Rendering the Other Game Objects
The rocks, saucers, missiles, and particles are all rendered in a manner similar to the method implemented for the player ship. Let’s first look at the code for the saucer’s render function.
Rendering the saucers
The saucers do not have a multiple-cell tile sheet, but to be consistent, we render them as though they do. This allows us to add more animation tiles for the saucers later:
functionrenderSaucers(){vartempSaucer={};varsaucerLength=saucers.length-1;for(varsaucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){//ConsoleLog.log("saucer: " + saucerCtr);tempSaucer=saucers[saucerCtr];context.save();//save current state in stackvarsourceX=0;varsourceY=0;context.drawImage(saucerTiles,sourceX,sourceY,30,15,tempSaucer.x,tempSaucer.y,30,15);context.restore();//pop old state on to screen}}
There is no need to calculate the sourceX and sourceY values for the saucer because the
saucer is only a single tile. In this instance, we can just set them
to 0. We have hardcoded the
saucer.width (30) and saucer.height (15) as an example, but with
all the rest of the game objects, we use the object width and height attributes rather than
literals.
Next, let’s look at the rock rendering, which varies slightly from both the player ship and the saucers.
Rendering the rocks
The rock tiles are contained inside three tile sheets based on their size (large, medium, and small), and we have used only five tiles for each rock. The rocks are square ...
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