How to use clearTimeout method in root

Best JavaScript code snippet using root

adventure.js

Source:adventure.js Github

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...352 document.getElementById("lose").style.display = "block";353 startLocation1 = originalLocation1;354 startLocation2 = originalLocation2;355 startLocation3 = originalLocation3;356 clearTimeout(currentProjectile3);357 clearTimeout(currentProjectile2);358 clearTimeout(currentProjectile1);359 clearTimeout(currentAnimation1);360 clearTimeout(currentAnimation2);361 clearTimeout(currentAnimation3);362 clearTimeout(currentAnimation4);363 clearTimeout(currentAnimation5);364 clearTimeout(currentAnimation6);365 clearTimeout(currentAnimation7);366 clearTimeout(currentAnimation8);367 clearTimeout(currentAnimation9);368 clearTimeout(currentAnimation10);369 clearTimeout(currentAnimation11);370 clearTimeout(currentAnimation12);371 clearTimeout(currentAnimation13);372 clearTimeout(currentAnimation14);373 clearTimeout(currentAnimation15);374 clearTimeout(currentAnimation16);375 canMove = false;376 return;377 } else if (nextClass.includes("enemy")){378 if(!newClass.includes("armor")){379 document.getElementById("lose").style.display = "block";380 startLocation1 = originalLocation1;381 startLocation2 = originalLocation2;382 startLocation3 = originalLocation3;383 clearTimeout(currentProjectile3);384 clearTimeout(currentProjectile2);385 clearTimeout(currentProjectile1);386 clearTimeout(currentAnimation1);387 clearTimeout(currentAnimation2);388 clearTimeout(currentAnimation3);389 clearTimeout(currentAnimation4);390 clearTimeout(currentAnimation5);391 clearTimeout(currentAnimation6);392 clearTimeout(currentAnimation7);393 clearTimeout(currentAnimation8);394 clearTimeout(currentAnimation9);395 clearTimeout(currentAnimation10);396 clearTimeout(currentAnimation11);397 clearTimeout(currentAnimation12);398 clearTimeout(currentAnimation13);399 clearTimeout(currentAnimation14);400 clearTimeout(currentAnimation15);401 clearTimeout(currentAnimation16);402 canMove = false;403 return;404 }405 }406 407 // if it is an orb408 if(nextClass.includes("orb")){409 document.getElementById("lose").style.display = "block";410 startLocation1 = originalLocation1;411 startLocation2 = originalLocation2;412 startLocation3 = originalLocation3;413 clearTimeout(currentProjectile3);414 clearTimeout(currentProjectile2);415 clearTimeout(currentProjectile1);416 clearTimeout(currentAnimation1);417 clearTimeout(currentAnimation2);418 clearTimeout(currentAnimation3);419 clearTimeout(currentAnimation4);420 clearTimeout(currentAnimation5);421 clearTimeout(currentAnimation6);422 clearTimeout(currentAnimation7);423 clearTimeout(currentAnimation8);424 clearTimeout(currentAnimation9);425 clearTimeout(currentAnimation10);426 clearTimeout(currentAnimation11);427 clearTimeout(currentAnimation12);428 clearTimeout(currentAnimation13);429 clearTimeout(currentAnimation14);430 clearTimeout(currentAnimation15);431 clearTimeout(currentAnimation16);432 canMove = false;433 return;434 }435 436 if(nextClass.includes("druid")){437 if(!newClass.includes("armor")){438 document.getElementById("lose").style.display = "block";439 startLocation1 = originalLocation1;440 startLocation2 = originalLocation2;441 startLocation3 = originalLocation3;442 clearTimeout(currentProjectile3);443 clearTimeout(currentProjectile2);444 clearTimeout(currentProjectile1);445 clearTimeout(currentAnimation1);446 clearTimeout(currentAnimation2);447 clearTimeout(currentAnimation3);448 clearTimeout(currentAnimation4);449 clearTimeout(currentAnimation5);450 clearTimeout(currentAnimation6);451 clearTimeout(currentAnimation7);452 clearTimeout(currentAnimation8);453 clearTimeout(currentAnimation9);454 clearTimeout(currentAnimation10);455 clearTimeout(currentAnimation11);456 clearTimeout(currentAnimation12);457 clearTimeout(currentAnimation13);458 clearTimeout(currentAnimation14);459 clearTimeout(currentAnimation15);460 clearTimeout(currentAnimation16);461 canMove = false;462 return;463 } 464 }465 466 //move up a level if needed467 levelUp(nextClass);468 469} //tryToMove470471// move up a level472function levelUp(nextClass) {473 if (nextClass == "flag" && riderOn && currentLevel < totalLevels) {474 document.getElementById("levelup").style.display = "block";475 clearTimeout(currentAnimation);476 setTimeout (function() {477 document.getElementById("levelup").style.display = "none";478 currentLevel++; //add an if statement if there are no more levels dont increment479 loadLevel(); 480 481 }, 1000);482 483 } else if(nextClass == "flag" && riderOn && currentLevel >= totalLevels){484 document.getElementById("end").style.display = "block";485 clearTimeout(currentAnimation);486 } // else if487 488} //levelUp489490491// load current levels 0 - maxlevel492function loadLevel(){493 let levelMap = levels[currentLevel];494 let animateBoxes1 = [];495 let animateBoxes2 = [];496 let animateBoxes3 = [];497 let animateBoxes4 = [];498 let animateBoxes5 = [];499 let animateBoxes6 = [];500 let animateBoxes7 = [];501 let animateBoxes8 = [];502 let animateBoxes9 = [];503 let animateBoxes10 = [];504 let animateBoxes11= [];505 let animateBoxes12 = [];506 let animateBoxes13 = [];507 let animateBoxes14 = [];508 let animateBoxes15 = [];509 let animateBoxes16 = [];510 let animate1Index = 0;511 let animate2Index = 0;512 let animate3Index = 0;513 let animate4Index = 0;514 let animate5Index = 0;515 let animate6Index = 0;516 let animate5Direction = "left";517 let animate6Direction = "down";518 let projectile1 = 0;519 let projectile2 = 0;520 let projectile3 = 0;521 riderOn = false;522 armorOn = false;523 canMove = true;524 document.getElementById("lose").style.display = "none";525 526 // load board527 for(var i = 0; i < gridBoxes.length; i++){528 gridBoxes[i].className = levelMap[i];529 if(levelMap[i].includes("char")) currentLocationOfHorse = i;530 if(levelMap[i].includes("proj1")){531 projectile1 = i;532 }533 if(levelMap[i].includes("proj2")){534 projectile2 = i;535 }536 if(levelMap[i].includes("proj3")){537 projectile3 = i;538 }539 if(currentLevel == 0){540 if(levelMap[i].includes("start animate1")){ 541 enemyStart1 = i - 1;542 currentLocationOfEnemy1 = enemyStart1;543 }// if544 if(levelMap[i].includes("start animate2")){ 545 enemyStart2 = i - 1;546 currentLocationOfEnemy2 = enemyStart2;547 }// if548 if(levelMap[i].includes("start animate3")){ 549 enemyStart3 = i - 1;550 currentLocationOfEnemy3 = enemyStart3;551 }// if552 if(levelMap[i].includes("start animate4")){ 553 enemyStart4 = i - 1;554 currentLocationOfEnemy4 = enemyStart4;555 }// if556 if(levelMap[i].includes("start animate5")){ 557 enemyStart5 = i + 6;558 currentLocationOfEnemy5 = enemyStart5;559 } 560 } else if (currentLevel == 1){561 562 if(levelMap[i].includes("start animate6")){ 563 enemyStart6 = i;564 currentLocationOfEnemy6 = enemyStart6;565 }566 if(levelMap[i].includes("start animate7")){ 567 enemyStart7 = i ;568 currentLocationOfEnemy7 = enemyStart7;569 }570 if(levelMap[i].includes("start animate8")){ 571 enemyStart8 = i ;572 currentLocationOfEnemy8 = enemyStart8;573 }574 if(levelMap[i].includes("start animate9")){ 575 enemyStart9 = i + 4;576 currentLocationOfEnemy9 = enemyStart9;577 }578 if(levelMap[i].includes("start animate10")){ 579 enemyStart10 = i + 6;580 currentLocationOfEnemy10 = enemyStart10;581 }582 } else if(currentLevel == 2){583 584 if(levelMap[i].includes("start animate11")){ 585 enemyStart11 = i - 1;586 currentLocationOfEnemy11 = enemyStart11;587 }588 if(levelMap[i].includes("start animate12")){ 589 enemyStart12 = i - 1;590 currentLocationOfEnemy12 = enemyStart12;591 }592 if(levelMap[i].includes("start animate13")){ 593 enemyStart13 = i - 1;594 currentLocationOfEnemy13 = enemyStart13;595 }596 if(levelMap[i].includes("start animate14")){ 597 enemyStart14 = i - 1;598 currentLocationOfEnemy14 = enemyStart14;599 }600 if(levelMap[i].includes("start animate15")){ 601 enemyStart15 = i - 1;602 currentLocationOfEnemy15 = enemyStart15;603 }604 if(levelMap[i].includes("start animate16")){ 605 enemyStart16 = i - 1;606 currentLocationOfEnemy16 = enemyStart16;607 }// if608 }609610 } // for611 612 animateBoxes1 = document.querySelectorAll(".animate1");613 animateBoxes2 = document.querySelectorAll(".animate2");614 animateBoxes3 = document.querySelectorAll(".animate3");615 animateBoxes4 = document.querySelectorAll(".animate4");616 animateBoxes5 = document.querySelectorAll(".animate5");617 animateBoxes6 = document.querySelectorAll(".animate6");618 animateBoxes7 = document.querySelectorAll(".animate7");619 animateBoxes8 = document.querySelectorAll(".animate8");620 animateBoxes9 = document.querySelectorAll(".animate9");621 animateBoxes10 = document.querySelectorAll(".animate10");622 animateBoxes11 = document.querySelectorAll(".animate11");623 animateBoxes12 = document.querySelectorAll(".animate12");624 animateBoxes13 = document.querySelectorAll(".animate13");625 animateBoxes14 = document.querySelectorAll(".animate14");626 animateBoxes15 = document.querySelectorAll(".animate15");627 animateBoxes16 = document.querySelectorAll(".animate16");628 629 if(currentLevel == 0){630631 animateEnemy1(animateBoxes1, 0, "right");632 animateEnemy2(animateBoxes2, 0, "right");633 animateEnemy3(animateBoxes3, 0, "right");634 animateEnemy4(animateBoxes4, 0, "right");635 animateEnemy5(animateBoxes5, 5, animate5Direction);636 } else if (currentLevel == 1) {637 638 animateEnemy6(animateBoxes6, 0, "right"); 639 animateEnemy7(animateBoxes7, 0, "right"); 640 animateEnemy8(animateBoxes8, 0, "right"); 641 animateEnemy9(animateBoxes9,4, "right"); 642 animateEnemy10(animateBoxes10, 7, "left"); 643 } else if (currentLevel == 2){644 animateEnemy11(animateBoxes11, 0, "right"); 645 animateEnemy12(animateBoxes12, 0, "right"); 646 animateEnemy13(animateBoxes13, 0, "right"); 647 animateEnemy14(animateBoxes14, 0, "right"); 648 animateEnemy15(animateBoxes15, 0, "right"); 649 animateEnemy16(animateBoxes16, 0, "right"); 650 }651 652 if(currentLevel == 2){653 animateProjectile1(projectile1);654 animateProjectile2(projectile2);655 animateProjectile3(projectile3);656 }657 658} //loadLevel659660//animate projectiles661function animateProjectile1(startLocation){662 if(stage1 == 0){663 startLocation1 = startLocation;664 startLocation = startLocation1;665 gridBoxes[startLocation].classList.add("orb");666 originalLocation1 = startLocation;667 }668 if(stage1 == 1){669 gridBoxes[startLocation].classList.remove("orb");670 startLocation -= widthOfBoard;671 gridBoxes[startLocation].classList.add("orb");672 }673 if(stage1 == 2){674 gridBoxes[startLocation].classList.remove("orb");675 startLocation -= widthOfBoard;676 gridBoxes[startLocation].classList.add("orb");677 }678 if(stage1 == 3){679 gridBoxes[startLocation].classList.remove("orb");680 startLocation -= widthOfBoard;681 gridBoxes[startLocation].classList.add("orb");682 }683 if(stage1 == 4){684 gridBoxes[startLocation].classList.remove("orb");685 startLocation = originalLocation1;686 startLocation += 10;687 stage1 = 0;688 }689 690 if(currentLocationOfHorse == startLocation){691 document.getElementById("lose").style.display = "block";692 startLocation1 = originalLocation1;693 startLocation2 = originalLocation2;694 startLocation3 = originalLocation3;695 clearTimeout(currentProjectile3);696 clearTimeout(currentProjectile2);697 clearTimeout(currentProjectile1);698 clearTimeout(currentAnimation1);699 clearTimeout(currentAnimation2);700 clearTimeout(currentAnimation3);701 clearTimeout(currentAnimation4);702 clearTimeout(currentAnimation5);703 clearTimeout(currentAnimation6);704 clearTimeout(currentAnimation7);705 clearTimeout(currentAnimation8);706 clearTimeout(currentAnimation9);707 clearTimeout(currentAnimation10);708 clearTimeout(currentAnimation11);709 clearTimeout(currentAnimation12);710 clearTimeout(currentAnimation13);711 clearTimeout(currentAnimation14);712 clearTimeout(currentAnimation15);713 clearTimeout(currentAnimation16);714 canMove = false;715 716 return; 717 }718 currentProjectile1 = setTimeout(function(){719 animateProjectile1(startLocation);720 721 }, 1000);722 723 stage1++;724}725726function animateProjectile2(startLocation){727 if(stage2 == 0){728 startLocation2 = startLocation;729 startLocation = startLocation2;730 gridBoxes[startLocation].classList.add("orb");731 originalLocation2 = startLocation;732 }733 if(stage2 == 1){734 gridBoxes[startLocation].classList.remove("orb");735 startLocation -= widthOfBoard;736 gridBoxes[startLocation].classList.add("orb");737 }738 if(stage2 == 2){739 gridBoxes[startLocation].classList.remove("orb");740 startLocation -= widthOfBoard;741 gridBoxes[startLocation].classList.add("orb");742 }743 if(stage2 == 3){744 gridBoxes[startLocation].classList.remove("orb");745 startLocation -= widthOfBoard;746 gridBoxes[startLocation].classList.add("orb");747 }748 if(stage2 == 4){749 gridBoxes[startLocation].classList.remove("orb");750 startLocation = originalLocation2;751 startLocation += 10;752 stage2 = 0;753 }754 755 if(currentLocationOfHorse == startLocation){756 document.getElementById("lose").style.display = "block";757 startLocation1 = originalLocation1;758 startLocation2 = originalLocation2;759 startLocation3 = originalLocation3;760 clearTimeout(currentProjectile3);761 clearTimeout(currentProjectile2);762 clearTimeout(currentProjectile1);763 clearTimeout(currentAnimation1);764 clearTimeout(currentAnimation2);765 clearTimeout(currentAnimation3);766 clearTimeout(currentAnimation4);767 clearTimeout(currentAnimation5);768 clearTimeout(currentAnimation6);769 clearTimeout(currentAnimation7);770 clearTimeout(currentAnimation8);771 clearTimeout(currentAnimation9);772 clearTimeout(currentAnimation10);773 clearTimeout(currentAnimation11);774 clearTimeout(currentAnimation12);775 clearTimeout(currentAnimation13);776 clearTimeout(currentAnimation14);777 clearTimeout(currentAnimation15);778 clearTimeout(currentAnimation16);779 canMove = false;780 781 return; 782 }783 currentProjectile2 = setTimeout(function(){784 animateProjectile2(startLocation);785 786 }, 1000);787 788 stage2++;789}790791function animateProjectile3(startLocation){792 if(stage3 == 0){793 startLocation3 = startLocation;794 startLocation = startLocation3;795 originalLocation3 = startLocation;796 gridBoxes[startLocation].classList.add("orb");797 798 }799 if(stage3 == 1){800 gridBoxes[startLocation].classList.remove("orb");801 startLocation -= widthOfBoard;802 gridBoxes[startLocation].classList.add("orb");803 }804 if(stage3 == 2){805 gridBoxes[startLocation].classList.remove("orb");806 startLocation -= widthOfBoard;807 gridBoxes[startLocation].classList.add("orb");808 }809 if(stage3 == 3){810 gridBoxes[startLocation].classList.remove("orb");811 startLocation -= widthOfBoard;812 gridBoxes[startLocation].classList.add("orb");813 }814 if(stage3 == 4){815 gridBoxes[startLocation].classList.remove("orb");816 startLocation = originalLocation3;817 startLocation += 10;818 stage3 = 0;819 }820 821 if(currentLocationOfHorse == startLocation){822 document.getElementById("lose").style.display = "block";823 startLocation1 = originalLocation1;824 startLocation2 = originalLocation2;825 startLocation3 = originalLocation3;826 clearTimeout(currentProjectile3);827 clearTimeout(currentProjectile2);828 clearTimeout(currentProjectile1);829 clearTimeout(currentAnimation1);830 clearTimeout(currentAnimation2);831 clearTimeout(currentAnimation3);832 clearTimeout(currentAnimation4);833 clearTimeout(currentAnimation5);834 clearTimeout(currentAnimation6);835 clearTimeout(currentAnimation7);836 clearTimeout(currentAnimation8);837 clearTimeout(currentAnimation9);838 clearTimeout(currentAnimation10);839 clearTimeout(currentAnimation11);840 clearTimeout(currentAnimation12);841 clearTimeout(currentAnimation13);842 clearTimeout(currentAnimation14);843 clearTimeout(currentAnimation15);844 clearTimeout(currentAnimation16);845 canMove = false;846 847 return; 848 }849 currentProjectile3 = setTimeout(function(){850 animateProjectile3(startLocation);851 852 }, 1000);853 854 stage3++;855 856 857}858// animate enemy left to right859// boxes - array of grid boxes that include animation860// index - current location of animation861// direction - current direction of animation862function animateEnemy1(boxes, index, direction){///////////////////863 864 if(counter == 0){865 currentLocationOfEnemy1 = enemyStart1;866 } // if867 868 // exits function if no animation869 if(boxes.length <= 0){ return;}870 if(currentLevel == 1){ return;}871 if(currentLevel == 2){ return;}872 // update the images873 if(direction == "right"){874 boxes[index].classList.add("enemy2right");875 } else{876 boxes[index].classList.add("enemy2left");877 } //else878 879 // remove images from other boxes880 for(i = 0; i < boxes.length; i++){881 if(i != index){882 boxes[i].classList.remove("enemy2left");883 boxes[i].classList.remove("enemy2right");884 } //if885 } //for886887 // moving right888 if(direction == "right"){889 if(counter >= 1){890891 currentLocationOfEnemy1++;892 } // if893 894 // turn around if hit right side of animation895 if(index == boxes.length - 1){896 //currentLocationOfEnemy = currentLocationOfEnemy + 1;897 index--;898 direction = "left";899 } else{900 index++;901 } //else902 903 // moving left904 } else{905 if(counter >= 1){906907 currentLocationOfEnemy1--;908 } //if 909 910 // turn around if hit left side of animation911 if(index == 0){912 // currentLocationOfEnemy = currentLocationOfEnemy - 1;913 index++;914 direction = "right";915 } else{916 index--;917 } //else918 919 }// else920 921 // if enemy runs into player, end the game922923 if(currentLocationOfHorse == currentLocationOfEnemy1){924 document.getElementById("lose").style.display = "block";925 startLocation1 = originalLocation1;926 startLocation2 = originalLocation2;927 startLocation3 = originalLocation3;928 clearTimeout(currentProjectile3);929 clearTimeout(currentProjectile2);930 clearTimeout(currentProjectile1);931 clearTimeout(currentAnimation1);932 clearTimeout(currentAnimation2);933 clearTimeout(currentAnimation3);934 clearTimeout(currentAnimation4);935 clearTimeout(currentAnimation5);936 clearTimeout(currentAnimation6);937 clearTimeout(currentAnimation7);938 clearTimeout(currentAnimation8);939 clearTimeout(currentAnimation9);940 clearTimeout(currentAnimation10);941 clearTimeout(currentAnimation11);942 clearTimeout(currentAnimation12);943 clearTimeout(currentAnimation13);944 clearTimeout(currentAnimation14);945 clearTimeout(currentAnimation15);946 clearTimeout(currentAnimation16);947 canMove = false;948 return; 949 } //if950 951counter++;952 953 currentAnimation1 = setTimeout(function(){954 animateEnemy1(boxes, index, direction);955 }, 750);956 957 //counter++;958959 960}// animateEnemy1961962// animate enemy left to right963// boxes - array of grid boxes that include animation964// index - current location of animation965// direction - current direction of animation966// enemy - type of enemy displayed967function animateEnemy2(boxes, index, direction){///////////////////968 969 if(counter == 0){970 currentLocationOfEnemy2 = enemyStart2;971 } // if972 973 // exits function if no animation974 if(boxes.length <= 0){ return;}975 if(currentLevel == 1){ return;}976 if(currentLevel == 2){ return;}977 978 // update the images979 if(direction == "right"){980 boxes[index].classList.add("enemy2right");981 } else{982 boxes[index].classList.add("enemy2left");983 } //else984 985 // remove images from other boxes986 for(i = 0; i < boxes.length; i++){987 if(i != index){988 boxes[i].classList.remove("enemy2left");989 boxes[i].classList.remove("enemy2right");990 } //if991 } //for992 993 // moving right994 if(direction == "right"){995 if(counter >= 1){996997 currentLocationOfEnemy2++;998 } // if999 1000 // turn around if hit right side of animation1001 if(index == boxes.length - 1){1002 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1003 index--;1004 direction = "left";1005 } else{1006 index++;1007 } //else1008 1009 // moving left1010 } else{1011 if(counter >= 1){10121013 currentLocationOfEnemy2--;1014 } //if 1015 1016 // turn around if hit left side of animation1017 if(index == 0){1018 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1019 index++;1020 direction = "right";1021 } else{1022 index--;1023 } //else1024 1025 }// else1026 10271028 currentAnimation2 = setTimeout(function(){1029 animateEnemy2(boxes, index, direction);1030 }, 750);1031 1032 //counter++;10331034 // if enemy runs into player, end the game1035 if(currentLocationOfHorse == currentLocationOfEnemy2){1036 document.getElementById("lose").style.display = "block";1037 startLocation1 = originalLocation1;1038 startLocation2 = originalLocation2;1039 startLocation3 = originalLocation3;1040 clearTimeout(currentProjectile3);1041 clearTimeout(currentProjectile2);1042 clearTimeout(currentProjectile1);1043 clearTimeout(currentAnimation1);1044 clearTimeout(currentAnimation2);1045 clearTimeout(currentAnimation3);1046 clearTimeout(currentAnimation4);1047 clearTimeout(currentAnimation5);1048 clearTimeout(currentAnimation6);1049 clearTimeout(currentAnimation7);1050 clearTimeout(currentAnimation8);1051 clearTimeout(currentAnimation9);1052 clearTimeout(currentAnimation10);1053 clearTimeout(currentAnimation11);1054 clearTimeout(currentAnimation12);1055 clearTimeout(currentAnimation13);1056 clearTimeout(currentAnimation14);1057 clearTimeout(currentAnimation15);1058 clearTimeout(currentAnimation16);1059 canMove = false;1060 return; 1061 } //if1062}// animateEnemy210631064// animate enemy left to right1065// boxes - array of grid boxes that include animation1066// index - current location of animation1067// direction - current direction of animation1068// enemy - type of enemy displayed1069function animateEnemy3(boxes, index, direction){///////////////////1070 1071 if(counter == 0){1072 currentLocationOfEnemy3 = enemyStart3;1073 } // if1074 1075 // exits function if no animation1076 if(boxes.length <= 0){ return;}1077 if(currentLevel == 1){ return;}1078 if(currentLevel == 2){ return;}1079 1080 // update the images1081 if(direction == "right"){1082 boxes[index].classList.add("enemy2right");1083 } else{1084 boxes[index].classList.add("enemy2left");1085 } //else1086 1087 // remove images from other boxes1088 for(i = 0; i < boxes.length; i++){1089 if(i != index){1090 boxes[i].classList.remove("enemy2left");1091 boxes[i].classList.remove("enemy2right");1092 } //if1093 } //for1094 1095 // moving right1096 if(direction == "right"){1097 if(counter >= 1){10981099 currentLocationOfEnemy3++;1100 } // if1101 1102 // turn around if hit right side of animation1103 if(index == boxes.length - 1){1104 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1105 index--;1106 direction = "left";1107 } else{1108 index++;1109 } //else1110 1111 // moving left1112 } else{1113 if(counter >= 1){11141115 currentLocationOfEnemy3--;1116 } //if 1117 1118 // turn around if hit left side of animation1119 if(index == 0){1120 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1121 index++;1122 direction = "right";1123 } else{1124 index--;1125 } //else1126 1127 }// else1128 11291130 currentAnimation3 = setTimeout(function(){1131 animateEnemy3(boxes, index, direction);1132 }, 750);1133 1134 //counter++;11351136 // if enemy runs into player, end the game11371138 if(currentLocationOfHorse == currentLocationOfEnemy3){1139 document.getElementById("lose").style.display = "block";1140 startLocation1 = originalLocation1;1141 startLocation2 = originalLocation2;1142 startLocation3 = originalLocation3;1143 clearTimeout(currentProjectile3);1144 clearTimeout(currentProjectile2);1145 clearTimeout(currentProjectile1);1146 clearTimeout(currentAnimation1);1147 clearTimeout(currentAnimation2);1148 clearTimeout(currentAnimation3);1149 clearTimeout(currentAnimation4);1150 clearTimeout(currentAnimation5);1151 clearTimeout(currentAnimation6);1152 clearTimeout(currentAnimation7);1153 clearTimeout(currentAnimation8);1154 clearTimeout(currentAnimation9);1155 clearTimeout(currentAnimation10);1156 clearTimeout(currentAnimation11);1157 clearTimeout(currentAnimation12);1158 clearTimeout(currentAnimation13);1159 clearTimeout(currentAnimation14);1160 clearTimeout(currentAnimation15);1161 clearTimeout(currentAnimation16);1162 canMove = false;1163 return; 1164 } //if1165}// animateEnemy311661167// animate enemy left to right1168// boxes - array of grid boxes that include animation1169// index - current location of animation1170// direction - current direction of animation1171// enemy - type of enemy displayed1172function animateEnemy4(boxes, index, direction){///////////////////1173 1174 if(counter == 0){1175 currentLocationOfEnemy4 = enemyStart4;1176 } // if1177 1178 // exits function if no animation1179 if(boxes.length <= 0){ return;}1180 if(currentLevel == 1){ return;}1181 if(currentLevel == 2){ return;}1182 1183 // update the images1184 if(direction == "right"){1185 boxes[index].classList.add("enemy2right");1186 } else{1187 boxes[index].classList.add("enemy2left");1188 } //else1189 1190 // remove images from other boxes1191 for(i = 0; i < boxes.length; i++){1192 if(i != index){1193 boxes[i].classList.remove("enemy2left");1194 boxes[i].classList.remove("enemy2right");1195 } //if1196 } //for1197 1198 // moving right1199 if(direction == "right"){1200 if(counter >= 1){12011202 currentLocationOfEnemy4++;1203 } // if1204 1205 // turn around if hit right side of animation1206 if(index == boxes.length - 1){1207 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1208 index--;1209 direction = "left";1210 } else{1211 index++;1212 } //else1213 1214 // moving left1215 } else{1216 if(counter >= 1){12171218 currentLocationOfEnemy4--;1219 } //if 1220 1221 // turn around if hit left side of animation1222 if(index == 0){1223 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1224 index++;1225 direction = "right";1226 } else{1227 index--;1228 } //else1229 1230 }// else1231 12321233 currentAnimation4 = setTimeout(function(){1234 animateEnemy4(boxes, index, direction);1235 }, 750);1236 1237 //counter++;12381239 // if enemy runs into player, end the game12401241 if(currentLocationOfHorse == currentLocationOfEnemy4){1242 document.getElementById("lose").style.display = "block";1243 startLocation1 = originalLocation1;1244 startLocation2 = originalLocation2;1245 startLocation3 = originalLocation3;1246 clearTimeout(currentProjectile3);1247 clearTimeout(currentProjectile2);1248 clearTimeout(currentProjectile1);1249 clearTimeout(currentAnimation1);1250 clearTimeout(currentAnimation2);1251 clearTimeout(currentAnimation3);1252 clearTimeout(currentAnimation4);1253 clearTimeout(currentAnimation5);1254 clearTimeout(currentAnimation6);1255 clearTimeout(currentAnimation7);1256 clearTimeout(currentAnimation8);1257 clearTimeout(currentAnimation9);1258 clearTimeout(currentAnimation10);1259 clearTimeout(currentAnimation11);1260 clearTimeout(currentAnimation12);1261 clearTimeout(currentAnimation13);1262 clearTimeout(currentAnimation14);1263 clearTimeout(currentAnimation15);1264 clearTimeout(currentAnimation16);1265 canMove = false;1266 return; 1267 } //if1268}// animateEnemy412691270// animate enemy left to right1271// boxes - array of grid boxes that include animation1272// index - current location of animation1273// direction - current direction of animation1274// enemy - type of enemy displayed1275function animateEnemy5(boxes, index, direction){///////////////////1276 1277 if(counter == 0){1278 currentLocationOfEnemy5 = enemyStart5;1279 } // if1280 1281 // exits function if no animation1282 if(boxes.length <= 0){ return;}1283 if(currentLevel == 1){ return;}1284 if(currentLevel == 2){ return;}1285 1286 // update the images1287 if(direction == "right"){1288 boxes[index].classList.add("enemy2right");1289 } else if (direction == "left"){1290 boxes[index].classList.add("enemy2left");1291 } else if (direction == "up"){1292 boxes[index].classList.add("enemy2up");1293 } else if (direction == "down"){1294 boxes[index].classList.add("enemy2down");1295 } //else1296 1297 // remove images from other boxes1298 for(i = 0; i < boxes.length; i++){1299 if(i != index){1300 boxes[i].classList.remove("enemy2left");1301 boxes[i].classList.remove("enemy2right");1302 boxes[i].classList.remove("enemy2up");1303 boxes[i].classList.remove("enemy2down");1304 } //if1305 } //for1306 1307 // moving right1308 if(direction == "right"){1309 if(counter >= 1){13101311 currentLocationOfEnemy5++;1312 } // if1313 1314 // turn around if hit right side of animation1315 if(index == boxes.length - 1){1316 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1317 index--;1318 direction = "left";1319 } else{1320 index++;1321 } //else1322 1323 // moving left1324 } else if (direction == "left"){1325 if(counter >= 1){13261327 currentLocationOfEnemy5--;1328 } //if 1329 1330 // turn around if hit left side of animation1331 if(index == 0){1332 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1333 index++;1334 direction = "right";1335 } else{1336 index--;1337 } //else1338 1339 }else if (direction == "up"){1340 if(counter >= 1){1341 currentLocationOfEnemy5 = currentLocationOfEnemy5 - widthOfBoard;1342 } //if 1343 1344 // turn around if hit left side of animation1345 if(index == 0){1346 