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balloonNode.translateX = 100 + Main.random.nextInt(400);
balloonNode.visible = true;
balloonAnim.playFromStart();
balloonMulti = 1;
canFire = true;
powerAnim.playFromStart();
}
function fireClown():Void{
if (canFire){
powerAnim.stop();
canFire = false;
clownsAvailable--;
clownNode.translateX = cannonNode.translateX;
clownNode.translateY = cannonNode.translateY;
clownNode.rotate = cannonAngle;
clownBody = ClownBody{
startingPower: cannonPower;
clown: clownNode
}
world.add(clownBody.body);
worldUpdater.play();
}
}
function update():Void{
world.<<step>>();
clownBody.update();
checkBalloon();
if (collision(clownNode, bucketNode)){
worldUpdater.stop();
score+=100*balloonMulti;
celebrate();
} else if (clownNode.translateY > net.boundsInParent.minY){
worldUpdater.stop();
nextClown();
}
}
function checkBalloon():Void{
if (collision(clownNode, balloonNode)){
balloonNode.visible = false;
balloonMulti = 2;
}
}
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