@@ -0,0 +1,79 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spriteright</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Calls scr_init_var

scriptToCall = asset_get_index(scr_init_var);
script_execute(scr_init_var)
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Movement

//Get the player's input
scriptToCall = asset_get_index(scr_move_collide);
script_execute(scr_move_collide)


</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,366 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spriteright</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>friction= .25;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>612</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>-1</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_if_variable</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>speed</string>
</argument>
<argument>
<kind>0</kind>
<string>6</string>
</argument>
<argument>
<kind>4</kind>
<string>2</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>611</id>
<kind>6</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>speed</string>
</argument>
<argument>
<kind>0</kind>
<string>6</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>x= min(x,room_width-27);
x=max (x,27);

y= min(y,room_width-27);
y=max (y,27);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="object1">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>//room_goto(rm_1)
room_goto(rm_test_isojump);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="5" enumb="40">
<action>
<libid>1</libid>
<id>541</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_sprite_set</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>5</kind>
<sprite>spritedown</sprite>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
<argument>
<kind>0</kind>
<string>1</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_move</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>010000000</string>
</argument>
<argument>
<kind>0</kind>
<string>3</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="5" enumb="39">
<action>
<libid>1</libid>
<id>541</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_sprite_set</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>5</kind>
<sprite>spriteright</sprite>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
<argument>
<kind>0</kind>
<string>1</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_move</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>000001000</string>
</argument>
<argument>
<kind>0</kind>
<string>3</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="5" enumb="38">
<action>
<libid>1</libid>
<id>541</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_sprite_set</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>5</kind>
<sprite>spriteup</sprite>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
<argument>
<kind>0</kind>
<string>1</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_move</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>000000010</string>
</argument>
<argument>
<kind>0</kind>
<string>3</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="5" enumb="37">
<action>
<libid>1</libid>
<id>541</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_sprite_set</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>5</kind>
<sprite>spriteleft</sprite>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
<argument>
<kind>0</kind>
<string>1</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_move</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>000100000</string>
</argument>
<argument>
<kind>0</kind>
<string>3</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,85 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>maxhp = 100;
hp = 100;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="64">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>
//hp bar 1
draw_sprite(spr_hpbar1,0,50,650);
draw_sprite(spr_hp_spool,background_hspeed-1,107,708);
draw_sprite(spr_hp_spool,background_hspeed-1,204,708);
draw_healthbar(143,705,200,741,obj_boybattle.hp / obj_boybattle.maxhp *100,c_white,c_red,c_aqua,0,false,false);



//hp bar 2
draw_sprite(spr_hpbar2,0,1100,650);
draw_sprite(spr_hp_spool,background_hspeed-1,1157,708);
draw_sprite(spr_hp_spool,background_hspeed-1,1255,708);


</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,105 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_brd_default</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>image_speed = 0;

l = 0;
r = 0;
u = 0;
d = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>obj_board</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>y = obj_boybattle.y-2;

if global.trickDisable == 0 {
l = keyboard_check_pressed(vk_left)
r = keyboard_check_pressed(vk_right)
u = keyboard_check_pressed(vk_up)
d = keyboard_check_pressed(vk_down)

if obj_boybattle.left == 1{
with obj_boybattle{
sprite_index = spr_boybattle_flick;
}
}

if obj_boybattle.sprite_index = spr_boybattle_flick &amp;&amp; keyboard_check_pressed(vk_left){
with obj_board{
instance_destroy()
instance_create(x,y,obj_brd_shuvit);
}
}

if obj_boybattle.sprite_index = spr_boybattle_flick &amp;&amp; keyboard_check_pressed(vk_right){
with obj_board{
instance_destroy()
instance_create(x,y,obj_brd_kickflip);
}
}

}


</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,70 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_box1</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_obstatcles</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Z and depth correction
depth = -y;
z = -31;
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///CHANGEED TP {PHYSICAHA
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>2</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,118 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_boybattle</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>script_execute(scr_init_var_combat)
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///EXE scr_sprite_variables
script_execute(scr_sprite_variables)
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Exe scr_combat
script_execute(scr_combat)
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>sprite_index = spr_boybattle;


