updated 添加4个NPC角色,实现多NPC包抄玩家功能
This commit is contained in:
240
index.js
240
index.js
@@ -339,120 +339,140 @@
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context.fill();
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}
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});
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var pos = map.coord2position(12,14);
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stage.createItem({
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x:pos.x,
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y:pos.y,
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width:30,
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height:30,
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type:2,
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frames:10,
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speed:1,
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update:function(){
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if(!this.coord.offset){
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this.path = map.finder({
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start:this.coord,
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end:player.coord
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});
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if(this.path.length){
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this.vector = this.path[0];
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if(this.vector.change){ //是否转变方向
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this.coord.x = this.vector.x;
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this.coord.y = this.vector.y;
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var pos = map.coord2position(this.coord.x,this.coord.y);
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this.x = pos.x;
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this.y = pos.y;
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var NPC_COLOR = ['#96F','#6C6','#C30','#3C9'];
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for(var i=0;i<4;i++){
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var pos = map.coord2position(12+i,14);
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stage.createItem({
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x:pos.x,
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y:pos.y,
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width:30,
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height:30,
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color:NPC_COLOR[i],
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type:2,
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frames:10,
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speed:1,
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update:function(){
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if(!this.coord.offset){
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var new_map = [];
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for(var j=0;j<map.data.length;j++){
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new_map[j]=[];
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for(var k=0;k<map.data[0].length;k++){
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new_map[j][k]=map.data[j][k];
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}
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}
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var items = stage.getItemsByType(2);
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var index = this.index;
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items.forEach(function(item){
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if(item.coord.y&&item.index!=index){
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new_map[item.coord.y][item.coord.x]=1;
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}
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});
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this.path = map.finder({
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map:new_map,
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start:this.coord,
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end:player.coord
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});
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if(this.path.length){
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this.vector = this.path[0];
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if(this.vector.change){ //是否转变方向
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this.coord.x = this.vector.x;
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this.coord.y = this.vector.y;
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var pos = map.coord2position(this.coord.x,this.coord.y);
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this.x = pos.x;
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this.y = pos.y;
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}
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}
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if(this.vector.x>this.coord.x){
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this.orientation = 1;
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}else if(this.vector.x<this.coord.x){
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this.orientation = 3;
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}else if(this.vector.y>this.coord.y){
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this.orientation = 2;
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}else if(this.vector.y<this.coord.y){
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this.orientation = 0;
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}
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}
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if(this.vector.x>this.coord.x){
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this.orientation = 1;
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}else if(this.vector.x<this.coord.x){
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this.orientation = 3;
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}else if(this.vector.y>this.coord.y){
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this.orientation = 2;
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}else if(this.vector.y<this.coord.y){
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this.orientation = 0;
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switch(this.orientation){
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case 0:
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this.y-=this.speed;
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break;
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case 1:
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this.x+=this.speed;
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break;
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case 2:
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this.y+=this.speed;
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break;
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case 3:
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this.x-=this.speed;
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break;
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}
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},
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draw:function(context){
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context.fillStyle = this.color;
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context.beginPath();
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context.arc(this.x,this.y,this.width*.5,0,Math.PI,true);
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switch(this.times%2){
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case 0:
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context.lineTo(this.x-this.width*.5,this.y+this.height*.4);
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context.quadraticCurveTo(this.x-this.width*.4,this.y+this.height*.5,this.x-this.width*.2,this.y+this.height*.3);
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context.quadraticCurveTo(this.x,this.y+this.height*.5,this.x+this.width*.2,this.y+this.height*.3);
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context.quadraticCurveTo(this.x+this.width*.4,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.4);
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break;
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case 1:
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context.lineTo(this.x-this.width*.5,this.y+this.height*.3);
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context.quadraticCurveTo(this.x-this.width*.25,this.y+this.height*.5,this.x,this.y+this.height*.3);
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context.quadraticCurveTo(this.x+this.width*.25,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.3);
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break;
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}
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context.fill();
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context.closePath();
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context.fillStyle = '#FFF';
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context.beginPath();
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context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.fillStyle = '#000';
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switch(this.times%4){
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case 2:
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case 0:
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context.beginPath();
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context.arc(this.x-this.width*.15,this.y-this.height*.27,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.15,this.y-this.height*.27,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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break;
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case 1:
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context.beginPath();
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context.arc(this.x-this.width*.17,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.13,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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break;
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case 3:
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context.beginPath();
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context.arc(this.x-this.width*.13,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.17,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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break;
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}
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}
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switch(this.orientation){
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case 0:
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this.y-=this.speed;
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break;
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case 1:
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this.x+=this.speed;
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break;
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case 2:
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this.y+=this.speed;
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break;
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case 3:
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this.x-=this.speed;
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break;
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}
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},
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draw:function(context){
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context.fillStyle = '#F00';
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context.beginPath();
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context.arc(this.x,this.y,this.width*.5,0,Math.PI,true);
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switch(this.times%2){
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case 0:
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context.lineTo(this.x-this.width*.5,this.y+this.height*.4);
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context.quadraticCurveTo(this.x-this.width*.4,this.y+this.height*.5,this.x-this.width*.2,this.y+this.height*.3);
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context.quadraticCurveTo(this.x,this.y+this.height*.5,this.x+this.width*.2,this.y+this.height*.3);
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context.quadraticCurveTo(this.x+this.width*.4,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.4);
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break;
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case 1:
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context.lineTo(this.x-this.width*.5,this.y+this.height*.3);
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context.quadraticCurveTo(this.x-this.width*.25,this.y+this.height*.5,this.x,this.y+this.height*.3);
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context.quadraticCurveTo(this.x+this.width*.25,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.3);
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break;
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}
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context.fill();
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context.closePath();
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context.fillStyle = '#FFF';
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context.beginPath();
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context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.fillStyle = '#00F';
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switch(this.times%4){
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case 2:
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case 0:
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context.beginPath();
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context.arc(this.x-this.width*.15,this.y-this.height*.27,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.15,this.y-this.height*.27,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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break;
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case 1:
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context.beginPath();
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context.arc(this.x-this.width*.17,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.13,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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break;
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case 3:
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context.beginPath();
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context.arc(this.x-this.width*.13,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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context.beginPath();
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context.arc(this.x+this.width*.17,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
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context.fill();
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context.closePath();
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break;
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}
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}
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});
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});
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}
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stage.bind('keydown',function(e){
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player.control = {orientation:MAP_ORIENTATION[e.keyCode]};
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});
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