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1347 index++;1348 direction = "down";1349 } else{1350 index--;1351 1352 } //else1353 1354 } else if (direction == "down"){1355 if (counter >= 1){1356 currentLocationOfEnemy5 = currentLocationOfEnemy5 + widthOfBoard;1357 }1358 // turn around if hit left side of animation1359 if(index == boxes.length - 1){13601361 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1362 index--;1363 direction = "up";1364 } else{1365 index++;1366 } //else1367 1368 }// else136913701371 currentAnimation5 = setTimeout(function(){1372 animateEnemy5(boxes, index, direction);1373 }, 750);1374 1375 //counter++;13761377 // if enemy runs into player, end the game13781379 if(currentLocationOfHorse == currentLocationOfEnemy5){1380 document.getElementById("lose").style.display = "block";1381 startLocation1 = originalLocation1;1382 startLocation2 = originalLocation2;1383 startLocation3 = originalLocation3;1384 clearTimeout(currentProjectile3);1385 clearTimeout(currentProjectile2);1386 clearTimeout(currentProjectile1);1387 clearTimeout(currentAnimation1);1388 clearTimeout(currentAnimation2);1389 clearTimeout(currentAnimation3);1390 clearTimeout(currentAnimation4);1391 clearTimeout(currentAnimation5);1392 clearTimeout(currentAnimation6);1393 clearTimeout(currentAnimation7);1394 clearTimeout(currentAnimation8);1395 clearTimeout(currentAnimation9);1396 clearTimeout(currentAnimation10);1397 clearTimeout(currentAnimation11);1398 clearTimeout(currentAnimation12);1399 clearTimeout(currentAnimation13);1400 clearTimeout(currentAnimation14);1401 clearTimeout(currentAnimation15);1402 clearTimeout(currentAnimation16);1403 canMove = false;1404 return; 1405 } //if1406}// animateEnemy514071408// animate enemy left to right1409// boxes - array of grid boxes that include animation1410// index - current location of animation1411// direction - current direction of animation1412// enemy - type of enemy displayed1413function animateEnemy6(boxes, index, direction){///////////////////1414 1415 if(counter == 0){1416 currentLocationOfEnemy6 = enemyStart6;1417 } // if1418 1419 // exits function if no animation1420 if(boxes.length <= 0){ return;}1421 if(currentLevel == 2){ return;}1422 if(currentLevel == 0){ return;}1423 // update the images1424 if(direction == "right"){1425 boxes[index].classList.add("enemy2right");1426 } else if (direction == "left"){1427 boxes[index].classList.add("enemy2left");1428 } else if (direction == "up"){1429 boxes[index].classList.add("enemy2up");1430 } else if (direction == "down"){1431 boxes[index].classList.add("enemy2down");1432 } //else1433 1434 // remove images from other boxes1435 for(i = 0; i < boxes.length; i++){1436 if(i != index){1437 boxes[i].classList.remove("enemy2left");1438 boxes[i].classList.remove("enemy2right");1439 boxes[i].classList.remove("enemy2up");1440 boxes[i].classList.remove("enemy2down");1441 } //if1442 } //for1443 1444 // moving right1445 if(direction == "right"){1446 if(counter >= 1){1447 currentLocationOfEnemy6++;1448 } // if1449 1450 // turn around if hit right side of animation1451 if(index == boxes.length - 1){1452 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1453 index--;1454 direction = "left";1455 } else{1456 index++;1457 } //else1458 1459 // moving left1460 } else if (direction == "left"){1461 if(counter >= 1){14621463 currentLocationOfEnemy6--;1464 } //if 1465 1466 // turn around if hit left side of animation1467 if(index == 0){1468 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1469 index++;1470 direction = "right";1471 } else{1472 index--;1473 } //else1474 1475 }else if (direction == "up"){1476 if(counter >= 1){1477 currentLocationOfEnemy6 = currentLocationOfEnemy6 - widthOfBoard;1478 1479 } //if 1480 1481 // turn around if hit left side of animation1482 if(index == 0){1483 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1484 direction = "down";1485 index++;1486 1487 } else{1488 index--;1489 1490 } //else1491 1492 } else if (direction == "down"){1493 if (counter >= 1){1494 currentLocationOfEnemy6 = currentLocationOfEnemy6 + widthOfBoard;1495 1496 }1497 // turn around if hit left side of animation1498 if(index == boxes.length - 1){1499 direction = "up";1500 index--;1501 1502 } else{1503 index++;1504 } //else1505 1506 }// else15071508 // if enemy runs into player, end the game15091510 if(currentLocationOfHorse == currentLocationOfEnemy6){1511 document.getElementById("lose").style.display = "block";1512 startLocation1 = originalLocation1;1513 startLocation2 = originalLocation2;1514 startLocation3 = originalLocation3;1515 clearTimeout(currentProjectile3);1516 clearTimeout(currentProjectile2);1517 clearTimeout(currentProjectile1);1518 clearTimeout(currentAnimation1);1519 clearTimeout(currentAnimation2);1520 clearTimeout(currentAnimation3);1521 clearTimeout(currentAnimation4);1522 clearTimeout(currentAnimation5);1523 clearTimeout(currentAnimation6);1524 clearTimeout(currentAnimation7);1525 clearTimeout(currentAnimation8);1526 clearTimeout(currentAnimation9);1527 clearTimeout(currentAnimation10);1528 clearTimeout(currentAnimation11);1529 clearTimeout(currentAnimation12);1530 clearTimeout(currentAnimation13);1531 clearTimeout(currentAnimation14);1532 clearTimeout(currentAnimation15);1533 clearTimeout(currentAnimation16);1534 canMove = false;1535 return; 1536 } //if 153715381539 currentAnimation6 = setTimeout(function(){1540 counter++;1541 animateEnemy6(boxes, index, direction);1542 }, 750);1543 1544 //counter++;154515461547}// animateEnemy615481549// animate enemy left to right1550// boxes - array of grid boxes that include animation1551// index - current location of animation1552// direction - current direction of animation1553// enemy - type of enemy displayed1554function animateEnemy7(boxes, index, direction){///////////////////1555 1556 if(counter == 0){1557 currentLocationOfEnemy7 = enemyStart7;1558 } // if1559 1560 // exits function if no animation1561 if(boxes.length <= 0){ return;}1562 if(currentLevel == 2){ return;}1563 if(currentLevel == 0){ return;}1564 1565 // update the images1566 if(direction == "right"){1567 boxes[index].classList.add("enemy2right");1568 } else if (direction == "left"){1569 boxes[index].classList.add("enemy2left");1570 } else if (direction == "up"){1571 boxes[index].classList.add("enemy2up");1572 } else if (direction == "down"){1573 boxes[index].classList.add("enemy2down");1574 } //else1575 1576 // remove images from other boxes1577 for(i = 0; i < boxes.length; i++){1578 if(i != index){1579 boxes[i].classList.remove("enemy2left");1580 boxes[i].classList.remove("enemy2right");1581 boxes[i].classList.remove("enemy2up");1582 boxes[i].classList.remove("enemy2down");1583 } //if1584 } //for1585 1586 // moving right1587 if(direction == "right"){1588 if(counter >= 1){15891590 currentLocationOfEnemy7++;1591 } // if1592 1593 // turn around if hit right side of animation1594 if(index == boxes.length - 1){1595 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1596 index--;1597 direction = "left";1598 } else{1599 index++;1600 } //else1601 1602 // moving left1603 } else if (direction == "left"){1604 if(counter >= 1){16051606 currentLocationOfEnemy7--;1607 } //if 1608 1609 // turn around if hit left side of animation1610 if(index == 0){1611 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1612 index++;1613 direction = "right";1614 } else{1615 index--;1616 } //else1617 1618 }else if (direction == "up"){1619 if(counter >= 1){1620 currentLocationOfEnemy7 = currentLocationOfEnemy7 - widthOfBoard;1621 } //if 1622 1623 // turn around if hit left side of animation1624 if(index == 0){1625 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1626 index++;1627 direction = "down";1628 } else{1629 index--;1630 1631 } //else1632 1633 } else if (direction == "down"){1634 if (counter >= 1){1635 currentLocationOfEnemy7 = currentLocationOfEnemy7 + widthOfBoard;1636 }1637 // turn around if hit left side of animation1638 if(index == boxes.length - 1){16391640 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1641 index--;1642 direction = "up";1643 } else{1644 index++;1645 } //else1646 1647 }// else16481649165016511652 currentAnimation7 = setTimeout(function(){1653 animateEnemy7(boxes, index, direction);1654 }, 750);1655 1656 //counter++;16571658 // if enemy runs into player, end the game16591660 if(currentLocationOfHorse == currentLocationOfEnemy7){1661 document.getElementById("lose").style.display = "block";1662 startLocation1 = originalLocation1;1663 startLocation2 = originalLocation2;1664 startLocation3 = originalLocation3;1665 clearTimeout(currentProjectile3);1666 clearTimeout(currentProjectile2);1667 clearTimeout(currentProjectile1);1668 clearTimeout(currentAnimation1);1669 clearTimeout(currentAnimation2);1670 clearTimeout(currentAnimation3);1671 clearTimeout(currentAnimation4);1672 clearTimeout(currentAnimation5);1673 clearTimeout(currentAnimation6);1674 clearTimeout(currentAnimation7);1675 clearTimeout(currentAnimation8);1676 clearTimeout(currentAnimation9);1677 clearTimeout(currentAnimation10);1678 clearTimeout(currentAnimation11);1679 clearTimeout(currentAnimation12);1680 clearTimeout(currentAnimation13);1681 clearTimeout(currentAnimation14);1682 clearTimeout(currentAnimation15);1683 clearTimeout(currentAnimation16);1684 canMove = false;1685 return; 1686 } //if1687}// animateEnemy716881689// animate enemy left to right1690// boxes - array of grid boxes that include animation1691// index - current location of animation1692// direction - current direction of animation1693// enemy - type of enemy displayed1694function animateEnemy8(boxes, index, direction){///////////////////1695 1696 if(counter == 0){1697 currentLocationOfEnemy8 = enemyStart8;1698 } // if1699 1700 // exits function if no animation1701 if(boxes.length <= 0){ return;}1702 if(currentLevel == 2){ return;}1703 if(currentLevel == 0){ return;}1704 // update the images1705 if(direction == "right"){1706 boxes[index].classList.add("enemy2right");1707 } else if (direction == "left"){1708 boxes[index].classList.add("enemy2left");1709 } else if (direction == "up"){1710 boxes[index].classList.add("enemy2up");1711 } else if (direction == "down"){1712 boxes[index].classList.add("enemy2down");1713 } //else1714 1715 // remove images from other boxes1716 for(i = 0; i < boxes.length; i++){1717 if(i != index){1718 boxes[i].classList.remove("enemy2left");1719 boxes[i].classList.remove("enemy2right");1720 boxes[i].classList.remove("enemy2up");1721 boxes[i].classList.remove("enemy2down");1722 } //if1723 } //for1724 1725 // moving right1726 if(direction == "right"){1727 if(counter >= 1){17281729 currentLocationOfEnemy8++;1730 } // if1731 1732 // turn around if hit right side of animation1733 if(index == boxes.length - 1){1734 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1735 index--;1736 direction = "left";1737 } else{1738 index++;1739 } //else1740 1741 // moving left1742 } else if (direction == "left"){1743 if(counter >= 1){17441745 currentLocationOfEnemy8--;1746 } //if 1747 1748 // turn around if hit left side of animation1749 if(index == 0){1750 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1751 index++;1752 direction = "right";1753 } else{1754 index--;1755 } //else1756 1757 }else if (direction == "up"){1758 if(counter >= 1){1759 currentLocationOfEnemy8 = currentLocationOfEnemy8 - widthOfBoard;1760 } //if 1761 1762 // turn around if hit left side of animation1763 if(index == 0){1764 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1765 index++;1766 direction = "down";1767 } else{1768 index--;1769 1770 } //else1771 1772 } else if (direction == "down"){1773 if (counter >= 1){1774 currentLocationOfEnemy8 = currentLocationOfEnemy8 + widthOfBoard;1775 }1776 // turn around if hit left side of animation1777 if(index == boxes.length - 1){17781779 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1780 index--;1781 direction = "up";1782 } else{1783 index++;1784 } //else1785 1786 }// else17871788 1789 currentAnimation8 = setTimeout(function(){1790 animateEnemy8(boxes, index, direction);1791 }, 750);1792 1793 //counter++;17941795 // if enemy runs into player, end the game17961797 if(currentLocationOfHorse == currentLocationOfEnemy8){1798 document.getElementById("lose").style.display = "block";1799 startLocation1 = originalLocation1;1800 startLocation2 = originalLocation2;1801 startLocation3 = originalLocation3;1802 clearTimeout(currentProjectile3);1803 clearTimeout(currentProjectile2);1804 clearTimeout(currentProjectile1);1805 clearTimeout(currentAnimation1);1806 clearTimeout(currentAnimation2);1807 clearTimeout(currentAnimation3);1808 clearTimeout(currentAnimation4);1809 clearTimeout(currentAnimation5);1810 clearTimeout(currentAnimation6);1811 clearTimeout(currentAnimation7);1812 clearTimeout(currentAnimation8);1813 clearTimeout(currentAnimation9);1814 clearTimeout(currentAnimation10);1815 clearTimeout(currentAnimation11);1816 clearTimeout(currentAnimation12);1817 clearTimeout(currentAnimation13);1818 clearTimeout(currentAnimation14);1819 clearTimeout(currentAnimation15);1820 clearTimeout(currentAnimation16);1821 canMove = false;1822 return; 1823 } //if1824}// animateEnemy818251826// animate enemy left to right1827// boxes - array of grid boxes that include animation1828// index - current location of animation1829// direction - current direction of animation1830// enemy - type of enemy displayed1831function animateEnemy9(boxes, index, direction){///////////////////1832 1833 if(counter == 0){1834 currentLocationOfEnemy9 = enemyStart9;1835 } // if1836 1837 // exits function if no animation1838 if(boxes.length <= 0){ return;}1839 if(currentLevel == 2){ return;}1840 if(currentLevel == 0){ return;}1841 // update the images1842 if(direction == "right"){1843 boxes[index].classList.add("enemy2right");1844 } else if (direction == "left"){1845 boxes[index].classList.add("enemy2left");1846 } else if (direction == "up"){1847 boxes[index].classList.add("enemy2up");1848 } else if (direction == "down"){1849 boxes[index].classList.add("enemy2down");1850 } //else1851 1852 // remove images from other boxes1853 for(i = 0; i < boxes.length; i++){1854 if(i != index){1855 boxes[i].classList.remove("enemy2left");1856 boxes[i].classList.remove("enemy2right");1857 boxes[i].classList.remove("enemy2up");1858 boxes[i].classList.remove("enemy2down");1859 } //if1860 } //for1861 1862 // moving right1863 if(direction == "right"){1864 if(counter >= 1){18651866 currentLocationOfEnemy9++;1867 } // if1868 1869 // turn around if hit right side of animation1870 if(index == boxes.length - 1){1871 //currentLocationOfEnemy = currentLocationOfEnemy + 1;1872 index--;1873 