go.property("creator", msg.url()) function init(self) sprite.play_flipbook("#sprite", hash("amulet")) end function final(self) -- Add finalization code here -- Learn more: https://defold.com/manuals/script/ -- Remove this function if not needed --print ("Amulet removed") end function update(self, dt) if self.deleted then return -- skip logic if object is flagged for deletion end 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) if message_id == hash("contact_point_response") then if message.group == hash("player") then --print ("Collision with player") self.deleted = true msg.post(self.creator, "amulet_deleted") end end if message_id == hash("creator") then self.creator = message.creator end 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