2 sprite_index = asset_get_index(string(_my_spr_run));
4 _hsp = (_right - _left) * _speed;
7 part_particles_burst(global._ps_walk_ef,x,y+sprite_height/2,ps_walk_ef);
8 if(_right = 0 and _left = 0){
12 if(_up and alarm[0]=-1){
15 audio_play_sound(snd_jump,10,false);
16 part_particles_burst(global._ps_jump_ef,x,y+sprite_height/2,ps_jump_ef);
17 alarm[0] = _jump_timer;
24 if( place_meeting(x+sign(_hsp),y,obj_wall) ){
29 if(_melee_atk and alarm[1] = -1){
31 alarm[1] = _attack_timer;