)
global.stat_enemydestroyed+=1
global.endestr+=100
with ob_asteroid_boss_hp instance_destroy()
repeat(5) instance_create(x,y,obj_explosion)
instance_destroy()
}

Collision Event with object ob_player:

execute code:

ob_settings.alarm[11]=200
global.destroyed=1
with ob_player_hp instance_destroy()
instance_create(ob_player.x,ob_player.y,ob_player_destroyed)
with ob_player instance_destroy()

Collision Event with object ob_ground:

execute code:

if instance_exists(inst_522B6F9C)
{
if global.stat_score>=150
{global.stat_score-=150} else {global.stat_score=0}
instance_create(inst_522B6F9C.x+10,inst_522B6F9C.y,ob_minus_150_score)
instance_create(inst_522B6F9C.x,inst_522B6F9C.y,ob_antena_destroyed)
with inst_522B6F9C instance_destroy()
}

if instance_exists(inst_D8CE084D)
{
if global.stat_score>=150
{global.stat_score-=150} else {global.stat_score=0}
instance_create(inst_D8CE084D.x+10,inst_D8CE084D.y,ob_minus_150_score)
instance_create(inst_D8CE084D.x,inst_D8CE084D.y,ob_antena_destroyed)
with inst_D8CE084D instance_destroy()
}

if instance_exists(inst_F1174B4A)
{
if global.stat_score>=150
{global.stat_score-=150} else {global.stat_score=0}
instance_create(inst_F1174B4A.x+10,inst_F1174B4A.y,ob_minus_150_score)
instance_create(inst_F1174B4A.x,inst_F1174B4A.y,ob_antena_destroyed)
with inst_F1174B4A instance_destroy()
}

effect_create_above(ef_cloud,x,y,20.1,c_white)
instance_create(x+10,y,ob_add_100_score)
with ob_asteroid_boss_hp instance_destroy()
repeat (5) instance_create(x,y,obj_explosion)
instance_destroy()

______________________________________________________

Information about object: ob_asteroid_boss_hp
Sprite: spr_hp
Solid: false
Visible: true
Depth: -300
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0

Step Event:

execute code:

x=ob_asteroid_boss.x
y=ob_asteroid_boss.y
if ob_asteroid_boss.hp>20
{
image_index=10-floor(((ob_asteroid_boss.hp*100)/200)/10)
}
else
{
image_index=9
}

______________________________________________________

Information about object: ob_asteroid_boss2
Sprite: spr_asteroid_boss
Solid: false
Visible: true
Depth: 1
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

direction=270
speed=0.1
gravity=0.00001
rotate=irandom(1)
rotate2=random(3)
hp=200
instance_create(x,y,ob_asteroid_boss2_hp)

Step Event:

execute code:

if rotate=1
{
image_angle+=rotate2
}
if rotate=0
{
image_angle-=rotate2
}

if distance_to_object(obj_explosion)<40
{
hp-=1
rotate=irandom(1)
rotate2=random(3)
}

if hp<=0
{
effect_create_above(ef_cloud,x,y,20.1,c_white)
instance_create(x+10,y,ob_add_100_score)
global.stat_enemydestroyed+=1
global.endestr+=100
with ob_asteroid_boss2_hp instance_destroy()
repeat(5) instance_create(x,y,obj_explosion)
instance_destroy()
}

Collision Event with object ob_player:

execute code:

ob_settings.alarm[11]=200
global.destroyed=1
with ob_player_hp instance_destroy()
instance_create(ob_player.x,ob_player.y,ob_player_destroyed)
with ob_player instance_destroy()

Collision Event with object ob_ground:

execute code:

if instance_exists(inst_9A38E585)
{
if global.stat_score>=150
{global.stat_score-=150} else {global.stat_score=0}
instance_create(inst_9A38E585.x+10,inst_9A38E585.y,ob_minus_150_score)
instance_create(inst_9A38E585.x,inst_9A38E585.y,ob_antena_destroyed)
with inst_9A38E585 instance_destroy()
}

if instance_exists(inst_6D882814)
{
if global.stat_score>=150
{global.stat_score-=150} else {global.stat_score=0}
instance_create(inst_6D882814.x+10,inst_6D882814.y,ob_minus_150_score)
instance_create(inst_6D882814.x,inst_6D882814.y,ob_antena_destroyed)
with inst_6D882814 instance_destroy()
}

if instance_exists(inst_C4E71C56)
{
if global.stat_score>=150
{global.stat_score-=150} else {global.stat_score=0}
instance_create(inst_C4E71C56.x+10,inst_C4E71C56.y,ob_minus_150_score)
instance_create(inst_C4E71C56.x,inst_C4E71C56.y,ob_antena_destroyed)
with inst_C4E71C56 instance_destroy()
}

effect_create_above(ef_cloud,x,y,20.1,c_white)
instance_create(x+10,y,ob_add_100_score)
with ob_asteroid_boss2_hp instance_destroy()
repeat(5) instance_create(x,y,obj_explosion)
instance_destroy()

