HTML and CSS Reference
In-Depth Information
function renderRocks() {
var tempRock = {};
var rocksLength = rocks.length-1;
for (var rockCtr = rocksLength;rockCtr>=0;rockCtr--){
context.save(); //save current state in stack
tempRock = rocks[rockCtr];
var sourceX = Math.floor((tempRock.rotation) % 5) * tempRock.width;
var sourceY = Math.floor((tempRock.rotation) /5) *tempRock.height;
switch(tempRock.scale){
case 1:
context.drawImage(largeRockTiles, sourceX, sourceY,
tempRock.width,tempRock.height,tempRock.x,tempRock.y,
tempRock.width,tempRock.height);
break;
case 2:
context.drawImage(mediumRockTiles, sourceX,
sourceY,tempRock.width,tempRock.height,tempRock.x,tempRock.y,
tempRock.width,tempRock.height);
break;
case 3:
context.drawImage(smallRockTiles, sourceX,
sourceY,tempRock.width,tempRock.height,tempRock.x,tempRock.y,
tempRock.width,tempRock.height);
break;
}
context.restore(); //pop old state on to screen
}
}
function renderSaucers() {
var tempSaucer = {};
var saucerLength = saucers.length-1;
for (var saucerCtr = saucerLength;saucerCtr>=0;saucerCtr--){
//ConsoleLog.log("saucer: " + saucerCtr);
tempSaucer = saucers[saucerCtr];
context.save(); //save current state in stack
var sourceX = 0;
var sourceY = 0;
context.drawImage(saucerTiles, sourceX, sourceY, 30,15,
tempSaucer.x,tempSaucer.y,30,15);
context.restore(); //pop old state on to screen
}
}
function renderSaucerMissiles() {
var tempSaucerMissile = {};
var saucerMissileLength = saucerMissiles.length-1;
//ConsoleLog.log("saucerMissiles= " + saucerMissiles.length)
for (var saucerMissileCtr=saucerMissileLength;saucerMissileCtr>=0;
saucerMissileCtr--){
//ConsoleLog.log("draw player missile " + playerMissileCtr)
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
Search WWH ::




Custom Search