2 bugs removed..

Player collision detection on wall corners now works as intended.
Player should not disappear randomly while colliding with a wall. The issue was probably the player growing. The object is repositioned according to velocity but growing halfsizes could cause the player to still be stuck into the wall.
Score values are now adaptable during gameplay.
Implemented StateMachine..

A Custom StateMachine can be made to make levels different in behaviour and difficulty.
StateMachine takes care of all the different States.
StateMachine should  take care of state transition logic.
Mechanic changes..

If the player doesn't hit a friendly ball each 2.5 seconds, then the toAdd will be set to 0.
Removed the MinimumAlive border and the logic for quick refill.
Adapting the friendliesPerEnemies variable will not get stuck into a infite loop anymore.
Safe distance for adapting has been reduced.
Added a score drop timer..

This should make the game a bit more skill based instead of lucky placement.
Changes to RegularState..

It doesn't push an AgroState anymore, StateMachines are now responsible for that logic.
A tough logic is added to RegularState. It makes the enemies follow the player if he is to close. The agro distance is a lot lower though.
iState has an Activate function..

This function should be used to clarify state changes. It will be called everytime a state becomes the active state.
Decreasing chance of player disappearing..

Player still disappears, reason is unknown.
Menus now have a black background.
Enabling EnrageState to operate..

Spawner can now let only enemies spawn.
IState change fully implemented and AgroState changed..

All states now have an Activate function, GameplayStates use these for background color.
AgroState now has a radius of 250 (up from 150).
Added State Activate usage and a Peek function.
First implementation and idea writing for BossStateMachine..

No state logic in code yet.