function updatePlayerMissiles() {
var tempPlayerMissile = {};
var playerMissileLength=playerMissiles.length-1;
//ConsoleLog.log("update playerMissileLength=" + playerMissileLength);
for (var playerMissileCtr=playerMissileLength;playerMissileCtr>=0;
playerMissileCtr--){
//ConsoleLog.log("update player missile" + playerMissileCtr)
tempPlayerMissile = playerMissiles[playerMissileCtr];
tempPlayerMissile.x += tempPlayerMissile.dx*frameRateCounter.step;
tempPlayerMissile.y += tempPlayerMissile.dy*frameRateCounter.step;
if (tempPlayerMissile.x > xMax) {
tempPlayerMissile.x =- tempPlayerMissile.width;
}else if (tempPlayerMissile.x<-tempPlayerMissile.width){
tempPlayerMissile.x = xMax;
}
if (tempPlayerMissile.y > yMax) {
tempPlayerMissile.y =- tempPlayerMissile.height;
}else if (tempPlayerMissile.y<-tempPlayerMissile.height){
tempPlayerMissile.y = yMax;
}
tempPlayerMissile.lifeCtr++;
if (tempPlayerMissile.lifeCtr > tempPlayerMissile.life){
//ConsoleLog.log("removing player missile");
playerMissiles.splice(playerMissileCtr,1)
tempPlayerMissile = null;
}
}
}
function updateRocks(){
var tempRock = {};
var rocksLength = rocks.length-1;
//ConsoleLog.log("update rocks length=" + rocksLength);
for (var rockCtr=rocksLength;rockCtr>=0;rockCtr--){
tempRock = rocks[rockCtr];
tempRock.x += tempRock.dx*frameRateCounter.step;
tempRock.y += tempRock.dy*frameRateCounter.step;
tempRock.animationCount++;
if (tempRock.animationCount > tempRock.animationDelay){
tempRock.animationCount = 0;
tempRock.rotation += tempRock.rotationInc;
if (tempRock.rotation > 4){
tempRock.rotation = 0;
}else if (tempRock.rotation <0){
tempRock.rotation = 4;
}
}
Code from Chapter 9  |  689
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if (tempRock.x > xMax) {
tempRock.x = xMin-tempRock.width;
}else if (tempRock.x<xMin-tempRock.width){
tempRock.x = xMax;
}
if (tempRock.y > yMax) {
tempRock.y = yMin-tempRock.width;
}else if (tempRock.y<yMin-tempRock.width){
tempRock.y = yMax;
}
}
}
function updateSaucers() {
//first check to see if we want to add a saucer
if (saucers.length< levelSaucerMax){
if (Math.floor(Math.random()*100)<=levelSaucerOccurrenceRate){
//ConsoleLog.log("create saucer")
var newSaucer = {};
newSaucer.width = 30;
newSaucer.height = 13;
newSaucer.halfHeight = 6.5;
newSaucer.halfWidth = 15;
newSaucer.hitWidth = 30;
newSaucer.hitHeight = 13;
newSaucer.scoreValue = saucerScore;
newSaucer.fireRate = levelSaucerFireRate;
newSaucer.fireDelay = levelSaucerFireDelay;
newSaucer.fireDelayCount = 0;
newSaucer.missileSpeed = levelSaucerMissileSpeed;
newSaucer.dy = (Math.random()*2);
if (Math.floor(Math.random)*2==1){
newSaucer.dy *= 1;
}
//choose betweeen left or right edge to start
if (Math.floor(Math.random()*2)==1){
//start on right and go left
newSaucer.x = 450;
newSaucer.dx = 1*levelSaucerSpeed;
}else{
//left to right
newSaucer.x = 50;
newSaucer.dx = levelSaucerSpeed;
}
newSaucer.missileSpeed = levelSaucerMissileSpeed;
690  |  Appendix A: Full Code Listings
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newSaucer.fireDelay = levelSaucerFireDelay;
newSaucer.fireRate = levelSaucerFireRate;
newSaucer.y = Math.floor(Math.random()*400);
saucers.push(newSaucer);
}
}
var tempSaucer = {};
var saucerLength = saucers.length-1;
//ConsoleLog.log("update rocks length=" + rocksLength);
for (var saucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){
tempSaucer = saucers[saucerCtr];
//should saucer fire
tempSaucer.fireDelayCount++;
if (Math.floor(Math.random()*100<=tempSaucer.fireRate &&
