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if (remove) {
particlePool.push(tempParticle)
particles.splice(particleCtr,1)
}
}
}
function renderPlayerShip(x,y,rotation, scale) {
//transformation
context.save(); //save current state in stack
context.globalAlpha = parseFloat(player.alpha);
var angleInRadians = rotation * Math.PI / 180;
var sourceX = Math.floor((player.rotation/10) % 10) * 32;
var sourceY = Math.floor((player.rotation/10) /10) *32;
if (player.thrust){
context.drawImage(shipTiles2, sourceX, sourceY, 32,32,
player.x,player.y,32,32);
}else{
context.drawImage(shipTiles, sourceX, sourceY, 32,32,
player.x,player.y,32,32);
}
//restore context
context.restore(); //pop old state on to screen
context.globalAlpha = 1;
}
function renderPlayerMissiles() {
var tempPlayerMissile = {};
var playerMissileLength=playerMissiles.length-1;
//ConsoleLog.log("render playerMissileLength=" + playerMissileLength);
for (var playerMissileCtr=playerMissileLength;playerMissileCtr>=0;
playerMissileCtr--){
//ConsoleLog.log("draw player missile " + playerMissileCtr)
tempPlayerMissile = playerMissiles[playerMissileCtr];
context.save(); //save current state in stack
var sourceX=Math.floor(1 % 4) * tempPlayerMissile.width;
var sourceY=Math.floor(1 / 4) * tempPlayerMissile.height;
context.drawImage(particleTiles, sourceX, sourceY,
tempPlayerMissile.width,tempPlayerMissile.height,
tempPlayerMissile.x,tempPlayerMissile.y,
tempPlayerMissile.width,tempPlayerMissile.height);
context.restore(); //pop old state on to screen
}
}
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