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fireSaucerMissile(tempSaucer)
tempSaucer.fireDelayCount= 0;
}
var remove = false;
tempSaucer.x += tempSaucer.dx;
tempSaucer.y += tempSaucer.dy;
//remove saucers on left and right edges
if (tempSaucer.dx > 0 && tempSaucer.x >xMax){
remove = true;
}else if (tempSaucer.dx <0 &&tempSaucer.x<xMin-tempSaucer.width){
remove = true;
}
//bounce saucers off over vertical edges
if (tempSaucer.y > yMax || tempSaucer.y<yMin-tempSaucer.width) {
tempSaucer.dy*=-1
}
if (remove==true) {
//remove the saucer
ConsoleLog.log("saucer removed")
saucers.splice(saucerCtr,1);
tempSaucer = null;
}
}
}
function updateSaucerMissiles() {
var tempSaucerMissile = {};
var saucerMissileLength = saucerMissiles.length-1;
for (var saucerMissileCtr=saucerMissileLength;
saucerMissileCtr>=0;saucerMissileCtr--){
//ConsoleLog.log("update player missile" + playerMissileCtr)
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
tempSaucerMissile.x += tempSaucerMissile.dx;
tempSaucerMissile.y += tempSaucerMissile.dy;
if (tempSaucerMissile.x > xMax) {
tempSaucerMissile.x=-tempSaucerMissile.width;
}else if (tempSaucerMissile.x<-tempSaucerMissile.width){
tempSaucerMissile.x = xMax;
}
if (tempSaucerMissile.y > yMax) {
tempSaucerMissile.y=-tempSaucerMissile.height;
}else if (tempSaucerMissile.y<-tempSaucerMissile.height){
tempSaucerMissile.y = yMax;
}
tempSaucerMissile.lifeCtr++;
if (tempSaucerMissile.lifeCtr > tempSaucerMissile.life){
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