Guest User

Untitled

a guest
Oct 21st, 2018
67
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.17 KB | None | 0 0
  1. function getYPositionNotCrowded() {
  2. var radius = 8
  3. var y = 0
  4. var blocking = false
  5.  
  6. do {
  7. y = randIntRange(height, canvas.height - height)
  8. for (var i = 0; i < enemies.length; ++i)
  9. if (enemies[i].isActive)
  10. blocking = y > enemies[i].y && y < (enemies[i].y + height)
  11. } while (blocking)
  12.  
  13. return y
  14. }
  15.  
  16.  
  17. /*
  18.  
  19. // Get a random Y position for a new enemy being spawned, which is NOT "crowded" (no other active enemy must have the same rough Y position).
  20. function getYPositionNotCrowded()
  21. {
  22. var theHeight = 8;
  23. var theY = 0;
  24. var numberOfEnemiesWhoAreNotBlocking = 0;
  25. var numberOfActiveEnemies = 0;
  26.  
  27. while (1)
  28. {
  29. theY = randIntRange(theHeight, canvas.height - theHeight);
  30. numberOfEnemiesWhoAreNotBlocking = 0;
  31. numberOfActiveEnemies = 0;
  32.  
  33. for (var i = 0; i < enemies.length; i++)
  34. {
  35. if (enemies[i].isActive)
  36. {
  37. numberOfActiveEnemies++;
  38.  
  39. if (!(theY > enemies[i].y && theY < (enemies[i].y + theHeight)))
  40. numberOfEnemiesWhoAreNotBlocking++;
  41. }
  42. }
  43.  
  44. if (numberOfEnemiesWhoAreNotBlocking == numberOfActiveEnemies)
  45. break;
  46. }
  47.  
  48. return theY;
  49. }
  50.  
  51. */
Add Comment
Please, Sign In to add comment