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1 // Copyright (c) 2014 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 (function() { | |
5 'use strict'; | |
6 /** | |
7 * T-Rex runner. | |
8 * @param {string} outerContainerId Outer containing element id. | |
9 * @param {Object} opt_config | |
10 * @constructor | |
11 * @export | |
12 */ | |
13 function Runner(outerContainerId, opt_config) { | |
14 // Singleton | |
15 if (Runner.instance_) { | |
16 return Runner.instance_; | |
17 } | |
18 Runner.instance_ = this; | |
19 | |
20 this.outerContainerEl = document.querySelector(outerContainerId); | |
21 this.containerEl = null; | |
22 this.snackbarEl = null; | |
23 this.detailsButton = this.outerContainerEl.querySelector('#details-button'); | |
24 | |
25 this.config = opt_config || Runner.config; | |
26 | |
27 this.dimensions = Runner.defaultDimensions; | |
28 | |
29 this.canvas = null; | |
30 this.canvasCtx = null; | |
31 | |
32 this.tRex = null; | |
33 | |
34 this.distanceMeter = null; | |
35 this.distanceRan = 0; | |
36 | |
37 this.highestScore = 0; | |
38 | |
39 this.time = 0; | |
40 this.runningTime = 0; | |
41 this.msPerFrame = 1000 / FPS; | |
42 this.currentSpeed = this.config.SPEED; | |
43 | |
44 this.obstacles = []; | |
45 | |
46 this.started = false; | |
47 this.activated = false; | |
48 this.crashed = false; | |
49 this.paused = false; | |
50 this.inverted = false; | |
51 this.invertTimer = 0; | |
52 this.resizeTimerId_ = null; | |
53 | |
54 this.playCount = 0; | |
55 | |
56 // Sound FX. | |
57 this.audioBuffer = null; | |
58 this.soundFx = {}; | |
59 | |
60 // Global web audio context for playing sounds. | |
61 this.audioContext = null; | |
62 | |
63 // Images. | |
64 this.images = {}; | |
65 this.imagesLoaded = 0; | |
66 | |
67 if (this.isDisabled()) { | |
68 this.setupDisabledRunner(); | |
69 } else { | |
70 this.loadImages(); | |
71 } | |
72 } | |
73 window['Runner'] = Runner; | |
74 | |
75 | |
76 /** | |
77 * Default game width. | |
78 * @const | |
79 */ | |
80 var DEFAULT_WIDTH = 600; | |
81 | |
82 /** | |
83 * Frames per second. | |
84 * @const | |
85 */ | |
86 var FPS = 60; | |
87 | |
88 /** @const */ | |
89 var IS_HIDPI = window.devicePixelRatio > 1; | |
90 | |
91 /** @const */ | |
92 var IS_IOS = window.navigator.userAgent.indexOf('CriOS') > -1 || | |
93 window.navigator.userAgent == 'UIWebViewForStaticFileContent'; | |
94 | |
95 /** @const */ | |
96 var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1 || IS_IOS; | |
97 | |
98 /** @const */ | |
99 var IS_TOUCH_ENABLED = 'ontouchstart' in window; | |
100 | |
101 /** | |
102 * Default game configuration. | |
103 * @enum {number} | |
104 */ | |
105 Runner.config = { | |
106 ACCELERATION: 0.001, | |
107 BG_CLOUD_SPEED: 0.2, | |
108 BOTTOM_PAD: 10, | |
109 CLEAR_TIME: 3000, | |
110 CLOUD_FREQUENCY: 0.5, | |
111 GAMEOVER_CLEAR_TIME: 750, | |
112 GAP_COEFFICIENT: 0.6, | |
113 GRAVITY: 0.6, | |
114 INITIAL_JUMP_VELOCITY: 12, | |
115 INVERT_FADE_DURATION: 12000, | |
116 INVERT_DISTANCE: 700, | |
117 MAX_CLOUDS: 6, | |
118 MAX_OBSTACLE_LENGTH: 3, | |
119 MAX_OBSTACLE_DUPLICATION: 2, | |
120 MAX_SPEED: 13, | |
121 MIN_JUMP_HEIGHT: 35, | |
122 MOBILE_SPEED_COEFFICIENT: 1.2, | |
123 RESOURCE_TEMPLATE_ID: 'audio-resources', | |
124 SPEED: 6, | |
125 SPEED_DROP_COEFFICIENT: 3 | |
126 }; | |
127 | |
128 | |
129 /** | |
130 * Default dimensions. | |
131 * @enum {string} | |
132 */ | |
133 Runner.defaultDimensions = { | |
134 WIDTH: DEFAULT_WIDTH, | |
135 HEIGHT: 150 | |
136 }; | |
137 | |
138 | |
139 /** | |
140 * CSS class names. | |
141 * @enum {string} | |
142 */ | |
143 Runner.classes = { | |
144 CANVAS: 'runner-canvas', | |
145 CONTAINER: 'runner-container', | |
146 CRASHED: 'crashed', | |
147 ICON: 'icon-offline', | |
148 INVERTED: 'inverted', | |
149 SNACKBAR: 'snackbar', | |
150 SNACKBAR_SHOW: 'snackbar-show', | |
151 TOUCH_CONTROLLER: 'controller' | |
152 }; | |
153 | |
154 | |
155 /** | |
156 * Sprite definition layout of the spritesheet. | |
157 * @enum {Object} | |
158 */ | |
159 Runner.spriteDefinition = { | |
160 LDPI: { | |
161 CACTUS_LARGE: {x: 332, y: 2}, | |
162 CACTUS_SMALL: {x: 228, y: 2}, | |
163 CLOUD: {x: 86, y: 2}, | |
164 HORIZON: {x: 2, y: 54}, | |
165 MOON: {x: 484, y: 2}, | |
166 PTERODACTYL: {x: 134, y: 2}, | |
167 RESTART: {x: 2, y: 2}, | |
168 TEXT_SPRITE: {x: 655, y: 2}, | |
169 TREX: {x: 848, y: 2}, | |
170 STAR: {x: 645, y: 2} | |
171 }, | |
172 HDPI: { | |
173 CACTUS_LARGE: {x: 652, y: 2}, | |
174 CACTUS_SMALL: {x: 446, y: 2}, | |
175 CLOUD: {x: 166, y: 2}, | |
176 HORIZON: {x: 2, y: 104}, | |
177 MOON: {x: 954, y: 2}, | |
178 PTERODACTYL: {x: 260, y: 2}, | |
179 RESTART: {x: 2, y: 2}, | |
180 TEXT_SPRITE: {x: 1294, y: 2}, | |
181 TREX: {x: 1678, y: 2}, | |
182 STAR: {x: 1276, y: 2} | |
183 } | |
184 }; | |
185 | |
186 | |
187 /** | |
188 * Sound FX. Reference to the ID of the audio tag on interstitial page. | |
189 * @enum {string} | |
190 */ | |
191 Runner.sounds = { | |
192 BUTTON_PRESS: 'offline-sound-press', | |
193 HIT: 'offline-sound-hit', | |
194 SCORE: 'offline-sound-reached' | |
195 }; | |
196 | |
197 | |
198 /** | |
199 * Key code mapping. | |
200 * @enum {Object} | |
201 */ | |
202 Runner.keycodes = { | |
203 JUMP: {'38': 1, '32': 1}, // Up, spacebar | |
204 DUCK: {'40': 1}, // Down | |
205 RESTART: {'13': 1} // Enter | |
206 }; | |
207 | |
208 | |
209 /** | |
210 * Runner event names. | |
211 * @enum {string} | |
212 */ | |
213 Runner.events = { | |
214 ANIM_END: 'webkitAnimationEnd', | |
215 CLICK: 'click', | |
216 KEYDOWN: 'keydown', | |
217 KEYUP: 'keyup', | |
218 MOUSEDOWN: 'mousedown', | |
219 MOUSEUP: 'mouseup', | |
220 RESIZE: 'resize', | |
221 TOUCHEND: 'touchend', | |
222 TOUCHSTART: 'touchstart', | |
223 VISIBILITY: 'visibilitychange', | |
224 BLUR: 'blur', | |
225 FOCUS: 'focus', | |
226 LOAD: 'load' | |
227 }; | |
228 | |
229 | |
230 Runner.prototype = { | |
231 /** | |
232 * Whether the easter egg has been disabled. CrOS enterprise enrolled devices. | |
233 * @return {boolean} | |
234 */ | |
235 isDisabled: function() { | |
236 return loadTimeData && loadTimeData.valueExists('disabledEasterEgg'); | |
237 }, | |
238 | |
239 /** | |
240 * For disabled instances, set up a snackbar with the disabled message. | |
241 */ | |
242 setupDisabledRunner: function() { | |
243 this.containerEl = document.createElement('div'); | |
244 this.containerEl.className = Runner.classes.SNACKBAR; | |
245 this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg'); | |
246 this.outerContainerEl.appendChild(this.containerEl); | |
247 | |
248 // Show notification when the activation key is pressed. | |
249 document.addEventListener(Runner.events.KEYDOWN, function(e) { | |
250 if (Runner.keycodes.JUMP[e.keyCode]) { | |
251 this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW); | |
252 document.querySelector('.icon').classList.add('icon-disabled'); | |
253 } | |
254 }.bind(this)); | |
255 }, | |
256 | |
257 /** | |
258 * Setting individual settings for debugging. | |
259 * @param {string} setting | |
260 * @param {*} value | |
261 */ | |
262 updateConfigSetting: function(setting, value) { | |
263 if (setting in this.config && value != undefined) { | |
264 this.config[setting] = value; | |
265 | |
266 switch (setting) { | |
267 case 'GRAVITY': | |
268 case 'MIN_JUMP_HEIGHT': | |
269 case 'SPEED_DROP_COEFFICIENT': | |
270 this.tRex.config[setting] = value; | |
271 break; | |
272 case 'INITIAL_JUMP_VELOCITY': | |
273 this.tRex.setJumpVelocity(value); | |
274 break; | |
275 case 'SPEED': | |
276 this.setSpeed(value); | |
277 break; | |
278 } | |
279 } | |
280 }, | |
281 | |
282 /** | |
283 * Cache the appropriate image sprite from the page and get the sprite sheet | |
284 * definition. | |
285 */ | |
286 loadImages: function() { | |
287 if (IS_HIDPI) { | |
288 Runner.imageSprite = document.getElementById('offline-resources-2x'); | |
289 this.spriteDef = Runner.spriteDefinition.HDPI; | |
290 } else { | |
291 Runner.imageSprite = document.getElementById('offline-resources-1x'); | |
292 this.spriteDef = Runner.spriteDefinition.LDPI; | |
293 } | |
294 | |
295 this.init(); | |
296 }, | |
297 | |
298 /** | |
299 * Load and decode base 64 encoded sounds. | |
300 */ | |
301 loadSounds: function() { | |
302 if (!IS_IOS) { | |
303 this.audioContext = new AudioContext(); | |
304 | |
305 var resourceTemplate = | |
306 document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; | |
307 | |
308 for (var sound in Runner.sounds) { | |
309 var soundSrc = | |
