function ia.update_mummy(spr) map.surf(rooms.surf_foreground) if spr.state == templates.ALIVE then if sprites.hero.state == templates.ALIVE then local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi -- Si toca al heroi... if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then sprites.hero.hit() end end if spr.flipped then local tx, ty = (spr.pos.x+3)>>3, (spr.pos.y+15)>>3 if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then spr.pos.x = spr.pos.x - 1 else spr.flipped = not spr.flipped end else local tx, ty = (spr.pos.x+12)>>3, (spr.pos.y+15)>>3 if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then spr.pos.x = spr.pos.x + 1 else spr.flipped = not spr.flipped end end elseif spr.state == templates.DYING then if spr.animation ~= "mummy_dying" then sprites.set_animation(spr, "mummy_dying") else if spr.current_frame == 8 then sprites.set_animation(spr, "mummy_dead") spr.state = templates.DEAD end end elseif spr.state == templates.DEAD then if spr.current_wait == 1 then sprites.set_animation(spr, "mummy_undying") spr.state = templates.RESURRECTING end elseif spr.state == templates.RESURRECTING then if spr.current_frame == 13 then sprites.set_animation(spr, "mummy_walk") spr.state = templates.ALIVE end end end