@Override
    public void update() {
      if (setVisible(Dungeon.visible[pos])) {

        super.update();

        if ((rippleDelay -= Game.elapsed) <= 0) {
          GameScene.ripple(pos + Dungeon.level.getWidth()).y -= DungeonTilemap.SIZE / 2;
          rippleDelay = Random.Float(0.2f, 0.3f);
        }
      }
    }