direction = "left";1874 } else{1875 index++;1876 } //else1877 1878 // moving left1879 } else if (direction == "left"){1880 if(counter >= 1){18811882 currentLocationOfEnemy9--;1883 } //if 1884 1885 // turn around if hit left side of animation1886 if(index == 0){1887 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1888 index++;1889 direction = "right";1890 } else{1891 index--;1892 } //else1893 1894 }else if (direction == "up"){1895 if(counter >= 1){1896 currentLocationOfEnemy9 = currentLocationOfEnemy9 - widthOfBoard;1897 } //if 1898 1899 // turn around if hit left side of animation1900 if(index == 0){1901 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1902 index++;1903 direction = "down";1904 } else{1905 index--;1906 1907 } //else1908 1909 } else if (direction == "down"){1910 if (counter >= 1){1911 currentLocationOfEnemy9 = currentLocationOfEnemy9 + widthOfBoard;1912 }1913 // turn around if hit left side of animation1914 if(index == boxes.length - 1){19151916 // currentLocationOfEnemy = currentLocationOfEnemy - 1;1917 index--;1918 direction = "up";1919 } else{1920 index++;1921 } //else1922 1923 }// else19241925 currentAnimation9 = setTimeout(function(){1926 animateEnemy9(boxes, index, direction);1927 }, 750);1928 1929 //counter++;19301931 // if enemy runs into player, end the game19321933 if(currentLocationOfHorse == currentLocationOfEnemy9){1934 document.getElementById("lose").style.display = "block";1935 startLocation1 = originalLocation1;1936 startLocation2 = originalLocation2;1937 startLocation3 = originalLocation3;1938 clearTimeout(currentProjectile3);1939 clearTimeout(currentProjectile2);1940 clearTimeout(currentProjectile1);1941 clearTimeout(currentAnimation1);1942 clearTimeout(currentAnimation2);1943 clearTimeout(currentAnimation3);1944 clearTimeout(currentAnimation4);1945 clearTimeout(currentAnimation5);1946 clearTimeout(currentAnimation6);1947 clearTimeout(currentAnimation7);1948 clearTimeout(currentAnimation8);1949 clearTimeout(currentAnimation9);1950 clearTimeout(currentAnimation10);1951 clearTimeout(currentAnimation11);1952 clearTimeout(currentAnimation12);1953 clearTimeout(currentAnimation13);1954 clearTimeout(currentAnimation14);1955 clearTimeout(currentAnimation15);1956 clearTimeout(currentAnimation16);1957 canMove = false;1958 return; 1959 } //if1960}// animateEnemy919611962// animate enemy left to right1963// boxes - array of grid boxes that include animation1964// index - current location of animation1965// direction - current direction of animation1966// enemy - type of enemy displayed1967function animateEnemy10(boxes, index, direction){///////////////////1968 1969 if(counter == 0){1970 currentLocationOfEnemy10 = enemyStart10;1971 } // if1972 1973 // exits function if no animation1974 if(boxes.length <= 0){ return;}1975 if(currentLevel == 2){ return;}1976 if(currentLevel == 0){ return;}1977 // update the images1978 if(direction == "right"){1979 boxes[index].classList.add("enemy2right");1980 } else if (direction == "left"){1981 boxes[index].classList.add("enemy2left");1982 } else if (direction == "up"){1983 boxes[index].classList.add("enemy2up");1984 } else if (direction == "down"){1985 boxes[index].classList.add("enemy2down");1986 } //else1987 1988 // remove images from other boxes1989 for(i = 0; i < boxes.length; i++){1990 if(i != index){1991 boxes[i].classList.remove("enemy2left");1992 boxes[i].classList.remove("enemy2right");1993 boxes[i].classList.remove("enemy2up");1994 boxes[i].classList.remove("enemy2down");1995 } //if1996 } //for1997 1998 // moving right1999 if(direction == "right"){2000 if(counter >= 1){20012002 currentLocationOfEnemy10++;2003 } // if2004 2005 // turn around if hit right side of animation2006 if(index == boxes.length - 1){2007 //currentLocationOfEnemy = currentLocationOfEnemy + 1;2008 index--;2009 direction = "left";2010 } else{2011 index++;2012 } //else2013 2014 // moving left2015 } else if (direction == "left"){2016 if(counter >= 1){20172018 currentLocationOfEnemy10--;2019 } //if 2020 2021 // turn around if hit left side of animation2022 if(index == 0){2023 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2024 index++;2025 direction = "right";2026 } else{2027 index--;2028 } //else2029 2030 }else if (direction == "up"){2031 if(counter >= 1){2032 currentLocationOfEnemy10 = currentLocationOfEnemy10 - widthOfBoard;2033 } //if 2034 2035 // turn around if hit left side of animation2036 if(index == 0){2037 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2038 index++;2039 direction = "down";2040 } else{2041 index--;2042 2043 } //else2044 2045 } else if (direction == "down"){2046 if (counter >= 1){2047 currentLocationOfEnemy10 = currentLocationOfEnemy10 + widthOfBoard;2048 }2049 // turn around if hit left side of animation2050 if(index == boxes.length - 1){20512052 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2053 index--;2054 direction = "up";2055 } else{2056 index++;2057 } //else2058 2059 }// else206020612062 currentAnimation10 = setTimeout(function(){2063 animateEnemy10(boxes, index, direction);2064 }, 750);2065 2066 //counter++;20672068 // if enemy runs into player, end the game20692070 if(currentLocationOfHorse == currentLocationOfEnemy10){2071 document.getElementById("lose").style.display = "block";2072 startLocation1 = originalLocation1;2073 startLocation2 = originalLocation2;2074 startLocation3 = originalLocation3;2075 clearTimeout(currentProjectile3);2076 clearTimeout(currentProjectile2);2077 clearTimeout(currentProjectile1);2078 clearTimeout(currentAnimation1);2079 clearTimeout(currentAnimation2);2080 clearTimeout(currentAnimation3);2081 clearTimeout(currentAnimation4);2082 clearTimeout(currentAnimation5);2083 clearTimeout(currentAnimation6);2084 clearTimeout(currentAnimation7);2085 clearTimeout(currentAnimation8);2086 clearTimeout(currentAnimation9);2087 clearTimeout(currentAnimation10);2088 clearTimeout(currentAnimation11);2089 clearTimeout(currentAnimation12);2090 clearTimeout(currentAnimation13);2091 clearTimeout(currentAnimation14);2092 clearTimeout(currentAnimation15);2093 clearTimeout(currentAnimation16);2094 canMove = false;2095 return; 2096 } //if2097}// animateEnemy1020982099// animate enemy left to right2100// boxes - array of grid boxes that include animation2101// index - current location of animation2102// direction - current direction of animation2103// enemy - type of enemy displayed2104function animateEnemy11(boxes, index, direction){///////////////////2105 2106 if(counter == 0){2107 currentLocationOfEnemy11 = enemyStart11;2108 } // if2109 2110 // exits function if no animation2111 if(boxes.length <= 0){ return;}2112 if(currentLevel == 0){ return;}2113 if(currentLevel == 1){ return;}2114 2115 // update the images2116 if(direction == "right"){2117 boxes[index].classList.add("enemy2right");2118 } else if (direction == "left"){2119 boxes[index].classList.add("enemy2left");2120 } else if (direction == "up"){2121 boxes[index].classList.add("enemy2up");2122 } else if (direction == "down"){2123 boxes[index].classList.add("enemy2down");2124 } //else2125 2126 // remove images from other boxes2127 for(i = 0; i < boxes.length; i++){2128 if(i != index){2129 boxes[i].classList.remove("enemy2left");2130 boxes[i].classList.remove("enemy2right");2131 boxes[i].classList.remove("enemy2up");2132 boxes[i].classList.remove("enemy2down");2133 } //if2134 } //for2135 2136 // moving right2137 if(direction == "right"){2138 if(counter >= 1){21392140 currentLocationOfEnemy11++;2141 } // if2142 2143 // turn around if hit right side of animation2144 if(index == boxes.length - 1){2145 //currentLocationOfEnemy = currentLocationOfEnemy + 1;2146 index--;2147 direction = "left";2148 } else{2149 index++;2150 } //else2151 2152 // moving left2153 } else if (direction == "left"){2154 if(counter >= 1){21552156 currentLocationOfEnemy11--;2157 } //if 2158 2159 // turn around if hit left side of animation2160 if(index == 0){2161 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2162 index++;2163 direction = "right";2164 } else{2165 index--;2166 } //else2167 2168 }else if (direction == "up"){2169 if(counter >= 1){2170 currentLocationOfEnemy11 = currentLocationOfEnemy11 - widthOfBoard;2171 } //if 2172 2173 // turn around if hit left side of animation2174 if(index == 0){2175 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2176 index++;2177 direction = "down";2178 } else{2179 index--;2180 2181 } //else2182 2183 } else if (direction == "down"){2184 if (counter >= 1){2185 currentLocationOfEnemy11 = currentLocationOfEnemy11 + widthOfBoard;2186 }2187 // turn around if hit left side of animation2188 if(index == boxes.length - 1){21892190 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2191 index--;2192 direction = "up";2193 } else{2194 index++;2195 } //else2196 2197 }// else21982199 22002201counter++;2202 currentAnimation11 = setTimeout(function(){2203 animateEnemy11(boxes, index, direction);2204 }, 750);2205 2206 //counter++;22072208 // if enemy runs into player, end the game22092210 if(currentLocationOfHorse == currentLocationOfEnemy11){2211 document.getElementById("lose").style.display = "block";2212 startLocation1 = originalLocation1;2213 startLocation2 = originalLocation2;2214 startLocation3 = originalLocation3;2215 clearTimeout(currentProjectile3);2216 clearTimeout(currentProjectile2);2217 clearTimeout(currentProjectile1);2218 clearTimeout(currentAnimation1);2219 clearTimeout(currentAnimation2);2220 clearTimeout(currentAnimation3);2221 clearTimeout(currentAnimation4);2222 clearTimeout(currentAnimation5);2223 clearTimeout(currentAnimation6);2224 clearTimeout(currentAnimation7);2225 clearTimeout(currentAnimation8);2226 clearTimeout(currentAnimation9);2227 clearTimeout(currentAnimation10);2228 clearTimeout(currentAnimation11);2229 clearTimeout(currentAnimation12);2230 clearTimeout(currentAnimation13);2231 clearTimeout(currentAnimation14);2232 clearTimeout(currentAnimation15);2233 clearTimeout(currentAnimation16);2234 canMove = false;2235 return; 2236 } //if2237}// animateEnemy1122382239// animate enemy left to right2240// boxes - array of grid boxes that include animation2241// index - current location of animation2242// direction - current direction of animation2243// enemy - type of enemy displayed2244function animateEnemy12(boxes, index, direction){///////////////////2245 2246 if(counter == 0){2247 currentLocationOfEnemy12 = enemyStart12;2248 } // if2249 2250 // exits function if no animation2251 if(boxes.length <= 0){ return;}2252 if(currentLevel == 0){ return;}2253 if(currentLevel == 1){ return;}2254 2255 // update the images2256 if(direction == "right"){2257 boxes[index].classList.add("enemy2right");2258 } else if (direction == "left"){2259 boxes[index].classList.add("enemy2left");2260 } else if (direction == "up"){2261 boxes[index].classList.add("enemy2up");2262 } else if (direction == "down"){2263 boxes[index].classList.add("enemy2down");2264 } //else2265 2266 // remove images from other boxes2267 for(i = 0; i < boxes.length; i++){2268 if(i != index){2269 boxes[i].classList.remove("enemy2left");2270 boxes[i].classList.remove("enemy2right");2271 boxes[i].classList.remove("enemy2up");2272 boxes[i].classList.remove("enemy2down");2273 } //if2274 } //for2275 2276 // moving right2277 if(direction == "right"){2278 if(counter >= 1){22792280 currentLocationOfEnemy12++;2281 } // if2282 2283 // turn around if hit right side of animation2284 if(index == boxes.length - 1){2285 //currentLocationOfEnemy = currentLocationOfEnemy + 1;2286 index--;2287 direction = "left";2288 } else{2289 index++;2290 } //else2291 2292 // moving left2293 } else if (direction == "left"){2294 if(counter >= 1){22952296 currentLocationOfEnemy12--;2297 } //if 2298 2299 // turn around if hit left side of animation2300 if(index == 0){2301 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2302 index++;2303 direction = "right";2304 } else{2305 index--;2306 } //else2307 2308 }else if (direction == "up"){2309 if(counter >= 1){2310 currentLocationOfEnemy12 = currentLocationOfEnemy12 - widthOfBoard;2311 } //if 2312 2313 // turn around if hit left side of animation2314 if(index == 0){2315 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2316 index++;2317 direction = "down";2318 } else{2319 index--;2320 2321 } //else2322 2323 } else if (direction == "down"){2324 if (counter >= 1){2325 currentLocationOfEnemy12 = currentLocationOfEnemy12 + widthOfBoard;2326 }2327 // turn around if hit left side of animation2328 if(index == boxes.length - 1){23292330 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2331 index--;2332 direction = "up";2333 } else{2334 index++;2335 } //else2336 2337 }// else23382339 234023412342 currentAnimation12 = setTimeout(function(){2343 animateEnemy12(boxes, index, direction);2344 }, 750);2345 2346 //counter++;23472348 // if enemy runs into player, end the game23492350 if(currentLocationOfHorse == currentLocationOfEnemy12){2351 document.getElementById("lose").style.display = "block";2352 startLocation1 = originalLocation1;2353 startLocation2 = originalLocation2;2354 startLocation3 = originalLocation3;2355 clearTimeout(currentProjectile3);2356 clearTimeout(currentProjectile2);2357 clearTimeout(currentProjectile1);2358 clearTimeout(currentAnimation1);2359 clearTimeout(currentAnimation2);2360 clearTimeout(currentAnimation3);2361 clearTimeout(currentAnimation4);2362 clearTimeout(currentAnimation5);2363 clearTimeout(currentAnimation6);2364 clearTimeout(currentAnimation7);2365 clearTimeout(currentAnimation8);2366 clearTimeout(currentAnimation9);2367 clearTimeout(currentAnimation10);2368 clearTimeout(currentAnimation11);2369 clearTimeout(currentAnimation12);2370 clearTimeout(currentAnimation13);2371 clearTimeout(currentAnimation14);2372 clearTimeout(currentAnimation15);2373 clearTimeout(currentAnimation16);2374 canMove = false;2375 return; 2376 } //if2377}// animateEnemy1223782379// animate enemy left to right2380// boxes - array of grid boxes that include animation2381// index - current location of animation2382// direction - current direction of animation2383// enemy - type of enemy displayed2384function animateEnemy13(boxes, index, direction){///////////////////2385 2386 if(counter == 0){2387 currentLocationOfEnemy13 = enemyStart13;2388 } // if2389 2390 // exits function if no animation2391 if(boxes.length <= 0){ return;}2392 if(currentLevel == 0){ return;}2393 if(currentLevel == 1){ return;}2394 2395 // update the images2396 if(direction == "right"){2397 boxes[index].classList.add("enemy2right");2398 } else if (direction == "left"){2399 boxes[index].classList.add("enemy2left");2400 } else if (direction == "up"){2401 boxes[index].classList.add("enemy2up");2402 } else if (direction == "down"){2403 boxes[index].classList.add("enemy2down");2404 } //else2405 2406 // remove images from other boxes2407 for(i = 0; i < boxes.length; i++){2408 if(i != index){2409 boxes[i].classList.remove("enemy2left");2410 boxes[i].classList.remove("enemy2right");2411 boxes[i].classList.remove("enemy2up");2412 boxes[i].classList.remove("enemy2down");2413 } //if2414 } //for2415 2416 // moving right2417 if(direction == "right"){2418 if(counter >= 1){24192420 currentLocationOfEnemy13++;2421 } // if2422 2423 // turn around if hit right side of animation2424 if(index == boxes.length - 1){2425 //currentLocationOfEnemy = currentLocationOfEnemy + 1;2426 index--;2427 direction = "left";2428 } else{2429 index++;2430 } //else2431 2432 // moving left2433 } else if (direction == "left"){2434 if(counter >= 1){24352436 currentLocationOfEnemy13--;2437 } //if 2438 2439 // turn around if hit left side of animation2440 if(index == 0){2441 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2442 index++;2443 direction = "right";2444 } else{2445 index--;2446 } //else2447 2448 }else if (direction == "up"){2449 if(counter >= 1){2450 currentLocationOfEnemy13 = currentLocationOfEnemy13 - widthOfBoard;2451 } //if 2452 2453 // turn around if hit left side of animation2454 if(index == 0){2455 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2456 index++;2457 direction = "down";2458 } else{2459 index--;2460 2461 } //else2462 2463 } else if (direction == "down"){2464 if (counter >= 1){2465 currentLocationOfEnemy13 = currentLocationOfEnemy13 + widthOfBoard;2466 }2467 // turn around if hit left side of animation2468 if(index == boxes.length - 1){24692470 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2471 index--;2472 direction = "up";2473 } else{2474 index++;2475 } //else2476 2477 }// else24782479 248024812482 currentAnimation13 = setTimeout(function(){2483 animateEnemy13(boxes, index, direction);2484 }, 750);2485 2486 //counter++;24872488 // if enemy runs into player, end the game24892490 if(currentLocationOfHorse == currentLocationOfEnemy13){2491 document.getElementById("lose").style.display = "block";2492 startLocation1 = originalLocation1;2493 startLocation2 = originalLocation2;2494 startLocation3 = originalLocation3;2495 clearTimeout(currentProjectile3);2496 clearTimeout(currentProjectile2);2497 clearTimeout(currentProjectile1);2498 clearTimeout(currentAnimation1);2499 clearTimeout(currentAnimation2);2500 clearTimeout(currentAnimation3);2501 clearTimeout(currentAnimation4);2502 clearTimeout(currentAnimation5);2503 clearTimeout(currentAnimation6);2504 clearTimeout(currentAnimation7);2505 clearTimeout(currentAnimation8);2506 clearTimeout(currentAnimation9);2507 clearTimeout(currentAnimation10);2508 clearTimeout(currentAnimation11);2509 clearTimeout(currentAnimation12);2510 clearTimeout(currentAnimation13);2511 clearTimeout(currentAnimation14);2512 clearTimeout(currentAnimation15);2513 clearTimeout(currentAnimation16);2514 canMove = false;2515 return; 2516 } //if2517}// animateEnemy1325182519// animate enemy left to right2520// boxes - array of grid boxes that include animation2521// index - current location of animation2522// direction - current direction of animation2523// enemy - type of enemy displayed2524function animateEnemy14(boxes, index, direction){///////////////////2525 2526 if(counter == 0){2527 currentLocationOfEnemy14 = enemyStart14;2528 } // if2529 2530 // exits function if no animation2531 if(boxes.length <= 0){ return;}2532 if(currentLevel == 0){ return;}2533 if(currentLevel == 1){ return;}2534 2535 // update the images2536 if(direction == "right"){2537 boxes[index].classList.add("enemy2right");2538 } else if (direction == "left"){2539 boxes[index].classList.add("enemy2left");2540 } else if (direction == "up"){2541 boxes[index].classList.add("enemy2up");2542 } else if (direction == "down"){2543 boxes[index].classList.add("enemy2down");2544 } //else2545 2546 // remove images from other boxes2547 for(i = 0; i < boxes.length; i++){2548 if(i != index){2549 boxes[i].classList.remove("enemy2left");2550 boxes[i].classList.remove("enemy2right");2551 boxes[i].classList.remove("enemy2up");2552 boxes[i].classList.remove("enemy2down");2553 } //if2554 } //for2555 2556 // moving right2557 if(direction == "right"){2558 if(counter >= 1){25592560 currentLocationOfEnemy14++;2561 } // if2562 2563 // turn around if hit right side of animation2564 if(index == boxes.length - 1){2565 //currentLocationOfEnemy = currentLocationOfEnemy + 1;2566 index--;2567 direction = "left";2568 } else{2569 index++;2570 } //else2571 2572 // moving left2573 } else if (direction == "left"){2574 if(counter >= 1){25752576 currentLocationOfEnemy14--;2577 } //if 2578 2579 // turn around if hit left side of animation2580 if(index == 0){2581 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2582 index++;2583 direction = "right";2584 } else{2585 index--;2586 } //else2587 2588 }else if (direction == "up"){2589 if(counter >= 1){2590 currentLocationOfEnemy14 = currentLocationOfEnemy14 - widthOfBoard;2591 } //if 2592 2593 // turn around if hit left side of animation2594 if(index == 0){2595 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2596 index++;2597 direction = "down";2598 } else{2599 index--;2600 2601 } //else2602 2603 } else if (direction == "down"){2604 if (counter >= 1){2605 currentLocationOfEnemy14 = currentLocationOfEnemy14 + widthOfBoard;2606 }2607 // turn around if hit left side of animation2608 if(index == boxes.length - 1){26092610 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2611 index--;2612 direction = "up";2613 } else{2614 index++;2615 } //else2616 2617 }// else26182619 262026212622 currentAnimation14 = setTimeout(function(){2623 animateEnemy14(boxes, index, direction);2624 }, 750);2625 2626 //counter++;26272628 // if enemy runs into player, end the game26292630 if(currentLocationOfHorse == currentLocationOfEnemy14){2631 document.getElementById("lose").style.display = "block";2632 startLocation1 = originalLocation1;2633 startLocation2 = originalLocation2;2634 startLocation3 = originalLocation3;2635 clearTimeout(currentProjectile3);2636 clearTimeout(currentProjectile2);2637 clearTimeout(currentProjectile1);2638 clearTimeout(currentAnimation1);2639 clearTimeout(currentAnimation2);2640 clearTimeout(currentAnimation3);2641 clearTimeout(currentAnimation4);2642 clearTimeout(currentAnimation5);2643 clearTimeout(currentAnimation6);2644 clearTimeout(currentAnimation7);2645 clearTimeout(currentAnimation8);2646 clearTimeout(currentAnimation9);2647 clearTimeout(currentAnimation10);2648 clearTimeout(currentAnimation11);2649 clearTimeout(currentAnimation12);2650 clearTimeout(currentAnimation13);2651 clearTimeout(currentAnimation14);2652 clearTimeout(currentAnimation15);2653 clearTimeout(currentAnimation16);2654 canMove = false;2655 return; 2656 } //if2657}// animateEnemy1426582659// animate enemy left to right2660// boxes - array of grid boxes that include animation2661// index - current location of animation2662// direction - current direction of animation2663// enemy - type of enemy displayed2664function animateEnemy15(boxes, index, direction){///////////////////2665 2666 if(counter == 0){2667 currentLocationOfEnemy15 = enemyStart15;2668 } // if2669 2670 // exits function if no animation2671 if(boxes.length <= 0){ return;}2672 if(currentLevel == 0){ return;}2673 if(currentLevel == 1){ return;}2674 2675 // update the images2676 if(direction == "right"){2677 boxes[index].classList.add("enemy2right");2678 } else if (direction == "left"){2679 boxes[index].classList.add("enemy2left");2680 } else if (direction == "up"){2681 boxes[index].classList.add("enemy2up");2682 } else if (direction == "down"){2683 boxes[index].classList.add("enemy2down");2684 } //else2685 2686 // remove images from other boxes2687 for(i = 0; i < boxes.length; i++){2688 if(i != index){2689 boxes[i].classList.remove("enemy2left");2690 boxes[i].classList.remove("enemy2right");2691 boxes[i].classList.remove("enemy2up");2692 boxes[i].classList.remove("enemy2down");2693 } //if2694 } //for2695 2696 // moving right2697 if(direction == "right"){2698 if(counter >= 1){26992700 currentLocationOfEnemy15++;2701 } // if2702 2703 // turn around if hit right side of animation2704 if(index == boxes.length - 1){2705 //currentLocationOfEnemy = currentLocationOfEnemy + 1;2706 index--;2707 direction = "left";2708 } else{2709 index++;2710 } //else2711 2712 // moving left2713 } else if (direction == "left"){2714 if(counter >= 1){27152716 currentLocationOfEnemy15--;2717 } //if 2718 2719 // turn around if hit left side of animation2720 if(index == 0){2721 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2722 index++;2723 direction = "right";2724 } else{2725 index--;2726 } //else2727 2728 }else if (direction == "up"){2729 if(counter >= 1){2730 currentLocationOfEnemy15 = currentLocationOfEnemy15 - widthOfBoard;2731 } //if 2732 2733 // turn around if hit left side of animation2734 if(index == 0){2735 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2736 index++;2737 direction = "down";2738 } else{2739 index--;2740 2741 } //else2742 2743 } else if (direction == "down"){2744 if (counter >= 1){2745 currentLocationOfEnemy15 = currentLocationOfEnemy15 + widthOfBoard;2746 }2747 // turn around if hit left side of animation2748 if(index == boxes.length - 1){27492750 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2751 index--;2752 direction = "up";2753 } else{2754 index++;2755 } //else2756 2757 }// else275827592760 currentAnimation15 = setTimeout(function(){2761 animateEnemy15(boxes, index, direction);2762 }, 750);2763 2764 //counter++;27652766 // if enemy runs into player, end the game27672768 if(currentLocationOfHorse == currentLocationOfEnemy15){2769 document.getElementById("lose").style.display = "block";2770 startLocation1 = originalLocation1;2771 startLocation2 = originalLocation2;2772 startLocation3 = originalLocation3;2773 clearTimeout(currentProjectile3);2774 clearTimeout(currentProjectile2);2775 clearTimeout(currentProjectile1);2776 clearTimeout(currentAnimation1);2777 clearTimeout(currentAnimation2);2778 clearTimeout(currentAnimation3);2779 clearTimeout(currentAnimation4);2780 clearTimeout(currentAnimation5);2781 clearTimeout(currentAnimation6);2782 clearTimeout(currentAnimation7);2783 clearTimeout(currentAnimation8);2784 clearTimeout(currentAnimation9);2785 clearTimeout(currentAnimation10);2786 clearTimeout(currentAnimation11);2787 clearTimeout(currentAnimation12);2788 clearTimeout(currentAnimation13);2789 clearTimeout(currentAnimation14);2790 clearTimeout(currentAnimation15);2791 clearTimeout(currentAnimation16);2792 canMove = false;2793 return; 2794 } //if2795}// animateEnemy1527962797// animate enemy left to right2798// boxes - array of grid boxes that include animation2799// index - current location of animation2800// direction - current direction of animation2801// enemy - type of enemy displayed2802function animateEnemy16(boxes, index, direction){///////////////////2803 2804 if(counter == 0){2805 currentLocationOfEnemy15 = enemyStart15;2806 } // if2807 2808 // exits function if no animation2809 if(boxes.length <= 0){ return;}2810 if(currentLevel == 0){ return;}2811 if(currentLevel == 1){ return;}2812 2813 // update the images2814 if(direction == "right"){2815 boxes[index].classList.add("enemy2right");2816 } else if (direction == "left"){2817 boxes[index].classList.add("enemy2left");2818 } else if (direction == "up"){2819 boxes[index].classList.add("enemy2up");2820 } else if (direction == "down"){2821 boxes[index].classList.add("enemy2down");2822 } //else2823 2824 // remove images from other boxes2825 for(i = 0; i < boxes.length; i++){2826 if(i != index){2827 boxes[i].classList.remove("enemy2left");2828 boxes[i].classList.remove("enemy2right");2829 boxes[i].classList.remove("enemy2up");2830 boxes[i].classList.remove("enemy2down");2831 } //if2832 } //for2833 2834 // moving right2835 if(direction == "right"){2836 if(counter >= 1){28372838 currentLocationOfEnemy16++;2839 } // if2840 2841 // turn around if hit right side of animation2842 if(index == boxes.length - 1){2843 //currentLocationOfEnemy = currentLocationOfEnemy + 1;2844 index--;2845 direction = "left";2846 } else{2847 index++;2848 } //else2849 2850 // moving left2851 } else if (direction == "left"){2852 if(counter >= 1){28532854 currentLocationOfEnemy16--;2855 } //if 2856 2857 // turn around if hit left side of animation2858 if(index == 0){2859 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2860 index++;2861 direction = "right";2862 } else{2863 index--;2864 } //else2865 2866 }else if (direction == "up"){2867 if(counter >= 1){2868 currentLocationOfEnemy16 = currentLocationOfEnemy16 - widthOfBoard;2869 } //if 2870 2871 // turn around if hit left side of animation2872 if(index == 0){2873 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2874 index++;2875 direction = "down";2876 } else{2877 index--;2878 2879 } //else2880 2881 } else if (direction == "down"){2882 if (counter >= 1){2883 currentLocationOfEnemy16 = currentLocationOfEnemy16 + widthOfBoard;2884 }2885 // turn around if hit left side of animation2886 if(index == boxes.length - 1){28872888 // currentLocationOfEnemy = currentLocationOfEnemy - 1;2889 index--;2890 direction = "up";2891 } else{2892 index++;2893 } //else2894 2895 }// else2896 currentAnimation16 = setTimeout(function(){2897 animateEnemy16(boxes, index, direction);2898 }, 750);2899 2900 //counter++;29012902 // if enemy runs into player, end the game29032904 if(currentLocationOfHorse == currentLocationOfEnemy16){2905 document.getElementById("lose").style.display = "block";2906 startLocation1 = originalLocation1;2907 startLocation2 = originalLocation2;2908 startLocation3 = originalLocation3;2909 clearTimeout(currentProjectile3);2910 clearTimeout(currentProjectile2);2911 clearTimeout(currentProjectile1);2912 clearTimeout(currentAnimation1);2913 clearTimeout(currentAnimation2);2914 clearTimeout(currentAnimation3);2915 clearTimeout(currentAnimation4);2916 clearTimeout(currentAnimation5);2917 clearTimeout(currentAnimation6);2918 clearTimeout(currentAnimation7);2919 clearTimeout(currentAnimation8);2920 clearTimeout(currentAnimation9);2921 clearTimeout(currentAnimation10);2922 clearTimeout(currentAnimation11);2923 clearTimeout(currentAnimation12);2924 clearTimeout(currentAnimation13);2925 clearTimeout(currentAnimation14);2926 clearTimeout(currentAnimation15);2927 clearTimeout(currentAnimation16);2928 canMove = false;2929 return; 2930 } //if2931}// animateEnemy162932 ...

