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Reduce createBullet to be only 1 call, find out how bullet get removed once it reaches its max range #7

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@koreyhinton

Move any bullet removal/hide code that appears to already be happening once the bullet reaches its max to be part of the 'miss' condition logic of GameReferee.

  • check game-scene and tower-decode for bullet removal at its max range and move that detection logic to GameReferee (hit/miss consolidation). if this needs to be redone, perhaps calculate distance between original tower and mid-road

When upgrading, it creates a new bullet but rather maybe it would be better to update the data object instead and just update the damage property accordingly to the bullet that already exists (assuming we keep to the 1 bullet per tower design).

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