/*
 * 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;
	}
}