QUESTION 6:
Red blob: When not moving, randomize direction and set speed from 12 to 15. Deceleration is 9.
Green worm: When not moving, randomize direction and set speed to 6. Deceleration is 9.
Purple snail: Every 01"-55, set speed to ((0 or 1)*2)*(0 or 1). Every 12"-05, randomize direction. No deceleration.
Red worm: Every 00"-88, set speed to ((0 or 1)*2)*(0 or 1). Every 09"-09, randomize direction. No deceleration.
Black bouncer: Every 00"-70, set speed to (5+(0 or 1)*5)*(0 or 1). Every 04"-00, randomize direction left or right. No deceleration.
Black worm: Every 00"-95, set speed to ((0 or 1)*2)*(0 or 1). Every 08"-09, randomize direction. No deceleration.
Tall black bouncer: Every 01"-00, set speed to (5+(0 or 1)*5)*(0 or 1). Every 05"-00, randomize direction left or right. No deceleration.
Squirrel: Every 01"-12, if not moving, randomize left/right direction. Always count down from 200. When reach 0, reset countdown, turn towards player, and set speed to 15. Deceleration is 12.
Deadly squirrel: Every 01"-12, if not moving, randomize left/right direction. Always count down from 200. When reach 0, reset countdown, turn towards player, and set speed from 22 to 31. Deceleration is 12.
Stationary black bouncer: Every 01"-85, either blink, bounce, or crouch.
Running brown log: Every 01"-28, if not moving, randomize left/right direction. Always count down from 200. When reach 0, reset countdown, randomize direction, and set speed 15. Deceleration is 12.
Happy mustard bouncer:
Flag 0 = Is Moving
Flag 1 = Is Colliding With Wall
Always set flags 0 and 1 off.
If x position differs from player by at least 64, face player, subtract speed from distance, and set flag 0 on.
If hits ground, move back to previous x.
Always set previous x to current position.
Flag 0 on, flag 1 off: Change animation to walking.
Flag 0 on, flag 1 on: Change animation to stopped.
Flag 0 off: face player and play animation "smiling"
Green runner small:
Always set "distance to player" to absolute value of difference in x coordinates.
Set "direction towards player"
If player if facing, set "player is facing me" to 1
Every 01"-12, whilst not moving, randomize direction to left or right.
Always countdown from 40.
When count down hits 0- "distance to player" greater or equal to 80: Set direction towards player based on "direction towards player", and set speed from 17 to 22.
- "distance to player" lower or equal to 80, and "player is facing me" = 0: Set direction towards player based on "direction towards player", and set speed to 40.
- "distance to player" lower or equal to 80, and "player is facing me" = 1: Set direction away from player based on "direction towards player", and set speed from 17 to 22.
Green runner large:
Always set "distance to player" to absolute value of difference in x coordinates.
Set "direction towards player"
If player if facing, set "player is facing me" to 1
Every 01"-12, whilst not moving, randomize direction to left or right.
Always countdown from 60.
When count down hits 0- "distance to player" greater or equal to 140: Set direction towards player based on "direction towards player", and set speed from 27 to 32.
- "distance to player" lower or equal to 140, and "player is facing me" = 0: Set direction towards player based on "direction towards player", and set speed to 37.
- "distance to player" lower or equal to 140, and "player is facing me" = 1: Set direction away from player based on "direction towards player", and set speed from 27 to 32.
Brown snail: Every 02"-12, set speed to ((0 or 1)*2)*(0 or 1). Every 14"-09, randomize direction. No deceleration.
Floor spiker: Use Pythagorean theorem to calculate distance from player. When less than 80, expand. When more than 100, contract. 1 in 100 chance: pick calm spiker and make him blink.
Ceiling spiker: Use Pythagorean theorem to calculate distance from player. When less than 120, expand. When more than 140, contract. 1 in 100 chance: pick calm spiker and make him blink.
Pop-up spiker: Use Pythagorean theorem to calculate distance from player. When less than 100, pop up. When more than 130, go down.
Pop-up blob: Same as ^
Floor shooter: "Always" countdown from 500. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction from straight left to straight right. Every 02"-25, blink.
Left wall shooter: "Always" countdown from 410. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction <. Every 02"-25, blink.
Ceiling shooter: "Always" countdown from 480. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction from straight left to straight right. Every 02"-25, blink.
Left wall shooter: "Always" countdown from 400. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction >. Every 02"-25, blink.
White bullet: Speed 10, deceleration 3