vx = Math.cos(this.angle) * this.speed,
vy = Math.sin(this.angle) * this.speed; this.speed *= 1 + this.acceleration; this.coordLast[2].x = this.coordLast[1].x; this.coordLast[2].y = this.coordLast[1].y; this.coordLast[1].x = this.coordLast[0].x; this.coordLast[1].y = this.coordLast[0].y; this.coordLast[0].x = this.x; this.coordLast[0].y = this.y; if(self.showTarget){ if(this.targetRadius < 8){ this.targetRadius += .25 * self.dt;
} else { this.targetRadius = 1 * self.dt;
}
} if(this.startX >= this.targetX){ if(this.x + vx <= this.targetX){ this.x = this.targetX; this.hitX = true;
} else { this.x += vx * self.dt;
}
} else { if(this.x + vx >= this.targetX){ this.x = this.targetX; this.hitX = true;
} else { this.x += vx * self.dt;
}
} if(this.startY >= this.targetY){ if(this.y + vy <= this.targetY){ this.y = this.targetY; this.hitY = true;
} else { this.y += vy * self.dt;
}
} else { if(this.y + vy >= this.targetY){ this.y = this.targetY; this.hitY = true;
} else { this.y += vy * self.dt;
}