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* Creates ripples in the water when a cannon ball hits water
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class WaterRipplesObject extends LiveObject
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var curRadius : Float;
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static var maxTime : Float = 0.5;
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public function new( gd : GameDriver, atMP : Point2, radius : Float )
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actMode = LiveObject.actInvisible;
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blendMode = flash.display.BlendMode.LIGHTEN;
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override function draw()
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function drawtime( time : Float)
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graphics.lineStyle( GConst.gridSizeX/5, 0x0080ff, (1-time/maxTime) );
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graphics.drawEllipse( -GConst.gridSizeX * curRadius, -GConst.gridSizeY * curRadius,
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GConst.gridSizeX * curRadius * 2, GConst.gridSizeY * curRadius * 2);
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graphics.lineStyle( GConst.gridSizeX/5, 0x0080ff, (1-time/maxTime) * 0.5 );
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graphics.drawEllipse( -GConst.gridSizeX * curRadius * 0.5, -GConst.gridSizeY * curRadius * 0.5,
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GConst.gridSizeX * curRadius * 2 * 0.5, GConst.gridSizeY * curRadius * 2 * 0.5);
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override public function step( elapsed : Float ) : StepResult
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return StepResult.Remove;
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curRadius += elapsed * GConst.gridSizeX / 5;
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return StepResult.Changed;