Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- function getYPositionNotCrowded() {
- var radius = 8
- var y = 0
- var blocking = false
- do {
- y = randIntRange(height, canvas.height - height)
- for (var i = 0; i < enemies.length; ++i)
- if (enemies[i].isActive)
- blocking = y > enemies[i].y && y < (enemies[i].y + height)
- } while (blocking)
- return y
- }
- /*
- // 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).
- function getYPositionNotCrowded()
- {
- var theHeight = 8;
- var theY = 0;
- var numberOfEnemiesWhoAreNotBlocking = 0;
- var numberOfActiveEnemies = 0;
- while (1)
- {
- theY = randIntRange(theHeight, canvas.height - theHeight);
- numberOfEnemiesWhoAreNotBlocking = 0;
- numberOfActiveEnemies = 0;
- for (var i = 0; i < enemies.length; i++)
- {
- if (enemies[i].isActive)
- {
- numberOfActiveEnemies++;
- if (!(theY > enemies[i].y && theY < (enemies[i].y + theHeight)))
- numberOfEnemiesWhoAreNotBlocking++;
- }
- }
- if (numberOfEnemiesWhoAreNotBlocking == numberOfActiveEnemies)
- break;
- }
- return theY;
- }
- */
Add Comment
Please, Sign In to add comment