if (shadow_id == noone) shadow_id = instance_create(x, (y_target + sprite_height / 2), obj_dunes_boulders_shadow) var shadow_index = 1 - (y - y_target) / (y_target - 300 - y_target) shadow_id.image_xscale = shadow_index shadow_id.image_yscale = shadow_index y += fall_speed fall_speed += 0.2 fall_speed = clamp(fall_speed, 0, 12) if (y > y_target) { if point_in_rectangle(x, y, __view_get((0 << 0), 0), __view_get((1 << 0), 0), ((__view_get((0 << 0), 0)) + (__view_get((2 << 0), 0))), ((__view_get((1 << 0), 0)) + (__view_get((3 << 0), 0)))) { var break_sound = audio_play_sound(snd_rock_break, 1, 0) audio_sound_gain(break_sound, 0.7, 0) if (!instance_exists(obj_screenshake_player)) { var screenshake = instance_create(obj_pl.x, obj_pl.y, obj_screenshake_player) with (screenshake) { alarm[0] = 10 intensity = 1 } } else obj_screenshake_player.alarm[0] = 10 for (var i = 4; i >= 0; i--) instance_create(x, y, obj_dunes_small_boulders) } if place_meeting(x, y, obj_pl) { global.battle_enemy_name = "boulders minifight" global.battling_enemy = true global.battling_boss = false global.sound_carry_overworld = true if (room != rm_death_screen) global.current_room_overworld = room_get_name(room) global.battle_start = true if (!instance_exists(obj_heart_initiate_battle_quick)) instance_create(x, y, obj_heart_initiate_battle_quick) } instance_destroy() instance_destroy(shadow_id) }