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if (saucers.length< levelSaucerMax){
if (Math.floor(Math.random()*100)<=levelSaucerOccurrenceRate){
//ConsoleLog.log("create saucer")
var newSaucer = {};
newSaucer.width = 28;
newSaucer.height = 13;
newSaucer.halfHeight = 6.5;
newSaucer.halfWidth = 14;
newSaucer.scoreValue = saucerScore;
newSaucer.fireRate = levelSaucerFireRate;
newSaucer.fireDelay = levelSaucerFireDelay;
newSaucer.fireDelayCount = 0;
newSaucer.missileSpeed = levelSaucerMissileSpeed;
newSaucer.dy = (Math.random()*2);
if (Math.floor(Math.random)*2==1){
newSaucer.dy*=-1;
}
//choose betweeen left or right edge to start
if (Math.floor(Math.random()*2)==1){
//start on right and go left
newSaucer.x = 450;
newSaucer.dx=-1*levelSaucerSpeed;
}else{
//left to right
newSaucer.x=-50;
newSaucer.dx = levelSaucerSpeed;
}
newSaucer.missileSpeed = levelSaucerMissileSpeed;
newSaucer.fireDelay = levelSaucerFireDelay;
newSaucer.fireRate = levelSaucerFireRate;
newSaucer.y = Math.floor(Math.random()*400);
saucers.push(newSaucer);
}
}
var tempSaucer = {};
var saucerLength = saucers.length-1;
//ConsoleLog.log("update rocks length=" + rocksLength);
for (var saucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){
tempSaucer = saucers[saucerCtr];
//should saucer fire
tempSaucer.fireDelayCount++;
if (Math.floor(Math.random()*100) <=tempSaucer.fireRate
&& tempSaucer.fireDelayCount>tempSaucer.fireDelay ){
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