@Override public synchronized void update() { for (int i=0; i < length; i++) { Gizmo g = members.get( i ); if (g != null && g.exists && g.active //functionality for the freezing of emitters(particle effects), effects are given a second //from load to get started so they aren't frozen before anything is generated. && !(freezeEmitters && Game.timeTotal > 1f && g instanceof Emitter)) { g.update(); } } }
@Override public synchronized void update() { for (int i=0; i < length; i++) { Gizmo g = members.get( i ); if (g != null && g.exists && g.active //functionality for the freezing of emitters(particle effects), effects are given a second //from load to get started so they aren't frozen before anything is generated. && !(freezeEmitters && Game.timeTotal > 1f && g instanceof Emitter)) { g.update(); } } }
@Override public void update() { for (int i=0; i < length; i++) { Gizmo g = members.get( i ); if (g != null && g.exists && g.active) { g.update(); } } }
@Override public void update() { super.update(); target.brightness(0.4f); }
@Override public void update() { super.update(); target.brightness(0.4f); }
@Override public void update() { super.update(); if ((phase += Game.elapsed * 2) < 1) { target.tint( 0.83f, 1.17f, 1.33f, phase * 0.6f ); } else { target.tint( 0.83f, 1.17f, 1.33f, 0.6f ); } }
@Override public void update() { super.update(); if ( ( phase += Game.elapsed ) < 1.0f ) { target.tint( 1.0f, 0.0f, 0.0f, phase * 0.2f ); } else { target.tint( 1.0f, 0.0f, 0.0f, ( 2.0f - phase ) * 0.2f ); } if( phase > 2.0f ) phase -= 2.0f; }
@Override public void update() { super.update(); if ((phase += Game.elapsed * 2) < 1) { target.tint( 0.83f, 1.17f, 1.33f, phase * 0.6f ); } else { target.tint( 0.83f, 1.17f, 1.33f, 0.6f ); } }
@Override public void update() { super.update(); if ( ( phase += Game.elapsed ) < 1.0f ) { target.tint( 1.0f, 0.0f, 0.0f, phase * 0.2f ); } else { target.tint( 1.0f, 0.0f, 0.0f, ( 2.0f - phase ) * 0.2f ); } if( phase > 2.0f ) phase -= 2.0f; }
@Override public void update() { super.update(); if ((phase += Game.elapsed * 2) < 1) { target.tint( 0.83f, 1.17f, 1.33f, phase * 0.6f ); } else { target.tint( 0.83f, 1.17f, 1.33f, 0.6f ); } }
@Override public void update() { super.update(); if (target != null) { focusOn( target.x + target.width / 2, target.y + target.height / 2 ); } if ((shakeTime -= Game.elapsed) > 0) { float damping = shakeTime / shakeDuration; shakeX = Random.Float( -shakeMagX, +shakeMagX ) * damping; shakeY = Random.Float( -shakeMagY, +shakeMagY ) * damping; } else { shakeX = 0; shakeY = 0; } updateMatrix(); }
@Override public void update() { super.update(); if (target != null) { focusOn( target ); } if ((shakeTime -= Game.elapsed) > 0) { float damping = shakeTime / shakeDuration; shakeX = Random.Float( -shakeMagX, +shakeMagX ) * damping; shakeY = Random.Float( -shakeMagY, +shakeMagY ) * damping; } else { shakeX = 0; shakeY = 0; } updateMatrix(); }
@Override public void update() { super.update(); if (target != null) { focusOn( target.x + target.width / 2, target.y + target.height / 2 ); } if ((shakeTime -= Game.elapsed) > 0) { float damping = shakeTime / shakeDuration; shakeX = Random.Float( -shakeMagX, +shakeMagX ) * damping; shakeY = Random.Float( -shakeMagY, +shakeMagY ) * damping; } else { shakeX = 0; shakeY = 0; } updateMatrix(); }