jumpsiner += 1; if (image_alpha < 1 && active == 0) image_alpha += 0.1; else active = 1; bottomy = (obj_battlesolid_ch1.y + (obj_battlesolid_ch1.sprite_height / 2)) - 20; jsine = sin(jumpsiner / jumpspeed) * jumpheight; y = (bottomy + jsine) - jumpheight; image_speed = 0; image_index = 1; if (jsine > 0) image_index = 2; if (jsine > (jumpheight / 2)) image_index = 0; if (x <= (obj_battlesolid_ch1.x - (obj_battlesolid_ch1.sprite_width / 2) - 40)) image_alpha -= 0.1;