</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,131 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_brd_default</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>image_speed = 0;

l = 0;
r = 0;
u = 0;
d = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>
y = obj_boybattle.y-2;

if global.trickDisable == 0 {

l = keyboard_check_pressed(vk_left)
r = keyboard_check_pressed(vk_right)
u = keyboard_check_pressed(vk_up)
d = keyboard_check_pressed(vk_down)

if keyboard_check_pressed(vk_down){
image_angle -= 90
}



if image_angle == -360{
with obj_boybattle{
sprite_index = spr_boybattle_catch;
global.midtrick = 0;
}
instance_destroy();
}




}

if obj_boybattle.sprite_index = spr_boybattlebail2{
x -= 5;
image_angle -= 45;

}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,128 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_brd_kickflip</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>image_speed = 0;

l = 0;
r = 0;
u = 0;
d = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>
y = obj_boybattle.y-2;

if global.trickDisable == 0 {

l = keyboard_check_pressed(vk_left)
r = keyboard_check_pressed(vk_right)
u = keyboard_check_pressed(vk_up)
d = keyboard_check_pressed(vk_down)

image_index += keyboard_check_pressed(vk_down)



if image_index == 2 &amp;&amp; sprite_index = spr_brd_kickflip{
with obj_boybattle{
sprite_index = spr_boybattle_catch;
global.midtrick = 0;
}
instance_destroy();
}



}

if obj_boybattle.sprite_index = spr_boybattlebail2{
x -= 5;
image_angle -= 45;

}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,128 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_brd_kickflip</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>image_speed = 0;

l = 0;
r = 0;
u = 0;
d = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>
y = obj_boybattle.y-2;


if global.trickDisable == 0 {
l = keyboard_check_pressed(vk_left)
r = keyboard_check_pressed(vk_right)
u = keyboard_check_pressed(vk_up)
d = keyboard_check_pressed(vk_down)

image_index += keyboard_check_pressed(vk_down)



if image_index == 2 &amp;&amp; sprite_index = spr_brd_kickflip{
with obj_boybattle{
sprite_index = spr_boybattle_catch;
global.midtrick = 0;
}
instance_destroy();
}



}

if obj_boybattle.sprite_index = spr_boybattlebail2{
x -= 5;
image_angle -= 45;

}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,134 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_brd_shuvit</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>image_speed = 0;

l = 0;
r = 0;
u = 0;
d = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>
y = obj_boybattle.y-2;

if global.trickDisable == 0 {

l = keyboard_check_pressed(vk_left)
r = keyboard_check_pressed(vk_right)
u = keyboard_check_pressed(vk_up)
d = keyboard_check_pressed(vk_down)

image_index += keyboard_check_pressed(vk_up)

if keyboard_check_pressed(vk_down){
instance_destroy();
instance_create(x,y,obj_brd_impossible);
}

if image_index &lt; 1{
with obj_boybattle{
}
}

if image_index == 1 &amp;&amp; sprite_index = spr_brd_shuvit{
with obj_boybattle{
sprite_index = spr_boybattle_catch;
global.midtrick = 0;
}
instance_destroy();
}


}

if obj_boybattle.sprite_index = spr_boybattlebail2{
x -= 5;
image_angle -= 45;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,48 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_floor</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Floor tile

</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,52 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>with obj_boybattle
{
draw_text(64,64, "keylog:" +keys)
draw_text(64,84, "timeTotal:" +string(timeTotal) )

}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,133 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_gringo_0</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Initializing variables
//initializing variables for movement x y
characterDirection = direction;
xSpeed = 0;
ySeed = 0;
speedLimit = 0;

//will worry about jump speed later, remember -y
jumpSpeed = 0;

//setting my own friction because fuck gml's
frict = 0;

//Movement input
keyboardMove = 0;
gamepadMove = 0;
//if game pade move is on need to set deadzone
gamepad_set_axis_deadzone(0, .22);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>



//Change the first argument to increase or decrease the amount of friction
script_execute(scr_friction, .1);