tempSaucer.fireDelayCount>tempSaucer.fireDelay ){
playSound(SOUND_SAUCER_SHOOT,.5);
fireSaucerMissile(tempSaucer);
tempSaucer.fireDelayCount=0;
}
var remove = false;
tempSaucer.x += tempSaucer.dx*frameRateCounter.step;
tempSaucer.y += tempSaucer.dy*frameRateCounter.step;
//remove saucers on left and right edges
if (tempSaucer.dx > 0 && tempSaucer.x >xMax){
remove = true;
}else if (tempSaucer.dx <0 &&tempSaucer.x<xMin-tempSaucer.width){
remove = true;
}
//bounce saucers off over vertical edges
if (tempSaucer.y > yMax || tempSaucer.y<yMin-tempSaucer.width) {
tempSaucer.dy *= 1;
}
if (remove==true) {
//remove the saucer
saucers.splice(saucerCtr,1);
tempSaucer = null;
}
}
}
function updateSaucerMissiles() {
var tempSaucerMissile = {};
Code from Chapter 9  |  691
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var saucerMissileLength = saucerMissiles.length-1;
for (var saucerMissileCtr = saucerMissileLength;saucerMissileCtr>=0;
saucerMissileCtr--){
//ConsoleLog.log("update player missile" + playerMissileCtr)
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
tempSaucerMissile.x += tempSaucerMissile.dx*frameRateCounter.step;
tempSaucerMissile.y += tempSaucerMissile.dy*frameRateCounter.step;
if (tempSaucerMissile.x > xMax) {
tempSaucerMissile.x =- tempSaucerMissile.width;
}else if (tempSaucerMissile.x<-tempSaucerMissile.width){
tempSaucerMissile.x = xMax;
}
if (tempSaucerMissile.y > yMax) {
tempSaucerMissile.y =- tempSaucerMissile.height;
}else if (tempSaucerMissile.y<-tempSaucerMissile.height){
tempSaucerMissile.y = yMax;
}
tempSaucerMissile.lifeCtr++;
if (tempSaucerMissile.lifeCtr > tempSaucerMissile.life){
//remove
saucerMissiles.splice(saucerMissileCtr,1);
tempSaucerMissile = null;
}
}
}
function updateParticles() {
var particleLength=particles.length-1;
for (var particleCtr=particleLength;particleCtr>=0;particleCtr--){
var remove = false;
tempParticle = particles[particleCtr];
tempParticle.x += tempParticle.dx*frameRateCounter.step;
tempParticle.y += tempParticle.dy*frameRateCounter.step;
tempParticle.lifeCtr++;
if (tempParticle.lifeCtr > tempParticle.life){
remove = true;
else if ((tempParticle.x > xMax|| (tempParticle.x<xMin)
|| (tempParticle.y > yMax|| (tempParticle.y<yMin)){
remove=true;
}
if (remove) {
particlePool.push(tempParticle)
particles.splice(particleCtr,1)
}
692  |  Appendix A: Full Code Listings
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}
}
function renderPlayerShip(x,y,rotationscale) {
//transformation
context.save(); //save current state in stack
context.globalAlpha = parseFloat(player.alpha);
var angleInRadians = rotation * Math.PI / 180;
var sourceX = Math.floor((player.rotation/10) % 10* 32;
var sourceY = Math.floor((player.rotation/10) /10*32;
if (player.thrust){
context.drawImage(shipTiles2sourceXsourceY32,32,
player.x,player.y,32,32);
}else{
context.drawImage(shipTilessourceXsourceY32,32,
player.x,player.y,32,32);
}
//restore context
context.restore(); //pop old state on to screen
context.globalAlpha = 1;
}
function renderPlayerMissiles() {
var tempPlayerMissile = {};
var playerMissileLength=playerMissiles.length-1;
//ConsoleLog.log("render playerMissileLength=" + playerMissileLength);
for (var playerMissileCtr=playerMissileLength;playerMissileCtr>=0;
playerMissileCtr--){
//ConsoleLog.log("draw player missile " + playerMissileCtr)
tempPlayerMissile = playerMissiles[playerMissileCtr];
context.save(); //save current state in stack
var sourceX=Math.floor(1 % 4* tempPlayerMissile.width;
var sourceY=Math.floor(1 / 4* tempPlayerMissile.height;