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...13 onSlideChangeEnd: function(swiper){14 swiperAnimate(swiper); //每个slide切换结束时也运行当前slide动画15 switch(swiper.activeIndex){16 case 7:17 clearTimeout(timer1);18 clearTimeout(timer2);19 clearTimeout(timer4);20 timer1=setTimeout(function(){21 document.getElementById('box8_nianxin').style=" animation: flash 1s linear 0s infinite";22 clearTimeout(timer1);23 clearTimeout(timer2);24 clearTimeout(timer4);25 },2500);26 break;27 case 8:28 clearTimeout(timer1);29 clearTimeout(timer2);30 clearTimeout(timer4);31 timer1=setTimeout(function(){32 document.getElementById('box9_nianxin').style=" animation: flash 1s linear 0s infinite";33 clearTimeout(timer1);34 clearTimeout(timer2);35 clearTimeout(timer4);36 },2500);37 break;38 case 9:39 clearTimeout(timer1);40 clearTimeout(timer2);41 clearTimeout(timer4);42 timer2=setTimeout(function(){43 document.getElementById('box10_nianxin1').style=" animation: flash 1s linear 0s infinite";44 document.getElementById('box10_nianxin2').style=" animation: flash 1s linear 0s infinite";45 clearTimeout(timer1);46 clearTimeout(timer2);47 clearTimeout(timer4);48 },2000);49 break;50 case 10:51 clearTimeout(timer1);52 clearTimeout(timer2);53 clearTimeout(timer4);54 timer2=setTimeout(function(){55 document.getElementById('box11_zw').style=" animation: flash 1s linear 0s infinite";56 document.getElementById('box11_yuexin2').style=" animation: flash 1s linear 0s infinite";57 clearTimeout(timer1);58 clearTimeout(timer2);59 clearTimeout(timer4);60 },2000);61 break;62 case 11:63 clearTimeout(timer1);64 clearTimeout(timer2);65 clearTimeout(timer4);66 timer2=setTimeout(function(){67 document.getElementById('box12_word4').style=" animation: flash 1.1s linear 0s infinite";68 clearTimeout(timer1);69 clearTimeout(timer2);70 },3700);71 timer4=setTimeout(function(){72 document.getElementById('box12_word5').style=" animation: flash 1.1s linear 0s infinite";73 clearTimeout(timer1);74 clearTimeout(timer2);75 clearTimeout(timer4);76 },3900);77 break;78 case 12:79 clearTimeout(timer1);80 clearTimeout(timer2);81 clearTimeout(timer4);82 timer2=setTimeout(function(){83 document.getElementById('box13_yuexin').style=" animation: flash 1s linear 0s infinite";84 clearTimeout(timer1);85 clearTimeout(timer2);86 clearTimeout(timer4);87 },2500);88 break;89 }90 }91 });92 var ad=document.getElementById('ad');93 var yinfu = document.getElementById('yinfu');94 var yinbiao=document.getElementById('yinbiao');95 yinfu.onclick=function(){96 if(ad.paused)97 {98 ad.play();99 yinfu.style.animationPlayState='running';100 yinbiao.style.background=' url("../image/yinfu.gif") no-repeat';...