//CHange the first argument to augment max speed
//script_execute(scr_arrow_move, 4);
//script_execute(scr_wasd_move, 4);
//script_execute(scr_gamepad_move, 4);
script_execute(scr_joypad_move, 4);


if (speed &gt; 0)
{
if (characterDirection == 0)
{
if( x &lt; xprevious )
{
sprite_index = spr_gringo_turn_180;
}//end if
else
{
sprite_index = spr_gringo_0_kick;
}//end else
}//end if

}//end if
else
{
if (characterDirection == 0)
{
sprite_index = spr_gringo_0;
}//end if

}//end else

//---------------------
//--Speed Limit
//---------------------
//Make a speed limit that continually subtracts from the movement speed until
//it reaches back to 0




</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,203 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_gringo_0</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>//initialize variables for 8 way direction

sprDirection = 0;
magnitude = 0;
xAxes = 0;
yAxis = 0;

</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>//input from gamepad
xAxis = gamepad_axis_value(0, gp_axislh);
yAxis = gamepad_axis_value(0, gp_axislv);

//magnitude
magnitude = point_distance( 0,0, xAxis, yAxis);

//move the character
if (magnitude &gt;= 0.6)
{
if (abs(xAxis) &gt; 0.44)
{
phy_speed_x = 3 * xAxis;
}//end if
else
{
phy_speed_x = 0;
}//end else

if (abs(yAxis) &gt; 0.44)
{
phy_speed_y = 3 * xAxis;
}//end if
else
{
phy_speed_y = 0;
}//end else

}//end if

//getting the direction of the character
if(magnitude &gt; 0.6)
{
sprDirection = (point_direction(0,0, xAxis, yAxis) + 22.5) div 45;
}//end if

//set sprite
//Switch statements are fucking weird but what this is basicly saying is that
//IF the magnitude, the amount of distance in the joy stick
if (magnitude &gt;= 0.6)
{
switch(sprDirection)
{
case 0:
sprite_index = spr_gringo_0_kick;
break;

case 1:
sprite_index = spr_gringo_26_kick;
break;

case 2:
sprite_index = spr_gringo_90_kick;
break;

case 3:
sprite_index = spr_gringo_154_kick;
break;

case 4:
sprite_index = spr_gringo_180_kick;
break;

case 5:
sprite_index = spr_gringo_206_kick;
break;

case 6:
sprite_index = spr_gringo_270_kick;
break;

case 7:
sprite_index = spr_gringo_333_kick;
break;

case 8:
sprite_index = spr_gringo_0_kick;
break;
}//end switch

}
//idle animation
else
{
switch(sprDirection)
{
case 0:
sprite_index = spr_gringo_0;
break;

case 1:
sprite_index = spr_gringo_26;
break;

case 2:
sprite_index = spr_gringo_90;
break;

case 3:
sprite_index = spr_gringo_154;
break;

case 4:
sprite_index = spr_gringo_180;
break;

case 5:
sprite_index = spr_gringo_206;
break;

case 6:
sprite_index = spr_gringo_270;
break;

case 7:
sprite_index = spr_gringo_333;
break;

case 8:
sprite_index = spr_gringo_0;
break;
}//end switch
}//end else
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>6</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>16,60</point>
<point>42,60</point>
<point>42,76</point>
<point>16,76</point>
</PhysicsShapePoints>
</object>
@@ -0,0 +1,49 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_sidewalk</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_obstatcles</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Z and depth correction
depth=-y;
z=-16;
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,244 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_jrodT</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>

z = 0; // Current z position
zspeed = 0; // vertical speed
zheight = 81; //how tall the sprite is
zbottom = 0; //where the floor is
zgravity = 1; //gravity pulling down

friction = .08;

</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="2">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///SETS Z BOTTOM
script_execute(scr_z_bottom)//sets Z Bottom

</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Depth ordering
depth = -y;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Input Logic

if keyboard_check(vk_left){
hspeed -= 2;

}
if keyboard_check(vk_right){
hspeed += 2;

}
if keyboard_check(vk_up){
vspeed -= 2;

}
if keyboard_check(vk_down){
vspeed += 2;

