[client] fix tank destroy zero score label
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27
CHANGELOG.md
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27
CHANGELOG.md
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0.15.0
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------
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* Added display tank player name in `Render`
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* Fixed join game after relogin
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* Updated `CreateGamePopup` for any screen sizes
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* Fixed tank destroy zero score label
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0.14.0
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------
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* Added `CreateGamePopup`
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* Fixed null tank color
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* Updated `Ticker`
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0.13.0
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------
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* Added `Ticker`
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* Fixed `PacketQueue` stream reading
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* Added `PlayerControl` and `ControlPreset`
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* Added `BaseControlFactory`
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0.12.0
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------
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* Added `GameRoomFrame`
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* Improved websocket connection with using binary protocol instead of text
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* Added `GameListFrame`
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* Added `DesktopConnection` for linux client build
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* Updated `SoundManager`
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80
WORK.md
80
WORK.md
@@ -1,73 +1,7 @@
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* build
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* gulp 100%
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* linux 100%
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* deb-package 100%
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* windows 0%
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* exe-package 0% (inno setup)
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* deploy
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* capistrano 100%
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* ui
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* auth frame 0%
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* select game frame 100% (classic 1/2 player, dota singe/coop/vs)
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* select level frame 10%
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* game frame 50%
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* engine
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* config 100%
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* map 100%
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* tanks 100%
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* bullets 100%
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* boxes 100%
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* map changes 100%
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* bonuses 100%
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* eagle 100%
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* game
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* classic
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* state 50%
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* bot 50%
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* human 100%
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* dota
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* state 50%
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* bot 10%
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* human 100%
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* bonus
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* star 50%
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* grenade 0%
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* helm 0%
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* clock 0%
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* shovel 0%
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* state
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* score 0%
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* human tank 0%
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* save/load 0%
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* export/import 0%
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* render
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* map 100%
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* tanks 100%
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* bullet 100%
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* calc redraw 50%
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* animations
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* tank spawn 0%
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* tank move 100%
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* map water 100%
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* bullet boom 90%
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* tank boom 90%
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* bonuses 100%
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* html5 50%
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* proto
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...
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* editor
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* level
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* open 100%
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* edit 50%
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* save 100%
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* tank
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* color 10%
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* [bug] (server) **grenade** bonus
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* [bug] **clock** bonus for spawned tanks
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* [feature] **shovel** bonus with armor bricks
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* [feature] tanks and bullets speed balancing
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* [bug] record system broken
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* [feature] custom map size
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* [bug] bullet and tank collision with bricks under bonus
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@@ -187,7 +187,7 @@ class Render extends SpriteView implements IRender {
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var item = items[id];
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entryLayer.removeChild(item.view);
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playAnimate(item.rect.center, AnimateBundle.tankBoom());
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if (shot.score != 0) {
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if (shot.score != null) {
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showScore(item.rect.center, shot.score);
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}
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items.remove(id);
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@@ -206,7 +206,7 @@ class Render extends SpriteView implements IRender {
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if (items.exists(id)) {
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var item = items[id];
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playAnimate(item.rect.center, AnimateBundle.tankBoom());
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if (shot.score != 0) {
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if (shot.score != null) {
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showScore(item.rect.center, shot.score);
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}
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cast(item, EagleRenderItem).death = true;
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@@ -215,7 +215,7 @@ class Render extends SpriteView implements IRender {
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if (items.exists(id)) {
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var item = items[id];
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upperLayer.removeChild(item.view);
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if (shot.score != 0) {
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if (shot.score != null) {
