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https://github.com/photonstorm/phaser
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Add default values and allow passing from the methods
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cbf42feee1
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5 changed files with 68 additions and 41 deletions
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@ -210,81 +210,79 @@ var FX = new Class({
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this.enable();
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}
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var instance = new fx(this.gameObject);
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this.list.push(fx);
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this.list.push(instance);
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return instance;
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return fx;
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},
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addGlow: function ()
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addGlow: function (distance, outerStrength, innerStrength, knockout, color)
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{
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return this.add(Effects.Glow);
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return this.add(new Effects.Glow(this.gameObject, distance, outerStrength, innerStrength, knockout, color));
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},
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addShadow: function ()
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addShadow: function (x, y, decay, power, color, samples, intensity)
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{
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return this.add(Effects.Shadow);
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return this.add(new Effects.Shadow(this.gameObject, x, y, decay, power, color, samples, intensity));
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},
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addPixelate: function ()
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addPixelate: function (amount)
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{
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return this.add(Effects.Pixelate);
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return this.add(new Effects.Pixelate(this.gameObject, amount));
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},
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addVignette: function ()
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addVignette: function (x, y, radius, strength)
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{
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return this.add(Effects.Vignette);
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return this.add(new Effects.Vignette(this.gameObject, x, y, radius, strength));
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},
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addShine: function ()
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{
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return this.add(Effects.Shine);
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return this.add(new Effects.Shine(this.gameObject));
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},
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addBlur: function ()
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{
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return this.add(Effects.Blur);
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return this.add(new Effects.Blur(this.gameObject));
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},
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addGradient: function ()
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{
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return this.add(Effects.Gradient);
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return this.add(new Effects.Gradient(this.gameObject));
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},
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addBloom: function ()
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{
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return this.add(Effects.Bloom);
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return this.add(new Effects.Bloom(this.gameObject));
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},
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addColorMatrix: function ()
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{
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return this.add(Effects.ColorMatrix);
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return this.add(new Effects.ColorMatrix(this.gameObject));
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},
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addCircle: function ()
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{
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return this.add(Effects.Circle);
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return this.add(new Effects.Circle(this.gameObject));
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},
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addBarrel: function ()
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{
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return this.add(Effects.Barrel);
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return this.add(new Effects.Barrel(this.gameObject));
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},
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addDisplacement: function ()
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{
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return this.add(Effects.Displacement);
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return this.add(new Effects.Displacement(this.gameObject));
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},
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addWipe: function ()
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{
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return this.add(Effects.Wipe);
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return this.add(new Effects.Wipe(this.gameObject));
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},
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addBokeh: function ()
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{
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return this.add(Effects.Bokeh);
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return this.add(new Effects.Bokeh(this.gameObject));
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}
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});
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@ -25,8 +25,13 @@ var Glow = new Class({
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initialize:
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function Glow (gameObject)
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function Glow (gameObject, distance, outerStrength, innerStrength, knockout, color)
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{
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if (distance === undefined) { distance = 16; }
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if (outerStrength === undefined) { outerStrength = 4; }
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if (innerStrength === undefined) { innerStrength = 0; }
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if (knockout === undefined) { knockout = false; }
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BaseFX.call(this, FX_CONST.GLOW, gameObject);
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/**
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@ -41,7 +46,7 @@ var Glow = new Class({
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* @type {number}
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* @since 3.60.0
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*/
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this.distance = 16;
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this.distance = distance;
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/**
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* The strength of the glow outward from the edge of the Sprite.
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@ -50,7 +55,7 @@ var Glow = new Class({
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* @type {number}
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* @since 3.60.0
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*/
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this.outerStrength = 4;
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this.outerStrength = outerStrength;
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/**
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* The strength of the glow inward from the edge of the Sprite.
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@ -59,7 +64,7 @@ var Glow = new Class({
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* @type {number}
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* @since 3.60.0
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*/
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this.innerStrength = 0;
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this.innerStrength = innerStrength;
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/**
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* If `true` on the glow is drawn, not the texture itself.
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@ -68,7 +73,7 @@ var Glow = new Class({
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* @type {number}
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* @since 3.60.0
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*/
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this.knockout = false;
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this.knockout = knockout;
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/**
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* A 4 element array of gl color values.
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@ -78,6 +83,11 @@ var Glow = new Class({
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* @since 3.60.0
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*/
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this.glcolor = [ 1, 1, 1, 1 ];
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if (color !== undefined)
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{
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this.color = color;
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}
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},
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/**
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@ -25,11 +25,13 @@ var Pixelate = new Class({
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initialize:
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function Pixelate (gameObject)
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function Pixelate (gameObject, amount)
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{
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if (amount === undefined) { amount = 1; }
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BaseFX.call(this, FX_CONST.PIXELATE, gameObject);
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this.amount = 1;
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this.amount = amount;
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}
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});
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@ -25,17 +25,29 @@ var Shadow = new Class({
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initialize:
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function Shadow (gameObject)
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function Shadow (gameObject, x, y, decay, power, color, samples, intensity)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (decay === undefined) { decay = 0.1; }
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if (power === undefined) { power = 1; }
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if (samples === undefined) { samples = 6; }
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if (intensity === undefined) { intensity = 1; }
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BaseFX.call(this, FX_CONST.SHADOW, gameObject);
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this.x = 0;
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this.y = 0;
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this.decay = 0.1;
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this.power = 1.0;
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this.x = x;
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this.y = y;
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this.decay = decay;
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this.power = power;
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this.glcolor = [ 0, 0, 0, 1 ];
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this.samples = 6; // max 12, min 1
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this.intensity = 1;
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this.samples = samples; // max 12, min 1
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this.intensity = intensity;
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if (color !== undefined)
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{
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this.color = color;
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}
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},
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/**
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@ -25,14 +25,19 @@ var Vignette = new Class({
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initialize:
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function Vignette (gameObject)
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function Vignette (gameObject, x, y, radius, strength)
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{
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if (x === undefined) { x = 0.5; }
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if (y === undefined) { y = 0.5; }
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if (radius === undefined) { radius = 0.5; }
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if (strength === undefined) { strength = 0.5; }
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BaseFX.call(this, FX_CONST.VIGNETTE, gameObject);
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this.x = 0.5;
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this.y = 0.5;
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this.radius = 0.5;
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this.strength = 0.5;
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this.x = x;
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this.y = y;
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this.radius = radius;
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this.strength = strength;
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}
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});
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