mirror of https://github.com/espruino/BangleApps
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@ -1,10 +1,10 @@
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# App Name
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Invader - I'm creating this demo to learn JavaScript with the Bangle.js 2
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Invader
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## Usage
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For fun!
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For fun! - I'm creating this demo to learn JavaScript with the Bangle.js 2
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## Features
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@ -12,7 +12,7 @@ Shoot the Alien, you have three lives
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## Controls
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Touch the lower Left or Right hand sides of the screen to move turret left or right, tap upper Right hand part of screen to fire
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Touch the lower Left or Right hand sides of the screen to move turret left or right, tap upper Right hand part of screen to fire, tap upper Left hand part of screen to restart
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## Requests
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@ -1,4 +1,4 @@
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// Brian Kumanchik
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// Brian Kumanchik
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// Started 05-25-22
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// My Invader Demo, for Bangle.js 2, written JavaScript - using Espruino Web IDE
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@ -7,7 +7,9 @@
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// to do:
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// add buzz
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// random invader restart x
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// stop auto fire
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// - variables -----------------------------------------
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@ -19,21 +21,29 @@ var inv_frame = 1; // invader start animation frame
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var ix_speed = 6; // march speed
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var i_dir = 1; // 1 = right, 0 = left
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var been_hit = false; // invader hit state
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//// shoot variables
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// - shoot variables
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var inv_shot_x = -32;
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var inv_shot_y = -32;
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var inv_fire_pause = 30;
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var inv_fired = false; // invader fired state
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//// explode variables
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// - explode variables
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var been_hit = false; // invader hit state
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var bx = -32; // blast x
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var by = -32; // blast y
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var blast_delay = 60; // invader blast delay - pause after explosion
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var boom_play = false;
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var blast_delay = 15; // invader blast delay - pause after explosion
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var boom_play = false;
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// turret variables
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var tur_x = 77;
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var tur_y = 148;
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var tur_x = 77;
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var tur_y = 148;
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var shot_fired = false; // turret fired state
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var sx = -20; // turret shot starting x - off screen
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var sy = -20; // turret shot starting y - off screen
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var turret_been_hit = false;
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var turret_blast_delay = 21; // keep blast active on screen for 60 frames
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var turret_exp_frame = 1; // turret explode start animation frame
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var turret_anim_delay = 3; // turret explode animation delay
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var explosion_play = false;
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// misc variables
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var score = 0;
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@ -41,20 +51,21 @@ var lives = 3;
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var game_over = false;
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// input(screen controller) variables
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var BTNL, BTNR, BTNF;
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var BTNL, BTNR, BTNF, BTNS; // button - left, right, fire, start
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var tap = {};
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// use tapping on screen for left and right
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Bangle.on('drag',e=>tap=e);
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BTNL = { read : _=>tap.b && tap.x < 88 && tap.y > 88};
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BTNR = { read : _=>tap.b && tap.x > 88 && tap.y > 88};
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BTNF = { read : _=>tap.b && tap.x > 88 && tap.y < 88};
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BTNS = { read : _=>tap.b && tap.x < 88 && tap.y < 88};
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// - sprites -------------------------------------------
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// invader sprites
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var invader_a =
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require("heatshrink").decompress(atob("hcIwkBiIBBAQoECCQQFBgEQAIMBEhUBDoYWDAYI="));
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var invader_b =
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var invader_a =
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require("heatshrink").decompress(atob("hcIwkBiIBBAQoECCQQFBgEQAIMBEhUBDoYWDAYI="));
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var invader_b =
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require("heatshrink").decompress(atob("hcIwkBiIBBAQMQAoQEBgISCAYUQAIQAEB4YEBEAgEDAYIA=="));
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var boom =
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require("heatshrink").decompress(atob("hcJwkBiMQAIURgMQAgIKBAIICFAIMAAwIWBBAYSIEAgrDiA="));
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@ -62,152 +73,297 @@ var inv_shot =
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require("heatshrink").decompress(atob("gcFwkBiERiAABAYQ"));
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// turret sprites
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var turret =
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var turret =
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require("heatshrink").decompress(atob("h8IwkBiIABAYYACgAHFiEABggADCAInFgITBAAgOPA=="));
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var tur_exp_a =
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var tur_exp_a =
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require("heatshrink").decompress(atob("h8IwkBiMRiACBAAwJEiAABBQgZCAAkAiAJBBoIUBgIABBgQACDIQ9ECQIA=="));
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var tur_exp_b =
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var tur_exp_b =
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require("heatshrink").decompress(atob("h8IwkBiIBBAAUBiADCiMQAwQFDCIYXEB4IABgMAEYQXBiEAAQIQBAoIABDAQUCAAIVBA"));
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var shot =
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require("heatshrink").decompress(atob("gMDwkBAoIA=="));
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// function to move and animate invader
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function move_anim_inv() {
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// invader anim code
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i_anim_delay -= 1;
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if ((i_anim_delay < 0) && !(been_hit)) {
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i_anim_delay = 10;
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inv_frame += 1;
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if (inv_frame > 2) {
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inv_frame = 1;
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}
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// move right
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if (i_dir == 1){
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inv_x += ix_speed;
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if (inv_x >= 142) {
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inv_y += 8; // step down
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i_dir = -1;
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}
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}
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// move left
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if (i_dir < 1){
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inv_x -= ix_speed;
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if (inv_x <= 10) {
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inv_y += 8; // step down
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i_dir = 1;
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}
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}
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}
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}
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function move_anim_inv() {
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// invader anim code
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i_anim_delay -= 1;
