Fix: sponing timing of missle
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@@ -7,9 +7,9 @@ var Game = {
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create: function() {
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create: function() {
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game.physics.enable(this, Phaser.Physics.ARCADE);
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game.physics.enable(this, Phaser.Physics.ARCADE);
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this.game.stage.backgroundColor = "#000000"; // '#4d4d4d';
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this.indexMissile = 0;
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// this.scoreManager = new ScoreManager();
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this.game.stage.backgroundColor = "#000000"; // '#4d4d4d';
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sessionStorageManager.setIsNewAppHighestRecord(false);
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sessionStorageManager.setIsNewAppHighestRecord(false);
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@@ -40,7 +40,7 @@ var Game = {
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this.spaceship = new Spaceship();
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this.spaceship = new Spaceship();
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this.aliens = [];
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this.aliens = [];
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for(var i = 0; i < 100; i++) {
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for(var i = 0; i < Game.MAX_MISSILE_COUNT; i++) {
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var alien = new Missile(this.spaceship,
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var alien = new Missile(this.spaceship,
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(function() {
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(function() {
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this.spaceship.alpha = 0;
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this.spaceship.alpha = 0;
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@@ -82,9 +82,6 @@ var Game = {
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location.href = '../../web/client/menu_app.html';
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location.href = '../../web/client/menu_app.html';
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},
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},
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initListeners: function() {
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},
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countDown: function() {
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countDown: function() {
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var style = { font: "bold 200px Arial", fill: "#fff", wordWrap: true, wordWrapWidth: game.world.centerX, align: "center" };
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var style = { font: "bold 200px Arial", fill: "#fff", wordWrap: true, wordWrapWidth: game.world.centerX, align: "center" };
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this.countDownText = game.add.text(game.world.centerX, game.world.centerY, "", style);
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this.countDownText = game.add.text(game.world.centerX, game.world.centerY, "", style);
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@@ -117,46 +114,36 @@ var Game = {
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startGame: function() {
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startGame: function() {
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this.stopWatch.start();
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this.stopWatch.start();
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this.ellapsedTime = 0;
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this.timerCount = 0;
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this.timerEvent = game.time.events.loop(Phaser.Timer.SECOND, this.updateTimer, this);
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this.timerEvent = game.time.events.loop(Phaser.Timer.SECOND, this.updateTimer, this);
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},
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},
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updateTimer: function() {
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updateTimer: function() {
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this.ellapsedTime += 1;
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var every5sec = this.timerCount % 5;
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// console.log(this.ellapsedTime);
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if(every5sec == 0) {
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var waveNo = this.timerCount / 5;
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this.sendWave(waveNo);
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}
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if(this.ellapsedTime == 2)
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this.timerCount++;
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this.sendWave(1);
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else if(this.ellapsedTime == 4)
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this.sendWave(2);
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else if(this.ellapsedTime == 6)
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this.sendWave(3);
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else if(this.ellapsedTime == 8)
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this.sendWave(4);
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else if(this.ellapsedTime == 10)
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this.sendWave(5);
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else if(this.ellapsedTime == 12)
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this.sendWave(6);
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else if(this.ellapsedTime == 14)
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this.sendWave(7);
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else if(this.ellapsedTime == 16)
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this.sendWave(8);
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else if(this.ellapsedTime == 18)
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this.sendWave(9);
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},
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},
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sendWave: function(waveNo) {
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sendWave: function(waveNo) {
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if(waveNo == 1) {
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// console.log("*** " + waveNo + " ***");
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for(var i = 0; i < 20; i++)
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if(this.indexMissile >= Game.MAX_MISSILE_COUNT)
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this.aliens[i].setActive(true);
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return;
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return;
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}
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var beginAlienIndex = waveNo * 10;
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var beginAlienIndex = waveNo * 5;
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var endAlienIndex = (waveNo + 1) * 10;
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var endAlienIndex = (waveNo + 1) * 5;
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for(var i = beginAlienIndex; i < endAlienIndex; i++)
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for(this.indexMissile = beginAlienIndex; this.indexMissile < endAlienIndex; this.indexMissile++) {
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this.aliens[i].setActive(true);
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if(this.indexMissile > Game.MAX_MISSILE_COUNT) {
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this.indexMissile = Game.MAX_MISSILE_COUNT;
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return;
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}
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this.aliens[this.indexMissile].setActive(true);
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// console.log(this.indexMissile);
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}
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},
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},
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gameOver: function() {
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gameOver: function() {
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@@ -192,4 +179,6 @@ var Game = {
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}
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}
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Game.GAME_OVER_WAIT_TIME_MS = 3000;
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Game.GAME_OVER_WAIT_TIME_MS = 3000;
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Game.MAX_MISSILE_COUNT = 100;
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