______________________________________________________

Information about object: ob_asteroid_boss2_hp
Sprite: spr_hp
Solid: false
Visible: true
Depth: -300
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0

Step Event:

execute code:

x=ob_asteroid_boss2.x
y=ob_asteroid_boss2.y
if ob_asteroid_boss2.hp>20
{
image_index=10-floor(((ob_asteroid_boss2.hp*100)/200)/10)
}
else
{
image_index=9
}

______________________________________________________

Information about object: ob_bonus
Sprite: spr_bonus
Solid: false
Visible: true
Depth: 2
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

hp=20
ending=0
smovx=64+irandom(512)
smovy=64+irandom(256)
alarm[0]=240
alarm[1]=2400
instance_create(x,y+16,ob_bonus_hp)
instance_create(x,y-15,ob_light_bonus)

obb=irandom(3)
if obb=0 {object=ob_bonus1}
if obb=1 {object=ob_bonus2}
if obb=2 {object=ob_bonus3}
if obb=3 {object=ob_bonus4}

Alarm Event for alarm 0:

execute code:

smovx=64+irandom(512)
smovy=64+irandom(256)
alarm[0]=240

Alarm Event for alarm 1:

execute code:

ending=1

Step Event:

execute code:

if ending=1
{
move_towards_point(-100,100,2)

if distance_to_point(-100,100)<=10
{
with ob_light_bonus instance_destroy()
with ob_bonus_hp instance_destroy()
instance_destroy()
}
}else
{
move_towards_point(smovx,smovy,2)
}


if hp<=0
{
effect_create_above(ef_explosion,x,y,0.1,c_white)
instance_create(x,y,object)
global.stat_enemydestroyed+=1
instance_create(x,y,obj_explosion)
with ob_light_bonus instance_destroy()
with ob_bonus_hp instance_destroy()
instance_destroy()
}

if distance_to_object(obj_explosion)<20
{
hp-=1
}

______________________________________________________

Information about object: ob_bonus_hp
Sprite: spr_hp
Solid: false
Visible: true
Depth: -300
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

image_speed=0

Step Event:

execute code:

x=ob_bonus.x
y=ob_bonus.y+16
if ob_bonus.hp>1
{
image_index=10-floor(((ob_bonus.hp*100)/20)/10)
}
else
{
image_index=9
}

______________________________________________________

Information about object: ob_light_bonus
Sprite: spr_light_bullet3
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

pologenie=1

Step Event:

execute code:

if pologenie=1
{
if image_xscale>0
{
image_xscale-=0.03
}
else
{
pologenie=0
}
}

if pologenie=0
{
if image_xscale<1
{
image_xscale+=0.03
}
else
{
pologenie=1
}
}

x=ob_bonus.x
y=ob_bonus.y-15

______________________________________________________

Information about object: ob_bonus1
Sprite: spr_bonus1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

instance_create(x,y,ob_bonus1_info)
select=1
time=0

Alarm Event for alarm 0:

execute code:

time=1

Step Event:

execute code:

if select=1
{
alarm[0]=960
room_speed=60
select=2
}

if select=2
{
if distance_to_point(608,32)<=0
{
x=608
y=32
}
else
{move_towards_point(608,32,3)}
}

if time=1
{
alarm[0]=120
time=2
}

if time=2
{
image_alpha-=0.005
}

if image_alpha<=0
{
room_speed=120
instance_destroy()
}


Mouse Event for Right Released:

execute code:

if distance_to_point(608,32)<=5
{
room_speed=120
instance_destroy()
}

______________________________________________________

Information about object: ob_bonus1_info
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
draw_text_color(x,y," ",c_white,c_white,c_white,c_white,alp)

