/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.watabou.pixeldungeon.effects.particles; import com.watabou.noosa.particles.Emitter; import com.watabou.noosa.particles.PixelParticle; import com.watabou.noosa.particles.Emitter.Factory; public class BloodParticle extends PixelParticle.Shrinking { public static final Emitter.Factory FACTORY = new Factory() { @Override public void emit( Emitter emitter, int index, float x, float y ) { ((BloodParticle)emitter.recycle( BloodParticle.class )).reset( x, y ); } }; public BloodParticle() { super(); color( 0xCC0000 ); lifespan = 0.8f; acc.set( 0, +40 ); } public void reset( float x, float y ) { revive(); this.x = x; this.y = y; left = lifespan; size = 4; speed.set( 0 ); } @Override public void update() { super.update(); float p = left / lifespan; am = p > 0.6f ? (1 - p) * 2.5f : 1; } }