Hi, I’m having a problem using the bunnymark.lua code.
Probably a silly question - how do I flip a sprite when its stored using this code?
I know its probably a simple addressing code issue, but I can’t figure it out.
Here is my code.
I’m probably not addressing it correctly here in the factory object.
=>sprite.set_hflip(“bunny#sprite”, vX < 0)
function update(self, dt)
bunnymark.update()
local bunnies = bunnymark.bunnies
local target =go.get_position("/player")
for i=#bunnymark.bunnies,1,-1 do
local bunny = bunnies[i]
local p = bunny.position
local dirX = target.x - p.x
local dirY = target.y - p.y
local vX = math.abs(bunny.velocity)
local vY = vX
if (dirX<0) then vX = -vX end
if (dirX==0) then vX = 0 end
if (dirY<0) then vY = -vY end
if (dirY==0) then vY = 0 end
p.x = p.x + vX * dt
p.y = p.y + vY * dt
--Make sure I face the right way (NOT WORKING!?)
sprite.set_hflip("bunny#sprite", vX < 0)
go.set_position(p, bunny.id)
end
end