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if ((i_anim_delay < 0) && !(been_hit)) {
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i_anim_delay = 10;
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inv_frame += 1;
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if (inv_frame > 2) {
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inv_frame = 1;
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}
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// move right
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if (i_dir == 1){
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inv_x += ix_speed;
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if (inv_x >= 142) {
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inv_y += 8; // step down
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i_dir = -1;
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}
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}
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// move left
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if (i_dir < 1){
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inv_x -= ix_speed;
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if (inv_x <= 10) {
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inv_y += 8; // step down
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i_dir = 1;
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}
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}
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}
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}
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// function to make invader fire
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function invader_fire() {
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inv_fire_pause -= 1;
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function invader_fire() {
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inv_fire_pause -= 1;
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if (!(inv_fired)) { // so once invader shot is fired it doesn't follow the invader still
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inv_shot_x = inv_x + 8;
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inv_shot_y = inv_y + 18;
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}
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if (inv_fire_pause < 0) {
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inv_fired = true;
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inv_shot_y += 8;
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}
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if (!(inv_fired)) { // so once invader shot is fired it doesn't follow the invader still
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inv_shot_x = inv_x + 8;
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inv_shot_y = inv_y + 18;
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}
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if (inv_fire_pause < 0) {
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inv_fired = true;
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inv_shot_y += 8;
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}
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}
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// function to make turret explode (when hit) then start back in center
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function turret_hit() {
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if (turret_been_hit) {
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if (!(explosion_play)) {
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Bangle.buzz();
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//Bangle.beep();
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}
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explosion_play = true;
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turret_anim_delay -= 1;
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turret_blast_delay -= 1;
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if (turret_anim_delay < 0) {
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turret_exp_frame += 1;
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if (turret_exp_frame > 2) {
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turret_exp_frame = 1;
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}
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turret_anim_delay = 3;
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}
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if (turret_blast_delay < 0) {
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turret_blast_delay = 21;
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turret_been_hit = false;
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explosion_play = false;
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tur_x = 77; // reset turret x
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tur_y = 148; // reset turret y
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}
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}
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}
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// function to make invader explode (when hit) then randomly start somewhere else
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function invader_hit() {
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if (been_hit) {
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if (!(boom_play)) {
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Bangle.buzz();
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//Bangle.beep();
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}
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inv_shot_x = -32; // hide shot
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inv_shot_y = -32; // hide shot
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inv_fire_pause = 30; // and reset pause
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boom_play = true;
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blast_delay -= 1;
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if (blast_delay < 0) {
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blast_delay = 15;
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boom_play = false;
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been_hit = false;
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bx = -32; // move boom off screen (following invader)
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by = -32;
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//inv_x = rand() % (464 - 16) + 4; // move invader to random x position
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inv_x = 77; // move invader back up after being hit
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inv_y = 20; // move invader back up after being hit
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i_dir = 1; // reset invader direction
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}
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}
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}
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// - setup stuff ---------------------------------------
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function gameStart() {
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setInterval(onFrame, 50);
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setInterval(onFrame, 50);
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}
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// - main loop -----------------------------------------
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function onFrame() {
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// if not game over
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if(game_over == false) {
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// game over state
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if(game_over) {
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g.clear();
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// draw text during game over state
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g.setFont("4x6", 2); // set font and size x 2
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g.setColor(0,0,0); // set color (black)
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g.drawString("SCORE:" + score ,5, 5);
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g.drawString("LIVES:" + lives ,117, 5);
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g.drawString("GAME OVER", 52, 80);
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// draw sprites during game over state
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// - invader frame 2
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g.drawImage(invader_b, inv_x, inv_y, {scale:2});
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g.drawImage(tur_exp_b, tur_x, tur_y, {scale:2});
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g.drawImage(inv_shot, inv_shot_x, inv_shot_y, {scale:2});
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// reset stuff
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if(BTNS.read()) {
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turret_been_hit = false;
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tur_x = 77; // reset turret to center of screen
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tur_y = 148; // reset turret y
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inv_x = 77; // reset invader to center of screen
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inv_y = 20; // reset invader back to top
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i_dir = 1; // reset invader direction
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lives = 3; // reset lives
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score = 0; // reset score
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explosion_play = false;
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game_over = false;
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}
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g.flip();
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}
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// not game over state (game running)
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if(!(game_over)) {
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g.clear();
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// call function to move and animate invader
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move_anim_inv();
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// call function to make invader fire