}


if speed &gt; 5{
speed = 5;
}


</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///z LOGIC

script_execute(scr_z_logic)// Z LOGIC
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="par_obstatcles">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///SMOOTH COLLISION
script_execute(scr_smooth_collision)//provides height collision
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///DRAW SPRITE FOR Z MANIPULATION

draw_sprite(spr_jrodT,0,x,y+z);
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Shadow Logic
script_execute(scr_shadow_logic);
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,23 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,114 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<assets>
<Configs name="configs">
<Config>Configs\Default</Config>
</Configs>
<NewExtensions/>
<sounds name="sound"/>
<sprites name="sprites">
<sprites name="jack">
<sprite>sprites\spritedown</sprite>
<sprite>sprites\spriteright</sprite>
<sprite>sprites\spritecool</sprite>
<sprite>sprites\spriteleft</sprite>
<sprite>sprites\sprite5</sprite>
<sprite>sprites\spr_floor</sprite>
<sprite>sprites\spriteup</sprite>
<sprite>sprites\sprite32</sprite>
</sprites>
<sprites name="Boy">
<sprite>sprites\spr_boybattle</sprite>
<sprite>sprites\spr_boybattle_land</sprite>
<sprite>sprites\spr_boybattle_catch</sprite>
<sprite>sprites\spr_boybattleP</sprite>
<sprite>sprites\spr_boybattle_recover</sprite>
<sprite>sprites\spr_boybattle_sketch</sprite>
<sprite>sprites\spr_boybattlebail</sprite>
<sprite>sprites\spr_boybattlebail2</sprite>
<sprite>sprites\spr_boybattle_ground</sprite>
<sprite>sprites\spr_boybattle_jump</sprite>
<sprite>sprites\spr_boybattle_trick</sprite>
<sprite>sprites\spr_boybattle_flick</sprite>
<sprite>sprites\spr_boybattle_trick2</sprite>
</sprites>
<sprites name="Board">
<sprite>sprites\spr_brd_default</sprite>
<sprite>sprites\spr_brd_kickflip</sprite>
<sprite>sprites\spr_brd_shuvit</sprite>
</sprites>
<sprites name="Jrod">
<sprite>sprites\spr_jrodT</sprite>
</sprites>
<sprites name="HpBars">
<sprite>sprites\spr_hpbar1</sprite>
<sprite>sprites\spr_hpbar2</sprite>
<sprite>sprites\spr_hp_spool</sprite>
</sprites>
<sprites name="Obstacle">
<sprite>sprites\spr_box1</sprite>
<sprite>sprites\spr_sidewalk</sprite>
</sprites>
<sprites name="Shadow">
<sprite>sprites\spr_shadow</sprite>
</sprites>
<sprites name="gringo">
<sprites name="overworld">
<sprite>sprites\spr_gringo_0</sprite>
<sprite>sprites\spr_gringo_turn_180</sprite>
<sprite>sprites\spr_gringo_0_kick</sprite>
<sprite>sprites\spr_gringo_26</sprite>
<sprite>sprites\spr_gringo_26_kick</sprite>
<sprite>sprites\spr_gringo_90</sprite>
<sprite>sprites\spr_gringo_90_kick</sprite>
<sprite>sprites\spr_gringo_154</sprite>
<sprite>sprites\spr_gringo_154_kick</sprite>
<sprite>sprites\spr_gringo_180</sprite>
<sprite>sprites\spr_gringo_180_kick</sprite>
<sprite>sprites\spr_gringo_206</sprite>
<sprite>sprites\spr_gringo_206_kick</sprite>
<sprite>sprites\spr_gringo_270</sprite>
<sprite>sprites\spr_gringo_270_kick</sprite>
<sprite>sprites\spr_gringo_333</sprite>
<sprite>sprites\spr_gringo_333_kick</sprite>
<sprites name="ollie">
<sprite>sprites\spr_gringo_ollie_0</sprite>
<sprite>sprites\spr_gringo_ollie_26</sprite>
<sprite>sprites\spr_gringo_ollie_90</sprite>
<sprite>sprites\spr_gringo_ollie_154</sprite>
<sprite>sprites\spr_gringo_ollie_180</sprite>
<sprite>sprites\spr_gringo_ollie_206</sprite>
<sprite>sprites\spr_gringo_ollie_270</sprite>
<sprite>sprites\spr_gringo_ollie_333</sprite>
</sprites>
</sprites>
</sprites>
</sprites>
<backgrounds name="background">
<background>background\background0</background>
<background>background\battleroom</background>
<background>background\bg_battleback</background>
</backgrounds>
<paths name="paths"/>
<scripts name="scripts">
<script>scripts\scr_friction.gml</script>
<script>scripts\scr_arrow_move.gml</script>
<script>scripts\scr_wasd_move.gml</script>
<script>scripts\scr_gamepad_move.gml</script>
<script>scripts\scr_joypad_move.gml</script>
</scripts>
<objects name="objects">
<object>objects\obj_pc</object>
<object>objects\obj_player</object>
</objects>
<rooms name="rooms">
<room>rooms\room2</room>
</rooms>
<help>
<rtf>help.rtf</rtf>
</help>
<TutorialState>
<IsTutorial>0</IsTutorial>
<TutorialName></TutorialName>
<TutorialPage>0</TutorialPage>
</TutorialState>
</assets>
@@ -0,0 +1,86 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<room>
<caption></caption>
<width>500</width>
<height>500</height>
<vsnap>32</vsnap>
<hsnap>32</hsnap>
<isometric>0</isometric>
<speed>60</speed>
<persistent>0</persistent>
<colour>12632256</colour>
<showcolour>-1</showcolour>
<code></code>
<enableViews>0</enableViews>
<clearViewBackground>-1</clearViewBackground>
<clearDisplayBuffer>-1</clearDisplayBuffer>
<makerSettings>
<isSet>0</isSet>
<w>0</w>
<h>0</h>
<showGrid>0</showGrid>
<showObjects>0</showObjects>
<showTiles>0</showTiles>
<showBackgrounds>0</showBackgrounds>
<showForegrounds>0</showForegrounds>
