Danger = {} class("Danger").extends(AnimatedSprite) local dangerImageTable = Graphics.imagetable.new("assets/sprites/danger") function Danger:init(x, y, dangerousObject) Danger.super.init(self, dangerImageTable) self.dangerousObject = dangerousObject -- Animation properties self:addState("run", 1,5, {tickStep = 2}) self:setDefaultState("run") self:playAnimation() -- Collision properties self:setZIndex(11) self:setTag(7) self:moveTo(x, y) end function Danger:update() self:updateAnimation() end