local enemy = ...
local game = enemy:get_game()
local map = enemy:get_map()
local hero = map:get_hero()
local sprite = enemy:create_sprite("enemies/Redead2")
local movement
local IsPlayerFrozen = false
function enemy:on_created()
movement = sol.movement.create("target")
enemy:set_life(8)
enemy:set_damage(10)
end
function enemy:on_restarted()
sol.timer.start(self, 3000, function() sol.audio.play_sound("Redead/RedeadMoan") end)
self:get_sprite():set_animation("immobilized")
enemy:check_hero()
end
function enemy:check_hero()
if self:get_distance(hero) <= 80 then
movement = sol.movement.create("target")
self:get_sprite():set_animation("walking")
movement:set_speed(28)
movement:start(enemy)
end
sol.timer.start(self, 1000, function() self:check_hero() end)
if self:get_distance(hero) <= 80 then
if IsPlayerFrozen == false then
sol.timer.start(self, 3000, function() hero:freeze() end)
IsPlayerFrozen = true
end
end
if self:get_distance(hero) <= 80 then
if IsPlayerFrozen == true then
sol.timer.start(self, 5000, function() hero:unfreeze() end)
IsPlayerFrozen = false
end
end
end
function enemy:on_dying()
sol.audio.play_sound("Redead/RedeadDie")
end