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context.lineTo(1,-1);
context.lineTo(1,1);
context.lineTo(-1,1);
context.lineTo(-1,-1);
context.stroke();
context.closePath();
context.restore(); //pop old state on to screen
}
}
function renderParticles() {
var tempParticle = {};
var particleLength = particles.length-1;
for (var particleCtr=particleLength;particleCtr>=0;particleCtr--){
tempParticle = particles[particleCtr];
context.save(); //save current state in stack
context.setTransform(1,0,0,1,0,0); // reset to identity
//translate the canvas origin to the center of the player
context.translate(tempParticle.x,tempParticle.y);
context.strokeStyle = '#ffffff';
context.beginPath();
//draw everything offset by 1/2. Zero Relative 1/2 is 15
context.moveTo(0,0);
context.lineTo(1,1);
context.stroke();
context.closePath();
context.restore(); //pop old state on to screen
}
}
function checkCollisions() {
//loop through rocks then missiles. There will always be rocks and a ship,
//but there will not always be missiles.
var tempRock = {};
var rocksLength = rocks.length-1;
var tempPlayerMissile = {};
var playerMissileLength = playerMissiles.length-1;
var saucerLength = saucers.length-1;
var tempSaucer = {};
var saucerMissileLength = saucerMissiles.length-1;
rocks: for (var rockCtr=rocksLength;rockCtr>=0;rockCtr--){
tempRock = rocks[rockCtr];
missiles:for (var playerMissileCtr=playerMissileLength;
playerMissileCtr>=0;playerMissileCtr--){
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