@Override public void update() { super.update(); }
@Override public void update() { super.update(); }
@Override public void update() { super.update(); }
@Override public void update() { super.update(); if (countLiving() == 0) { killAndErase(); } }
@Override public void update() { super.update(); if (countLiving() == 0) { killAndErase(); } }
@Override public void update() { super.update(); if (countLiving() == 0) { killAndErase(); } }
@Override public void update() { super.update(); if (countLiving() == 0) { killAndErase(); } }
@Override public void update() { super.update(); if (countLiving() == 0) { killAndErase(); } }
@Override public void update() { super.update(); if (countLiving() == 0) { killAndErase(); } }
@Override public void update() { if ((life -= Game.elapsed) < 0) { killAndErase(); if (callback != null) { callback.call(); } } else { float alpha = life / DURATION; for (Arc arc : arcs) { arc.alpha(alpha); } super.update(); } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( DELAY ); ((FlowParticle)recycle( FlowParticle.class )).reset( x + Random.Float( DungeonTilemap.SIZE ), y ); } } } }
@Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( DELAY ); ((FlowParticle)recycle( FlowParticle.class )).reset( x + Random.Float( DungeonTilemap.SIZE ), y ); } } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( DELAY ); ((FlowParticle)recycle( FlowParticle.class )).reset( x + Random.Float( DungeonTilemap.SIZE ), y ); } } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( 5 ); ((WindParticle)recycle( WindParticle.class )).reset( x + Random.Float( DungeonTilemap.SIZE ), y + Random.Float( DungeonTilemap.SIZE ) ); } } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( 5 ); ((WindParticle)recycle( WindParticle.class )).reset( x + Random.Float( DungeonTilemap.SIZE ), y + Random.Float( DungeonTilemap.SIZE ) ); } } } }
@Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( 5 ); ((WindParticle)recycle( WindParticle.class )).reset( x + Random.Float( DungeonTilemap.SIZE ), y + Random.Float( DungeonTilemap.SIZE ) ); } } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( 2 ); PointF p = DungeonTilemap.tileToWorld( pos ); ((FireParticle)recycle( FireParticle.class )).reset( p.x + Random.Float( DungeonTilemap.SIZE ), p.y + Random.Float( DungeonTilemap.SIZE ) ); } } }
@Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( 2 ); PointF p = DungeonTilemap.tileToWorld( pos ); ((FireParticle)recycle( FireParticle.class )).reset( p.x + Random.Float( DungeonTilemap.SIZE ), p.y + Random.Float( DungeonTilemap.SIZE ) ); } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( 2 ); PointF p = DungeonTilemap.tileToWorld( pos ); ((FireParticle)recycle( FireParticle.class )).reset( p.x + Random.Float( DungeonTilemap.SIZE ), p.y + Random.Float( DungeonTilemap.SIZE ) ); } } }
@Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float(); PointF p = DungeonTilemap.tileToWorld( pos ); ((Sparkle)recycle( Sparkle.class )).reset( p.x + Random.Float( DungeonTilemap.SIZE ), p.y + Random.Float( DungeonTilemap.SIZE ) ); } } } }