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globals.js
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44 lines (27 loc) · 964 Bytes
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// =======
// GLOBALS
// =======
/*
Evil, ugly (but "necessary") globals, which everyone can use.
*/
"use strict";
/* jshint browser: true, devel: true, globalstrict: true */
var g_canvas = document.getElementById("myCanvas");
var g_ctx = g_canvas.getContext("2d");
// The "nominal interval" is the one that all of our time-based units are
// calibrated to e.g. a velocity unit is "pixels per nominal interval"
//
var NOMINAL_UPDATE_INTERVAL = 16.666;
// Multiply by this to convert seconds into "nominals"
var SECS_TO_NOMINALS = 1000 / NOMINAL_UPDATE_INTERVAL;
var g_lives = 3;
var g_enemy1WaveInterval = 5000 / NOMINAL_UPDATE_INTERVAL;
var g_enemy2WaveInterval = 7000 / NOMINAL_UPDATE_INTERVAL;
var g_enemy1amount = 0;
var g_enemy2amount = 0;
var g_increaseDifficultyInterval = 15000 / NOMINAL_UPDATE_INTERVAL;
var g_bossInterval = 60000/NOMINAL_UPDATE_INTERVAL;
var g_bossHealth = 100;
var g_baseShipCel = 2;
var g_XTime = 0;
var g_XVel = 0.75;