if vsp < maxvsp { vsp = (vsp + grav) } if (place_meeting(x+1+hsp,y,obj_bloblehop_wall)) || (place_meeting(x-1+hsp,y,obj_bloblehop_wall)) hsp = -hsp if hsp > maxhsp or hsp < -maxhsp { hsp = (sign(hsp)* maxhsp) } x += hsp inst = instance_nearest(x, y, obj_bloblehop_platform) if vsp >0 { if (place_meeting(x,y+1,obj_bloblehop_platform)) || (place_meeting(x,y-1,obj_bloblehop_platform)){ vsp = -jumpspeed} } y += vsp if y > (camera_get_view_y(view_camera[0]) + 1800) { global.stathappiness += global.minigamehappiness global.statenergy -= global.statminigameenergy global.roomset = rm_Gameover; instance_create_depth(1,1,-1, obj_fade) }