Add custom behavior Lua examples
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@ -155,7 +155,9 @@ manual_documentation = """
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## [define_custom_obj_fields](#define_custom_obj_fields)
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Defines a custom set of overlapping object fields. The `fieldTable` table's keys must start with the letter `o` and the values must be either `u32`, `s32`, or `f32`.
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Defines a custom set of overlapping object fields.
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The `fieldTable` table's keys must start with the letter `o` and the values must be either `u32`, `s32`, or `f32`.
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### Lua Example
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`define_custom_obj_fields({ oCustomField1 = 'u32', oCustomField2 = 's32', oCustomField3 = 'f32' })`
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@ -0,0 +1,103 @@
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-- name: Ball
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-- description: Press DPAD down to spawn a ball
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function bhv_ball_init(obj)
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj.oGraphYOffset = 35
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cur_obj_scale(1.0)
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-- physics
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obj.oWallHitboxRadius = 40.00
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obj.oGravity = 2.50
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obj.oBounciness = -0.75
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obj.oDragStrength = 0.00
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obj.oFriction = 0.99
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obj.oBuoyancy = -2.00
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-- hitbox
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obj.hitboxRadius = 100
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obj.hitboxHeight = 100
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network_init_object(obj, true, nil)
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end
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function bhv_ball_loop(obj)
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local m = nearest_mario_state_to_object(obj)
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local player = m.marioObj
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local distanceToPlayer = dist_between_objects(obj, player)
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local angleToPlayer = obj_angle_to_object(obj, player)
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local localPlayerTouch = false
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-- figure out player-to-ball radius
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local radius = 100
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if (m.action & ACT_FLAG_ATTACKING) ~= 0 then
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radius = 150
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end
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-- check if player should affect ball
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if distanceToPlayer < radius then
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local xdiff = player.oPosX - obj.oPosX
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local zdiff = player.oPosZ - obj.oPosZ
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obj.oPosX = obj.oPosX - (radius - distanceToPlayer) / radius * xdiff;
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obj.oPosZ = obj.oPosZ - (radius - distanceToPlayer) / radius * zdiff;
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obj.oMoveAngleYaw = angleToPlayer + 0x8000
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obj.oForwardVel = obj.oForwardVel + 10
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if (m.action & ACT_FLAG_ATTACKING) ~= 0 then
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obj.oVelY = obj.oVelY + 20.0
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end
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if m.playerIndex == 0 then
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localPlayerTouch = true
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end
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end
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-- do physics
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local stepRc = object_step_without_floor_orient()
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-- play sounds
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if stepRc == 1 then
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cur_obj_play_sound_2(SOUND_GENERAL_BOX_LANDING_2)
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elseif (stepRc & 1) ~= 0 then
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if obj.oForwardVel > 20.0 then
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cur_obj_play_sound_2(SOUND_ENV_SLIDING)
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end
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end
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-- check for floor death
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local floor = cur_obj_update_floor_height_and_get_floor()
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if floor ~= nil then
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obj_check_floor_death(stepRc, floor)
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end
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-- update visual rotation
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obj.oFaceAngleYaw = obj.oMoveAngleYaw
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obj.oFaceAnglePitch = obj.oFaceAnglePitch + obj.oForwardVel * 100
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-- if we touched it, send an immediate update instead of waiting
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if localPlayerTouch then
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network_send_object(obj, false)
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end
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end
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id_bhvBall = hook_behavior(0, OBJ_LIST_DEFAULT, bhv_ball_init, bhv_ball_loop)
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function mario_update_local(m)
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if (m.controller.buttonPressed & D_JPAD) ~= 0 then
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-- spawn ball
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spawn_sync_object(
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id_bhvBall,
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E_MODEL_SPINY_BALL,
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m.pos.x + 150, m.pos.y, m.pos.z,
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nil)
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end
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end
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function mario_update(m)
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if m.playerIndex == 0 then
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mario_update_local(m)
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end
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end
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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@ -0,0 +1,95 @@
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-- name: Custom Goomba
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-- description: A terrible goomba replacement to be used as an example.
