if (obj_player.visible) {
	with (obj_player) {
		if (armor > 0) {
			if (hitTimer == 0) {
				--armor;
				hitTimer = hitDelay;
			}
		} else {
			obj_player.visible = false;
			global.gameState = GAME_STATE.GAME_OVER;
			phy_active = false;
			if (score > global.bestScore) {
				global.newScore = true;
				global.bestScore = score;
				ini_open(FILE_SAVE);
				ini_write_real("GAME", "best_score", score);
				ini_close();
			}
			if (global.sound) {
				audio_play_sound(snd_explosion, 0, false);
			}
			instance_create_depth(x, y, 0, obj_explosion);
		}
	}
}