Close #33 : Destroy all unused sprites when we're done with them
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@@ -309,6 +309,8 @@ GameState.prototype.update = function()
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if ( x.collide_with_player == false )
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return;
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if ( x.canSeeSprite(player, false) == true ) {
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if ( isSet(x.lastSawPlayerAt) == true )
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x.lastSawPlayerAt.destroy();
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x.lastSawPlayerAt = new Phaser.Sprite(game, player.x, player.y, null);
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if ( player.lightmeter >= x.sprite_can_see_lightmeter ) {
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x.setAwarenessEffect(STATE_ALERTED);
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@@ -375,7 +377,7 @@ GameState.prototype.update = function()
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rs.angle = 0;
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tween = game.add.tween(rs);
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tween.to({angle: 360}, 1000, null);
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tween.onComplete.add(function(){this.angle=0;}, this);
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tween.onComplete.add(function(){this.angle=0;}, rs);
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tween.start();
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tween = game.add.tween(rs.scale);
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tween.to({x: 1, y: 1}, 1000, null);
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