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newage.js

Source:newage.js Github

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...15$('.roundabout-moveable-item1').click(function(){ 16for (var colpr = 1; colpr <= col_li; colpr++){$('.pr'+colpr).fadeOut(); }17$('.pr1').fadeIn(); 18for (var i = 0; i < 10; i++){ 19 clearTimeout(window['id1'+i]);20 clearTimeout(window['id2'+i]);21 clearTimeout(window['id3'+i]);22 clearTimeout(window['id4'+i]);23 clearTimeout(window['id5'+i]);24} 25$('.ul').roundabout("stopAutoplay");26}); 27$('.roundabout-moveable-item2').click(function(){ 28for (var colpr = 1; colpr <= col_li; colpr++){$('.pr'+colpr).fadeOut(); }29$('.pr2').fadeIn(); 30for (var i = 0; i < 10; i++){ 31 clearTimeout(window['id1'+i]);32 clearTimeout(window['id2'+i]);33 clearTimeout(window['id3'+i]);34 clearTimeout(window['id4'+i]);35 clearTimeout(window['id5'+i]);36} 37$('.ul').roundabout("stopAutoplay");38}); 39$('.roundabout-moveable-item3').click(function(){ 40for (var colpr = 1; colpr <= col_li; colpr++){$('.pr'+colpr).fadeOut(); }41$('.pr3').fadeIn(); 42for (var i = 0; i < 10; i++){ 43 clearTimeout(window['id1'+i]);44 clearTimeout(window['id2'+i]);45 clearTimeout(window['id3'+i]);46 clearTimeout(window['id4'+i]);47 clearTimeout(window['id5'+i]);48} 49$('.ul').roundabout("stopAutoplay");50}); 51$('.roundabout-moveable-item4').click(function(){ 52for (var colpr = 1; colpr <= col_li; colpr++){$('.pr'+colpr).fadeOut(); }53$('.pr4').fadeIn(); 54for (var i = 0; i < 10; i++){ 55 clearTimeout(window['id1'+i]);56 clearTimeout(window['id2'+i]);57 clearTimeout(window['id3'+i]);58 clearTimeout(window['id4'+i]);59 clearTimeout(window['id5'+i]);60} 61$('.ul').roundabout("stopAutoplay");62}); 63$('.roundabout-moveable-item5').click(function(){ 64for (var colpr = 1; colpr <= col_li; colpr++){$('.pr'+colpr).fadeOut(); }65$('.pr5').fadeIn(); 66for (var i = 0; i < 10; i++){ 67 clearTimeout(window['id1'+i]);68 clearTimeout(window['id2'+i]);69 clearTimeout(window['id3'+i]);70 clearTimeout(window['id4'+i]);71 clearTimeout(window['id5'+i]);72} 73$('.ul').roundabout("stopAutoplay");74}); 75var coltime = 0;76var time1 = 15000;77var time3 = 6000;78var time4 = 9000;79var time5 = 12000;80var time2 = 3000;81while (coltime <= 10){ 82 83window['id1'+coltime] = setTimeout(function() {84 for (var i = 1; i <= col_li; i++){ 85 $('.pr'+i).fadeOut(); ...