310 resourceTemplate.getElementById(Runner.sounds[sound]).src; | |
311 soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); | |
312 var buffer = decodeBase64ToArrayBuffer(soundSrc); | |
313 | |
314 // Async, so no guarantee of order in array. | |
315 this.audioContext.decodeAudioData(buffer, function(index, audioData) { | |
316 this.soundFx[index] = audioData; | |
317 }.bind(this, sound)); | |
318 } | |
319 } | |
320 }, | |
321 | |
322 /** | |
323 * Sets the game speed. Adjust the speed accordingly if on a smaller screen. | |
324 * @param {number} opt_speed | |
325 */ | |
326 setSpeed: function(opt_speed) { | |
327 var speed = opt_speed || this.currentSpeed; | |
328 | |
329 // Reduce the speed on smaller mobile screens. | |
330 if (this.dimensions.WIDTH < DEFAULT_WIDTH) { | |
331 var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH * | |
332 this.config.MOBILE_SPEED_COEFFICIENT; | |
333 this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; | |
334 } else if (opt_speed) { | |
335 this.currentSpeed = opt_speed; | |
336 } | |
337 }, | |
338 | |
339 /** | |
340 * Game initialiser. | |
341 */ | |
342 init: function() { | |
343 // Hide the static icon. | |
344 document.querySelector('.' + Runner.classes.ICON).style.visibility = | |
345 'hidden'; | |
346 | |
347 this.adjustDimensions(); | |
348 this.setSpeed(); | |
349 | |
350 this.containerEl = document.createElement('div'); | |
351 this.containerEl.className = Runner.classes.CONTAINER; | |
352 | |
353 // Player canvas container. | |
354 this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH, | |
355 this.dimensions.HEIGHT, Runner.classes.PLAYER); | |
356 | |
357 this.canvasCtx = this.canvas.getContext('2d'); | |
358 this.canvasCtx.fillStyle = '#f7f7f7'; | |
359 this.canvasCtx.fill(); | |
360 Runner.updateCanvasScaling(this.canvas); | |
361 | |
362 // Horizon contains clouds, obstacles and the ground. | |
363 this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions, | |
364 this.config.GAP_COEFFICIENT); | |
365 | |
366 // Distance meter | |
367 this.distanceMeter = new DistanceMeter(this.canvas, | |
368 this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH); | |
369 | |
370 // Draw t-rex | |
371 this.tRex = new Trex(this.canvas, this.spriteDef.TREX); | |
372 | |
373 this.outerContainerEl.appendChild(this.containerEl); | |
374 | |
375 if (IS_MOBILE) { | |
376 this.createTouchController(); | |
377 } | |
378 | |
379 this.startListening(); | |
380 this.update(); | |
381 | |
382 window.addEventListener(Runner.events.RESIZE, | |
383 this.debounceResize.bind(this)); | |
384 }, | |
385 | |
386 /** | |
387 * Create the touch controller. A div that covers whole screen. | |
388 */ | |
389 createTouchController: function() { | |
390 this.touchController = document.createElement('div'); | |
391 this.touchController.className = Runner.classes.TOUCH_CONTROLLER; | |
392 }, | |
393 | |
394 /** | |
395 * Debounce the resize event. | |
396 */ | |
397 debounceResize: function() { | |
398 if (!this.resizeTimerId_) { | |
399 this.resizeTimerId_ = | |
400 setInterval(this.adjustDimensions.bind(this), 250); | |
401 } | |
402 }, | |
403 | |
404 /** | |
405 * Adjust game space dimensions on resize. | |
406 */ | |
407 adjustDimensions: function() { | |
408 clearInterval(this.resizeTimerId_); | |
409 this.resizeTimerId_ = null; | |
410 | |
411 var boxStyles = window.getComputedStyle(this.outerContainerEl); | |
412 var padding = Number(boxStyles.paddingLeft.substr(0, | |
413 boxStyles.paddingLeft.length - 2)); | |
414 | |
415 this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; | |
416 | |
417 // Redraw the elements back onto the canvas. | |
418 if (this.canvas) { | |
419 this.canvas.width = this.dimensions.WIDTH; | |
420 this.canvas.height = this.dimensions.HEIGHT; | |
421 | |
422 Runner.updateCanvasScaling(this.canvas); | |
423 | |
424 this.distanceMeter.calcXPos(this.dimensions.WIDTH); | |
425 this.clearCanvas(); | |
426 this.horizon.update(0, 0, true); | |
427 this.tRex.update(0); | |
428 | |
429 // Outer container and distance meter. | |
430 if (this.activated || this.crashed || this.paused) { | |
431 this.containerEl.style.width = this.dimensions.WIDTH + 'px'; | |
432 this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; | |
433 this.distanceMeter.update(0, Math.ceil(this.distanceRan)); | |
434 this.stop(); | |
435 } else { | |
436 this.tRex.draw(0, 0); | |
437 } | |
438 | |
439 // Game over panel. | |
440 if (this.crashed && this.gameOverPanel) { | |
441 this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); | |
442 this.gameOverPanel.draw(); | |
443 } | |
444 } | |
445 }, | |
446 | |
447 /** | |
448 * Play the game intro. | |
449 * Canvas container width expands out to the full width. | |
450 */ | |
451 playIntro: function() { | |
452 if (!this.started && !this.crashed) { | |
453 this.playingIntro = true; | |
454 this.tRex.playingIntro = true; | |
455 | |
456 // CSS animation definition. | |
457 var keyframes = '@-webkit-keyframes intro { ' + | |
458 'from { width:' + Trex.config.WIDTH + 'px }' + | |
459 'to { width: ' + this.dimensions.WIDTH + 'px }' + | |
460 '}'; | |
461 document.styleSheets[0].insertRule(keyframes, 0); | |
462 | |
463 this.containerEl.addEventListener(Runner.events.ANIM_END, | |
464 this.startGame.bind(this)); | |
465 | |
466 this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; | |
467 this.containerEl.style.width = this.dimensions.WIDTH + 'px'; | |
468 | |
469 if (this.touchController) { | |
470 this.outerContainerEl.appendChild(this.touchController); | |
471 } | |
472 this.activated = true; | |
473 this.started = true; | |
474 } else if (this.crashed) { | |
475 this.restart(); | |
476 } | |
477 }, | |
478 | |
479 | |
480 /** | |
481 * Update the game status to started. | |
482 */ | |
483 startGame: function() { | |
484 this.runningTime = 0; | |
485 this.playingIntro = false; | |
486 this.tRex.playingIntro = false; | |
487 this.containerEl.style.webkitAnimation = ''; | |
488 this.playCount++; | |
489 | |
490 // Handle tabbing off the page. Pause the current game. | |
491 document.addEventListener(Runner.events.VISIBILITY, | |
492 this.onVisibilityChange.bind(this)); | |
493 | |
494 window.addEventListener(Runner.events.BLUR, | |
495 this.onVisibilityChange.bind(this)); | |
496 | |
497 window.addEventListener(Runner.events.FOCUS, | |
498 this.onVisibilityChange.bind(this)); | |
499 }, | |
500 | |
501 clearCanvas: function() { | |
502 this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, | |
503 this.dimensions.HEIGHT); | |
504 }, | |
505 | |
506 /** | |
507 * Update the game frame. | |
508 */ | |
509 update: function() { | |
510 this.drawPending = false; | |
511 | |
512 var now = getTimeStamp(); | |
513 var deltaTime = now - (this.time || now); | |
514 this.time = now; | |
515 | |
516 if (this.activated) { | |
517 this.clearCanvas(); | |
518 | |
519 if (this.tRex.jumping) { | |
520 this.tRex.updateJump(deltaTime); | |
521 } | |
522 | |
523 this.runningTime += deltaTime; | |
524 var hasObstacles = this.runningTime > this.config.CLEAR_TIME; | |
525 | |
526 // First jump triggers the intro. | |
527 if (this.tRex.jumpCount == 1 && !this.playingIntro) { | |
528 this.playIntro(); | |
529 } | |
530 | |
531 // The horizon doesn't move until the intro is over. | |
532 if (this.playingIntro) { | |
533 this.horizon.update(0, this.currentSpeed, hasObstacles); | |
534 } else { | |
535 deltaTime = !this.started ? 0 : deltaTime; | |
536 this.horizon.update(deltaTime, this.currentSpeed, hasObstacles, | |
537 this.inverted); | |
538 } | |
539 | |
540 // Check for collisions. | |
541 var collision = hasObstacles && | |
542 checkForCollision(this.horizon.obstacles[0], this.tRex); | |
543 | |
544 if (!collision) { | |
545 this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; | |
546 | |
547 if (this.currentSpeed < this.config.MAX_SPEED) { | |
548 this.currentSpeed += this.config.ACCELERATION; | |
549 } | |
550 } else { | |
551 this.gameOver(); | |
552 } | |
553 | |
554 var playAchievementSound = this.distanceMeter.update(deltaTime, | |
555 Math.ceil(this.distanceRan)); | |
556 | |
557 if (playAchievementSound) { | |
558 this.playSound(this.soundFx.SCORE); | |
559 } | |
560 | |
561 // Night mode. | |
562 if (this.invertTimer > this.config.INVERT_FADE_DURATION) { | |
563 this.invertTimer = 0; | |
564 this.invertTrigger = false; | |
565 this.invert(); | |
566 } else if (this.invertTimer) { | |
567 this.invertTimer += deltaTime; | |
568 } else { | |
