var updateEnemies = function(){ if (hasReachedEnd()) { changeEnemyDirection(); return; } var enemyMovement; if (enemyDirection == LEFT) enemyMovement = -10; else enemyMovement = 10; for (var i = 0 ; i < enemies.length; i++){ var enemy = enemies[i]; enemy.x = enemy.x + enemyMovement ; } } var hasReachedEnd = function(){ var threshold = 32; for (var i = 0 ; i < enemies.length; i++){ var enemy = enemies[i]; if (enemyDirection == RIGHT && enemy.x > canvas.width - threshold - 32) return true; else if (enemyDirection == LEFT && enemy.x < threshold) return true; } return false; } var changeEnemyDirection = function(){ if (enemyDirection == LEFT) enemyDirection = RIGHT; else enemyDirection = LEFT; for (var i = 0 ; i < enemies.length; i++){ var enemy = enemies[i]; enemy.y = enemy.y + 30 ; } } var enemyShot = function(){ var enemy = enemies[Math.floor(Math.random()*enemies.length)]; enemyShots.push({x:enemy.x, y: enemy.y}); }