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showScore(item.rect.center, shot.score);
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}
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items.remove(id);
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@@ -55,13 +55,13 @@ typedef TankConfig = {
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@:optinal var hits:Int;
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@:optinal var upgrade:TankType;
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@:optinal var downgrade:TankType;
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@:optinal var score:Int;
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@:optinal var score:Null<Int>;
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}
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typedef BonusConfig = {
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var type:BonusType;
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@:optional var duration:Int;
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@:optinal var score:Int;
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@:optional var duration:Null<Int>;
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@:optinal var score:Null<Int>;
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}
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typedef TankSpawn = {
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@@ -80,7 +80,7 @@ typedef PlayerConfig = {
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}
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typedef EagleConfig = {
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@:optional var score:Int;
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@:optional var score:Null<Int>;
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}
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typedef TeamConfig = {
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@@ -32,8 +32,8 @@ enum SpawnEvent {
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typedef Shot = {
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var tankId:Int;
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@:optional var bulletId:Int;
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@:optional var score:Int;
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@:optional var bulletId:Null<Int>;
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@:optional var score:Null<Int>;
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}
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enum HitEvent {
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@@ -68,7 +68,7 @@ class GameRunner extends Game implements EngineListener {
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}
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gameEventSignal.emit(EventUtil.buildBricksSpawn(engine.map));
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gameEventSignal.emit(START(state));
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//for (i in 0...10) spawnBonus();
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//for (i in 0...10) spawnBonus("grenade");
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}
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private function spawn(task:SpawnTask):Void {
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@@ -138,7 +138,7 @@ class GameRunner extends Game implements EngineListener {
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public function onSpawn(entity:EntityType):Void {
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}
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private static function buildShot(bullet:Bullet, score:Int = 0):Shot {
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private static function buildShot(bullet:Bullet, score:Null<Int> = null):Shot {
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return {
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tankId: bullet.tank.id,
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bulletId: bullet.id,
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@@ -200,7 +200,7 @@ class GameRunner extends Game implements EngineListener {
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emitTankChange(tank);
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} else {
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var score = tank.config.score;
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if (tank.playerId.team == bullet.playerId.team) {
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if (score != null && tank.playerId.team == bullet.playerId.team) {
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score = Math.round(score * -0.5);
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}
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gameEventSignal.emit(DESTROY(TANK(tank.id, buildShot(bullet, score))));
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@@ -230,8 +230,10 @@ class GameRunner extends Game implements EngineListener {
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public function onDestroy(entity:EntityType):Void {
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}
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private function spawnBonus():Void {
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var type = config.bonuses[Math.floor(Math.random() * config.bonuses.length)].type;
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private function spawnBonus(type:BonusType = null):Void {
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if (type == null) {
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type = config.bonuses[Math.floor(Math.random() * config.bonuses.length)].type;
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}
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var point = {
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x: Math.floor(Math.random() * (engine.map.gridWidth - 1)),
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y: Math.floor(Math.random() * (engine.map.gridHeight - 1)),
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@@ -350,7 +352,7 @@ class GameRunner extends Game implements EngineListener {
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case DESTROY(EAGLE(id, shot)):
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var eagle:Eagle = engine.getEntity(id);
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eagle.death = true;
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if (shot.score != 0) {
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if (shot.score != null) {
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var tank:Tank = engine.getEntity(shot.tankId);
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changeScore(tank.playerId, shot.score);
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}
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@@ -376,7 +378,7 @@ class GameRunner extends Game implements EngineListener {
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if (tank.bonus && shot.bulletId != null) {
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spawnBonus();
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}
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if (shot.score != 0) {
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if (shot.score != null) {
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var shooterTank:Tank = engine.getEntity(shot.tankId);
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changeScore(shooterTank.playerId, shot.score);
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}
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@@ -385,7 +387,7 @@ class GameRunner extends Game implements EngineListener {
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var bonus:Bonus = engine.getEntity(id);
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var tank:Tank = engine.getEntity(shot.tankId);
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applyBonus(tank, bonus);
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if (shot.score != 0) {
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if (shot.score != null) {
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changeScore(tank.playerId, shot.score);
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}
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engine.destroy(id);
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@@ -40,8 +40,7 @@ team:
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players:
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- {<<: *human, index: 0, color: 0xFFFF00, control: 'null'}
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- {<<: *human, index: 1, color: 0x15C040, control: 'null'}
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eagle:
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score: 0
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eagle: {}
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points:
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- {team: human, type: eagle, index: -1, direction: right, x: 12, y: 24}
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