phy_fixed_rotation = true;
bounceImpulse = 30;

richedTarget = false;

forceX = sign(obj_player.x - x) * obj_player.phy_speed_x * 10;
forceY = obj_player.phy_speed_y * -10;
forceY = clamp(forceY, 50, 500);

targetY = random_range(-350, 50);

bonusArmor = choose(true, false, false);
if (bonusArmor) {
	armor = 0;
} else {
	armor = choose(0, 0, 0, 0, 1);
}

armorImageIndex = 0;
armorImageSpeed = 0.15;
armorImageSpeedRandom = armorImageSpeed * 0.1;
armorImageNumber = sprite_get_number(spr_armor1);

hitTimer = 0;
hitDelay = 30;