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<a name="Mazing-Explosion-Class"></a>
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<h4 class="subsubsection"> 4.2.4.8 Explosion Class </h4>

<p>This is a very simple class that keeps track of an explosion. Once the
explosion particle system has died out the instance of this class will be
removed as well.
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">class Explosion
{
private:
  csRef&lt;iMeshWrapper&gt; mesh;
  int timeleft;

public:
  Explosion (iMeshWrapper* mesh, int timeleft);

  bool Handle (csTicks elapsed_ticks);

  iMeshWrapper* GetMesh () const { return mesh; }
};
</pre></td></tr></table>
<p>The main function here is the <code>Handle()</code> function. This one takes
the elapsed ticks (i.e. milliseconds) since last frame which it will use
to decide when to delete the explosion mesh.
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">Explosion::Explosion (iMeshWrapper* mesh, int timeleft)
{
  Explosion::mesh = mesh;
  Explosion::timeleft = timeleft;
}

bool Explosion::Handle (csTicks elapsed_ticks)
{
  timeleft -= elapsed_ticks;
  if (timeleft &lt;= 0)
  {
    return false;
  }
  return true;
}
</pre></td></tr></table>
<p>The implementation is very simple. The <code>Explosion</code> class is instantiated
with a certain lifetime (see later). Every frame <code>Handle()</code> will be called
which will subtract the elapsed ticks from the lifetime. When the lifetime
becomes smaller or equal then 0 then the explosion should be removed.
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