context.drawImage(particleTilessourceXsourceY,
tempPlayerMissile.width,tempPlayerMissile.height,
tempPlayerMissile.x,tempPlayerMissile.y,
tempPlayerMissile.width,tempPlayerMissile.height);
context.restore(); //pop old state on to screen
}
}
function renderRocks() {
var tempRock = {};
var rocksLength = rocks.length-1;
for (var rockCtr = rocksLength;rockCtr>=0;rockCtr--){
context.save(); //save current state in stack
Code from Chapter 9  |  693
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tempRock = rocks[rockCtr];
var sourceX = Math.floor((tempRock.rotation) % 5* tempRock.width;
var sourceY = Math.floor((tempRock.rotation) /5*tempRock.height;
switch(tempRock.scale){
case 1:
context.drawImage(largeRockTilessourceXsourceY,
tempRock.width,tempRock.height,tempRock.x,tempRock.y,
tempRock.width,tempRock.height);
break;
case 2:
context.drawImage(mediumRockTilessourceX,
sourceY,tempRock.width,tempRock.height,tempRock.x,tempRock.y,
tempRock.width,tempRock.height);
break;
case 3:
context.drawImage(smallRockTilessourceX,
sourceY,tempRock.width,tempRock.height,tempRock.x,tempRock.y,
tempRock.width,tempRock.height);
break;
}
context.restore(); //pop old state on to screen
}
}
function renderSaucers() {
var tempSaucer = {};
var saucerLength = saucers.length-1;
for (var saucerCtr = saucerLength;saucerCtr>=0;saucerCtr--){
//ConsoleLog.log("saucer: " + saucerCtr);
tempSaucer = saucers[saucerCtr];
context.save(); //save current state in stack
var sourceX = 0;
var sourceY = 0;
context.drawImage(saucerTilessourceXsourceY30,15,
tempSaucer.x,tempSaucer.y,30,15);
context.restore(); //pop old state on to screen
}
}
function renderSaucerMissiles() {
var tempSaucerMissile = {};
var saucerMissileLength = saucerMissiles.length-1;
//ConsoleLog.log("saucerMissiles= " + saucerMissiles.length)
for (var saucerMissileCtr=saucerMissileLength;saucerMissileCtr>=0;
saucerMissileCtr--){
//ConsoleLog.log("draw player missile " + playerMissileCtr)
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
context.save(); //save current state in stack
var sourceX = Math.floor(0 % 4* tempSaucerMissile.width;
694  |  Appendix A: Full Code Listings
C# PDF File Merge Library: Merge, append PDF files in C#.net, ASP.
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var sourceY = Math.floor(0 / 4* tempSaucerMissile.height;
context.drawImage(particleTilessourceXsourceY,
tempSaucerMissile.width,tempSaucerMissile.height,
tempSaucerMissile.x,tempSaucerMissile.y,tempSaucerMissile.width,
tempSaucerMissile.height);
context.restore(); //pop old state on to screen
}
}
function renderParticles() {
var tempParticle = {};
var particleLength = particles.length-1;
for (var particleCtr=particleLength;particleCtr>=0;particleCtr--){
tempParticle = particles[particleCtr];
context.save(); //save current state in stack
var tile;
//console.log("part type=" + tempParticle.type)
switch(tempParticle.type){
case 0: // saucer
tile = 0;
break;
case 1: //large rock
tile = 2
break;
case 2: //medium rock
tile = 3;
break;
case 3: //small rock
tile = 0;
break;
case 4: //player
tile = 1;
break;
}
var sourceX = Math.floor(tile % 4* tempParticle.width;
var sourceY = Math.floor(tile / 4* tempParticle.height;
context.drawImage(particleTilessourceXsourceY,
tempParticle.width,tempParticle.height,tempParticle.x,
tempParticle.y,tempParticle.width,tempParticle.height);
context.restore(); //pop old state on to screen
}
Code from Chapter 9  |  695
}
function checkCollisions() {
//loop through rocks then missiles.
