Tank = {} class("Tank").extends(Graphics.sprite) function Tank:init(x, y, ground) local target = Targets[CurrentMission.targetIndex] self.tankImage = Graphics.image.new(target.sprite) self.tankImageD = Graphics.image.new(target.spriteD) Tank.super.init(self) -- Collision properties self:setZIndex(ZIndex.enemy) self:setTag(Tags.tank) self:setCollideRect(4, 56, 147, 65) self:setGroups(CollideGroups.enemy) self:setCollidesWithGroups( { CollideGroups.player }) -- Main properties Tank.ground = ground self:fadein() self:moveTo(x, y) end function Tank:fadein() self:setImage(self.tankImage) end function Tank:fadeout() self:setImage(self.tankImageD) end function Tank:update() if self.x <= 330 then Tank.ground:setMoveSpeed(0) return end self:moveTo(self.x - Tank.ground.moveSpeed, self.y) end