local cloud_speed = 50 -- pixels per second

function init(self)
	msg.post(".", "acquire_input_focus")
	go.set_position(vmath.vector3(1055+390,542,0))
	sprite.set_constant("#cloud1", "tint", vmath.vector4(1, 1, 1, 0.7))
end

function final(self)
	-- Add finalization code here
	-- Learn more: https://defold.com/manuals/script/
	-- Remove this function if not needed
end

function update(self, dt)
	local pos = go.get_position("cloud1")
	pos.x = pos.x - cloud_speed * dt

	if pos.x < -390 then -- assuming cloud width is ~64px
		pos.x = 1055+390;
	end
	go.set_position(pos)
end

function fixed_update(self, dt)
	-- This function is called if 'Fixed Update Frequency' is enabled in the Engine section of game.project
	-- Can be coupled with fixed updates of the physics simulation if 'Use Fixed Timestep' is enabled in
	-- Physics section of game.project
	-- Add update code here
	-- Learn more: https://defold.com/manuals/script/
	-- Remove this function if not needed
end

function on_message(self, message_id, message, sender)
	-- Add message-handling code here
	-- Learn more: https://defold.com/manuals/message-passing/
	-- Remove this function if not needed
end

function on_input(self, action_id, action)
	-- Add input-handling code here. The game object this script is attached to
	-- must have acquired input focus:
	--
	--    msg.post(".", "acquire_input_focus")
	--
	-- All mapped input bindings will be received. Mouse and touch input will
	-- be received regardless of where on the screen it happened.
	-- Learn more: https://defold.com/manuals/input/
	-- Remove this function if not needed
end

function on_reload(self)
	-- Add reload-handling code here
	-- Learn more: https://defold.com/manuals/hot-reload/
	-- Remove this function if not needed
end
