xSpeed = 50;
upSpeed = 5;
downSpeed = 10;
jumpSpeed = 50;

physics_apply_impulse(x, y, 0, -30);

hitDelay = 30;
hitTimer = 0;

phy_fixed_rotation = true;

splashPressed = false;
splashing = false;
splashIndex = 0;
splashNumber = sprite_get_number(spr_splash);
splashSpeed = 1;
splashRadius = sprite_get_width(spr_splash) / 2
splashRadiusPercent = splashRadius / splashNumber;
splashTime = 0;
splashDelay = 15;
bounceImpulse = 30;

armorMax = 3;
armor = 0;
armor1ImageIndex = 0;
armor2ImageIndex = 0;
armor3ImageIndex = 0;
armorImageSpeed = 0.15;
armorImageSpeedRandom = armorImageSpeed * 0.1;
armor1ImageNumber = sprite_get_number(spr_armor1);
armor2ImageNumber = sprite_get_number(spr_armor2);
armor3ImageNumber = sprite_get_number(spr_armor3);