Galaxium III death

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Initialize

setGlobal("maxx",1408);
setGlobal("maxy",736);
 
int y=200;
int x=1000;
int s=0;
int i=0;
//Create Max Power's Ship.
s=createSprite(8,2,200,200,0);
setZRotation(s,90);
setViewportX(100);
setViewportY(100);
setGlobal("playerx",200);
setGlobal("playery",200);
createTimeStamp("animateship");
createTimeStamp("moveship");
createTimeStamp("shootrate");
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"explode",0);
setLocal(s,"type","player");
setLocal(s,"life",0);
setGlobal("shiphealth",100);
 
//CREATE THE EXIT STRATEGY.
if(isGlobalSet("score")==false)
	setGlobal("score",0);
if(isGlobalSet("ships")==false)
	setGlobal("ships",5);
 
setGlobal("fade",1);
setGlobal("fadecount",255);
setGlobal("objective",0);
 
//Create enemy ships.
s=createSprite(19,10,200-64,200,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200,200-64,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200-64,200-64,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200+64,200,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200,200+64,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
 
s=createSprite(19,10,200+64,200+64,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
 
s=createSprite(19,10,200-32,200,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200,200-32,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200-32,200-32,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200+32,200,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
s=createSprite(19,10,200,200+32,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
 
s=createSprite(19,10,200+32,200+32,1);
setLocal(s,"anglecount",5);
setLocal(s,"storeangle",5);
setLocal(s,"animate",0);
setLocal(s,"move",0);
setLocal(s,"health",400);
setLocal(s,"explode",0);
setLocal(s,"type","enemy");
setLocal(s,"life",0);
setLocal(s,"patrol",0);
setLocal(s,"lastshoot",0);
 
 
 
setGlobal("max",s);


Continue

int health = getGlobal("shiphealth");
int objective=getGlobal("objective");
int fade=getGlobal("fade");
int fadecount=getGlobal("fadecount");
int ships=getGlobal("ships");
int score=getGlobal("score");
setViewportZ(600);
 
if(getGlobal("shiphealth")>0)
	drawText("Ambassador Warned Fleet","courier",15,35,120,255,255,255,255);
 
drawText("Health: "+health,"courier",10,5,15,255,255,255,255);
drawText("Ships: "+ships,"courier",10,5,25,255,255,255,255);
drawText(""+score,"courier",10,220,15,255,255,255,255);
 
 
if(getGlobal("shiphealth")<=0&&fade==0){
	int diecount=getGlobal("diecount");
	setGlobal("diecount",diecount+1);
	if(diecount>100){
		if(ships>1){
			setGlobal("score",0);
			setGlobal("ships",ships-1);
			changeMap(0,12);
		}else{
			drawText("Game Over","courier",15,98,120,255,255,255,255);
		}
	}
}
 
if(fade==1){
	fadecount=fadecount-10;
	setGlobal("fadecount",fadecount);
	if(fadecount<0){
		fadecount=0;
		setGlobal("fade",0);
	}
	fillRectangle(0,0,288,256,255,255,255,fadecount);
}else if(fade==2){
	fadecount=fadecount+10;
	setGlobal("fadecount",fadecount);
	if(fadecount>255){
		fadecount=255;
	}
	fillRectangle(0,0,288,256,255,255,255,fadecount);	
}
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