<showViews>0</showViews>
<deleteUnderlyingObj>0</deleteUnderlyingObj>
<deleteUnderlyingTiles>0</deleteUnderlyingTiles>
<page>0</page>
<xoffset>0</xoffset>
<yoffset>0</yoffset>
</makerSettings>
<backgrounds>
<background visible="-1" foreground="0" name="battleroom" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
</backgrounds>
<views>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="&lt;undefined&gt;" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
</views>
<instances>
<instance objName="obj_floor" x="0" y="480" name="inst_8F177E61" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="0" y="480" name="inst_27101AE1" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="32" y="480" name="inst_325FDD76" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="32" y="480" name="inst_60C60AE9" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="32" y="480" name="inst_A72C249B" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="64" y="480" name="inst_706CD70E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="96" y="480" name="inst_06EF0652" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="128" y="480" name="inst_44BB8037" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="160" y="480" name="inst_641D4371" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="192" y="480" name="inst_19C5E644" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="224" y="480" name="inst_BE812089" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="256" y="480" name="inst_84A46D4F" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="288" y="480" name="inst_A3889942" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="320" y="480" name="inst_5C31B0CF" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="352" y="480" name="inst_A2DA89AB" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="384" y="480" name="inst_7DDF80AF" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="384" y="480" name="inst_2D2DAED2" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="416" y="480" name="inst_D65FC3B0" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="416" y="480" name="inst_CFFBEFCC" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="512" y="480" name="inst_E8520940" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="448" y="480" name="inst_35D269A1" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_floor" x="480" y="480" name="inst_231D2B7E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
</instances>
<tiles/>
<PhysicsWorld>0</PhysicsWorld>
<PhysicsWorldTop>0</PhysicsWorldTop>
<PhysicsWorldLeft>0</PhysicsWorldLeft>
<PhysicsWorldRight>1024</PhysicsWorldRight>
<PhysicsWorldBottom>768</PhysicsWorldBottom>
<PhysicsWorldGravityX>0</PhysicsWorldGravityX>
<PhysicsWorldGravityY>10</PhysicsWorldGravityY>
<PhysicsWorldPixToMeters>0.100000001490116</PhysicsWorldPixToMeters>
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@@ -0,0 +1,63 @@
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@@ -0,0 +1,57 @@
//NOTES
/*
continue adding the movement script for all directions.
I may need to rework the motion add function as you tend to be
very slippery. Also need to work in the jumping animations tied
to what direction you are moving. I may decide to put that into
the same script with the movement. perhaps. I dunno.
TO DO:
Still need to work on the battle system, []
Getting collisions to work sightly better, [xish]
Disable movement while jumping, [xish]
Abstract controls so they are rebindable []
Continue cleaning the enviroment a bit [WIP]
Trying to figure out how to get each ollie
animation to correctly display depending
on the degrees!!!!! [x]
Improved the movement. It's passable by now. DOWN still needs
animation. Collision was slightly fixed by changing the origin
of the sprite. Cleaned a little bit. Still need to make it so
you can't instantly reverse direction. Kick animation needs to be
synced so that when you begin moving it starts at a kick. The easiest
approach seems to be changing the actual frames around.
Battle system will include not only simple tricks with directional
input but also combos with string system I have previously
entertained. I need to figure out a special move to add so I can test
it.
In the battle system I would like opponents side by side as the
backgroung scrolls and each of them will be tricking. There will be
a "ollie" bar showing how high you can ollie. Each button should
correspond with an onscreen button appearing and when player inputs
combos they should either light up or change to the name of the combo.
If either npc or player bails they should fall on the ground and slide
off screen and then roll back up to meet the challenger. Each successive
trick and combo will reduce the opposing member's hp until 0.
The party with 0 hp will be the loser. Once battles end player will be
rewarded somehow with either acsess to new tricks or compensation Or not.
*/
@@ -0,0 +1,48 @@
///Movement code bro
//------------------
//--Keyboard Movement
//------------------

