setupNodeAndMesh now already grabs. and why it grabbed twice???
This class won't be used in the project anymore. but just for the sake.
added ability to deal with spritesheet. load one essential spritesheet in the constructor as static member. make setupNodeAndMesh grab right after setup body_
remove obsolete code
what the fuck is with those double grabs?
adjusting ViewSprite effects.
Was going to add colorful go_exploding effects. Will add later
go_exploding event now accepts one int
remove <utility> inclusion to prevent potential conflict between std::tr1 and boost's tr1
adjusted the density of the trail particle
remove <utility> here too
first SpriteSheet data
Gameplay change: now you can catch up with 'dying' cubes and prolong the 'dying' effects. Currently it reflected as if there is an additional chain, which is just a cheap solution for now. It will have to be a different event that add one more cube into the current chain, not one more chain.