1upfire = class:new()
2
3function upfire:init(x, y)
4	--PHYSICS STUFF
5	self.cox = x
6	self.coy = y
7	self.y = 15
8	self.x = x-14/16
9
10	self.speedy = 0
11	self.speedx = 0
12
13	self.width = 12/16
14	self.height = 12/16
15	self.active = true
16	self.static = true
17	self.gravity = 0
18
19	self.delay = 0
20	self.category = 31
21
22	self.mask = {	true,
23					true, false, true, true, true,
24					true, true, true, true, true,
25					true, true, true, true, true,
26					true, true, true, true, true,
27					true, true, true, true, true,
28					true, true, true, true, true}
29
30	--IMAGE STUFF
31	self.drawable = false
32
33	self.rotation = 0 --for portals
34	self.timer = 0
35end
36
37function upfire:update(dt)
38	--animate
39	if self.y > 15 and self.speedy > 0 then
40		self.timer = self.timer + dt
41		while self.timer > self.delay do
42			self.y = self.coy + upfirestarty
43			self.speedy = -upfireforce
44			self.y = 15
45			self.delay = math.random(0, 40)/10
46			self.timer = self.timer - self.delay
47		end
48	end
49
50	self.speedy = self.speedy + upfiregravity*dt
51	self.y = self.y + self.speedy*dt
52
53	return false
54end
55
56function upfire:draw()
57	local verscale = scale
58	if self.speedy > 0 then
59		verscale = -scale
60	end
61	love.graphics.draw(upfireimg, (self.x-xscroll-2/16)*16*scale, (self.y-.5+6/16)*16*scale, 0, scale, verscale, 0, 8)
62end
63
64function upfire:leftcollide(a, b)
65	return false
66end
67
68function upfire:rightcollide(a, b)
69	return false
70end
71
72function upfire:floorcollide(a, b)
73	return false
74end
75
76function upfire:ceilcollide(a, b)
77	return false
78end