569 var actualDistance = | |
570 this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan)); | |
571 | |
572 if (actualDistance > 0) { | |
573 this.invertTrigger = !(actualDistance % | |
574 this.config.INVERT_DISTANCE); | |
575 | |
576 if (this.invertTrigger && this.invertTimer === 0) { | |
577 this.invertTimer += deltaTime; | |
578 this.invert(); | |
579 } | |
580 } | |
581 } | |
582 } | |
583 | |
584 if (!this.crashed) { | |
585 this.tRex.update(deltaTime); | |
586 this.raq(); | |
587 } | |
588 }, | |
589 | |
590 /** | |
591 * Event handler. | |
592 */ | |
593 handleEvent: function(e) { | |
594 return (function(evtType, events) { | |
595 switch (evtType) { | |
596 case events.KEYDOWN: | |
597 case events.TOUCHSTART: | |
598 case events.MOUSEDOWN: | |
599 this.onKeyDown(e); | |
600 break; | |
601 case events.KEYUP: | |
602 case events.TOUCHEND: | |
603 case events.MOUSEUP: | |
604 this.onKeyUp(e); | |
605 break; | |
606 } | |
607 }.bind(this))(e.type, Runner.events); | |
608 }, | |
609 | |
610 /** | |
611 * Bind relevant key / mouse / touch listeners. | |
612 */ | |
613 startListening: function() { | |
614 // Keys. | |
615 document.addEventListener(Runner.events.KEYDOWN, this); | |
616 document.addEventListener(Runner.events.KEYUP, this); | |
617 | |
618 if (IS_MOBILE) { | |
619 // Mobile only touch devices. | |
620 this.touchController.addEventListener(Runner.events.TOUCHSTART, this); | |
621 this.touchController.addEventListener(Runner.events.TOUCHEND, this); | |
622 this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); | |
623 } else { | |
624 // Mouse. | |
625 document.addEventListener(Runner.events.MOUSEDOWN, this); | |
626 document.addEventListener(Runner.events.MOUSEUP, this); | |
627 } | |
628 }, | |
629 | |
630 /** | |
631 * Remove all listeners. | |
632 */ | |
633 stopListening: function() { | |
634 document.removeEventListener(Runner.events.KEYDOWN, this); | |
635 document.removeEventListener(Runner.events.KEYUP, this); | |
636 | |
637 if (IS_MOBILE) { | |
638 this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); | |
639 this.touchController.removeEventListener(Runner.events.TOUCHEND, this); | |
640 this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); | |
641 } else { | |
642 document.removeEventListener(Runner.events.MOUSEDOWN, this); | |
643 document.removeEventListener(Runner.events.MOUSEUP, this); | |
644 } | |
645 }, | |
646 | |
647 /** | |
648 * Process keydown. | |
649 * @param {Event} e | |
650 */ | |
651 onKeyDown: function(e) { | |
652 // Prevent native page scrolling whilst tapping on mobile. | |
653 if (IS_MOBILE) { | |
654 e.preventDefault(); | |
655 } | |
656 | |
657 if (e.target != this.detailsButton) { | |
658 if (!this.crashed && (Runner.keycodes.JUMP[e.keyCode] || | |
659 e.type == Runner.events.TOUCHSTART)) { | |
660 if (!this.activated) { | |
661 this.loadSounds(); | |
662 this.activated = true; | |
663 errorPageController.trackEasterEgg(); | |
664 } | |
665 | |
666 if (!this.tRex.jumping && !this.tRex.ducking) { | |
667 this.playSound(this.soundFx.BUTTON_PRESS); | |
668 this.tRex.startJump(this.currentSpeed); | |
669 } | |
670 } | |
671 | |
672 if (this.crashed && e.type == Runner.events.TOUCHSTART && | |
673 e.currentTarget == this.containerEl) { | |
674 this.restart(); | |
675 } | |
676 } | |
677 | |
678 if (this.activated && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) { | |
679 e.preventDefault(); | |
680 if (this.tRex.jumping) { | |
681 // Speed drop, activated only when jump key is not pressed. | |
682 this.tRex.setSpeedDrop(); | |
683 } else if (!this.tRex.jumping && !this.tRex.ducking) { | |
684 // Duck. | |
685 this.tRex.setDuck(true); | |
686 } | |
687 } | |
688 }, | |
689 | |
690 | |
691 /** | |
692 * Process key up. | |
693 * @param {Event} e | |
694 */ | |
695 onKeyUp: function(e) { | |
696 var keyCode = String(e.keyCode); | |
697 var isjumpKey = Runner.keycodes.JUMP[keyCode] || | |
698 e.type == Runner.events.TOUCHEND || | |
699 e.type == Runner.events.MOUSEDOWN; | |
700 | |
701 if (this.isRunning() && isjumpKey) { | |
702 this.tRex.endJump(); | |
703 } else if (Runner.keycodes.DUCK[keyCode]) { | |
704 this.tRex.speedDrop = false; | |
705 this.tRex.setDuck(false); | |
706 } else if (this.crashed) { | |
707 // Check that enough time has elapsed before allowing jump key to restart. | |
708 var deltaTime = getTimeStamp() - this.time; | |
709 | |
710 if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) || | |
711 (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && | |
712 Runner.keycodes.JUMP[keyCode])) { | |
713 this.restart(); | |
714 } | |
715 } else if (this.paused && isjumpKey) { | |
716 // Reset the jump state | |
717 this.tRex.reset(); | |
718 this.play(); | |
719 } | |
720 }, | |
721 | |
722 /** | |
723 * Returns whether the event was a left click on canvas. | |
724 * On Windows right click is registered as a click. | |
725 * @param {Event} e | |
726 * @return {boolean} | |
727 */ | |
728 isLeftClickOnCanvas: function(e) { | |
729 return e.button != null && e.button < 2 && | |
730 e.type == Runner.events.MOUSEUP && e.target == this.canvas; | |
731 }, | |
732 | |
733 /** | |
734 * RequestAnimationFrame wrapper. | |
735 */ | |
736 raq: function() { | |
737 if (!this.drawPending) { | |
738 this.drawPending = true; | |
739 this.raqId = requestAnimationFrame(this.update.bind(this)); | |
740 } | |
741 }, | |
742 | |
743 /** | |
744 * Whether the game is running. | |
745 * @return {boolean} | |
746 */ | |
747 isRunning: function() { | |
748 return !!this.raqId; | |
749 }, | |
750 | |
751 /** | |
752 * Game over state. | |
753 */ | |
754 gameOver: function() { | |
755 this.playSound(this.soundFx.HIT); | |
756 vibrate(200); | |
757 | |
758 this.stop(); | |
759 this.crashed = true; | |
760 this.distanceMeter.acheivement = false; | |
761 | |
762 this.tRex.update(100, Trex.status.CRASHED); | |
763 | |
764 // Game over panel. | |
765 if (!this.gameOverPanel) { | |
766 this.gameOverPanel = new GameOverPanel(this.canvas, | |
767 this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART, | |
768 this.dimensions); | |
769 } else { | |
770 this.gameOverPanel.draw(); | |
771 } | |
772 | |
773 // Update the high score. | |
774 if (this.distanceRan > this.highestScore) { | |
775 this.highestScore = Math.ceil(this.distanceRan); | |
776 this.distanceMeter.setHighScore(this.highestScore); | |
777 } | |
778 | |
779 // Reset the time clock. | |
780 this.time = getTimeStamp(); | |
781 }, | |
782 | |
783 stop: function() { | |
784 this.activated = false; | |
785 this.paused = true; | |
786 cancelAnimationFrame(this.raqId); | |
787 this.raqId = 0; | |
788 }, | |
789 | |
790 play: function() { | |
791 if (!this.crashed) { | |
792 this.activated = true; | |
793 this.paused = false; | |
794 this.tRex.update(0, Trex.status.RUNNING); | |
795 this.time = getTimeStamp(); | |
796 this.update(); | |
797 } | |
798 }, | |
799 | |
800 restart: function() { | |
801 if (!this.raqId) { | |
802 this.playCount++; | |
803 this.runningTime = 0; | |
804 this.activated = true; | |
805 this.crashed = false; | |
806 this.distanceRan = 0; | |
807 this.setSpeed(this.config.SPEED); | |
808 this.time = getTimeStamp(); | |
809 this.containerEl.classList.remove(Runner.classes.CRASHED); | |
810 this.clearCanvas(); | |
811 this.distanceMeter.reset(this.highestScore); | |
812 this.horizon.reset(); | |
813 this.tRex.reset(); | |
814 this.playSound(this.soundFx.BUTTON_PRESS); | |
815 this.invert(true); | |
816 this.update(); | |
817 } | |
818 }, | |
819 | |
820 /** | |
821 * Pause the game if the tab is not in focus. | |
822 */ | |
823 onVisibilityChange: function(e) { | |
824 if (document.hidden || document.webkitHidden || e.type == 'blur' || | |
825 document.visibilityState != 'visible') { | |
826 this.stop(); | |
827 } else if (!this.crashed) { | |
828 this.tRex.reset(); | |
829 this.play(); | |
830 } | |
831 }, | |
832 | |
833 /** | |
834 * Play a sound. | |
835 * @param {SoundBuffer} soundBuffer | |
836 */ | |
837 playSound: function(soundBuffer) { | |
838 if (soundBuffer) { | |
839 var sourceNode = this.audioContext.createBufferSource(); | |
840 sourceNode.buffer = soundBuffer; | |
841 sourceNode.connect(this.audioContext.destination); | |
842 sourceNode.start(0); | |
843 } | |
844 }, | |
845 | |
846 /** | |
847 * Inverts the current page / canvas colors. | |
848 * @param {boolean} Whether to reset colors. | |
849 */ | |
850 invert: function(reset) { | |
851 if (reset) { | |
