Game Development Reference
In-Depth Information
laserGun.update();
});
// The enemy manager
var enMan = new Packt.EnemyManager(canvas);
for (var i = 0; i < MAX_ENEMIES; i++) {
var offset = i % (WIDTH / 75 >> 0);
var x = 50 * offset + 25 + (25 * offset);
var y = -50 * i + 25 + (-50 * i);
enMan.add(x, y, {});
}
// The physics manager
var phy = new Packt.PhysicsManager();
phy.setPlayer(player);
// The game loop, along with its overriden
update function
var gameLoop = new Packt.GameLoop(60);
gameLoop.setOnUpdate(function() {
// Check if game is over
if (playerStrengthComp.getEnergy() < 0) {
document.body.classList.add("zoomOut");
var ctx = canvas.getContext();
ctx.globalAlpha = 0.01;
gameLoop.setRunning(false);
}
// Add everyone to the physics manager to
check for collision
var enemies = enMan.getEntities();
for (var i = 0, len = enemies.length; i <
len; i++) {
phy.addEnemy(enemies[i]);
}
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