var speedLimit

speedLimit = argument0

if (keyboard_check(vk_right))
{
motion_set(0,speedLimit);
}

if (keyboard_check(vk_left))
{
motion_set(180,speedLimit);
}

if (keyboard_check(vk_up))
{
motion_set(90,speedLimit);
}

if (keyboard_check(vk_down))
{
motion_set(270,speedLimit);
}



if (keyboard_check(vk_right) && keyboard_check(vk_up))
{
motion_set(26,speedLimit);
}
if (keyboard_check(vk_left) && keyboard_check(vk_up))
{
motion_set(154,speedLimit);
}
if (keyboard_check(vk_right) && keyboard_check(vk_down))
{
motion_set(333,speedLimit);
}
if (keyboard_check(vk_left) && keyboard_check(vk_down))
{
motion_set(206,speedLimit);
}

@@ -0,0 +1,233 @@
if midtrick = 0 && global.trickDisable = 0 {
key_left = keyboard_check_pressed(vk_left);
key_up = keyboard_check_pressed(vk_up);
key_right = keyboard_check_pressed(vk_right);

}

if global.jumpDisable == 0 {
key_jump = keyboard_check_released(vk_space);
key_jump_held = keyboard_check(vk_space);
}


/*may not need this
move = key_left + key_right;
hsp = move * movespeed;
*/
//===================Gravity===================

if (vsp < 10) vsp += grav;

//jump

//making it so I know when im on the gound
if (place_meeting(x,y+1,obj_floor)) {
global.ground = 1;
board = 0;
key_left = 0;
}else{
global.ground = 0;
}

//this is an attempt to make it so shit wont trigger while bailing -not working
if sprite_index = ani_squat && keyboard_check_released(vk_space) && (board == 0) {
image_index = 0;
sprite_index = ani_jump;
//sprite_index = spr_boybattle_jump; //Trying to abstract
image_speed = 0.05;
vsp = key_jump * -jumpspeed;
global.jumpDisable = 1;
}

/*
if ((key_jump == 1) && (sprite_index != spr_boybattle_jump)&& (board == 0))
{
image_index = 0;
sprite_index = spr_boybattle_jump;
image_speed = 0.05;
}
*/

if ((sprite_index = ani_jump) && (image_index == 1) )
{
image_index = 0;
sprite_index = ani_stand;
}


// trick input
if (!place_meeting(x,y+1,obj_floor))
{
trick_input = 1;
}
else
{

trick_input = 0;

