// Use this for initialization
 void Start () {
     playerHeart = GameObject.FindObjectOfType<PlayerHeart>();
     boomBitch = GetComponent<PointEffector2D>();
     fireAbilityParticle = GetComponent<ParticleSystem>();
     emission = fireAbilityParticle.emission;
     emission.enabled = false;
     boomBitch.enabled = false;
     firePlayer = GameObject.FindObjectOfType<Player>();
     fireBall = GameObject.FindObjectOfType<FireBall>();
     theGrad = fireAbilityParticle.colorOverLifetime;
     grads = GetComponent<FlickerGradients>();
 }
    //hmm...what's this for?
    void Start() {
        //when you reload a scene if you don't reset the particles sometimes they 
        //are added or not reset correctly, so...bam, fixed
        ParticleSystem[] pses = GetComponentsInChildren<ParticleSystem>();
        foreach(ParticleSystem ps in pses) {
            ps.Clear();
        }
        
        heartSystemScript = FindObjectOfType<PlayerHeart>();
        FIREUIScript = FindObjectOfType<FIRE>();

        sweetHeart = GameObject.Find("SweetHeartLife");
        canLight = false;
        fireTail = GameObject.Find("FireTail").GetComponent<ParticleSystem>();
        makeMeBig = GameObject.Find("IWannaBeBig").GetComponent<ParticleSystem>();
        makeMeSmall = GameObject.Find("IWannaBeSmall").GetComponent<ParticleSystem>();
        makeMeSmallIfForced = GameObject.Find("SmallForced").GetComponent<ParticleSystem>();
        teleportBam = GameObject.Find("TeleportBam").GetComponent<ParticleSystem>();
        fireStandard = GameObject.Find("FireAbilityStandard");

        flicker = GameObject.Find("Flicker");
        flickerGradient = flicker.GetComponent<ParticleSystem>().colorOverLifetime;
        flickerScript = flicker.GetComponent<FlickerGradients>();

        flickerHeart = GameObject.Find("FlickerHeart");
        flickerHeartGradient = flickerHeart.GetComponent<ParticleSystem>().colorOverLifetime;
        flickerHeartScript = flickerHeart.GetComponent<FlickerGradients>();

        torchGradient = fireTail.colorOverLifetime;
        torchScript = fireTail.GetComponent<FlickerGradients>();

        explosionGradient = makeMeBig.colorOverLifetime;
        explosionScript = makeMeBig.GetComponent<FlickerGradients>();

        fireEmission = fireTail.emission;
        fireShape = fireTail.shape;
        distanceGreatEnough = true;
        sexyBody = GetComponent<Rigidbody2D>();
        unkillAbleDest = true;

        beatLevelTime = int.MaxValue;

        hasJoystick = Input.GetJoystickNames().Length > 0;
        Debug.Log(hasJoystick);

        SizeFix();   
    }