______________________________________________________

Information about object: ob_bonus2
Sprite: spr_bonus2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

instance_create(x,y,ob_bonus2_info)
alarm[0]=120
alarm[1]=2160
time=0

Alarm Event for alarm 0:

execute code:

if instance_exists(inst_522B6F9C) {instance_create(inst_522B6F9C.x+10,inst_522B6F9C.y,ob_add_10_score)}
if instance_exists(inst_D8CE084D) {instance_create(inst_D8CE084D.x+10,inst_D8CE084D.y,ob_add_10_score)}
if instance_exists(inst_F1174B4A) {instance_create(inst_F1174B4A.x+10,inst_F1174B4A.y,ob_add_10_score)}
if instance_exists(inst_9A38E585) {instance_create(inst_9A38E585.x+10,inst_9A38E585.y,ob_add_10_score)}
if instance_exists(inst_6D882814) {instance_create(inst_6D882814.x+10,inst_6D882814.y,ob_add_10_score)}
if instance_exists(inst_C4E71C56) {instance_create(inst_C4E71C56.x+10,inst_C4E71C56.y,ob_add_10_score)}
alarm[0]=120

Alarm Event for alarm 1:

execute code:

time=1

Step Event:

execute code:

if distance_to_point(608,32)<=0
{
x=608
y=32
}
else
{move_towards_point(608,32,3)}

if time=1
{
image_alpha-=0.003
}

if image_alpha<=0
{
instance_destroy()
}

Mouse Event for Right Released:

execute code:

if distance_to_point(608,32)<=5
{
instance_destroy()
}

______________________________________________________

Information about object: ob_bonus2_info
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
draw_text_color(x,y," ",c_white,c_white,c_white,c_white,alp)

______________________________________________________

Information about object: ob_bonus3
Sprite: spr_bonus3
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

global.vopros=irandom(4)

if global.vopros=1
{
alarm[3]=480
}
if global.vopros=2
{
instance_create(-300,64,ob_enemy01)
instance_create(-300,164,ob_enemy01)
instance_create(-300,264,ob_enemy01)
instance_create(-300,364,ob_enemy01)
instance_create(-300,464,ob_enemy01)
}
if global.vopros=3
{
repeat (5) instance_create(100+irandom(550),-40,ob_asteroid2)
}
if global.vopros=4
{
global.stat_score+=1000
global.stat_scoreall+=1000
}

instance_create(x,y,ob_bonus3_info)
alarm[1]=240
time=0

Alarm Event for alarm 1:

execute code:

time=1

Alarm Event for alarm 3:

execute code:

instance_create(300,-144,ob_bonus)

Step Event:

execute code:

if distance_to_point(608,32)<=0
{
x=608
y=32
}
else
{move_towards_point(608,32,3)}

if time=1
{
image_alpha-=0.003
}

if image_alpha<=0
{
instance_destroy()
}

Mouse Event for Right Released:

execute code:

if distance_to_point(608,32)<=5
{
instance_destroy()
}

______________________________________________________

Information about object: ob_bonus3_info
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
if global.vopros=0 {draw_text_color(x,y,"",c_white,c_white,c_white,c_white,alp)}
if global.vopros=1 {draw_text_color(x,y," ",c_white,c_white,c_white,c_white,alp)}
if global.vopros=2 {draw_text_color(x,y," 5 ",c_white,c_white,c_white,c_white,alp)}
if global.vopros=3 {draw_text_color(x,y," ",c_white,c_white,c_white,c_white,alp)}
if global.vopros=4 {draw_text_color(x,y,"+1000 ",c_white,c_white,c_white,c_white,alp)}

______________________________________________________

Information about object: ob_bonus4
Sprite: spr_bonus4
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

instance_create(x,y,ob_bonus4_info)
alarm[0]=1+irandom(120)
alarm[1]=2160
time=0

Alarm Event for alarm 0:

execute code:

instance_create(-100,64+random(400),ob_enemy01)
alarm[0]=1+irandom(120)

Alarm Event for alarm 1:

execute code:

time=1

Step Event:

execute code:

if distance_to_point(608,32)<=0
{
x=608
y=32
}
else
{move_towards_point(608,32,3)}

if time=1
{
image_alpha-=0.003
}

if image_alpha<=0
{
instance_destroy()
}

Mouse Event for Right Released:

execute code:

if distance_to_point(608,32)<=5
{
instance_destroy()
}

______________________________________________________

Information about object: ob_bonus4_info
Sprite: 
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

execute code:

alp=1.5
direction=90
speed=0.5
gravity=0.005

Step Event:

execute code:

alp-=0.01
if alp<=0
{
instance_destroy()
}

Draw Event:

execute code:

draw_set_color(c_white)
draw_set_font(font_pravila2)
draw_set_halign(fa_center)
draw_text_color(x,y," ",c_white,c_white,c_white,c_white,alp)

______________________________________________________
