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saucerMissiles:for (var saucerMissileCtr=saucerMissileLength;
saucerMissileCtr>=0;saucerMissileCtr--){
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
if (boundingBoxCollide(tempRock,tempSaucerMissile)){
//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);
}
saucerMissiles.splice(saucerCtr,1);
tempSaucerMissile = null;
rocks.splice(rockCtr,1);
tempRock = null;
break rocks;
break saucerMissiles;
}
}
//check player aginst rocks
if (boundingBoxCollide(tempRock,player)){
//ConsoleLog.log("hit player");
createExplode(tempRock.x+tempRock.halfWidth,tempRock.halfHeight,10);
addToScore(tempRock.scoreValue);
if (tempRock.scale<3) {
splitRock(tempRock.scale+1, tempRock.x, tempRock.y);
}
rocks.splice(rockCtr,1);
tempRock = null;
playerDie();
}
}
//now check player against saucers and then saucers against player missiles
//and finally player against saucer missiles
playerMissileLength = playerMissiles.length-1;
saucerLength = saucers.length-1;
saucers:for (var saucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){
tempSaucer = saucers[saucerCtr];
missiles:for (var playerMissileCtr=playerMissileLength;
playerMissileCtr>=0;playerMissileCtr--){
tempPlayerMissile = playerMissiles[playerMissileCtr];
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