852 document.body.classList.toggle(Runner.classes.INVERTED, false); | |
853 this.invertTimer = 0; | |
854 this.inverted = false; | |
855 } else { | |
856 this.inverted = document.body.classList.toggle(Runner.classes.INVERTED, | |
857 this.invertTrigger); | |
858 } | |
859 } | |
860 }; | |
861 | |
862 | |
863 /** | |
864 * Updates the canvas size taking into | |
865 * account the backing store pixel ratio and | |
866 * the device pixel ratio. | |
867 * | |
868 * See article by Paul Lewis: | |
869 * http://www.html5rocks.com/en/tutorials/canvas/hidpi/ | |
870 * | |
871 * @param {HTMLCanvasElement} canvas | |
872 * @param {number} opt_width | |
873 * @param {number} opt_height | |
874 * @return {boolean} Whether the canvas was scaled. | |
875 */ | |
876 Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) { | |
877 var context = canvas.getContext('2d'); | |
878 | |
879 // Query the various pixel ratios | |
880 var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; | |
881 var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; | |
882 var ratio = devicePixelRatio / backingStoreRatio; | |
883 | |
884 // Upscale the canvas if the two ratios don't match | |
885 if (devicePixelRatio !== backingStoreRatio) { | |
886 var oldWidth = opt_width || canvas.width; | |
887 var oldHeight = opt_height || canvas.height; | |
888 | |
889 canvas.width = oldWidth * ratio; | |
890 canvas.height = oldHeight * ratio; | |
891 | |
892 canvas.style.width = oldWidth + 'px'; | |
893 canvas.style.height = oldHeight + 'px'; | |
894 | |
895 // Scale the context to counter the fact that we've manually scaled | |
896 // our canvas element. | |
897 context.scale(ratio, ratio); | |
898 return true; | |
899 } else if (devicePixelRatio == 1) { | |
900 // Reset the canvas width / height. Fixes scaling bug when the page is | |
901 // zoomed and the devicePixelRatio changes accordingly. | |
902 canvas.style.width = canvas.width + 'px'; | |
903 canvas.style.height = canvas.height + 'px'; | |
904 } | |
905 return false; | |
906 }; | |
907 | |
908 | |
909 /** | |
910 * Get random number. | |
911 * @param {number} min | |
912 * @param {number} max | |
913 * @param {number} | |
914 */ | |
915 function getRandomNum(min, max) { | |
916 return Math.floor(Math.random() * (max - min + 1)) + min; | |
917 } | |
918 | |
919 | |
920 /** | |
921 * Vibrate on mobile devices. | |
922 * @param {number} duration Duration of the vibration in milliseconds. | |
923 */ | |
924 function vibrate(duration) { | |
925 if (IS_MOBILE && window.navigator.vibrate) { | |
926 window.navigator.vibrate(duration); | |
927 } | |
928 } | |
929 | |
930 | |
931 /** | |
932 * Create canvas element. | |
933 * @param {HTMLElement} container Element to append canvas to. | |
934 * @param {number} width | |
935 * @param {number} height | |
936 * @param {string} opt_classname | |
937 * @return {HTMLCanvasElement} | |
938 */ | |
939 function createCanvas(container, width, height, opt_classname) { | |
940 var canvas = document.createElement('canvas'); | |
941 canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + | |
942 opt_classname : Runner.classes.CANVAS; | |
943 canvas.width = width; | |
944 canvas.height = height; | |
945 container.appendChild(canvas); | |
946 | |
947 return canvas; | |
948 } | |
949 | |
950 | |
951 /** | |
952 * Decodes the base 64 audio to ArrayBuffer used by Web Audio. | |
953 * @param {string} base64String | |
954 */ | |
955 function decodeBase64ToArrayBuffer(base64String) { | |
956 var len = (base64String.length / 4) * 3; | |
957 var str = atob(base64String); | |
958 var arrayBuffer = new ArrayBuffer(len); | |
959 var bytes = new Uint8Array(arrayBuffer); | |
960 | |
961 for (var i = 0; i < len; i++) { | |
962 bytes[i] = str.charCodeAt(i); | |
963 } | |
964 return bytes.buffer; | |
965 } | |
966 | |
967 | |
968 /** | |
969 * Return the current timestamp. | |
970 * @return {number} | |
971 */ | |
972 function getTimeStamp() { | |
973 return IS_IOS ? new Date().getTime() : performance.now(); | |
974 } | |
975 | |
976 | |
977 //****************************************************************************** | |
978 | |
979 | |
980 /** | |
981 * Game over panel. | |
982 * @param {!HTMLCanvasElement} canvas | |
983 * @param {Object} textImgPos | |
984 * @param {Object} restartImgPos | |
985 * @param {!Object} dimensions Canvas dimensions. | |
986 * @constructor | |
987 */ | |
988 function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) { | |
989 this.canvas = canvas; | |
990 this.canvasCtx = canvas.getContext('2d'); | |
991 this.canvasDimensions = dimensions; | |
992 this.textImgPos = textImgPos; | |
993 this.restartImgPos = restartImgPos; | |
994 this.draw(); | |
995 }; | |
996 | |
997 | |
998 /** | |
999 * Dimensions used in the panel. | |
1000 * @enum {number} | |
1001 */ | |
1002 GameOverPanel.dimensions = { | |
1003 TEXT_X: 0, | |
1004 TEXT_Y: 13, | |
1005 TEXT_WIDTH: 191, | |
1006 TEXT_HEIGHT: 11, | |
1007 RESTART_WIDTH: 36, | |
1008 RESTART_HEIGHT: 32 | |
1009 }; | |
1010 | |
1011 | |
1012 GameOverPanel.prototype = { | |
1013 /** | |
1014 * Update the panel dimensions. | |
1015 * @param {number} width New canvas width. | |
1016 * @param {number} opt_height Optional new canvas height. | |
1017 */ | |
1018 updateDimensions: function(width, opt_height) { | |
1019 this.canvasDimensions.WIDTH = width; | |
1020 if (opt_height) { | |
1021 this.canvasDimensions.HEIGHT = opt_height; | |
1022 } | |
1023 }, | |
1024 | |
1025 /** | |
1026 * Draw the panel. | |
1027 */ | |
1028 draw: function() { | |
1029 var dimensions = GameOverPanel.dimensions; | |
1030 | |
1031 var centerX = this.canvasDimensions.WIDTH / 2; | |
1032 | |
1033 // Game over text. | |
1034 var textSourceX = dimensions.TEXT_X; | |
1035 var textSourceY = dimensions.TEXT_Y; | |
1036 var textSourceWidth = dimensions.TEXT_WIDTH; | |
1037 var textSourceHeight = dimensions.TEXT_HEIGHT; | |
1038 | |
1039 var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); | |
1040 var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); | |
1041 var textTargetWidth = dimensions.TEXT_WIDTH; | |
1042 var textTargetHeight = dimensions.TEXT_HEIGHT; | |
1043 | |
1044 var restartSourceWidth = dimensions.RESTART_WIDTH; | |
1045 var restartSourceHeight = dimensions.RESTART_HEIGHT; | |
1046 var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); | |
1047 var restartTargetY = this.canvasDimensions.HEIGHT / 2; | |
1048 | |
1049 if (IS_HIDPI) { | |
1050 textSourceY *= 2; | |
1051 textSourceX *= 2; | |
1052 textSourceWidth *= 2; | |
1053 textSourceHeight *= 2; | |
1054 restartSourceWidth *= 2; | |
1055 restartSourceHeight *= 2; | |
1056 } | |
1057 | |
1058 textSourceX += this.textImgPos.x; | |
1059 textSourceY += this.textImgPos.y; | |
1060 | |
1061 // Game over text from sprite. | |
1062 this.canvasCtx.drawImage(Runner.imageSprite, | |
1063 textSourceX, textSourceY, textSourceWidth, textSourceHeight, | |
1064 textTargetX, textTargetY, textTargetWidth, textTargetHeight); | |
1065 | |
1066 // Restart button. | |
1067 this.canvasCtx.drawImage(Runner.imageSprite, | |
1068 this.restartImgPos.x, this.restartImgPos.y, | |
1069 restartSourceWidth, restartSourceHeight, | |
1070 restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, | |
1071 dimensions.RESTART_HEIGHT); | |
1072 } | |
1073 }; | |
1074 | |
1075 | |
1076 //****************************************************************************** | |
1077 | |
1078 /** | |
1079 * Check for a collision. | |
1080 * @param {!Obstacle} obstacle | |
1081 * @param {!Trex} tRex T-rex object. | |
1082 * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing | |
1083 * collision boxes. | |
1084 * @return {Array<CollisionBox>} | |
1085 */ | |
1086 function checkForCollision(obstacle, tRex, opt_canvasCtx) { | |
1087 var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; | |
1088 | |
1089 // Adjustments are made to the bounding box as there is a 1 pixel white | |
1090 // border around the t-rex and obstacles. | |
1091 var tRexBox = new CollisionBox( | |
1092 tRex.xPos + 1, | |
1093 tRex.yPos + 1, | |
1094 tRex.config.WIDTH - 2, | |
1095 tRex.config.HEIGHT - 2); | |
1096 | |
1097 var obstacleBox = new CollisionBox( | |
1098 obstacle.xPos + 1, | |
1099 obstacle.yPos + 1, | |
1100 obstacle.typeConfig.width * obstacle.size - 2, | |
1101 obstacle.typeConfig.height - 2); | |
1102 | |
1103 // Debug outer box | |
1104 if (opt_canvasCtx) { | |
1105 drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); | |
1106 } | |
1107 | |
1108 // Simple outer bounds check. | |
