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tempPlayerMissile = playerMissiles[playerMissileCtr];
if (boundingBoxCollide(tempRock,tempPlayerMissile)){
//ConsoleLog.log("hit rock");
createExplode(tempRock.x+tempRock.halfWidth,
tempRock.y+tempRock.halfHeight,10);
if (tempRock.scale<3) {
splitRock(tempRock.scale+1, tempRock.x, tempRock.y);
}
addToScore(tempRock.scoreValue);
playerMissiles.splice(playerMissileCtr,1);
tempPlayerMissile = null;
rocks.splice(rockCtr,1);
tempRock = null;
break rocks;
break missiles;
}
}
saucers:for (var saucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){
tempSaucer = saucers[saucerCtr];
if (boundingBoxCollide(tempRock,tempSaucer)){
//ConsoleLog.log("hit rock");
createExplode(tempSaucer.x+tempSaucer.halfWidth,
tempSaucer.y+tempSaucer.halfHeight,10);
createExplode(tempRock.x+tempRock.halfWidth,
tempRock.y+tempRock.halfHeight,10);
if (tempRock.scale<3) {
splitRock(tempRock.scale+1, tempRock.x, tempRock.y);
}
saucers.splice(saucerCtr,1);
tempSaucer = null;
rocks.splice(rockCtr,1);
tempRock = null;
break rocks;
break saucers;
}
}
//saucer missiles against rocks
//this is done here so we don't have to loop
//through rocks again as it would probably
//be the biggest array
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