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[object_type]
id=heart_object
[editor_info]
category=items
[/editor_info]
[vars]
time_to_live=5000
[/vars]
#hearts should not move when spawned, so if our parent gave us some
#velocity, kill it here.
#on_spawned="[set(velocity_x, 0), set(velocity_y, 0)]"
on_die="map([0]*10, spawn('heart_sparkle_large', level.player.driver.midpoint_x, level.player.driver.y2, 0))"
on_create="set(vars.time_to_live, level.cycle + vars.time_to_live)"
on_collide_object_item="if(collide_with.player,if(level.player.driver.hitpoints < level.player.driver.max_hitpoints,
[set(level.status_gui, 'objects', level.status_gui.objects + [object('heart_object', 20, 20, 1)]), die(), sound('HeartPickUp.ogg'), set(level.player.driver, 'hitpoints', level.player.driver.hitpoints + 1)]))"
on_end_anim="animation('normal')"
solid_dimensions=level_only
friction=100
#on_process="set(brightness,(wave(cycle*30)+1000)/3 + 255)"
timer_frequency=10
on_timer="[spawn('heart_sparkle',midpoint_x,midpoint_y,0),if(level.cycle > vars.time_to_live, remove_object(me))]"
on_collide_feet="[set(velocity_y, -velocity_y), set(velocity_x, (velocity_x*9)/10 + (velocity_y*slope_standing_on)/270),animation('flash')]"
on_collide="[set(velocity_y, velocity_y/2), set(velocity_x, -velocity_x),animation('flash')]"
[animation]
id=normal
image=props/items.png
rect=198,69,212,83
pad=3
frames=12
frames_per_row=3
duration=2
item_area=all
solid_area=4,4,8,8
accel_y=30
[/animation]
[animation]
id=flash
image=props/items.png
rect=180,105,194,119
pad=3
frames=1
duration=4
item_area=all
solid_area=4,4,8,8
accel_y=20
[/animation]
[/object_type]
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