if (collision_rectangle(bbox_left, bbox_top, bbox_right, bbox_bottom, obj_heart, 0, 1)) room_restart(); if (collision_rectangle(x + 2, y + 2, x + 22, y + 22, obj_heartshot, 0, 1)) { if (vspeed > 0.5) vspeed = 2; g = collision_rectangle(x + 2, y + 2, x + 22, y + 22, obj_heartshot, 0, 1); with (g) instance_destroy(); } s += 1; x = xstart + (sin(s / sp) * sf);