@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); } } }
@Override public void update() { if (on) { interval = Game.elapsed > base_interval ? Game.elapsed : base_interval; } super.update(); }
@Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); } } }
@Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); } } }
@Override public void update() { super.update(); if (on) { float d = Game.elapsed; x += sx * d; y += sy * d; if ((time -= d) <= 0) { on = false; if( callback != null ) { callback.call(); } } } }
@Override public void update() { super.update(); if (on) { float d = Game.elapsed; x += sx * d; y += sy * d; if ((time -= d) <= 0) { on = false; if (callback != null ) callback.call(); } } }
@Override public void update() { super.update(); if (on) { float d = Game.elapsed; x += sx * d; y += sy * d; if ((time -= d) <= 0) { on = false; if (callback != null ) callback.call(); } } }
@Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); if ((rippleDelay -= Game.elapsed) <= 0) { GameScene.ripple( pos + WIDTH ).y -= DungeonTilemap.SIZE / 2; rippleDelay = Random.Float( 0.2f, 0.3f ); } } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((rippleDelay -= Game.elapsed) <= 0) { Ripple ripple = GameScene.ripple( pos + Dungeon.level.width() ); if (ripple != null) { ripple.y -= DungeonTilemap.SIZE / 2; rippleDelay = Random.Float(0.4f, 0.6f); } } } } }
@Override public void update() { if (visible = (pos < Dungeon.level.heroFOV.length && Dungeon.level.heroFOV[pos])) { super.update(); if ((rippleDelay -= Game.elapsed) <= 0) { Ripple ripple = GameScene.ripple( pos + Dungeon.level.width() ); if (ripple != null) { ripple.y -= DungeonTilemap.SIZE / 2; rippleDelay = Random.Float(0.4f, 0.6f); } } } } }