cleaned up formatting:
- removed trailing whitespace - changed all leading whitespace to tabs - removed IDE created author comments
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@@ -8,64 +8,61 @@ import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Image;
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/**
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* Created by Evan on 20/04/2015.
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*/
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public class Surprise extends Image {
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private static final float TIME_TO_FADE = 0.8f;
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private static final float TIME_TO_FADE = 0.8f;
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private float time;
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private float time;
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public Surprise() {
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super(Effects.get(Effects.Type.EXCLAMATION));
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origin.set(width / 2, height / 2);
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}
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public Surprise() {
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super(Effects.get(Effects.Type.EXCLAMATION));
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origin.set(width / 2, height / 2);
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}
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public void reset(int p) {
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revive();
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public void reset(int p) {
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revive();
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x = (p % Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - width) / 2;
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y = (p / Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - height) / 2;
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x = (p % Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - width) / 2;
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y = (p / Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - height) / 2;
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time = TIME_TO_FADE;
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}
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time = TIME_TO_FADE;
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}
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@Override
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public void update() {
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super.update();
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@Override
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public void update() {
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super.update();
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if ((time -= Game.elapsed) <= 0) {
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kill();
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} else {
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float p = time / TIME_TO_FADE;
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alpha(p);
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scale.y = 1 + p/2;
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}
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}
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if ((time -= Game.elapsed) <= 0) {
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kill();
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} else {
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float p = time / TIME_TO_FADE;
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alpha(p);
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scale.y = 1 + p/2;
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}
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}
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public static void hit(Char ch) {
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hit(ch, 0);
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}
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public static void hit(Char ch) {
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hit(ch, 0);
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}
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public static void hit(Char ch, float angle) {
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if (ch.sprite.parent != null) {
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Surprise s = (Surprise) ch.sprite.parent.recycle(Surprise.class);
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ch.sprite.parent.bringToFront(s);
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s.reset(ch.pos);
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s.angle = angle;
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}
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}
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public static void hit(Char ch, float angle) {
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if (ch.sprite.parent != null) {
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Surprise s = (Surprise) ch.sprite.parent.recycle(Surprise.class);
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ch.sprite.parent.bringToFront(s);
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s.reset(ch.pos);
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s.angle = angle;
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}
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}
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public static void hit(int pos) {
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hit(pos, 0);
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}
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public static void hit(int pos) {
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hit(pos, 0);
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}
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public static void hit(int pos, float angle) {
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Group parent = Dungeon.hero.sprite.parent;
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Wound w = (Wound) parent.recycle(Wound.class);
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parent.bringToFront(w);
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w.reset(pos);
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w.angle = angle;
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}
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public static void hit(int pos, float angle) {
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Group parent = Dungeon.hero.sprite.parent;
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Wound w = (Wound) parent.recycle(Wound.class);
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parent.bringToFront(w);
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w.reset(pos);
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w.angle = angle;
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}
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}
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