//There will always be rocks and a ship,
//but there will not always be missiles.
var tempRock = {};
var rocksLength = rocks.length-1;
var tempPlayerMissile = {};
var playerMissileLength = playerMissiles.length-1;
var saucerLength = saucers.length-1;
var tempSaucer = {};
var saucerMissileLength = saucerMissiles.length-1;
rocks: for (var rockCtr=rocksLength;rockCtr>=0;rockCtr--){
tempRock = rocks[rockCtr];
missiles:for (var playerMissileCtr=playerMissileLength;
playerMissileCtr>=0;playerMissileCtr--){
tempPlayerMissile = playerMissiles[playerMissileCtr];
if (boundingBoxCollide(tempRock,tempPlayerMissile)){
//ConsoleLog.log("hit rock");
createExplode(tempRock.x+tempRock.halfWidth,
tempRock.y+tempRock.halfHeight,10,tempRock.scale);
if (tempRock.scale<3) {
splitRock(tempRock.scale+1tempRock.xtempRock.y);
}
addToScore(tempRock.scoreValue);
playerMissiles.splice(playerMissileCtr,1);
tempPlayerMissile = null;
rocks.splice(rockCtr,1);
tempRock = null;
break rocks;
break missiles;
}
}
saucers:for (var saucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){
tempSaucer = saucers[saucerCtr];
if (boundingBoxCollide(tempRock,tempSaucer)){
//ConsoleLog.log("hit rock");
createExplode(tempSaucer.x+tempSaucer.halfWidth,
tempSaucer.y+tempSaucer.halfHeight,10,0);
createExplode(tempRock.x+tempRock.halfWidth,
tempRock.y+tempRock.halfHeight,10,tempRock.scale);
696  |  Appendix A: Full Code Listings
if (tempRock.scale<3) {
splitRock(tempRock.scale+1tempRock.xtempRock.y);
}
saucers.splice(saucerCtr,1);
tempSaucer = null;
rocks.splice(rockCtr,1);
tempRock = null;
break rocks;
break saucers;
}
}
//saucer missiles against rocks
//this is done here so we don't have to loop through
//rocks again as it would probably
//be the biggest array
saucerMissiles:for (var saucerMissileCtr=saucerMissileLength;
saucerMissileCtr>=0;saucerMissileCtr--){
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
if (boundingBoxCollide(tempRock,tempSaucerMissile)){
//ConsoleLog.log("hit rock");
createExplode(tempRock.x+tempRock.halfWidth,
tempRock.y+tempRock.halfHeight,10,tempRock.scale);
if (tempRock.scale<3) {
splitRock(tempRock.scale+1tempRock.xtempRock.y);
}
saucerMissiles.splice(saucerCtr,1);
tempSaucerMissile = null;
rocks.splice(rockCtr,1);
tempRock = null;
break rocks;
break saucerMissiles;
}
}
//check player against rocks
if (boundingBoxCollide(tempRock,player&& player.safe==false){
//ConsoleLog.log("hit player");
createExplode(tempRock.x+tempRock.halfWidth,
tempRock.halfHeight,10,tempRock.scale);
addToScore(tempRock.scoreValue);
if (tempRock.scale<3) {
splitRock(tempRock.scale+1tempRock.xtempRock.y);
}
Code from Chapter 9  |  697
rocks.splice(rockCtr,1);
tempRock=null;
playerDie();
}
}
//now check player against saucers and then saucers against player missiles
//and finally player against saucer missiles
playerMissileLength = playerMissiles.length-1;
saucerLength = saucers.length-1;
saucers:for (var saucerCtr=saucerLength;saucerCtr>=0;saucerCtr--){
tempSaucer = saucers[saucerCtr];
missiles:for (var playerMissileCtr=playerMissileLength;
playerMissileCtr>=0;playerMissileCtr--){
tempPlayerMissile = playerMissiles[playerMissileCtr];
if (boundingBoxCollide(tempSaucer,tempPlayerMissile)){
//ConsoleLog.log("hit rock");
createExplode(tempSaucer.x+tempSaucer.halfWidth,
tempSaucer.y+tempSaucer.halfHeight,10,0);
addToScore(tempSaucer.scoreValue);
playerMissiles.splice(playerMissileCtr,1);
tempPlayerMissile = null;
saucers.splice(saucerCtr,1);
tempSaucer = null;
break saucers;
break missiles;
}
}
//player against saucers
if (boundingBoxCollide(tempSaucer,player& player.safe==false){
ConsoleLog.log("hit player");
createExplode(tempSaucer.x+16,tempSaucer.y+16,10,tempRock.scale);
addToScore(tempSaucer.scoreValue);
saucers.splice(rockCtr,1);
tempSaucer = null;
playerDie();
}
}
//saucerMissiles against player
saucerMissileLength = saucerMissiles.length-1;
698  |  Appendix A: Full Code Listings
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