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QUESTION

What is the problem with my code? var gunLoaded = true; var enemiesMovingLeft = false; var gameStarted = false; var enemiesRemaining = 4; var startTime; var elapsedTime; var energy_boltX; var energy_b

What is the problem with my code?

var gunLoaded = true;

var enemiesMovingLeft = false;

var gameStarted = false;

var enemiesRemaining = 4;

var startTime;

var elapsedTime;

var energy_boltX;

var energy_boltY;

onEvent("screen_game", "keydown", function(event) {

var shipX  = getXPosition("image_ship");

var shipY = getYPosition("image_ship");

var distance = 12;

if(event.key == "Up");

{

shipY = shipY - distance;

}

if (event.key == "Down");

{

 shipY = shipY + distance;

}

if (event.key == "Enter");

{

 fire();

}

setPosition("image_ship", shipX, shipY);

verticalWrapAround ("image_ship");

});

function verticalWrapAround(object)

{

 var objectX = getXposition(object);

 var objectY = getYposition(object);

 var objectHeight = getProperty(object, "height");

 (if objectY < 0 - (objectHeight / 2));

 {

  objectY = 450 - (objectHeight / 2);

 }

}

else if (object Y > 450 - objectHeight / 2);

{

 objectY - 0 - (objectHeight / 2);

}

setPosition(objectX, objectY);

function fire()

if (gunLoaded) // gunLoaded == true;

gunLoaded = false;

var shipX = getXPosition("image_ship");

var shipY = getYPosition("image_ship");

var shipHeight = getProperty("image_ship", "height");

var shipWidth = getProperty("image_ship", "width");

var energyBoltHeight = getProperty("image_energy", "height");

var energyBoltX = shipX + shipWidth;

var energyBoltY = shipY + (shipHeight / 2) - (energyBoltHeight / 2);

setPosition("image_energy", energyBoltX, energyBoltY);

onEvent("button_start", "click", function(event) {

if(!gameStarted)

{

  gameStarted = true;

 setPosition ("button_start",100, 500);

 startTime = getTime();

 setPosition("image_energy", 400, 100);

 timedLoop(50, function() {

  updateTime();

 moveEnergyBolt();

 });

 moveEnemy("image_enemy_one");

 moveEnemy("image_enemy_two");

 moveEnemy("image_enemy_three");

 moveEnemy("image_enemy_four");

 collisionDetection("image_enemy_one");

 collisionDetection("image_enemy_two");

 collisionDetection("image_enemy_three");

 collisionDetection("image_enemy_four");

}

});

function updateTime()

{

 var currentTime = getTime();

 elapsedTime = currentTime - startTime

 elapsedTime = (elapsedTime / 1000).toFixed(1);

 setNumber("label_time", elapsedTime);

}

function moveEnergyBolt()

{

 var energy_boltX = getXPosition("image_energy");

 var energy_boltY = getYPosition("image_energy");

 var energyBoltSpeed = energyBoltX / 10;

 energyBoltX = energyBoltX + energyBoltSpeed;

 setPosition("image_energy", energyBoltX, enenrgyBoltY);

 if(enegryBoltX > 800)

 gunLoaded = true;

}

function moveEnemy(name)

{

 var enemyX = getXposition(name);

 var enemyY = getYPosition(name);

 var minX = 103;

 var maxX = 200;

 var distanceFromMax = maxX - enemyX;

 var verticalSpeed = (distanceFromMax / 9) + 20;

 var horizontalSpeed = Math.min(elapsedTime / 2), 16);

 enemyY = enemyY + verticalSpeed;

 if (enemyX > maxX)

 enemiesMovingLeft = true;

 if(enemyX < minX)

 enemiesMovingLeft = false;

 if(enemiesMovingLeft) // enemiesMovingLeft == true

 enemyX = enemyX - horizontalSpeed;

 else

 enemyX = enemyX + horizontalSpeed;

 setPosition(name, enemyX, enemyY);

 verticalWrapAround(name);

}

function collisionDetection(object)

 var energy_boltX = getXPosition("image_energy");

 var energy_boltY = getYPosition("image_energy");

 var objectX = getXPosition(object);

 var objectY = getYPosition(object);

 var energy_bolt_width = getProperty("image_energy", "width");

 var energy_bolt_height = getProperty("image_energy", "height");

 var objectWidth = getProperty(object,"width");

 var objectHeight = getProperty(object, "height");

 if(energy_boltX + energy_bolt_width >= objectX && energy_boltX <= objectX + objectWidth)

 if(energy_boltY + energy_bolt_height >= objectY && energy_boltY <= objectY + objectHeight)

   if(!getProperty(object, "hidden"))

  hideElement(object);

  enemiesRemaining--; // enemiesRemaining = enemiesRemaining - 1

  if(enemiesRemaining <= 0)

  stopTimedLoop();

  hideElement("image_energy");

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