1109 if (boxCompare(tRexBox, obstacleBox)) { | |
1110 var collisionBoxes = obstacle.collisionBoxes; | |
1111 var tRexCollisionBoxes = tRex.ducking ? | |
1112 Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING; | |
1113 | |
1114 // Detailed axis aligned box check. | |
1115 for (var t = 0; t < tRexCollisionBoxes.length; t++) { | |
1116 for (var i = 0; i < collisionBoxes.length; i++) { | |
1117 // Adjust the box to actual positions. | |
1118 var adjTrexBox = | |
1119 createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox); | |
1120 var adjObstacleBox = | |
1121 createAdjustedCollisionBox(collisionBoxes[i], obstacleBox); | |
1122 var crashed = boxCompare(adjTrexBox, adjObstacleBox); | |
1123 | |
1124 // Draw boxes for debug. | |
1125 if (opt_canvasCtx) { | |
1126 drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox); | |
1127 } | |
1128 | |
1129 if (crashed) { | |
1130 return [adjTrexBox, adjObstacleBox]; | |
1131 } | |
1132 } | |
1133 } | |
1134 } | |
1135 return false; | |
1136 }; | |
1137 | |
1138 | |
1139 /** | |
1140 * Adjust the collision box. | |
1141 * @param {!CollisionBox} box The original box. | |
1142 * @param {!CollisionBox} adjustment Adjustment box. | |
1143 * @return {CollisionBox} The adjusted collision box object. | |
1144 */ | |
1145 function createAdjustedCollisionBox(box, adjustment) { | |
1146 return new CollisionBox( | |
1147 box.x + adjustment.x, | |
1148 box.y + adjustment.y, | |
1149 box.width, | |
1150 box.height); | |
1151 }; | |
1152 | |
1153 | |
1154 /** | |
1155 * Draw the collision boxes for debug. | |
1156 */ | |
1157 function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) { | |
1158 canvasCtx.save(); | |
1159 canvasCtx.strokeStyle = '#f00'; | |
1160 canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height); | |
1161 | |
1162 canvasCtx.strokeStyle = '#0f0'; | |
1163 canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, | |
1164 obstacleBox.width, obstacleBox.height); | |
1165 canvasCtx.restore(); | |
1166 }; | |
1167 | |
1168 | |
1169 /** | |
1170 * Compare two collision boxes for a collision. | |
1171 * @param {CollisionBox} tRexBox | |
1172 * @param {CollisionBox} obstacleBox | |
1173 * @return {boolean} Whether the boxes intersected. | |
1174 */ | |
1175 function boxCompare(tRexBox, obstacleBox) { | |
1176 var crashed = false; | |
1177 var tRexBoxX = tRexBox.x; | |
1178 var tRexBoxY = tRexBox.y; | |
1179 | |
1180 var obstacleBoxX = obstacleBox.x; | |
1181 var obstacleBoxY = obstacleBox.y; | |
1182 | |
1183 // Axis-Aligned Bounding Box method. | |
1184 if (tRexBox.x < obstacleBoxX + obstacleBox.width && | |
1185 tRexBox.x + tRexBox.width > obstacleBoxX && | |
1186 tRexBox.y < obstacleBox.y + obstacleBox.height && | |
1187 tRexBox.height + tRexBox.y > obstacleBox.y) { | |
1188 crashed = true; | |
1189 } | |
1190 | |
1191 return crashed; | |
1192 }; | |
1193 | |
1194 | |
1195 //****************************************************************************** | |
1196 | |
1197 /** | |
1198 * Collision box object. | |
1199 * @param {number} x X position. | |
1200 * @param {number} y Y Position. | |
1201 * @param {number} w Width. | |
1202 * @param {number} h Height. | |
1203 */ | |
1204 function CollisionBox(x, y, w, h) { | |
1205 this.x = x; | |
1206 this.y = y; | |
1207 this.width = w; | |
1208 this.height = h; | |
1209 }; | |
1210 | |
1211 | |
1212 //****************************************************************************** | |
1213 | |
1214 /** | |
1215 * Obstacle. | |
1216 * @param {HTMLCanvasCtx} canvasCtx | |
1217 * @param {Obstacle.type} type | |
1218 * @param {Object} spritePos Obstacle position in sprite. | |
1219 * @param {Object} dimensions | |
1220 * @param {number} gapCoefficient Mutipler in determining the gap. | |
1221 * @param {number} speed | |
1222 * @param {number} opt_xOffset | |
1223 */ | |
1224 function Obstacle(canvasCtx, type, spriteImgPos, dimensions, | |
1225 gapCoefficient, speed, opt_xOffset) { | |
1226 | |
1227 this.canvasCtx = canvasCtx; | |
1228 this.spritePos = spriteImgPos; | |
1229 this.typeConfig = type; | |
1230 this.gapCoefficient = gapCoefficient; | |
1231 this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH); | |
1232 this.dimensions = dimensions; | |
1233 this.remove = false; | |
1234 this.xPos = dimensions.WIDTH + (opt_xOffset || 0); | |
1235 this.yPos = 0; | |
1236 this.width = 0; | |
1237 this.collisionBoxes = []; | |
1238 this.gap = 0; | |
1239 this.speedOffset = 0; | |
1240 | |
1241 // For animated obstacles. | |
1242 this.currentFrame = 0; | |
1243 this.timer = 0; | |
1244 | |
1245 this.init(speed); | |
1246 }; | |
1247 | |
1248 /** | |
1249 * Coefficient for calculating the maximum gap. | |
1250 * @const | |
1251 */ | |
1252 Obstacle.MAX_GAP_COEFFICIENT = 1.5; | |
1253 | |
1254 /** | |
1255 * Maximum obstacle grouping count. | |
1256 * @const | |
1257 */ | |
1258 Obstacle.MAX_OBSTACLE_LENGTH = 3, | |
1259 | |
1260 | |
1261 Obstacle.prototype = { | |
1262 /** | |
1263 * Initialise the DOM for the obstacle. | |
1264 * @param {number} speed | |
1265 */ | |
1266 init: function(speed) { | |
1267 this.cloneCollisionBoxes(); | |
1268 | |
1269 // Only allow sizing if we're at the right speed. | |
1270 if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { | |
1271 this.size = 1; | |
1272 } | |
1273 | |
1274 this.width = this.typeConfig.width * this.size; | |
1275 | |
1276 // Check if obstacle can be positioned at various heights. | |
1277 if (Array.isArray(this.typeConfig.yPos)) { | |
1278 var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile : | |
1279 this.typeConfig.yPos; | |
1280 this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)]; | |
1281 } else { | |
1282 this.yPos = this.typeConfig.yPos; | |
1283 } | |
1284 | |
1285 this.draw(); | |
1286 | |
1287 // Make collision box adjustments, | |
1288 // Central box is adjusted to the size as one box. | |
1289 // ____ ______ ________ | |
1290 // _| |-| _| |-| _| |-| | |
1291 // | |<->| | | |<--->| | | |<----->| | | |
1292 // | | 1 | | | | 2 | | | | 3 | | | |
1293 // |_|___|_| |_|_____|_| |_|_______|_| | |
1294 // | |
1295 if (this.size > 1) { | |
1296 this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - | |
1297 this.collisionBoxes[2].width; | |
1298 this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; | |
1299 } | |
1300 | |
1301 // For obstacles that go at a different speed from the horizon. | |
1302 if (this.typeConfig.speedOffset) { | |
1303 this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset : | |
1304 -this.typeConfig.speedOffset; | |
1305 } | |
1306 | |
1307 this.gap = this.getGap(this.gapCoefficient, speed); | |
1308 }, | |
1309 | |
1310 /** | |
1311 * Draw and crop based on size. | |
1312 */ | |
1313 draw: function() { | |
1314 var sourceWidth = this.typeConfig.width; | |
1315 var sourceHeight = this.typeConfig.height; | |
1316 | |
1317 if (IS_HIDPI) { | |
1318 sourceWidth = sourceWidth * 2; | |
1319 sourceHeight = sourceHeight * 2; | |
1320 } | |
1321 | |
1322 // X position in sprite. | |
1323 var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) + | |
1324 this.spritePos.x; | |
1325 | |
1326 // Animation frames. | |
1327 if (this.currentFrame > 0) { | |
1328 sourceX += sourceWidth * this.currentFrame; | |
1329 } | |
1330 | |
1331 this.canvasCtx.drawImage(Runner.imageSprite, | |
1332 sourceX, this.spritePos.y, | |
1333 sourceWidth * this.size, sourceHeight, | |
1334 this.xPos, this.yPos, | |
1335 this.typeConfig.width * this.size, this.typeConfig.height); | |
1336 }, | |
1337 | |
1338 /** | |
1339 * Obstacle frame update. | |
1340 * @param {number} deltaTime | |
1341 * @param {number} speed | |
1342 */ | |
1343 update: function(deltaTime, speed) { | |
1344 if (!this.remove) { | |
1345 if (this.typeConfig.speedOffset) { | |
1346 speed += this.speedOffset; | |
1347 } | |
1348 this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); | |
1349 | |
1350 // Update frame | |
1351 if (this.typeConfig.numFrames) { | |
1352 this.timer += deltaTime; | |
1353 if (this.timer >= this.typeConfig.frameRate) { | |
1354 this.currentFrame = | |
1355 this.currentFrame == this.typeConfig.numFrames - 1 ? | |
1356 0 : this.currentFrame + 1; | |
1357 this.timer = 0; | |
1358 } | |
1359 } | |
1360 this.draw(); | |
1361 | |
1362 if (!this.isVisible()) { | |
1363 this.remove = true; | |
1364 } | |
1365 } | |
1366 }, | |
1367 | |
1368 /** | |
1369 * Calculate a random gap size. | |
1370 * - Minimum gap gets wider as speed increses | |
