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//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];
if (boundingBoxCollide(tempSaucer,tempPlayerMissile)){
//ConsoleLog.log("hit rock");
createExplode(tempSaucer.x+tempSaucer.halfWidth,
tempSaucer.y+tempSaucer.halfHeight,10,0);
addToScore(tempSaucer.scoreValue);
playerMissiles.splice(playerMissileCtr,1);
tempPlayerMissile = null;
saucers.splice(saucerCtr,1);
tempSaucer = null;
break saucers;
break missiles;
}
}
//player against saucers
if (boundingBoxCollide(tempSaucer,player) & player.safe==false){
ConsoleLog.log("hit player");
createExplode(tempSaucer.x+16,tempSaucer.y+16,10,tempRock.scale);
addToScore(tempSaucer.scoreValue);
saucers.splice(rockCtr,1);
tempSaucer = null;
playerDie();
}
}
//saucerMissiles against player
saucerMissileLength = saucerMissiles.length-1;
saucerMissiles:for (var saucerMissileCtr=saucerMissileLength;
saucerMissileCtr>=0;saucerMissileCtr--){
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
if (boundingBoxCollide(player,tempSaucerMissile) & player.safe==false){
ConsoleLog.log("saucer missile hit player");
playerDie();
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