---@class ProjectileDeathEffect:GameObject local ProjectileDeathEffect = GameObject:extend() function ProjectileDeathEffect:new(area, x, y, opts) ProjectileDeathEffect.super.new(self, area, x, y, opts) -- width self.w = opts.w or 12 self.first = true self.timer:after(0.1, function() self.first = false self.second = true self.timer:after(0.15, function() self.second = false self:kill() end) end) end ---Updates ProjectileDeathEffect ---@param dt number delta time function ProjectileDeathEffect:update(dt) ProjectileDeathEffect.super.update(self, dt) end ---Draws ProjectileDeathEffect function ProjectileDeathEffect:draw() ProjectileDeathEffect.super.draw(self) if self.first then love.graphics.setColor(COLORS.default) elseif self.second then love.graphics.setColor(COLORS.hp) end love.graphics.rectangle('fill', self.x - self.w/2, self.y - self.w/2, self.w, self.w) end return ProjectileDeathEffect