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function gameStateNewLevel(){
rocks = [];
saucers = [];
playerMissiles = [];
particles = [];
saucerMissiles = [];
level++;
levelRockMaxSpeedAdjust = level*.25;
if (levelRockMaxSpeedAdjust > 3){
levelRockMaxSpeed = 3;
}
levelSaucerMax = 1+Math.floor(level/10);
if (levelSaucerMax > 5){
levelSaucerMax = 5;
}
levelSaucerOccurrenceRate = 10+3*level;
if (levelSaucerOccurrenceRate > 35){
levelSaucerOccurrenceRate = 35;
}
levelSaucerSpeed = 1+.5*level;
if (levelSaucerSpeed>5){
levelSaucerSpeed = 5;
}
levelSaucerFireDelay = 120-10*level;
if (levelSaucerFireDelay<20) {
levelSaucerFireDelay = 20;
}
levelSaucerFireRate = 20 + 3*level;
if (levelSaucerFireRate<50) {
levelSaucerFireRate = 50;
}
levelSaucerMissileSpeed = 1+.2*level;
if (levelSaucerMissileSpeed > 4){
levelSaucerMissileSpeed = 4;
}
//create level rocks
for (var newRockctr=0;newRockctr<level+3;newRockctr++){
var newRock = {};
newRock.scale = 1;
//scale
//1 = large
//2 = medium
//3 = small
//these will be used as the divisor for the new size
//50/1 = 50
//50/2 = 25
//50/3 = 16
newRock.width = 64;
newRock.height = 64;
newRock.halfWidth = 32;
newRock.halfHeight = 32;
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