12
#hearts should not move when spawned, so if our parent gave us some
13
#velocity, kill it here.
14
#on_spawned="[set(velocity_x, 0), set(velocity_y, 0)]"
16
on_die="map([0]*10, spawn('heart_sparkle_large', level.player.driver.midpoint_x, level.player.driver.y2, 0))"
18
on_create="set(vars.time_to_live, level.cycle + vars.time_to_live)"
19
on_collide_object_item="if(collide_with.player,if(level.player.driver.hitpoints < level.player.driver.max_hitpoints,
20
[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)]))"
21
on_end_anim="animation('normal')"
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solid_dimensions=level_only
25
#on_process="set(brightness,(wave(cycle*30)+1000)/3 + 255)"
28
on_timer="[spawn('heart_sparkle',midpoint_x,midpoint_y,0),if(level.cycle > vars.time_to_live, remove_object(me))]"
30
on_collide_feet="[set(velocity_y, -velocity_y), set(velocity_x, (velocity_x*9)/10 + (velocity_y*slope_standing_on)/270),animation('flash')]"
31
on_collide="[set(velocity_y, velocity_y/2), set(velocity_x, -velocity_x),animation('flash')]"