Update: CC - Before Render - Moorcow (autqzs1rvq.js) 211 bytes modified
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@ -47,7 +47,7 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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this.fuelFinished = false;
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this.level = 1;
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this.spawnInterval = 5;
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this.spawnInterval = 50;
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this.score = 0;
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this.lives = 10;
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@ -152,31 +152,36 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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mesh : mesh
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};
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var distance = 50;
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var angledistance = distance * Math.sin(Math.PI / 4);
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var life = distance / 10 / speed;
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if (enemyType === 1) {
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position.x = -100;
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position.x = -distance;
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velocity = {x:speed,y:0,z:0};
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}
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if (enemyType === 2) {
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position.x = 100;
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position.x = distance;
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velocity = {x:-speed,y:0,z:0};
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}
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if (enemyType === 3) {
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position.x = -100;
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position.z = -100;
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position.x = -angledistance;
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position.z = -angledistance;
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velocity = {x:speed,y:0,z:speed};
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}
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if (enemyType === 4) {
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position.x = 100;
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position.z = -100;
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position.x = angledistance;
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position.z = -angledistance;
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velocity = {x:-speed,y:0,z:speed};
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}
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if (enemyType === 5) {
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position.x = 0;
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position.z = -100;
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position.z = -distance;
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velocity = {x:0,y:0,z:speed};
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}
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@ -196,7 +201,7 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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enemy.rotation = rotation;
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enemy.lifeTime = 0;
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enemy.life = 10;
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enemy.life = life;
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enemy.exploding = false;
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enemy.burning = false;
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@ -633,6 +638,8 @@ this.enemies = this.enemies.reduce(
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enemy.lifeTime += data.delta;
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console.log(enemy.lifeTime);
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if (enemy.lifeTime > enemy.life) {
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if (!enemy.burning && !enemy.exploding) {
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