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-- define goomba's custom fields
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define_custom_obj_fields({
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oCustomGoombaScale = 'f32',
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oCustomGoombaTargetYaw = 'f32',
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oCustomGoombaRelativeSpeed = 'f32',
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})
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function bhv_custom_goomba_init(obj)
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-- set flags
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obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
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-- drop to floor
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local x = obj.oPosX
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local y = obj.oPosY
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local z = obj.oPosZ
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local floor = find_floor_height(x, y + 200.0, z)
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obj.oPosY = floor
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obj.oMoveFlags = obj.oMoveFlags | OBJ_MOVE_ON_GROUND
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-- animations
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obj.oAnimations = gObjectAnimations.goomba_seg8_anims_0801DA4C
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-- home
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obj.oHomeX = obj.oPosX
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obj.oHomeY = obj.oPosY
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obj.oHomeZ = obj.oPosZ
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-- physics
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obj.oWallHitboxRadius = 40.0
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obj.oGravity = -4.0
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obj.oBounciness = -0.5
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obj.oDragStrength = 10.0
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obj.oFriction = 10.0
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obj.oBuoyancy = 0.0
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-- normal init
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obj.oCustomGoombaScale = 1.5
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obj.oDeathSound = SOUND_OBJ_ENEMY_DEATH_HIGH
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-- hitbox
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obj.oInteractType = INTERACT_BOUNCE_TOP
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obj.oHealth = 0
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obj.oNumLootCoins = 1
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obj.oIntangibleTimer = 0
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obj.hitboxRadius = obj.header.gfx.scale.x * 72
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obj.hitboxHeight = obj.header.gfx.scale.y * 50
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obj.hurtboxRadius = obj.header.gfx.scale.x * 42
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obj.hurtboxHeight = obj.header.gfx.scale.y * 40
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obj.hitboxDownOffset = obj.header.gfx.scale.y * 0
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-- other flags
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obj.oDrawingDistance = 4000
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obj.oDamageOrCoinValue = 1
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obj.oGravity = -8.0 / 3.0 * obj.oCustomGoombaScale
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-- start synchronizing object
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network_init_object(obj, true, {
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'oCustomGoombaScale',
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'oCustomGoombaTargetYaw',
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'oCustomGoombaRelativeSpeed',
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})
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end
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function bhv_custom_goomba_loop(obj)
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-- find player
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local player = nearest_player_to_object(obj)
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local distanceToPlayer = dist_between_objects(obj, player)
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local angleToPlayer = obj_angle_to_object(obj, player)
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-- animate
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cur_obj_init_animation_with_accel_and_sound(0, 5.0)
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-- update floor/walls and rotation
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cur_obj_update_floor_and_walls()
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obj.oCustomGoombaTargetYaw = angleToPlayer
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cur_obj_rotate_yaw_toward(obj.oCustomGoombaTargetYaw, 0x200)
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-- set velocity
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obj.oCustomGoombaRelativeSpeed = 80.0
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obj_forward_vel_approach(obj.oCustomGoombaRelativeSpeed * obj.oCustomGoombaScale, 0.4)
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-- perform physics
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cur_obj_move_standard(-78)
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-- if goomba interacts, kill it
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if (obj.oInteractStatus & INT_STATUS_INTERACTED) ~= 0 then
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obj_mark_for_deletion(obj)
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end
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end
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-- hook the behavior
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id_bhvCustomGoomba = hook_behavior(id_bhvGoomba, OBJ_LIST_PUSHABLE, bhv_custom_goomba_init, bhv_custom_goomba_loop)
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@ -34,3 +34,5 @@ Lua scripts you make can be placed either the `mods` folder in the base director
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- [Hide and Seek](../../mods/hide-and-seek.lua)
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- [HUD Rendering](examples/hud.lua)
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- [Object Spawning](examples/spawn-stuff.lua)
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- [Custom Ball Behavior](examples/behavior-ball.lua)
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- [Replace Goomba Behavior](examples/behavior-goomba.lua)
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