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newSaucer.missileSpeed = levelSaucerMissileSpeed;
newSaucer.fireDelay = levelSaucerFireDelay;
newSaucer.fireRate = levelSaucerFireRate;
newSaucer.y = Math.floor(Math.random()*400);
saucers.push(newSaucer);
}
}
var tempSaucer = {};
var saucerLength = saucers.length-1;
//ConsoleLog.log("update rocks length=" + rocksLength);
for (var saucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){
tempSaucer = saucers[saucerCtr];
//should saucer fire
tempSaucer.fireDelayCount++;
if (Math.floor(Math.random()*100) <=tempSaucer.fireRate &&
tempSaucer.fireDelayCount>tempSaucer.fireDelay ){
playSound(SOUND_SAUCER_SHOOT,.5);
fireSaucerMissile(tempSaucer)
tempSaucer.fireDelayCount=0;
}
var remove = false;
tempSaucer.x += tempSaucer.dx*frameRateCounter.step;
tempSaucer.y += tempSaucer.dy*frameRateCounter.step;
//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;
}
}
}
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