}


//makes it so can only ollie anim when on ground
//
//got ride of global.bail because it wasn't working. Need to figure out how to disable all controls
//while bailing is happening.
if ((key_jump_held == 1 ) && (place_meeting(x,y+1,obj_floor)))
{
sprite_index = ani_squat;

}

if image_index = 1 && sprite_index = ani_squat
{
image_speed = 0;
}

//Horizontal collision

if (place_meeting(x+hsp,y,obj_floor))
{

while (!place_meeting(x+sign(hsp),y,obj_floor))
{
x += sign(hsp);
}

hsp = 0;
}


/*Vertical Collision
*/

if (place_meeting(x,y+vsp,obj_floor))
{
while (!place_meeting(x,y + sign(vsp),obj_floor))
{
y += sign(vsp);
}

vsp = 0;
}

x += hsp;
y += vsp;

/*
my_board.x = x + x_offset;
my_board.y = y + y_offset;
*/

//Tricks and shit

//Board Creation


//board removal
if board == 0 {
with obj_board{
instance_destroy();
}

}


if key_left == 1 && trick_input == 1 && board == 0 {
sprite_index = ani_trick1;
instance_create(x+29,y,obj_board)
board = 1;
left = 1;
global.midtrick = 1;
}

if bail_animation = 1{
with obj_board{
instance_destroy();
}
}


if sprite_index = ani_perfect || sprite_index = ani_stand{
global.midtrick = 0;
}

/*Landing animation. I'm putting it even though most of the code
Switching to the landing animation is in with the tricks. After brief,
20 seconds of my time, search I could not figure out how to check to see
if the image_index was at the end of its list. Without knowing how to do this
I will manually define the end of each trick image_index and with it when
the meeting of the ground and finishing of trick counts as a success. For
whatever reason my organization values are set to tells me to put the landing
sprite change back to starting here.
*/

if sprite_index = ani_catch && global.ground = 1{
sprite_index = ani_land;
}

if sprite_index = ani_land && image_index = 2{
sprite_index = ani_stand;

}


//Bailing animation. Need to figure out how to disable all trick input while bailing is happening.
//Also can still change to jump animation which is bullshit.
if global.midtrick == 1 && global.ground == 1{
sprite_index = ani_bail;

}

//hp = hp - dmg;

if sprite_index = ani_bail
{
global.jumpDisable = 1;
global.trickDisable = 1;
global.midtrick = 0;
image_angle -= 10;
}

if sprite_index = ani_bail && image_angle == -40
{
hp = hp - 50;
sprite_index = ani_bail2;
image_angle = 0;
}

if sprite_index = ani_bail2{
x -= 2;
}

//attempting to abstract the object
if obj_boybattle.x = 0{
obj_boybattle.y = 100;
sprite_index = ani_recover;
image_speed = 1;

}



if sprite_index = ani_recover && obj_boybattle.x < 383{
hspeed = 4;
}

if sprite_index = ani_recover && obj_boybattle.x > 384{
speed = 0;
sprite_index = ani_stand;
}

if sprite_index = ani_stand{
global.jumpDisable = 0;
global.trickDisable = 0;
}


//Health bs

if hp = 0{
game_restart();
}
@@ -0,0 +1,6 @@
///scr_combat1
/**
*Attempting to clean up my messy ass code with proper notation and shit
*
*/

@@ -0,0 +1,17 @@
/*
*WHERE IT GOES:This script goes into a draw event
*WHAT IT DOES: All this script does is tell game maker to draw a specific
*sprite at whatever coordinates the object is at PLUS the Z amount.
*This makes manipulation of the z possible.
*
*
*NOTE: THis may not be able to be abstracted as you might need to
*have the specific sprite drawn in different objects. This is just a
*precaution and an attempt at staying neat.
*
*Drawing it with sprite_ext allows me to take the current sprite_index
*image_index and all other variables associated with it and draw it.
*This is a much better use than simply drawing sprite
*/

draw_sprite_ext(sprite_index, image_index, x,y + z, image_xscale, image_yscale, image_angle, image_blend, image_alpha)
@@ -0,0 +1,12 @@
///This is user defined friction that increments down speed so you are not on a
//damn ice rink.

var fricAmount;

fricAmount = argument0;

if (speed > 0)
{
speed -= fricAmount;

}