BonusMeat.prototype = MeatBase.prototype; BonusMeat.constructor = BonusMeat; function BonusMeat(mainGame) { this.mainGame = mainGame; MeatBase.call(this); this.setBonusMeatTypeVariables(); this.setBonusMeatSprite(); } BonusMeat.prototype.setBonusMeatTypeVariables = function() { this.className = BonusMeat.CLASS_NAME; this.cookingSpeedArray = []; this.cookingSpeedArray[HeatPlate.BURN_LEVEL_WEAK] = BonusMeat.COOKING_SPEED_BURN_LEVEL_WEAK; this.cookingSpeedArray[HeatPlate.BURN_LEVEL_NORMAL] = BonusMeat.COOKING_SPEED_BURN_LEVEL_NORMAL; this.cookingSpeedArray[HeatPlate.BURN_LEVEL_STRONG] = BonusMeat.COOKING_SPEED_BURN_LEVEL_STRONG; this.scoreArray = []; this.scoreArray[MeatBase.DONENESS_RARE] = BonusMeat.SCORE_NAME_RARE; this.scoreArray[MeatBase.DONENESS_WELLDONE] = BonusMeat.SCORE_NAME_WELLDONE; this.scoreArray[MeatBase.DONENESS_BURN_BLACK] = BonusMeat.SCORE_NAME_BURN_BLACK; } BonusMeat.prototype.setBonusMeatSprite = function() { this.baseScale = 0.5; this.spriteNameRare = BonusMeat.SPRITE_NAME_RARE; this.spriteNameWelldone = BonusMeat.SPRITE_NAME_WELLDONE; this.spriteNameBurnBlack = BonusMeat.SPRITE_NAME_BURN_BLACK; this.loadTexture(this.spriteNameRare); } BonusMeat.CLASS_NAME = "BonusMeat"; BonusMeat.COOKING_SPEED_BURN_LEVEL_WEAK = 0.1; BonusMeat.COOKING_SPEED_BURN_LEVEL_NORMAL = 0.2; BonusMeat.COOKING_SPEED_BURN_LEVEL_STRONG = 0.3; BonusMeat.SCORE_NAME_RARE = 1; BonusMeat.SCORE_NAME_WELLDONE = 5; BonusMeat.SCORE_NAME_BURN_BLACK = 0; BonusMeat.SPRITE_NAME_RARE = "bonus_meat"; BonusMeat.SPRITE_NAME_WELLDONE = "bonus_meat_welldone"; BonusMeat.SPRITE_NAME_BURN_BLACK = "bonus_meat_burn";