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Problems Identified:
Inefficient Variable Management for keyPressedFlag:
keyPressedFlag is being set multiple times across different conditions, which can lead to inconsistent results.
Redundant Checks in the Rotation Logic:
The check for (dx === 0 && dy === 0) is redundant since it doesn't execute any code.
Handling keysPressed When Paused:
Clearing the keysPressed object in the game loop when paused can cause issues if keys are pressed before unpausing.
Inconsistent Use of needsRedraw Flag:
The flag needsRedraw is being set without checking whether the canvas needs a redraw for some operations.
Player Angle Handling is Cluttered:
The rotation update logic and player angle adjustment can be structured better for clarity.
Hardcoded Constants and Magic Numbers:
Using hardcoded values like 30 or 1.6 can make the code harder to maintain.
Redundant Update in moveRotateAndDash():
The function checks for dashing but doesn't properly separate logic for dashing vs. non-dashing states.
Changes Made with Explanations:
Consistent Use of Flags and State Management:
Added separate functions for toggling flight and handling direction updates to reduce redundancy.
Refactored the Dash Logic:
Separated dash state management for better readability.
Used dashTimeRemaining and dashCooldown variables to manage the timing.
Improved Key Handling:
Moved the key handling logic for toggleForward and rotation checks into their respective functions.
Updated Direction Calculation:
Simplified direction updates to avoid repeated code.
Consolidated the Game Loop Logic:
Grouped related operations together for a more organized flow.
Replaced Magic Numbers with Named Constants:
Created descriptive variables for hardcoded values to improve code readability and maintainability.