Baleba = {} class('Baleba').extends(AnimatedSprite) function randomFloat(lower, greater) return lower + math.random() * (greater - lower); end local balebaImageTable = Graphics.imagetable.new("assets/sprites/baleba") function Baleba:init(x, y, player, loop) Baleba.super.init(self, balebaImageTable) -- Animation properties self:addState("run", 1,4, {tickStep = 2}) self:setDefaultState("run") self:playAnimation() -- Collision properties self:setZIndex(11) self:setCollideRect(3, 25, 40, 15) self:setTag(154) -- Sprite properties self.standrate = randomFloat(0.3, 2) self.xVelocity = Baleba.standrate self.player = player self.loop = loop -- Danger properties self.danger = Danger(366, y, self) self.danger:add() -- Move to initial position self:moveTo(x, y) end function Baleba:update() self:updateAnimation() -- Speedup when player is moving right if self.player == nil or self.player.isMovingRight() == false then self.xVelocity = self.standrate else self.xVelocity = 2 + self.standrate end self:moveTo(self.x-self.xVelocity, self.y) -- Danger arrow management if self.x < 430 and self.danger ~= nil then self.danger:remove() self.danger = nil elseif self.danger == nil and self.x > 430 then self.danger = Danger(366, self.y, self) self.danger:add() end -- Lifeciycle management if self.x < 0 and self.loop == true then self.standrate = randomFloat(0.5, 6) self:moveTo(math.random(450, 600), math.random(50, 200)) elseif self.x < 0 then self:destroy() end end function Baleba:destroy() if self.danger ~= nil then self.danger:remove() end self:remove() end