// Attaque au corp à corp
audio_play_sound(snAttack,1,false);
isAttack = true;
compteurFrames = 0;
tailleEpee = 20; // à définir
 
switch (indexImageInfo) {
	case 0:
		inst = collision_rectangle(x-5, y, x+5, y+tailleEpee, oMonster, false, oPlayer);
		//inst = getCollisionArea(x-5, y+tailleEpee, x+5, y+tailleEpee, oMonster);
		break;
	case 1:
		inst = collision_rectangle(x, y-5, x+tailleEpee, y+5, oMonster, false, oPlayer);
		//inst = getCollisionArea(x+tailleEpee, y+5, x+tailleEpee, y-5, oMonster);
		break;
	case 2:
		inst = collision_rectangle(x-5, y-tailleEpee, x+5, y, oMonster, false, oPlayer);
		//inst = getCollisionArea(x+5, y-tailleEpee, x-5, y-tailleEpee, oMonster);
		break;
	case 3:
		inst = collision_rectangle(x-tailleEpee, y-5, x, y+5, oMonster, false, oPlayer);
		//inst = getCollisionArea(x-tailleEpee, y+5, x-tailleEpee, y-5, oMonster);
		break;
	default:
		inst = noone;
}
 
 if (inst != noone) {
	hit(self, inst, attack);
	inst.touche = 30;
 }