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https://github.com/photonstorm/phaser
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Removed unused code and tidied formatting
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1 changed files with 102 additions and 148 deletions
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@ -550,7 +550,108 @@ var Particle = new Class({
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},
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/**
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* An internal method that calculates the velocity of the Particle.
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* The main update method for this Particle.
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*
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* Updates its life values, computes the velocity and repositions the Particle.
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*
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* @method Phaser.GameObjects.Particles.Particle#update
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* @since 3.0.0
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*
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* @param {number} delta - The delta time in ms.
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* @param {number} step - The delta value divided by 1000.
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* @param {Phaser.GameObjects.Particles.ParticleProcessor[]} processors - An array of all active Particle Processors.
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*
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* @return {boolean} Returns `true` if this Particle has now expired and should be removed, otherwise `false` if still active.
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*/
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update: function (delta, step, processors)
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{
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if (this.lifeCurrent <= 0)
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{
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// Particle is dead via `Particle.kill` method, or being held
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if (this.holdCurrent > 0)
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{
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this.holdCurrent -= delta;
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return (this.holdCurrent <= 0);
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}
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else
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{
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return true;
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}
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}
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if (this.delayCurrent > 0)
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{
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this.delayCurrent -= delta;
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return false;
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}
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this.anims.update(0, delta);
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var emitter = this.emitter;
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var ops = emitter.ops;
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// How far along in life is this particle? (t = 0 to 1)
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var t = 1 - (this.lifeCurrent / this.life);
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this.lifeT = t;
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this.x = ops.x.onUpdate(this, 'x', t, this.x);
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this.y = ops.y.onUpdate(this, 'y', t, this.y);
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if (emitter.moveTo)
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{
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var mx = ops.moveToX.onUpdate(this, 'moveToX', t, emitter.moveToX);
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var my = ops.moveToY.onUpdate(this, 'moveToY', t, emitter.moveToY);
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var lifeS = this.lifeCurrent / 1000;
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this.velocityX = (mx - this.x) / lifeS;
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this.velocityY = (my - this.y) / lifeS;
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}
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this.computeVelocity(emitter, delta, step, processors, t);
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this.scaleX = ops.scaleX.onUpdate(this, 'scaleX', t, this.scaleX);
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this.scaleY = this.scaleX;
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if (ops.scaleY.active)
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{
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this.scaleY = ops.scaleY.onUpdate(this, 'scaleY', t, this.scaleY);
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}
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this.angle = ops.rotate.onUpdate(this, 'rotate', t, this.angle);
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this.rotation = DegToRad(this.angle);
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if (emitter.getDeathZone(this))
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{
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this.lifeCurrent = 0;
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// No need to go any further, particle has been killed
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return true;
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}
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this.alpha = ops.alpha.onUpdate(this, 'alpha', t, this.alpha);
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if (ops.color.active)
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{
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this.tint = ops.color.onUpdate(this, 'color', t, this.tint);
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}
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else
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{
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this.tint = ops.tint.onUpdate(this, 'tint', t, this.tint);
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}
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this.lifeCurrent -= delta;
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return (this.lifeCurrent <= 0 && this.holdCurrent <= 0);
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},
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/**
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* An internal method that calculates the velocity of the Particle and
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* its world position. It also runs it against any active Processors
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* that are set on the Emitter.
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*
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* @method Phaser.GameObjects.Particles.Particle#computeVelocity
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* @since 3.0.0
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@ -628,153 +729,6 @@ var Particle = new Class({
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}
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},
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/**
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* Checks if this Particle is still within the bounds defined by the given Emitter.
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*
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* If not, and depending on the Emitter collision flags, the Particle may either stop or rebound.
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*
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* @method Phaser.GameObjects.Particles.Particle#checkBounds
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter to check the bounds against.
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checkBounds: function (emitter)
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{
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var bounds = emitter.bounds;
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var bounce = -this.bounce;
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if (this.x < bounds.x && emitter.collideLeft)
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{
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this.x = bounds.x;
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this.velocityX *= bounce;
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}
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else if (this.x > bounds.right && emitter.collideRight)
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{
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this.x = bounds.right;
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this.velocityX *= bounce;
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}
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if (this.y < bounds.y && emitter.collideTop)
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{
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this.y = bounds.y;
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this.velocityY *= bounce;
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}
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else if (this.y > bounds.bottom && emitter.collideBottom)
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{
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this.y = bounds.bottom;
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this.velocityY *= bounce;
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}
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},
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*/
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/**
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* The main update method for this Particle.
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*
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* Updates its life values, computes the velocity and repositions the Particle.
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*
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* @method Phaser.GameObjects.Particles.Particle#update
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* @since 3.0.0
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*
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* @param {number} delta - The delta time in ms.
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* @param {number} step - The delta value divided by 1000.
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* @param {Phaser.GameObjects.Particles.ParticleProcessor[]} processors - An array of all active Particle Processors.
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*
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* @return {boolean} Returns `true` if this Particle has now expired and should be removed, otherwise `false` if still active.
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*/
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update: function (delta, step, processors)
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{
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if (this.lifeCurrent <= 0)
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{
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// Particle is dead via `Particle.kill` method, or being held
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if (this.holdCurrent > 0)
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{
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this.holdCurrent -= delta;
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return (this.holdCurrent <= 0);
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}
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else
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{
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return true;
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}
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}
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if (this.delayCurrent > 0)
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{
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this.delayCurrent -= delta;
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return false;
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}
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this.anims.update(0, delta);
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var emitter = this.emitter;
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var ops = emitter.ops;
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// How far along in life is this particle? (t = 0 to 1)
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var t = 1 - (this.lifeCurrent / this.life);
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this.lifeT = t;
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this.x = ops.x.onUpdate(this, 'x', t, this.x);
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this.y = ops.y.onUpdate(this, 'y', t, this.y);
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if (emitter.moveTo)
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{
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var mx = ops.moveToX.onUpdate(this, 'moveToX', t, emitter.moveToX);
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var my = ops.moveToY.onUpdate(this, 'moveToY', t, emitter.moveToY);
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var lifeS = this.lifeCurrent / 1000;
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this.velocityX = (mx - this.x) / lifeS;
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this.velocityY = (my - this.y) / lifeS;
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}
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this.computeVelocity(emitter, delta, step, processors, t);
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// this.x += this.velocityX * step;
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// this.y += this.velocityY * step;
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// if (emitter.bounds)
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// {
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// this.bounce = ops.bounce.onUpdate(this, 'bounce', t, this.bounce);
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// this.checkBounds(emitter);
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// }
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this.scaleX = ops.scaleX.onUpdate(this, 'scaleX', t, this.scaleX);
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this.scaleY = this.scaleX;
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if (ops.scaleY.active)
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{
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this.scaleY = ops.scaleY.onUpdate(this, 'scaleY', t, this.scaleY);
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}
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this.angle = ops.rotate.onUpdate(this, 'rotate', t, this.angle);
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this.rotation = DegToRad(this.angle);
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if (emitter.getDeathZone(this))
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{
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this.lifeCurrent = 0;
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// No need to go any further, particle has been killed
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return true;
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}
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this.alpha = ops.alpha.onUpdate(this, 'alpha', t, this.alpha);
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if (ops.color.active)
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{
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this.tint = ops.color.onUpdate(this, 'color', t, this.tint);
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}
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else
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{
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this.tint = ops.tint.onUpdate(this, 'tint', t, this.tint);
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}
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this.lifeCurrent -= delta;
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return (this.lifeCurrent <= 0 && this.holdCurrent <= 0);
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},
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/**
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* This is a NOOP method and does nothing when called.
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*
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