<commit_before>/*/
  ENEMY MOTHER CLASS !!!
//*/
var Boss = function (state, x, y, key, bulletSpeed, power, type, fireProba, value, health, framesAnim, timeAnim) {
   Enemy.call(this, state, x, y, key, bulletSpeed, power, type, fireProba, value, health, framesAnim, timeAnim);
}

Boss.prototype = Object.create(Boss.prototype);
Boss.prototype.constructor = Boss;


Boulimique = function (state, x, y, key) {
   var self = this;
   Boss.call(self, state, x, y, key, 150, 100, 9, ENEMY_DEFAULT_FIRE_PROBA*10, 5000, 10);
   self.fireAngle = 0;
   self.angleOffset = 32;
   self.once = true;
   self.timer = self.game.time.create(true);
   self.fireDelay = 45 - difficulty*5;
   self.fireDelay =
   self.timer.loop(self.fireDelay, function() {
      self.makeBullet(self.shots, self.x, self.y, self.fireAngle, -self.bulletSpeed, 0, 0, 'enemyshots', 6, true);
      self.fireAngle += self.angleOffset;
      self.fireAngle %= 360;
      if (!self.state.mute) {
         self.state.enemyfire_sd.play();
      }
   }, self);
   self.fire();
};

Boulimique.prototype = Object.create(Enemy.prototype);
Boulimique.prototype.constructor = Boulimique; 

Boulimique.prototype.update = function() {
   this.setupCollision();<commit_msg>fix mistake<commit_after>/*/
  ENEMY MOTHER CLASS !!!
//*/
var Boss = function (state, x, y, key, bulletSpeed, power, type, fireProba, value, health, framesAnim, timeAnim) {
   Enemy.call(this, state, x, y, key, bulletSpeed, power, type, fireProba, value, health, framesAnim, timeAnim);
}

Boss.prototype = Object.create(Boss.prototype);
Boss.prototype.constructor = Boss;


Boulimique = function (state, x, y, key) {
   var self = this;
   Boss.call(self, state, x, y, key, 150, 100, 9, ENEMY_DEFAULT_FIRE_PROBA*10, 5000, 10);
   self.fireAngle = 0;
   self.angleOffset = 32;
   self.once = true;
   self.timer = self.game.time.create(true);
   self.fireDelay = 45 - difficulty*5;
   self.timer.loop(self.fireDelay, function() {
      self.makeBullet(self.shots, self.x, self.y, self.fireAngle, -self.bulletSpeed, 0, 0, 'enemyshots', 6, true);
      self.fireAngle += self.angleOffset;
      self.fireAngle %= 360;
      if (!self.state.mute) {
         self.state.enemyfire_sd.play();
      }
   }, self);
   self.fire();
};

Boulimique.prototype = Object.create(Enemy.prototype);
Boulimique.prototype.constructor = Boulimique; 

Boulimique.prototype.update = function() {
   this.setupCollision();
{'fraction_non_alphanumeric': 0.152766308835673, 'fraction_numerical': 0.022295623451692816, 'mean_word_length': 3.732421875, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '4694968', 'n_tokens_mistral': 917, 'n_tokens_neox': 856, 'n_words': 191}