1371 * @param {number} gapCoefficient | |
1372 * @param {number} speed | |
1373 * @return {number} The gap size. | |
1374 */ | |
1375 getGap: function(gapCoefficient, speed) { | |
1376 var minGap = Math.round(this.width * speed + | |
1377 this.typeConfig.minGap * gapCoefficient); | |
1378 var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT); | |
1379 return getRandomNum(minGap, maxGap); | |
1380 }, | |
1381 | |
1382 /** | |
1383 * Check if obstacle is visible. | |
1384 * @return {boolean} Whether the obstacle is in the game area. | |
1385 */ | |
1386 isVisible: function() { | |
1387 return this.xPos + this.width > 0; | |
1388 }, | |
1389 | |
1390 /** | |
1391 * Make a copy of the collision boxes, since these will change based on | |
1392 * obstacle type and size. | |
1393 */ | |
1394 cloneCollisionBoxes: function() { | |
1395 var collisionBoxes = this.typeConfig.collisionBoxes; | |
1396 | |
1397 for (var i = collisionBoxes.length - 1; i >= 0; i--) { | |
1398 this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x, | |
1399 collisionBoxes[i].y, collisionBoxes[i].width, | |
1400 collisionBoxes[i].height); | |
1401 } | |
1402 } | |
1403 }; | |
1404 | |
1405 | |
1406 /** | |
1407 * Obstacle definitions. | |
1408 * minGap: minimum pixel space betweeen obstacles. | |
1409 * multipleSpeed: Speed at which multiples are allowed. | |
1410 * speedOffset: speed faster / slower than the horizon. | |
1411 * minSpeed: Minimum speed which the obstacle can make an appearance. | |
1412 */ | |
1413 Obstacle.types = [ | |
1414 { | |
1415 type: 'CACTUS_SMALL', | |
1416 width: 17, | |
1417 height: 35, | |
1418 yPos: 105, | |
1419 multipleSpeed: 4, | |
1420 minGap: 120, | |
1421 minSpeed: 0, | |
1422 collisionBoxes: [ | |
1423 new CollisionBox(0, 7, 5, 27), | |
1424 new CollisionBox(4, 0, 6, 34), | |
1425 new CollisionBox(10, 4, 7, 14) | |
1426 ] | |
1427 }, | |
1428 { | |
1429 type: 'CACTUS_LARGE', | |
1430 width: 25, | |
1431 height: 50, | |
1432 yPos: 90, | |
1433 multipleSpeed: 7, | |
1434 minGap: 120, | |
1435 minSpeed: 0, | |
1436 collisionBoxes: [ | |
1437 new CollisionBox(0, 12, 7, 38), | |
1438 new CollisionBox(8, 0, 7, 49), | |
1439 new CollisionBox(13, 10, 10, 38) | |
1440 ] | |
1441 }, | |
1442 { | |
1443 type: 'PTERODACTYL', | |
1444 width: 46, | |
1445 height: 40, | |
1446 yPos: [ 100, 75, 50 ], // Variable height. | |
1447 yPosMobile: [ 100, 50 ], // Variable height mobile. | |
1448 multipleSpeed: 999, | |
1449 minSpeed: 8.5, | |
1450 minGap: 150, | |
1451 collisionBoxes: [ | |
1452 new CollisionBox(15, 15, 16, 5), | |
1453 new CollisionBox(18, 21, 24, 6), | |
1454 new CollisionBox(2, 14, 4, 3), | |
1455 new CollisionBox(6, 10, 4, 7), | |
1456 new CollisionBox(10, 8, 6, 9) | |
1457 ], | |
1458 numFrames: 2, | |
1459 frameRate: 1000/6, | |
1460 speedOffset: .8 | |
1461 } | |
1462 ]; | |
1463 | |
1464 | |
1465 //****************************************************************************** | |
1466 /** | |
1467 * T-rex game character. | |
1468 * @param {HTMLCanvas} canvas | |
1469 * @param {Object} spritePos Positioning within image sprite. | |
1470 * @constructor | |
1471 */ | |
1472 function Trex(canvas, spritePos) { | |
1473 this.canvas = canvas; | |
1474 this.canvasCtx = canvas.getContext('2d'); | |
1475 this.spritePos = spritePos; | |
1476 this.xPos = 0; | |
1477 this.yPos = 0; | |
1478 // Position when on the ground. | |
1479 this.groundYPos = 0; | |
1480 this.currentFrame = 0; | |
1481 this.currentAnimFrames = []; | |
1482 this.blinkDelay = 0; | |
1483 this.animStartTime = 0; | |
1484 this.timer = 0; | |
1485 this.msPerFrame = 1000 / FPS; | |
1486 this.config = Trex.config; | |
1487 // Current status. | |
1488 this.status = Trex.status.WAITING; | |
1489 | |
1490 this.jumping = false; | |
1491 this.ducking = false; | |
1492 this.jumpVelocity = 0; | |
1493 this.reachedMinHeight = false; | |
1494 this.speedDrop = false; | |
1495 this.jumpCount = 0; | |
1496 this.jumpspotX = 0; | |
1497 | |
1498 this.init(); | |
1499 }; | |
1500 | |
1501 | |
1502 /** | |
1503 * T-rex player config. | |
1504 * @enum {number} | |
1505 */ | |
1506 Trex.config = { | |
1507 DROP_VELOCITY: -5, | |
1508 GRAVITY: 0.6, | |
1509 HEIGHT: 47, | |
1510 HEIGHT_DUCK: 25, | |
1511 INIITAL_JUMP_VELOCITY: -10, | |
1512 INTRO_DURATION: 1500, | |
1513 MAX_JUMP_HEIGHT: 30, | |
1514 MIN_JUMP_HEIGHT: 30, | |
1515 SPEED_DROP_COEFFICIENT: 3, | |
1516 SPRITE_WIDTH: 262, | |
1517 START_X_POS: 50, | |
1518 WIDTH: 44, | |
1519 WIDTH_DUCK: 59 | |
1520 }; | |
1521 | |
1522 | |
1523 /** | |
1524 * Used in collision detection. | |
1525 * @type {Array<CollisionBox>} | |
1526 */ | |
1527 Trex.collisionBoxes = { | |
1528 DUCKING: [ | |
1529 new CollisionBox(1, 18, 55, 25) | |
1530 ], | |
1531 RUNNING: [ | |
1532 new CollisionBox(22, 0, 17, 16), | |
1533 new CollisionBox(1, 18, 30, 9), | |
1534 new CollisionBox(10, 35, 14, 8), | |
1535 new CollisionBox(1, 24, 29, 5), | |
1536 new CollisionBox(5, 30, 21, 4), | |
1537 new CollisionBox(9, 34, 15, 4) | |
1538 ] | |
1539 }; | |
1540 | |
1541 | |
1542 /** | |
1543 * Animation states. | |
1544 * @enum {string} | |
1545 */ | |
1546 Trex.status = { | |
1547 CRASHED: 'CRASHED', | |
1548 DUCKING: 'DUCKING', | |
1549 JUMPING: 'JUMPING', | |
1550 RUNNING: 'RUNNING', | |
1551 WAITING: 'WAITING' | |
1552 }; | |
1553 | |
1554 /** | |
1555 * Blinking coefficient. | |
1556 * @const | |
1557 */ | |
1558 Trex.BLINK_TIMING = 7000; | |
1559 | |
1560 | |
1561 /** | |
1562 * Animation config for different states. | |
1563 * @enum {Object} | |
1564 */ | |
1565 Trex.animFrames = { | |
1566 WAITING: { | |
1567 frames: [44, 0], | |
1568 msPerFrame: 1000 / 3 | |
1569 }, | |
1570 RUNNING: { | |
1571 frames: [88, 132], | |
1572 msPerFrame: 1000 / 12 | |
1573 }, | |
1574 CRASHED: { | |
1575 frames: [220], | |
1576 msPerFrame: 1000 / 60 | |
1577 }, | |
1578 JUMPING: { | |
1579 frames: [0], | |
1580 msPerFrame: 1000 / 60 | |
1581 }, | |
1582 DUCKING: { | |
1583 frames: [262, 321], | |
1584 msPerFrame: 1000 / 8 | |
1585 } | |
1586 }; | |
1587 | |
1588 | |
1589 Trex.prototype = { | |
1590 /** | |
1591 * T-rex player initaliser. | |
1592 * Sets the t-rex to blink at random intervals. | |
1593 */ | |
1594 init: function() { | |
1595 this.blinkDelay = this.setBlinkDelay(); | |
1596 this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - | |
1597 Runner.config.BOTTOM_PAD; | |
1598 this.yPos = this.groundYPos; | |
1599 this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT; | |
1600 | |
1601 this.draw(0, 0); | |
1602 this.update(0, Trex.status.WAITING); | |
1603 }, | |
1604 | |
1605 /** | |
1606 * Setter for the jump velocity. | |
1607 * The approriate drop velocity is also set. | |
1608 */ | |
1609 setJumpVelocity: function(setting) { | |
1610 this.config.INIITAL_JUMP_VELOCITY = -setting; | |
1611 this.config.DROP_VELOCITY = -setting / 2; | |
1612 }, | |
1613 | |
1614 /** | |
1615 * Set the animation status. | |
1616 * @param {!number} deltaTime | |
1617 * @param {Trex.status} status Optional status to switch to. | |
1618 */ | |
1619 update: function(deltaTime, opt_status) { | |
1620 this.timer += deltaTime; | |
1621 | |
1622 // Update the status. | |
1623 if (opt_status) { | |
1624 this.status = opt_status; | |
1625 this.currentFrame = 0; | |
1626 this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; | |
1627 this.currentAnimFrames = Trex.animFrames[opt_status].frames; | |
1628 | |
1629 if (opt_status == Trex.status.WAITING) { | |
1630 this.animStartTime = getTimeStamp(); | |
1631 this.setBlinkDelay(); | |
1632 } | |
1633 } | |
1634 | |
1635 // Game intro animation, T-rex moves in from the left. | |
1636 if (this.playingIntro && this.xPos < this.config.START_X_POS) { | |
1637 this.xPos += Math.round((this.config.START_X_POS / | |
1638 this.config.INTRO_DURATION) * deltaTime); | |
1639 } | |
1640 | |
1641 if (this.status == Trex.status.WAITING) { | |
1642 this.blink(getTimeStamp()); | |
1643 } else { | |
1644 this.draw(this.currentAnimFrames[this.currentFrame], 0); | |
1645 } | |
1646 | |
1647 // Update the frame position. | |
1648 if (this.timer >= this.msPerFrame) { | |
1649 this.currentFrame = this.currentFrame == | |
1650 this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; | |
1651 this.timer = 0; | |
1652 } | |
1653 | |
1654 // Speed drop becomes duck if the down key is still being pressed. | |
1655 if (this.speedDrop && this.yPos == this.groundYPos) { | |
1656 this.speedDrop = false; | |
1657 this.setDuck(true); | |
1658 } | |
1659 }, | |
1660 | |
1661 /** | |
