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function gameStateAnimatePlayer(){
player.x += player.dx*player.speed;
player.y += player.dy*player.speed;
player.currentTile++;
if (player.currentTile==playerTiles.length){
player.currentTile = 0;
}
renderPlayField();
if (player.x==player.destinationX && player.y==player.destinationY){
switchGameState(GAME_STATE_EVALUATE_PLAYER_MOVE);
}
}
function gameStateEvaluatePlayerMove(){
player.row = player.nextRow;
player.col = player.nextCol;
if (playField[player.row][player.col]==wallTile){
player.hit = true;
}else if (playField[player.row][player.col]==goalTile){
player.win = true;
}
for (var eCtr=enemy.length-1;eCtr>=0;eCtr--){
if (player.row==enemy[eCtr].row && player.col==enemy[eCtr].col){
enemy[eCtr].hit = true;
player.hit = true;
}
}
switchGameState(GAME_STATE_ENEMY_MOVE);
}
function gameStateEnemyMove(){
for (var eCtr=0;eCtr<enemy.length;eCtr++){
var tempEnemy = enemy[eCtr];
if (!tempEnemy.hit){
var directionsToTest=[];
var hDiff = tempEnemy.col - player.col;
var vDiff = tempEnemy.row - player.row;
if (Math.abs(vDiff) < Math.abs(hDiff)){
if (vDiff > 0){
directionsToTest.push("up");
directionsToTest.push("down");
}else if (vDiff <0){
directionsToTest.push("down");
directionsToTest.push("up");
}
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