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invader_fire();
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// check input (screen presses)
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if(BTNL.read() && tur_x >= 12) {
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if(BTNL.read() && tur_x >= 12 && !(turret_been_hit)) {
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tur_x -= 6;
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}
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else if(BTNR.read() && tur_x <= 140) {
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else if(BTNR.read() && tur_x <= 140 && !(turret_been_hit)) {
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tur_x += 6;
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}
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else if(BTNF.read()) {
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tur_y -= 5;
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else if(BTNF.read() && !(turret_been_hit)) {
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shot_fired = true;
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sx=tur_x + 12;
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sy=tur_y - 7;
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}
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// check for turret shot going off screen before allowing to fire again
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if (shot_fired) {
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sy -= 8;
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if (sy < 22) {
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shot_fired = false;
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sx = -32;
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sy = -32;
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}
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}
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// check for invader shot going off screen before allowing to fire again
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if (inv_shot_y > 150
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) {
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inv_fired = false;
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inv_shot_x = inv_x - 1;
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inv_shot_y = inv_y + 7;
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inv_fire_pause = 30;
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inv_fired = false;
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inv_shot_x = inv_x - 1;
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inv_shot_y = inv_y + 7;
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inv_fire_pause = 30;
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}
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// check for turret shot and invader collision
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if ((sx >= inv_x) && (sx <= inv_x + 20) && (sy <= inv_y + 14)) {
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sx = -32;
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sy = -32;
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been_hit = true;
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score += 10;
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}
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// check for invader shot and turret collision
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if ((inv_shot_x + 4) >= (tur_x) && (inv_shot_x) <= (tur_x + 24) && (inv_shot_y + 8) >= (tur_y + 6)) {
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if (!(turret_been_hit)) {
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lives -= 1;
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if (lives == 0) {
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game_over = true;
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}
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turret_been_hit = true;
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}
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}
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// - draw sprites ----------------------------------
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// draw invader sprites
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if(inv_frame == 1) {
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g.drawImage(invader_a, inv_x, inv_y, {scale:2});
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}
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else if(inv_frame == 2) {
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g.drawImage(invader_b, inv_x, inv_y, {scale:2});
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}
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//g.drawImage(invader_b, inv_x + 30, inv_y, {scale:2});
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//g.drawImage(boom, inv_x + 60, inv_y, {scale:2});
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// - invader shot
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if (inv_fired) {
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//DrawTexture(inv_shot, inv_shot_x, inv_shot_y, WHITE);
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g.drawImage(inv_shot, inv_shot_x, inv_shot_y, {scale:2});
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// invader sprites
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if(!(been_hit)) {
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if(inv_frame == 1) {
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// - invader frame 1
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g.drawImage(invader_a, inv_x, inv_y, {scale:2});
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}
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else if(inv_frame == 2) {
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// - invader frame 2
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g.drawImage(invader_b, inv_x, inv_y, {scale:2});
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}
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}
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else {
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// - invader explosion
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g.drawImage(boom, inv_x, inv_y, {scale:2});
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}
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// - invader shot
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if (inv_fired) {
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g.drawImage(inv_shot, inv_shot_x, inv_shot_y, {scale:2});
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}
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else {
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//DrawTexture(inv_shot, -32, -32, WHITE);
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g.drawImage(inv_shot, -32, -32, {scale:2});
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}
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}
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// draw turret sprites
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g.drawImage(turret, tur_x, tur_y, {scale:2});
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//g.drawImage(tur_exp_a, tur_x + 30, tur_y, {scale:2});
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//g.drawImage(tur_exp_b, tur_x + 60, tur_y, {scale:2});
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//g.drawImage(shot, tur_x - 30, tur_y, {scale:2});
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// turret sprites
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if(!(turret_been_hit)) {
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// - undamaged turret
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g.drawImage(turret, tur_x, tur_y, {scale:2});
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}
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else {
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if(turret_exp_frame == 1) {
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// - turret explosion frame 1
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g.drawImage(tur_exp_a, tur_x, tur_y, {scale:2});
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}
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else if(turret_exp_frame == 2) {
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// - turret explosion frame 2
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g.drawImage(tur_exp_b, tur_x, tur_y, {scale:2});
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}
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}
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// - turret shot
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g.drawImage(shot, sx, sy, {scale:2});
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// call function to make invader explode then randomly start somewhere else
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invader_hit();
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// call function to make turret explode (when hit) then start back in center
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turret_hit();
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// - draw text -------------------------------------
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g.setFont("4x6", 2);
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g.setColor(0,0,0);
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g.drawString("SCORE:" + score ,5,5); //
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g.drawString("LIVES:" + lives ,117,5); //
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g.setFont("4x6", 2); // set font and size x 2
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g.setColor(0,0,0); // set color (black)
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g.drawString("SCORE:" + score ,5,5);
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g.drawString("LIVES:" + lives ,117,5);
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g.flip();
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@ -215,7 +371,6 @@ function onFrame() {
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}
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|
||||
gameStart();
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
{ "id": "invader",
|
||||
"name": "Invader",
|
||||
"shortName":"Invader",
|
||||
"version":"0.02",
|
||||
"version":"0.03",
|
||||
"description": "A Space Invader game-like demo - work in progress",
|
||||
"icon": "app.png",
|
||||
"screenshots" : [ { "url":"screenshot.png" } ],
|
||||
|
|
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Reference in New Issue