Oh, you want to learn the wall bounce coding?
It's easy and simple. It's like this:
[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist
[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1
[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027
[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0
[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028
[Statedef 1028]
type = A
movetype= H
physics = N
[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP
[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6
[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6
[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35
[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050
[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052
[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060
[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100