1662 * Draw the t-rex to a particular position. | |
1663 * @param {number} x | |
1664 * @param {number} y | |
1665 */ | |
1666 draw: function(x, y) { | |
1667 var sourceX = x; | |
1668 var sourceY = y; | |
1669 var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ? | |
1670 this.config.WIDTH_DUCK : this.config.WIDTH; | |
1671 var sourceHeight = this.config.HEIGHT; | |
1672 | |
1673 if (IS_HIDPI) { | |
1674 sourceX *= 2; | |
1675 sourceY *= 2; | |
1676 sourceWidth *= 2; | |
1677 sourceHeight *= 2; | |
1678 } | |
1679 | |
1680 // Adjustments for sprite sheet position. | |
1681 sourceX += this.spritePos.x; | |
1682 sourceY += this.spritePos.y; | |
1683 | |
1684 // Ducking. | |
1685 if (this.ducking && this.status != Trex.status.CRASHED) { | |
1686 this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, | |
1687 sourceWidth, sourceHeight, | |
1688 this.xPos, this.yPos, | |
1689 this.config.WIDTH_DUCK, this.config.HEIGHT); | |
1690 } else { | |
1691 // Crashed whilst ducking. Trex is standing up so needs adjustment. | |
1692 if (this.ducking && this.status == Trex.status.CRASHED) { | |
1693 this.xPos++; | |
1694 } | |
1695 // Standing / running | |
1696 this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, | |
1697 sourceWidth, sourceHeight, | |
1698 this.xPos, this.yPos, | |
1699 this.config.WIDTH, this.config.HEIGHT); | |
1700 } | |
1701 }, | |
1702 | |
1703 /** | |
1704 * Sets a random time for the blink to happen. | |
1705 */ | |
1706 setBlinkDelay: function() { | |
1707 this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); | |
1708 }, | |
1709 | |
1710 /** | |
1711 * Make t-rex blink at random intervals. | |
1712 * @param {number} time Current time in milliseconds. | |
1713 */ | |
1714 blink: function(time) { | |
1715 var deltaTime = time - this.animStartTime; | |
1716 | |
1717 if (deltaTime >= this.blinkDelay) { | |
1718 this.draw(this.currentAnimFrames[this.currentFrame], 0); | |
1719 | |
1720 if (this.currentFrame == 1) { | |
1721 // Set new random delay to blink. | |
1722 this.setBlinkDelay(); | |
1723 this.animStartTime = time; | |
1724 } | |
1725 } | |
1726 }, | |
1727 | |
1728 /** | |
1729 * Initialise a jump. | |
1730 * @param {number} speed | |
1731 */ | |
1732 startJump: function(speed) { | |
1733 if (!this.jumping) { | |
1734 this.update(0, Trex.status.JUMPING); | |
1735 // Tweak the jump velocity based on the speed. | |
1736 this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10); | |
1737 this.jumping = true; | |
1738 this.reachedMinHeight = false; | |
1739 this.speedDrop = false; | |
1740 } | |
1741 }, | |
1742 | |
1743 /** | |
1744 * Jump is complete, falling down. | |
1745 */ | |
1746 endJump: function() { | |
1747 if (this.reachedMinHeight && | |
1748 this.jumpVelocity < this.config.DROP_VELOCITY) { | |
1749 this.jumpVelocity = this.config.DROP_VELOCITY; | |
1750 } | |
1751 }, | |
1752 | |
1753 /** | |
1754 * Update frame for a jump. | |
1755 * @param {number} deltaTime | |
1756 * @param {number} speed | |
1757 */ | |
1758 updateJump: function(deltaTime, speed) { | |
1759 var msPerFrame = Trex.animFrames[this.status].msPerFrame; | |
1760 var framesElapsed = deltaTime / msPerFrame; | |
1761 | |
1762 // Speed drop makes Trex fall faster. | |
1763 if (this.speedDrop) { | |
1764 this.yPos += Math.round(this.jumpVelocity * | |
1765 this.config.SPEED_DROP_COEFFICIENT * framesElapsed); | |
1766 } else { | |
1767 this.yPos += Math.round(this.jumpVelocity * framesElapsed); | |
1768 } | |
1769 | |
1770 this.jumpVelocity += this.config.GRAVITY * framesElapsed; | |
1771 | |
1772 // Minimum height has been reached. | |
1773 if (this.yPos < this.minJumpHeight || this.speedDrop) { | |
1774 this.reachedMinHeight = true; | |
1775 } | |
1776 | |
1777 // Reached max height | |
1778 if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { | |
1779 this.endJump(); | |
1780 } | |
1781 | |
1782 // Back down at ground level. Jump completed. | |
1783 if (this.yPos > this.groundYPos) { | |
1784 this.reset(); | |
1785 this.jumpCount++; | |
1786 } | |
1787 | |
1788 this.update(deltaTime); | |
1789 }, | |
1790 | |
1791 /** | |
1792 * Set the speed drop. Immediately cancels the current jump. | |
1793 */ | |
1794 setSpeedDrop: function() { | |
1795 this.speedDrop = true; | |
1796 this.jumpVelocity = 1; | |
1797 }, | |
1798 | |
1799 /** | |
1800 * @param {boolean} isDucking. | |
1801 */ | |
1802 setDuck: function(isDucking) { | |
1803 if (isDucking && this.status != Trex.status.DUCKING) { | |
1804 this.update(0, Trex.status.DUCKING); | |
1805 this.ducking = true; | |
1806 } else if (this.status == Trex.status.DUCKING) { | |
1807 this.update(0, Trex.status.RUNNING); | |
1808 this.ducking = false; | |
1809 } | |
1810 }, | |
1811 | |
1812 /** | |
1813 * Reset the t-rex to running at start of game. | |
1814 */ | |
1815 reset: function() { | |
1816 this.yPos = this.groundYPos; | |
1817 this.jumpVelocity = 0; | |
1818 this.jumping = false; | |
1819 this.ducking = false; | |
1820 this.update(0, Trex.status.RUNNING); | |
1821 this.midair = false; | |
1822 this.speedDrop = false; | |
1823 this.jumpCount = 0; | |
1824 } | |
1825 }; | |
1826 | |
1827 | |
1828 //****************************************************************************** | |
1829 | |
1830 /** | |
1831 * Handles displaying the distance meter. | |
1832 * @param {!HTMLCanvasElement} canvas | |
1833 * @param {Object} spritePos Image position in sprite. | |
1834 * @param {number} canvasWidth | |
1835 * @constructor | |
1836 */ | |
1837 function DistanceMeter(canvas, spritePos, canvasWidth) { | |
1838 this.canvas = canvas; | |
1839 this.canvasCtx = canvas.getContext('2d'); | |
1840 this.image = Runner.imageSprite; | |
1841 this.spritePos = spritePos; | |
1842 this.x = 0; | |
1843 this.y = 5; | |
1844 | |
1845 this.currentDistance = 0; | |
1846 this.maxScore = 0; | |
1847 this.highScore = 0; | |
1848 this.container = null; | |
1849 | |
1850 this.digits = []; | |
1851 this.acheivement = false; | |
1852 this.defaultString = ''; | |
1853 this.flashTimer = 0; | |
1854 this.flashIterations = 0; | |
1855 this.invertTrigger = false; | |
1856 | |
1857 this.config = DistanceMeter.config; | |
1858 this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS; | |
1859 this.init(canvasWidth); | |
1860 }; | |
1861 | |
1862 | |
1863 /** | |
1864 * @enum {number} | |
1865 */ | |
1866 DistanceMeter.dimensions = { | |
1867 WIDTH: 10, | |
1868 HEIGHT: 13, | |
1869 DEST_WIDTH: 11 | |
1870 }; | |
1871 | |
1872 | |
1873 /** | |
1874 * Y positioning of the digits in the sprite sheet. | |
1875 * X position is always 0. | |
1876 * @type {Array<number>} | |
1877 */ | |
1878 DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; | |
1879 | |
1880 | |
1881 /** | |
1882 * Distance meter config. | |
1883 * @enum {number} | |
1884 */ | |
1885 DistanceMeter.config = { | |
1886 // Number of digits. | |
1887 MAX_DISTANCE_UNITS: 5, | |
1888 | |
1889 // Distance that causes achievement animation. | |
1890 ACHIEVEMENT_DISTANCE: 100, | |
1891 | |
1892 // Used for conversion from pixel distance to a scaled unit. | |
1893 COEFFICIENT: 0.025, | |
1894 | |
1895 // Flash duration in milliseconds. | |
1896 FLASH_DURATION: 1000 / 4, | |
1897 | |
1898 // Flash iterations for achievement animation. | |
1899 FLASH_ITERATIONS: 3 | |
1900 }; | |
1901 | |
1902 | |
1903 DistanceMeter.prototype = { | |
1904 /** | |
1905 * Initialise the distance meter to '00000'. | |
1906 * @param {number} width Canvas width in px. | |
1907 */ | |
1908 init: function(width) { | |
1909 var maxDistanceStr = ''; | |
1910 | |
1911 this.calcXPos(width); | |
1912 this.maxScore = this.maxScoreUnits; | |
1913 for (var i = 0; i < this.maxScoreUnits; i++) { | |
1914 this.draw(i, 0); | |
1915 this.defaultString += '0'; | |
1916 maxDistanceStr += '9'; | |
1917 } | |
1918 | |
1919 this.maxScore = parseInt(maxDistanceStr); | |
1920 }, | |
1921 | |
1922 /** | |
1923 * Calculate the xPos in the canvas. | |
1924 * @param {number} canvasWidth | |
1925 */ | |
1926 calcXPos: function(canvasWidth) { | |
1927 this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * | |
1928 (this.maxScoreUnits + 1)); | |
1929 }, | |
1930 | |
1931 /** | |
1932 * Draw a digit to canvas. | |
1933 * @param {number} digitPos Position of the digit. | |
1934 * @param {number} value Digit value 0-9. | |
1935 * @param {boolean} opt_highScore Whether drawing the high score. | |
1936 */ | |
1937 draw: function(digitPos, value, opt_highScore) { | |
1938 var sourceWidth = DistanceMeter.dimensions.WIDTH; | |
