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if (player.missileFrameCount>player.missileFrameDelay){
firePlayerMissile();
player.missileFrameCount = 0;
}
}
}
function update() {
updatePlayer();
updatePlayerMissiles();
updateRocks();
updateSaucers();
updateSaucerMissiles();
updateParticles();
}
function render() {
fillBackground();
renderScoreBoard();
renderPlayerShip(player.x,player.y,player.rotation,1);
renderPlayerMissiles();
renderRocks();
renderSaucers();
renderSaucerMissiles();
renderParticles();
}
function updatePlayer() {
player.missileFrameCount++;
player.x += player.movingX;
player.y += player.movingY;
if (player.x > xMax) {
player.x =- player.width;
}else if (player.x<-player.width){
player.x = xMax;
}
if (player.y > yMax) {
player.y =- player.height;
}else if (player.y<-player.height){
player.y = yMax;
}
}
function updatePlayerMissiles() {
var tempPlayerMissile= {};
var playerMissileLength = playerMissiles.length-1;
//ConsoleLog.log("update playerMissileLength=" + playerMissileLength);
for (var playerMissileCtr=playerMissileLength;
playerMissileCtr>=0;playerMissileCtr--){
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