v0.9.1b: adjusted sprites to no longer spam onComplete when paused
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@ -76,7 +76,7 @@ public class BlacksmithSprite extends MobSprite {
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super.onComplete( anim );
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//FIXME should figure out why onComplete is called constantly when an animation is paused
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if (visible && emitter != null && anim == idle && !paused) {
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if (visible && emitter != null && anim == idle) {
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emitter.burst( Speck.factory( Speck.FORGE ), 3 );
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float volume = 0.2f / (Dungeon.level.distance( ch.pos, Dungeon.hero.pos ));
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Sample.INSTANCE.play( Assets.Sounds.EVOKE, volume, volume, 0.8f );
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@ -482,13 +482,12 @@ public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip
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@Override
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public void update() {
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if (paused && curAnim == die){
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paused = false;
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}
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super.update();
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if (paused && listener != null) {
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listener.onComplete( curAnim );
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}
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if (flashTime > 0 && (flashTime -= Game.elapsed) <= 0) {
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resetColor();
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}
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@ -111,8 +111,6 @@ public class DM300Sprite extends MobSprite {
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Camera.main.shake( 3, 0.7f );
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}
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private boolean exploded = false;
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@Override
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public void onComplete( Animation anim ) {
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@ -126,8 +124,7 @@ public class DM300Sprite extends MobSprite {
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super.onComplete( anim );
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if (anim == die && !exploded) {
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exploded = true;
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if (anim == die) {
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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emitter().burst( BlastParticle.FACTORY, 100 );
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killAndErase();
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