upfire = class:new() function upfire:init(x, y) --PHYSICS STUFF self.cox = x self.coy = y self.y = 15 self.x = x-14/16 self.speedy = 0 self.speedx = 0 self.width = 12/16 self.height = 12/16 self.active = true self.static = true self.gravity = 0 self.delay = 0 self.category = 31 self.mask = { true, true, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true} --IMAGE STUFF self.drawable = false self.rotation = 0 --for portals self.timer = 0 end function upfire:update(dt) --animate if self.y > 15 and self.speedy > 0 then self.timer = self.timer + dt while self.timer > self.delay do self.y = self.coy + upfirestarty self.speedy = -upfireforce self.y = 15 self.delay = math.random(0, 40)/10 self.timer = self.timer - self.delay end end self.speedy = self.speedy + upfiregravity*dt self.y = self.y + self.speedy*dt return false end function upfire:draw() local verscale = scale if self.speedy > 0 then verscale = -scale end love.graphics.draw(upfireimg, (self.x-xscroll-2/16)*16*scale, (self.y-.5+6/16)*16*scale, 0, scale, verscale, 0, 8) end function upfire:leftcollide(a, b) return false end function upfire:rightcollide(a, b) return false end function upfire:floorcollide(a, b) return false end function upfire:ceilcollide(a, b) return false end