mirror of
https://github.com/photonstorm/phaser
synced 2024-11-17 10:18:42 +00:00
293 lines
6.9 KiB
JavaScript
293 lines
6.9 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('bullet', 'assets/games/invaders/bullet.png');
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game.load.image('enemyBullet', 'assets/games/invaders/enemy-bullet.png');
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game.load.spritesheet('invader', 'assets/games/invaders/invader32x32x4.png', 32, 32);
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game.load.image('ship', 'assets/games/invaders/player.png');
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game.load.spritesheet('kaboom', 'assets/games/invaders/explode.png', 128, 128);
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game.load.image('starfield', 'assets/games/invaders/starfield.png');
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game.load.image('background', 'assets/games/starstruck/background2.png');
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}
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var player;
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var aliens;
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var bullets;
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var bulletTime = 0;
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var cursors;
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var fireButton;
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var explosions;
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var starfield;
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var score = 0;
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var scoreString = '';
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var scoreText;
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var lives;
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var enemyBullet;
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var firingTimer = 0;
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var stateText;
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function create() {
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// The scrolling starfield background
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starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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// Our bullet group
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bullets = game.add.group();
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bullets.createMultiple(30, 'bullet');
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bullets.setAll('anchor.x', 0.5);
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bullets.setAll('anchor.y', 1);
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bullets.setAll('outOfBoundsKill', true);
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// The enemy's bullets
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enemyBullets = game.add.group();
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enemyBullets.createMultiple(30, 'enemyBullet');
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enemyBullets.setAll('anchor.x', 0.5);
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enemyBullets.setAll('anchor.y', 1);
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enemyBullets.setAll('outOfBoundsKill', true);
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// The hero!
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player = game.add.sprite(400, 500, 'ship');
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player.anchor.setTo(0.5, 0.5);
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// The baddies!
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aliens = game.add.group();
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createAliens();
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// The score :
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scoreString = 'Score : ';
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scoreText = game.add.text(10,10,scoreString+score,{fontSize : '34px',fill : '#fff'});
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// Lives
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lives = game.add.group();
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game.add.text(game.world.width-100,10,'Lives : ',{fontSize : '34px',fill : '#fff'});
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//state text
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stateText = game.add.text(game.world.centerX,game.world.centerY,'',{fontSize : '84px',fill : '#fff'});
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stateText.anchor.setTo(0.5,0.5);
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stateText.visible=false;
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for (var i = 0; i < 3; i++)
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{
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var ship = lives.create(game.world.width-100+(30*i),60,'ship');
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ship.anchor.setTo(0.5,0.5);
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ship.angle = 90;
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ship.alpha = 0.4;
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}
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// An explosion pool
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explosions = game.add.group();
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explosions.createMultiple(30, 'kaboom');
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explosions.forEach(setupInvader, this);
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// And some controls to play the game with
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cursors = game.input.keyboard.createCursorKeys();
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fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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}
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function createAliens () {
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 10; x++)
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{
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var alien = aliens.create(x * 48, y * 50, 'invader');
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alien.anchor.setTo(0.5,0.5);
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alien.animations.add('fly', [0,1,2,3], 20, true);
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alien.play('fly');
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}
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}
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aliens.x = 100;
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aliens.y = 50;
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// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
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var tween = game.add.tween(aliens).to({x: 200}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// When the tween completes it calls descend, before looping again
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tween.onComplete.add(descend, this);
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}
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function setupInvader (invader) {
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invader.anchor.x = 0.5;
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invader.anchor.y = 0.5;
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invader.animations.add('kaboom');
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}
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function descend() {
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aliens.y += 10;
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}
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function update() {
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// Scroll the background
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starfield.tilePosition.y += 2;
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// Reset the player, then check for movement keys
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player.body.velocity.setTo(0, 0);
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if (cursors.left.isDown)
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{
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player.body.velocity.x = -200;
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}
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else if (cursors.right.isDown)
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{
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player.body.velocity.x = 200;
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}
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// Firing?
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if (fireButton.isDown)
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{
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fireBullet();
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}
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if(game.time.now > firingTimer)
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{
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enemyFires();
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}
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// Run collision
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game.physics.collide(bullets, aliens, collisionHandler, null, this);
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game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
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}
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function collisionHandler (bullet, alien) {
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// When a bullet hits an alien we kill them both
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bullet.kill();
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alien.kill();
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// Increase the score
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score+=20;
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scoreText.content=scoreString+score;
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// And create an explosion :)
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var explosion = explosions.getFirstDead();
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explosion.reset(alien.body.x, alien.body.y);
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explosion.play('kaboom', 30, false, true);
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if (aliens.countLiving() == 0)
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{
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score += 1000;
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scoreText.content = scoreString + score;
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enemyBullets.callAll('kill',this);
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stateText.content = " You Won, \n Click to restart";
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stateText.visible = true;
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//the "click to restart" handler
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game.input.onTap.addOnce(restart,this);
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}
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}
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function enemyHitsPlayer (player,bullet) {
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bullet.kill();
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live = lives.getFirstAlive();
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if(live)
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{
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live.kill();
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}
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// And create an explosion :)
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var explosion = explosions.getFirstDead();
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explosion.reset(player.body.x, player.body.y);
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explosion.play('kaboom', 30, false, true);
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// When the player dies
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if(lives.countLiving() < 1)
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{
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player.kill();
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enemyBullets.callAll('kill');
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stateText.content=" GAME OVER \n Click to restart";
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stateText.visible = true;
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//the "click to restart" handler
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game.input.onTap.addOnce(restart,this);
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}
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}
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function enemyFires () {
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// Grab the first bullet we can from the pool
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enemyBullet = enemyBullets.getFirstExists(false);
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if (enemyBullet)
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{
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var shooter=aliens.getRandom();
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// And fire it
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enemyBullet.reset(shooter.body.x, shooter.body.y);
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// enemyBullet.body.velocity.y = 400;
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game.physics.moveToObject(enemyBullet,player,120);
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firingTimer = game.time.now + 2000;
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}
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}
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function fireBullet () {
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// To avoid them being allowed to fire too fast we set a time limit
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if (game.time.now > bulletTime)
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{
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// Grab the first bullet we can from the pool
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bullet = bullets.getFirstExists(false);
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if (bullet)
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{
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// And fire it
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bullet.reset(player.x, player.y + 8);
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bullet.body.velocity.y = -400;
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bulletTime = game.time.now + 200;
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}
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}
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}
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function resetBullet (bullet) {
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// Called if the bullet goes out of the screen
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bullet.kill();
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}
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function restart () {
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// A new level starts
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//resets the life count
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lives.callAll('revive');
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// And brings the aliens back from the dead :)
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aliens.removeAll();
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createAliens();
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//revives the player
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player.revive();
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//hides the text
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stateText.visible = false;
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}
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