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Add flame_lint to examples (#1090)
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@ -212,12 +212,14 @@ class CollidableSnowman extends MyCollidable {
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addHitbox(top);
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addHitbox(middle);
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addHitbox(bottom);
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add(randomCollidable(
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Vector2(size.x / 2, size.y * 0.75),
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size / 4,
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Vector2.zero(),
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screenCollidable,
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));
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add(
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randomCollidable(
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Vector2(size.x / 2, size.y * 0.75),
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size / 4,
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Vector2.zero(),
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screenCollidable,
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),
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);
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}
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}
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@ -5,6 +5,7 @@ import 'package:flame/game.dart';
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import 'package:flame/src/effects2/move_effect.dart'; // ignore: implementation_imports
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import 'package:flame/src/effects2/standard_effect_controller.dart'; // ignore: implementation_imports
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import 'package:flutter/material.dart';
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import '../../commons/square_component.dart';
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class MoveEffectExample extends FlameGame {
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@ -36,37 +37,43 @@ class MoveEffectExample extends FlameGame {
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add(
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SquareComponent(position: Vector2(20, 50), size: 20, paint: paint1)
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..add(MoveEffect.to(
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Vector2(380, 50),
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StandardEffectController(
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duration: 3,
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reverseDuration: 3,
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infinite: true,
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curve: Curves.easeOut,
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..add(
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MoveEffect.to(
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Vector2(380, 50),
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StandardEffectController(
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duration: 3,
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reverseDuration: 3,
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infinite: true,
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curve: Curves.easeOut,
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),
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),
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)),
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),
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);
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add(
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SquareComponent(position: Vector2(20, 150), size: 20, paint: paint2)
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..add(MoveEffect.to(
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Vector2(380, 150),
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StandardEffectController(
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duration: 3,
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reverseDuration: 3,
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infinite: true,
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..add(
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MoveEffect.to(
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Vector2(380, 150),
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StandardEffectController(
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duration: 3,
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reverseDuration: 3,
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infinite: true,
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),
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),
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))
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..add(MoveEffect.by(
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Vector2(0, -50),
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StandardEffectController(
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duration: 0.25,
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reverseDuration: 0.25,
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startDelay: 1,
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atMinDuration: 2,
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curve: Curves.ease,
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infinite: true,
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)
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..add(
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MoveEffect.by(
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Vector2(0, -50),
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StandardEffectController(
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duration: 0.25,
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reverseDuration: 0.25,
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startDelay: 1,
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atMinDuration: 2,
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curve: Curves.ease,
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infinite: true,
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),
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),
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)),
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),
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);
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final path1 = Path()..moveTo(200, 250);
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@ -80,12 +87,13 @@ class MoveEffectExample extends FlameGame {
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CircleComponent(5)
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..add(
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MoveEffect.along(
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path1,
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StandardEffectController(
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duration: 10,
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startDelay: i * 0.2,
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infinite: true,
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)),
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path1,
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StandardEffectController(
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duration: 10,
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startDelay: i * 0.2,
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infinite: true,
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),
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),
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),
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);
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}
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@ -95,14 +103,16 @@ class MoveEffectExample extends FlameGame {
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add(
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SquareComponent(size: 10)
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..paint = (Paint()..color = const Color(0xFF00FFF7))
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..add(MoveEffect.along(
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path2,
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StandardEffectController(
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duration: 6,
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startDelay: i * 0.3,
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infinite: true,
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..add(
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MoveEffect.along(
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path2,
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StandardEffectController(
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duration: 6,
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startDelay: i * 0.3,
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infinite: true,
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),
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),
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)),
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),
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);
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}
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}
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@ -35,26 +35,35 @@ class RotateEffectExample extends FlameGame {
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),
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);
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compass.arrow
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..add(RotateEffect.to(
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..add(
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RotateEffect.to(
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Transform2D.tau,
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StandardEffectController(
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duration: 20,
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infinite: true,
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)))
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..add(RotateEffect.by(
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),
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),
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)
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..add(
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RotateEffect.by(
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Transform2D.tau * 0.015,
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StandardEffectController(
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duration: 0.1,
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reverseDuration: 0.1,
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infinite: true,
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)))
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..add(RotateEffect.by(
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),
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),
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)
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..add(
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RotateEffect.by(
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Transform2D.tau * 0.021,
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StandardEffectController(
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duration: 0.13,
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reverseDuration: 0.13,
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infinite: true,
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)));
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),
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),
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);
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}
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}
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@ -428,21 +428,23 @@ class ParticlesGame extends FlameGame with FPSCounter {
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return AcceleratedParticle(
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speed: initialSpeed,
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acceleration: deceleration + gravity,
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child: ComputedParticle(renderer: (canvas, particle) {
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final paint = randomElement(paints);
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// Override the color to dynamically update opacity
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paint.color = paint.color.withOpacity(1 - particle.progress);
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child: ComputedParticle(
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renderer: (canvas, particle) {
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final paint = randomElement(paints);
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// Override the color to dynamically update opacity
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paint.color = paint.color.withOpacity(1 - particle.progress);
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canvas.drawCircle(
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Offset.zero,
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// Closer to the end of lifespan particles
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// will turn into larger glaring circles
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rnd.nextDouble() * particle.progress > .6
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? rnd.nextDouble() * (50 * particle.progress)
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: 2 + (3 * particle.progress),
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paint,
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);
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}),
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canvas.drawCircle(
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Offset.zero,
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// Closer to the end of lifespan particles
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// will turn into larger glaring circles
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rnd.nextDouble() * particle.progress > .6
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? rnd.nextDouble() * (50 * particle.progress)
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: 2 + (3 * particle.progress),
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paint,
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);
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},
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),
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);
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},
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);
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