Fix: AlienTimer bug, change heart image
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@@ -4,10 +4,8 @@
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class AnnounceBox {
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constructor(x, y) {
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console.log("x : " + x + ", y : " + y);
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this.posX = x;
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this.posY = y;
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}
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drawText(posX, posY, text) {
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@@ -12,12 +12,12 @@ class HeartGauge {
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() => { this.onChangeMaxCountListener(); }
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);
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let startPosX = 950;
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let startPosX = GAME_SCREEN_SIZE.x - HeartGauge.GAP * 4;
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let posY = 30;
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for(let i = 0; i < HeartManager.HEART_MAX_COUNT; i++) {
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let heart = game.add.sprite(startPosX - i * 30, posY, "heart_full");
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let heart = game.add.sprite(startPosX - i * HeartGauge.GAP, posY, "heart_full");
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heart.anchor.set(0.5);
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heart.scale.set(1);
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heart.scale.set(HeartGauge.HEART_SCALE);
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heart.alpha = 0;
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this.hearts.push(heart);
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}
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@@ -45,4 +45,7 @@ class HeartGauge {
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this.hearts[i].alpha = 1;
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}
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}
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}
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}
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HeartGauge.GAP = 35;
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HeartGauge.HEART_SCALE = 0.6;
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@@ -49,7 +49,6 @@ class Alien extends Phaser.Sprite {
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return;
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if(this.isOnWaitingRoom) {
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this.isOnWaitingRoom = false;
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this.goOnstage();
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return;
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} else {
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@@ -96,6 +95,7 @@ class Alien extends Phaser.Sprite {
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}
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goOnstage() {
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this.isOnWaitingRoom = false;
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this.goRandomPosition();
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if(typeof this.onGoOnstageFunction !== "undefined")
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@@ -96,4 +96,4 @@ AlienTimer.DEFAULT_TEXT_FONT = {
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};
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AlienTimer.DEFAULT_TIME_GAP_SEC = 10;
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AlienTimer.MOVE_UP_AMOUNT_PX = 60;
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AlienTimer.MOVE_UP_AMOUNT_PX = 48;
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@@ -4,7 +4,7 @@
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class Game {
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create() {
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this.game.stage.backgroundColor = '#4d4d4d';
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this.game.stage.backgroundColor = "#000000"; // '#4d4d4d';
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sessionStorageManager.isNewBestRecrd = false;
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@@ -47,7 +47,7 @@ class Game {
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// waiting room
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this.game.add.graphics()
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.beginFill(0xffffff, 0.1)
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.beginFill(0xffffff, 0.3)
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.drawRect(0, 100, game.world.width, 100);
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