function init() self.state = stateMachine.create({ "moveState" }) self.state.leavingState = function(stateName) entity.setAnimationState("movement", "idle") end entity.setAggressive(false) entity.setDeathParticleBurst("deathPoof") entity.setAnimationState("movement", "idle") end function update(dt) self.state.update(dt) end function damage(args) self.state.pickState(args.sourceId) end function move(direction) entity.setAnimationState("movement", "walk") mcontroller.controlMove(direction, false) end -------------------------------------------------------------------------------- moveState = {} function moveState.enter() return { timer = 4, direction = util.randomDirection() } end function moveState.update(dt, stateData) move(stateData.direction) stateData.timer = stateData.timer - dt if stateData.timer <= 0 then return true end return false end