BigBoom = {} class("BigBoom").extends(AnimatedSprite) local bigBoomImageTable = Graphics.imagetable.new("assets/sprites/bigboom") function BigBoom:init() BigBoom.super.init(self, bigBoomImageTable) -- Animation properties self:addState("play", 1, 3, { tickStep = 4, loop = 3 }) self:setDefaultState("play") self:playAnimation() self:setCenter(0, 0) self:setSize(playdate.display.getSize()) self:setZIndex(ZIndex.flash) self:moveTo(0, 0) self:add() end function BigBoom:update() self:updateAnimation() end function BigBoom:stopAnimation() self:remove() end