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clearMoves.js

Source:clearMoves.js Github

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1const clearMovesArr = [clearMoves1, clearMoves2, clearMoves3, clearMoves4, clearMoves5, clearMoves6]2function clearMoves1(){//ok3 clearInterval(ratMove)4 clearTimeout(rat11)5 clearTimeout(rat12)6 clearTimeout(rat13)7 clearTimeout(rat14)8 clearTimeout(rat15)9 clearTimeout(rat16)10 clearTimeout(rat17)11 clearTimeout(rat18)12}13function clearMoves2(){14 clearInterval(ratMove)15 clearTimeout(rat21)16 clearTimeout(rat22)17 clearTimeout(rat23)18 clearTimeout(rat24)19 clearTimeout(rat25)20 clearTimeout(rat26)21}22function clearMoves3(){23 clearInterval(ratMove)24 clearInterval(agentMove)25 clearTimeout(rat31)26 clearTimeout(rat32)27 clearTimeout(rat33)28 clearTimeout(rat34)29 clearTimeout(rat35)30 clearTimeout(rat36)31 clearTimeout(agent31)32 clearTimeout(agent32)33 clearTimeout(agent33)34 clearTimeout(agent34)35 clearTimeout(agent35)36 clearTimeout(agent36)37 clearTimeout(agent37)38 clearTimeout(agent38)39 clearTimeout(agent39)40 clearTimeout(agent310)41 clearTimeout(agent311)42 clearTimeout(agent312)43 clearTimeout(agent313)44 clearTimeout(agent314)45 clearTimeout(agent315)46 clearTimeout(agent316)47}48function clearMoves4(){49 clearInterval(agentMove)50 clearInterval(agentMove1)51 clearInterval(agentMove2)52 clearTimeout(agent41)53 clearTimeout(agent42)54 clearTimeout(agent43)55 clearTimeout(agent44)56 clearTimeout(agent45)57 clearTimeout(agent46)58 clearTimeout(agent141)59 clearTimeout(agent142)60 clearTimeout(agent143)61 clearTimeout(agent144)62 clearTimeout(agent145)63 clearTimeout(agent146)64 clearTimeout(agent147)65 clearTimeout(agent148)66 clearTimeout(agent241)67 clearTimeout(agent242)68 clearTimeout(agent243)69 clearTimeout(agent244)70 clearTimeout(agent245)71 clearTimeout(agent246)72 clearTimeout(agent247)73 clearTimeout(agent248)74}75function clearMoves5(){76 clearInterval(agentMove)77 clearInterval(agentMove1)78 clearInterval(jagMove)79 clearTimeout(agent51)80 clearTimeout(agent52)81 clearTimeout(agent53)82 clearTimeout(agent54)83 clearTimeout(agent55)84 clearTimeout(agent56)85 clearTimeout(agent57)86 clearTimeout(agent58)87 clearTimeout(agent151)88 clearTimeout(agent152)89 clearTimeout(agent153)90 clearTimeout(agent154)91 clearTimeout(agent155)92 clearTimeout(agent156)93 clearTimeout(agent157)94 clearTimeout(agent158)95 clearTimeout(jag41)96 clearTimeout(jag42)97 clearTimeout(jag43)98 clearTimeout(jag44)99 clearTimeout(jag45)100 clearTimeout(jag46)101 clearTimeout(jag47)102 clearTimeout(jag48)103 clearTimeout(jag49)104 clearTimeout(jag410)105 clearTimeout(jag411)106 clearTimeout(jag412)107}108function clearMoves6(){109 fase = 0...

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Using AI Code Generation

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1var timer = setTimeout(function() {2 console.log("Hello World");3}, 2000);4clearTimeout(timer);5var timer = global.setTimeout(function() {6 console.log("Hello World");7}, 2000);8global.clearTimeout(timer);9var timer = timer.setTimeout(function() {10 console.log("Hello World");11}, 2000);12timer.clearTimeout(timer);13var timer = global.timer.setTimeout(function() {14 console.log("Hello World");15}, 2000);16global.timer.clearTimeout(timer);17var timer = root.timer.setTimeout(function() {18 console.log("Hello World");19}, 2000);20root.timer.clearTimeout(timer);21var timer = root.global.timer.setTimeout(function() {22 console.log("Hello World");23}, 2000);24root.global.timer.clearTimeout(timer);25var timer = global.root.timer.setTimeout(function() {26 console.log("Hello World");27}, 2000);28global.root.timer.clearTimeout(timer);29var timer = global.root.timer.setTimeout(function() {30 console.log("Hello World");31}, 2000);32global.root.timer.clearTimeout(timer);33var timer = global.root.timer.setTimeout(function() {34 console.log("Hello World");35}, 2000);36global.root.timer.clearTimeout(timer);37var timer = global.root.timer.setTimeout(function() {38 console.log("Hello World");39}, 2000);40global.root.timer.clearTimeout(timer);41var timer = global.root.timer.setTimeout(function() {42 console.log("Hello World");43}, 2000);44global.root.timer.clearTimeout(timer);

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Using AI Code Generation

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1var timer = setTimeout(function(){2 console.log("Hello World!");3}, 2000);4clearTimeout(timer);5var timer = window.setTimeout(function(){6 console.log("Hello World!");7}, 2000);8clearTimeout(timer);9var timer = global.setTimeout(function(){10 console.log("Hello World!");11}, 2000);12clearTimeout(timer);13clearInterval(timer);14var timer = setInterval(function(){15 console.log("Hello World!");16}, 2000);17clearInterval(timer);18var timer = window.setInterval(function(){19 console.log("Hello World!");20}, 2000);21clearInterval(timer);22var timer = global.setInterval(function(){23 console.log("Hello World!");24}, 2000);25clearInterval(timer);26clearImmediate(timer);27var timer = setImmediate(function(){28 console.log("Hello World!");29});30clearImmediate(timer);31var timer = window.setImmediate(function(){32 console.log("Hello World!");33});34clearImmediate(timer);35var timer = global.setImmediate(function(){36 console.log("Hello World!");37});38clearImmediate(timer);

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Using AI Code Generation

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1var id = setTimeout(function(){2 console.log('Hello World');3}, 1000);4clearTimeout(id);5var id = setTimeout(function(){6 console.log('Hello World');7}, 1000);8var child = require('child_process').fork('./test.js');9child.on('message', function(m) {10 if(m === 'stop') {11 child.clearTimeout(id);12 }13});14child.send('stop');15var id = setInterval(function(){16 console.log('Hello World');17}, 1000);18clearInterval(id);19var id = setInterval(function(){20 console.log('Hello World');21}, 1000);22var child = require('child_process').fork('./test.js');23child.on('message', function(m) {24 if(m === 'stop') {25 child.clearInterval(id);26 }27});28child.send('stop');29setImmediate(function(){30 console.log('Hello World');31});32var child = require('child_process').fork('./test.js');33child.on('message', function(m) {34 if(m === 'stop') {35 child.setImmediate(function(){36 console.log('Hello World');37 });38 }39});40child.send('stop');41var id = setImmediate(function(){42 console.log('Hello World');43});44clearImmediate(id);45var id = setImmediate(function(){46 console.log('Hello World');47});48var child = require('child_process').fork('./test.js');49child.on('message', function(m) {50 if(m === 'stop') {51 child.clearImmediate(id);52 }53});54child.send('stop');55var id = setTimeout(function(){56 console.log('Hello World');57}, 1000);58id.unref();59var id = setTimeout(function(){60 console.log('Hello World');61}, 1000);62var child = require('child_process').fork('./test.js');63child.on('message', function(m) {64 if(m ===

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Using AI Code Generation

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1setTimeout(function() {2 console.log('Hello World');3}, 2000);4var obj = {5};6obj.setTimeout(function() {7 console.log('Hello World');8}, 2000);9var obj = {10};11obj.setTimeout(function() {12 console.log('Hello World');13}, 2000);14var obj = {15};16obj.setTimeout(function() {17 console.log('Hello World');18}, 2000);19var obj = {20};21obj.setTimeout(function() {22 console.log('Hello World');23}, 2000);24var obj = {25};26obj.setTimeout(function() {27 console.log('Hello World');28}, 2000);29var obj = {30};31obj.setTimeout(function() {32 console.log('Hello World');33}, 2000);34var obj = {35};36obj.setTimeout(function() {37 console.log('Hello World');38}, 2000);39var obj = {40};41obj.setTimeout(function() {42 console.log('Hello World');43}, 2000);44var obj = {45};46obj.setTimeout(function() {47 console.log('Hello World');48}, 2000);49var obj = {50};51obj.setTimeout(function() {52 console.log('Hello World');53}, 2000);54var obj = {55};56obj.setTimeout(function() {57 console.log('Hello World');58}, 2000);59var obj = {60};61obj.setTimeout(function() {62 console.log('Hello World');63}, 2000);64var obj = {65};66obj.setTimeout(function() {67 console.log('Hello World');68}, 2000);

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Using AI Code Generation

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1app.run(function($rootScope) {2 $rootScope.timer = setTimeout(function() {3 console.log("Timeout");4 }, 1000);5});6app.run(function($rootScope) {7 $rootScope.$on("$routeChangeStart", function() {8 clearTimeout($rootScope.timer);9 });10});11app.config(function($routeProvider) {12 .when("/route1", {13 })14 .when("/route2", {15 })16 .otherwise({17 });18});19app.controller("RouteController", function($scope) {20 $scope.message = "Hello World";21});22 <h1>{{message}}</h1>23 <h1>{{message}}</h1>

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Using AI Code Generation

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1console.log("Program Started");2var t=setTimeout(function()3{4 console.log("Hello");5},3000);6clearTimeout(t);7console.log("Program Ended");8console.log("Program Started");9var t=setInterval(function()10{11 console.log("Hello");12},3000);13console.log("Program Ended");14console.log("Program Started");15var t=setInterval(function()16{17 console.log("Hello");18},3000);19clearInterval(t);20console.log("Program Ended");21console.log("Program Started");22console.log("Program Ended");23console.log("Program Started");24console.error("Program Ended");25console.log("Program Started");26console.warn("Program Ended");

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