ý å 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 @main/clouds.script"