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update
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@ -124,9 +124,9 @@ function geronimo() {
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logger.disableLogger = function disableLogger() {
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logger.disableLogger = function disableLogger() {
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console.log('console.log disabled');
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console.log('console.log disabled');
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originalConsoleLog = console.log;
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originalConsoleLog = console.log;
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window['console']['log'] = function () {};
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window['console']['log'] = function () { };
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originalConsoleDebug = console.debug;
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originalConsoleDebug = console.debug;
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window['console']['debug'] = function () {};
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window['console']['debug'] = function () { };
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};
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};
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return logger;
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return logger;
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@ -160,18 +160,6 @@ function geronimo() {
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function Game() {
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function Game() {
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this.cheatHealth = function () {
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this.score.set(0);
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this.score.refresh(".score");
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pacman.lives = 100;
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this.refreshLevel(".level");
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this.pause = false;
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this.gameOver = false;
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};
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this.cheatHealth();
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this.timer = new Timer(); // TODO: implememnt properly, and submit with highscore
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this.timer = new Timer(); // TODO: implememnt properly, and submit with highscore
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this.refreshRate = 33; // speed of the game, will increase in higher levels
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this.refreshRate = 33; // speed of the game, will increase in higher levels
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@ -342,31 +330,31 @@ function geronimo() {
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switch (this.level) {
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switch (this.level) {
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case 2:
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case 2:
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return '"The chase begins"';
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return '"The chase begins"';
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// activate chase / scatter switching
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// activate chase / scatter switching
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case 3:
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case 3:
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return '"Inky\s awakening"';
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return '"Inky\s awakening"';
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// Inky starts leaving the ghost house
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// Inky starts leaving the ghost house
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case 4:
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case 4:
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return '"Clyde\s awakening"';
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return '"Clyde\s awakening"';
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// Clyde starts leaving the ghost house
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// Clyde starts leaving the ghost house
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case 5:
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case 5:
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return '"need for speed"';
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return '"need for speed"';
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// All the ghosts get faster from now on
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// All the ghosts get faster from now on
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case 6:
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case 6:
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return '"hunting season 1"';
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return '"hunting season 1"';
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// TODO: No scatter mood this time
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// TODO: No scatter mood this time
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case 7:
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case 7:
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return '"the big calm"';
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return '"the big calm"';
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// TODO: Only scatter mood this time
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// TODO: Only scatter mood this time
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case 8:
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case 8:
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return '"hunting season 2"';
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return '"hunting season 2"';
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// TODO: No scatter mood and all ghosts leave instantly
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// TODO: No scatter mood and all ghosts leave instantly
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case 9:
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case 9:
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return '"ghosts on speed"';
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return '"ghosts on speed"';
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// TODO: Ghosts get even faster for this level
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// TODO: Ghosts get even faster for this level
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case FINAL_LEVEL:
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case FINAL_LEVEL:
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return '"The final chase"';
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return '"The final chase"';
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// TODO: Ghosts get even faster for this level
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// TODO: Ghosts get even faster for this level
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default:
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default:
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return '"nothing new"';
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return '"nothing new"';
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}
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}
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@ -648,7 +636,7 @@ function geronimo() {
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Sound.play = function (sound) {
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Sound.play = function (sound) {
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if (game.soundfx == 1) {
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if (game.soundfx == 1) {
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var audio = document.getElementById(sound);
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var audio = document.getElementById(sound);
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(audio !== null) ? audio.play(): console.log(sound + " not found");
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(audio !== null) ? audio.play() : console.log(sound + " not found");
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}
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}
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};
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};
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@ -873,13 +861,13 @@ function geronimo() {
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var tY = (pacman.getGridPosY() + pdirY * 4) % (game.height / pacman.radius + 1);
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var tY = (pacman.getGridPosY() + pdirY * 4) % (game.height / pacman.radius + 1);
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break;
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break;
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// target: pacman
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// target: pacman
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case GHOSTS.BLINKY:
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case GHOSTS.BLINKY:
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var tX = pacman.getGridPosX();
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var tX = pacman.getGridPosX();
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var tY = pacman.getGridPosY();
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var tY = pacman.getGridPosY();
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break;
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break;
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// target:
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// target:
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case GHOSTS.INKY:
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case GHOSTS.INKY:
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var tX = pacman.getGridPosX() + 2 * pacman.direction.dirX;
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var tX = pacman.getGridPosX() + 2 * pacman.direction.dirX;
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var tY = pacman.getGridPosY() + 2 * pacman.direction.dirY;
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var tY = pacman.getGridPosY() + 2 * pacman.direction.dirY;
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@ -889,7 +877,7 @@ function geronimo() {
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tY = Math.abs(blinky.getGridPosY() + vY * 2);
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tY = Math.abs(blinky.getGridPosY() + vY * 2);
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break;
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break;
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// target: pacman, until pacman is closer than 5 grid fields, then back to scatter
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// target: pacman, until pacman is closer than 5 grid fields, then back to scatter
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case GHOSTS.CLYDE:
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case GHOSTS.CLYDE:
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var tX = pacman.getGridPosX();
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var tX = pacman.getGridPosX();
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var tY = pacman.getGridPosY();
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var tY = pacman.getGridPosY();
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@ -1655,6 +1643,17 @@ function geronimo() {
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) game.pauseResume();
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) game.pauseResume();
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break;
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break;
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}
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}
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this.cheatHealth = function () {
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this.score.set(0);
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this.score.refresh(".score");
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pacman.lives = 100;
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this.refreshLevel(".level");
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this.pause = false;
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this.gameOver = false;
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};
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this.cheatHealth();
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}
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}
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}
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}
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