set_controller_help_active(true); objects.player_flames2.set_active(false); objects.player_flames.set_active(false); /* Some fun with fire */ function startfire() { // Need to parent here because at top level "player" isn't yet created objects.player_flames2.set_parent("player"); objects.player_flames.set_parent("player"); objects.player_flames2.set_active(true); objects.player_flames.set_active(true); } function stopfire() { // FIXME: Don't just deactivate the GameObject, but let the particle // system run out (set_cycles(1.0)) also add a bunch of white smoke objects.player_flames2.set_active(false); objects.player_flames.set_active(false); } objects.Block0Sign.start_flash(0.7); objects.Block0Sign.move_to(100, 370, 100, 2); /* EOF */