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.cookingTimeForGradeArray[MeatBase.DONENESS_WELLDONE] = BonusMeat.COOKING_TIME_WELLDONE; this.cookingTimeForGradeArray[MeatBase.DONENESS_BURN_BLACK] = BonusMeat.COOKING_TIME_BURN_BLACK; 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_TIME_WELLDONE = 600; BonusMeat.COOKING_TIME_BURN_BLACK = 800; BonusMeat.SCORE_NAME_RARE = 2; // cooking time * 2 BonusMeat.SCORE_NAME_WELLDONE = 4; // cooking time * 4 BonusMeat.SCORE_NAME_BURN_BLACK = 10; // 10 BonusMeat.SPRITE_NAME_RARE = "bonus_meat"; BonusMeat.SPRITE_NAME_WELLDONE = "bonus_meat_welldone"; BonusMeat.SPRITE_NAME_BURN_BLACK = "bonus_meat_burn";