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Optim: managing alien health
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@@ -17,14 +17,14 @@ var ALIENS = {
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animation : ALIENS_TYPE[0]
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},
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alien2 : {
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health : 1,
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health : 2,
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weapon : WEAPONS.ALIEN,
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score : 10,
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aggression : 0.001,
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animation : ALIENS_TYPE[1]
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},
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alien3 : {
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health : 1,
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health : 3,
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weapon : WEAPONS.ALIEN,
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score : 20,
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aggression : 0.0015,
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@@ -216,6 +216,7 @@ Game = {
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posx = $(this).x(),
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weapon = $(this)[0].weapon;
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// Lost shots
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if( posy < -$(this).height() || posy > PLAYGROUND_HEIGHT || posx < -$(this).width() || posx > PLAYGROUND_WIDTH ) {
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Game.shots.lost = Game.shots.lost + 1;
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this.remove();
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@@ -227,23 +228,24 @@ Game = {
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if( weapon.callback ) {
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weapon.callback($(this));
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} else {
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// Shots collisions
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var collisions = $(this).collision(".alien,."+$.gQ.groupCssClass);
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collisions.each( function() {
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var alien = $(this)[0],
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aliensNotInArray = $.grep( Game.aliens, function( elementOfArray, index) {
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return elementOfArray.id == alien.id;
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}, true);
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alienX = alien.alien.x,
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alienY = alien.alien.y,
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alienWidth = alien.alien.width,
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alienHeight = alien.alien.height;
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Game.aliens = aliensNotInArray;
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alien.alien.hit();
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Game.aliens = $.grep( Game.aliens, function( elementOfArray, index) {
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return elementOfArray.health == 0 && elementOfArray.id == alien.id;
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}, true);
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var remainingAliens = $(".alien").length;
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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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}
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})
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});
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if( collisions.length > 0 ) {
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this.remove()
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}
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