global.this_floor_time += 1 / 60
global.time_since_boulder++

t += 0.025

if (global.max_time - global.this_floor_time < 0){
	global.death_message = "You ran out of time! >:("
	room_goto_next()
}

if (global.floor_count == global.total_floors) room_goto_next()

if (mouse_check_button_pressed(mb_left)){
	instance_create_layer(mouse_x, mouse_y, "Instances", obj_enemy_green)
}

index = approach(index, sprite_get_number(spr_tower_destr) - 1, 1/6)

