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Optim: better waves managment
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@@ -43,7 +43,8 @@ var WAVES = [
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Game = {
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Game = {
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running : false,
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running : false,
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wave : -1,
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wave_index : -1,
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wave : undefined,
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aliens : [],
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aliens : [],
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ship : null,
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ship : null,
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score : 0,
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score : 0,
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@@ -51,14 +52,16 @@ Game = {
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init : function() {
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init : function() {
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"use strict";
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"use strict";
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animations = WORLD.farm;
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animations = WORLD.farm;
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Game.wave = Game.wave + 1;
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Game.wave_index = Game.wave_index + 1;
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var row, col;
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Game.wave = WAVES[Math.min(Game.wave_index, WAVES.length - 1)];
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var wave = WAVES[Game.wave].wave;
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console.log(Game.wave_index, Game.wave);
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var row, col, wave = Game.wave.wave;
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for (row = 0; row < wave.length; row = row + 1) {
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for (row = 0; row < wave.length; row = row + 1) {
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var aliensRow = wave[row], type = aliensRow[0], offset = (PLAYGROUND_WIDTH - ((aliensRow.length - 1) * 0.5 + aliensRow.length)
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var aliensRow = wave[row], type = aliensRow[0], offset = (PLAYGROUND_WIDTH - ((aliensRow.length - 1) * 0.5 + aliensRow.length)
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* ALIENS_WIDTH) / 2;
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* ALIENS_WIDTH) / 2;
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for (col = 0; col < aliensRow.length; col = col + 1) {
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for (col = 0; col < aliensRow.length; col = col + 1) {
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Game.setAlien(col, row, offset, type, WAVES[Game.wave].move);
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Game.setAlien(col, row, offset, type, Game.wave.move);
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}
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}
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}
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}
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@@ -226,7 +229,7 @@ Game = {
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Game.aliens = aliensNotInArray;
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Game.aliens = aliensNotInArray;
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alien.alien.hit();
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alien.alien.hit();
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var remainingAliens = $(".alien").length;
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var remainingAliens = $(".alien").length;
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if( remainingAliens == WAVES[Game.wave].bonus[0] || remainingAliens == WAVES[Game.wave].bonus[1] ) {
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if( remainingAliens == Game.wave.bonus[0] || remainingAliens == Game.wave.bonus[1] ) {
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Game.bonus(alienX, alienY, alienWidth, alienHeight);
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Game.bonus(alienX, alienY, alienWidth, alienHeight);
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}
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}
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})
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})
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