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}else if (player.win){
switchGameState(GAME_STATE_PLAYER_WIN)
}else{
switchGameState(GAME_STATE_WAIT_FOR_PLAYER_MOVE);
}
}
function drawPlayField(){
for (rowCtr=0;rowCtr<15;rowCtr++){
for (colCtr=0;colCtr<15;colCtr++) {
var sourceX = Math.floor((playField[rowCtr][colCtr]) % 8) * 32;
var sourceY = Math.floor((playField[rowCtr][colCtr]) /8) *32;
if (playField[rowCtr][colCtr] != roadTile){
context.drawImage(tileSheet, 0, 0,32,32, colCtr*32,
rowCtr*32,32,32);
}
context.drawImage(tileSheet, sourceX, sourceY,32,32,
colCtr*32,rowCtr*32,32,32);
}
}
}
function drawPlayer(){
if (!player.dead){
context.save();
context.setTransform(1,0,0,1,0,0);
context.translate(player.x+16, player.y+16);
var angleInRadians = player.rotation * Math.PI / 180;
context.rotate(angleInRadians);
var sourceX = Math.floor(playerTiles[player.currentTile] % 8) * 32;
var sourceY = Math.floor(playerTiles[player.currentTile] /8) *32;
context.drawImage(tileSheet, sourceX, sourceY,32,32,-16,-16,32,32);
context.restore();
}
}
function drawEnemy(){
for (var eCtr=enemy.length-1;eCtr>=0;eCtr--){
tempEnemy = enemy[eCtr];
if (!tempEnemy.dead){
context.save();
context.setTransform(1,0,0,1,0,0);
context.translate(tempEnemy.x+16, tempEnemy.y+16);
var angleInRadians = tempEnemy.rotation * Math.PI / 180;
context.rotate(angleInRadians);
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