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@ -134,6 +134,10 @@ function lerp(t, a, b) {
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return (a + t*(b-a));
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}
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function dist(a, b) {
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return (b[1] - a[1]) / (b[0] - a[0]);
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}
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var a = 0;
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function animate() {
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@ -164,11 +168,30 @@ function animate() {
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new_enemy_pos[0] += off;
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var off = min + parseInt(Math.random() * (max-min));
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new_enemy_pos[1] += off;
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if (new_enemy_pos[0] < 0) new_enemy_pos[0] = 0;
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if (new_enemy_pos[0] > window.innerWidth) new_enemy_pos[0] = window.innerWidth;
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if (new_enemy_pos[1] < 0.05 * window.innerHeight) new_enemy_pos[1] = 0.05 * window.innerHeight;
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if (new_enemy_pos[1] > 0.5 * window.innerHeight) new_enemy_pos[0] = 0.5 * window.innerHeight;
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}
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// avoid shoots
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for(var i = 0; i < shoots.length; i++) {
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if (shoots[i]) {
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if (dist(enemy_pos, shoots[i]) < 100) {
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new_enemy_pos[0] = lerp(-0.50, enemy_pos[0], shoots[i][0]);
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new_enemy_pos[1] = lerp(-0.35, enemy_pos[1], shoots[i][1]);
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}
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}
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}
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// avoid corners
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if (new_enemy_pos[0] < 0.05 * window.innerWidth || new_enemy_pos[0] > 0.95 * window.innerWidth) {
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new_enemy_pos[0] = lerp(0.2, enemy_pos[0], 0.5 * window.innerWidth);
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}
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if (new_enemy_pos[1] < 0.05 * window.innerHeight || new_enemy_pos[1] > 0.95 * window.innerHeight) {
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new_enemy_pos[1] = lerp(0.2, enemy_pos[1], 0.25 * window.innerHeight);
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}
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// stay inside!
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if (new_enemy_pos[0] < 0) new_enemy_pos[0] = 0;
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if (new_enemy_pos[0] > window.innerWidth) new_enemy_pos[0] = window.innerWidth;
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if (new_enemy_pos[1] < 0.05 * window.innerHeight) new_enemy_pos[1] = 0.05 * window.innerHeight;
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if (new_enemy_pos[1] > 0.5 * window.innerHeight) new_enemy_pos[0] = 0.5 * window.innerHeight;
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// slowly move to desired position
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enemy_pos[0] = lerp(0.15, enemy_pos[0], new_enemy_pos[0]);
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enemy_pos[1] = lerp(0.15, enemy_pos[1], new_enemy_pos[1]);
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