1939 var sourceHeight = DistanceMeter.dimensions.HEIGHT; | |
1940 var sourceX = DistanceMeter.dimensions.WIDTH * value; | |
1941 var sourceY = 0; | |
1942 | |
1943 var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; | |
1944 var targetY = this.y; | |
1945 var targetWidth = DistanceMeter.dimensions.WIDTH; | |
1946 var targetHeight = DistanceMeter.dimensions.HEIGHT; | |
1947 | |
1948 // For high DPI we 2x source values. | |
1949 if (IS_HIDPI) { | |
1950 sourceWidth *= 2; | |
1951 sourceHeight *= 2; | |
1952 sourceX *= 2; | |
1953 } | |
1954 | |
1955 sourceX += this.spritePos.x; | |
1956 sourceY += this.spritePos.y; | |
1957 | |
1958 this.canvasCtx.save(); | |
1959 | |
1960 if (opt_highScore) { | |
1961 // Left of the current score. | |
1962 var highScoreX = this.x - (this.maxScoreUnits * 2) * | |
1963 DistanceMeter.dimensions.WIDTH; | |
1964 this.canvasCtx.translate(highScoreX, this.y); | |
1965 } else { | |
1966 this.canvasCtx.translate(this.x, this.y); | |
1967 } | |
1968 | |
1969 this.canvasCtx.drawImage(this.image, sourceX, sourceY, | |
1970 sourceWidth, sourceHeight, | |
1971 targetX, targetY, | |
1972 targetWidth, targetHeight | |
1973 ); | |
1974 | |
1975 this.canvasCtx.restore(); | |
1976 }, | |
1977 | |
1978 /** | |
1979 * Covert pixel distance to a 'real' distance. | |
1980 * @param {number} distance Pixel distance ran. | |
1981 * @return {number} The 'real' distance ran. | |
1982 */ | |
1983 getActualDistance: function(distance) { | |
1984 return distance ? Math.round(distance * this.config.COEFFICIENT) : 0; | |
1985 }, | |
1986 | |
1987 /** | |
1988 * Update the distance meter. | |
1989 * @param {number} distance | |
1990 * @param {number} deltaTime | |
1991 * @return {boolean} Whether the acheivement sound fx should be played. | |
1992 */ | |
1993 update: function(deltaTime, distance) { | |
1994 var paint = true; | |
1995 var playSound = false; | |
1996 | |
1997 if (!this.acheivement) { | |
1998 distance = this.getActualDistance(distance); | |
1999 // Score has gone beyond the initial digit count. | |
2000 if (distance > this.maxScore && this.maxScoreUnits == | |
2001 this.config.MAX_DISTANCE_UNITS) { | |
2002 this.maxScoreUnits++; | |
2003 this.maxScore = parseInt(this.maxScore + '9'); | |
2004 } else { | |
2005 this.distance = 0; | |
2006 } | |
2007 | |
2008 if (distance > 0) { | |
2009 // Acheivement unlocked | |
2010 if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) { | |
2011 // Flash score and play sound. | |
2012 this.acheivement = true; | |
2013 this.flashTimer = 0; | |
2014 playSound = true; | |
2015 } | |
2016 | |
2017 // Create a string representation of the distance with leading 0. | |
2018 var distanceStr = (this.defaultString + | |
2019 distance).substr(-this.maxScoreUnits); | |
2020 this.digits = distanceStr.split(''); | |
2021 } else { | |
2022 this.digits = this.defaultString.split(''); | |
2023 } | |
2024 } else { | |
2025 // Control flashing of the score on reaching acheivement. | |
2026 if (this.flashIterations <= this.config.FLASH_ITERATIONS) { | |
2027 this.flashTimer += deltaTime; | |
2028 | |
2029 if (this.flashTimer < this.config.FLASH_DURATION) { | |
2030 paint = false; | |
2031 } else if (this.flashTimer > | |
2032 this.config.FLASH_DURATION * 2) { | |
2033 this.flashTimer = 0; | |
2034 this.flashIterations++; | |
2035 } | |
2036 } else { | |
2037 this.acheivement = false; | |
2038 this.flashIterations = 0; | |
2039 this.flashTimer = 0; | |
2040 } | |
2041 } | |
2042 | |
2043 // Draw the digits if not flashing. | |
2044 if (paint) { | |
2045 for (var i = this.digits.length - 1; i >= 0; i--) { | |
2046 this.draw(i, parseInt(this.digits[i])); | |
2047 } | |
2048 } | |
2049 | |
2050 this.drawHighScore(); | |
2051 return playSound; | |
2052 }, | |
2053 | |
2054 /** | |
2055 * Draw the high score. | |
2056 */ | |
2057 drawHighScore: function() { | |
2058 this.canvasCtx.save(); | |
2059 this.canvasCtx.globalAlpha = .8; | |
2060 for (var i = this.highScore.length - 1; i >= 0; i--) { | |
2061 this.draw(i, parseInt(this.highScore[i], 10), true); | |
2062 } | |
2063 this.canvasCtx.restore(); | |
2064 }, | |
2065 | |
2066 /** | |
2067 * Set the highscore as a array string. | |
2068 * Position of char in the sprite: H - 10, I - 11. | |
2069 * @param {number} distance Distance ran in pixels. | |
2070 */ | |
2071 setHighScore: function(distance) { | |
2072 distance = this.getActualDistance(distance); | |
2073 var highScoreStr = (this.defaultString + | |
2074 distance).substr(-this.maxScoreUnits); | |
2075 | |
2076 this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); | |
2077 }, | |
2078 | |
2079 /** | |
2080 * Reset the distance meter back to '00000'. | |
2081 */ | |
2082 reset: function() { | |
2083 this.update(0); | |
2084 this.acheivement = false; | |
2085 } | |
2086 }; | |
2087 | |
2088 | |
2089 //****************************************************************************** | |
2090 | |
2091 /** | |
2092 * Cloud background item. | |
2093 * Similar to an obstacle object but without collision boxes. | |
2094 * @param {HTMLCanvasElement} canvas Canvas element. | |
2095 * @param {Object} spritePos Position of image in sprite. | |
2096 * @param {number} containerWidth | |
2097 */ | |
2098 function Cloud(canvas, spritePos, containerWidth) { | |
2099 this.canvas = canvas; | |
2100 this.canvasCtx = this.canvas.getContext('2d'); | |
2101 this.spritePos = spritePos; | |
2102 this.containerWidth = containerWidth; | |
2103 this.xPos = containerWidth; | |
2104 this.yPos = 0; | |
2105 this.remove = false; | |
2106 this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP, | |
2107 Cloud.config.MAX_CLOUD_GAP); | |
2108 | |
2109 this.init(); | |
2110 }; | |
2111 | |
2112 | |
2113 /** | |
2114 * Cloud object config. | |
2115 * @enum {number} | |
2116 */ | |
2117 Cloud.config = { | |
2118 HEIGHT: 14, | |
2119 MAX_CLOUD_GAP: 400, | |
2120 MAX_SKY_LEVEL: 30, | |
2121 MIN_CLOUD_GAP: 100, | |
2122 MIN_SKY_LEVEL: 71, | |
2123 WIDTH: 46 | |
2124 }; | |
2125 | |
2126 | |
2127 Cloud.prototype = { | |
2128 /** | |
2129 * Initialise the cloud. Sets the Cloud height. | |
2130 */ | |
2131 init: function() { | |
2132 this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL, | |
2133 Cloud.config.MIN_SKY_LEVEL); | |
2134 this.draw(); | |
2135 }, | |
2136 | |
2137 /** | |
2138 * Draw the cloud. | |
2139 */ | |
2140 draw: function() { | |
2141 this.canvasCtx.save(); | |
2142 var sourceWidth = Cloud.config.WIDTH; | |
2143 var sourceHeight = Cloud.config.HEIGHT; | |
2144 | |
2145 if (IS_HIDPI) { | |
2146 sourceWidth = sourceWidth * 2; | |
2147 sourceHeight = sourceHeight * 2; | |
2148 } | |
2149 | |
2150 this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x, | |
2151 this.spritePos.y, | |
2152 sourceWidth, sourceHeight, | |
2153 this.xPos, this.yPos, | |
2154 Cloud.config.WIDTH, Cloud.config.HEIGHT); | |
2155 | |
2156 this.canvasCtx.restore(); | |
2157 }, | |
2158 | |
2159 /** | |
2160 * Update the cloud position. | |
2161 * @param {number} speed | |
2162 */ | |
2163 update: function(speed) { | |
2164 if (!this.remove) { | |
2165 this.xPos -= Math.ceil(speed); | |
2166 this.draw(); | |
2167 | |
2168 // Mark as removeable if no longer in the canvas. | |
2169 if (!this.isVisible()) { | |
2170 this.remove = true; | |
2171 } | |
2172 } | |
2173 }, | |
2174 | |
2175 /** | |
2176 * Check if the cloud is visible on the stage. | |
2177 * @return {boolean} | |
2178 */ | |
2179 isVisible: function() { | |
2180 return this.xPos + Cloud.config.WIDTH > 0; | |
2181 } | |
2182 }; | |
2183 | |
2184 | |
2185 //****************************************************************************** | |
2186 | |
2187 /** | |
2188 * Nightmode shows a moon and stars on the horizon. | |
2189 */ | |
2190 function NightMode(canvas, spritePos, containerWidth) { | |
2191 this.spritePos = spritePos; | |
2192 this.canvas = canvas; | |
2193 this.canvasCtx = canvas.getContext('2d'); | |
2194 this.xPos = containerWidth - 50; | |
2195 this.yPos = 30; | |
2196 this.currentPhase = 0; | |
2197 this.opacity = 0; | |
2198 this.containerWidth = containerWidth; | |
2199 this.stars = []; | |
2200 this.drawStars = false; | |
2201 this.placeStars(); | |
2202 }; | |
2203 | |
2204 /** | |
2205 * @enum {number} | |
2206 */ | |
2207 NightMode.config = { | |
2208 FADE_SPEED: 0.035, | |
2209 HEIGHT: 40, | |
2210 MOON_SPEED: 0.25, | |
2211 NUM_STARS: 2, | |
2212 STAR_SIZE: 9, | |
2213 STAR_SPEED: 0.3, | |
2214 STAR_MAX_Y: 70, | |
2215 WIDTH: 20 | |
2216 }; | |
2217 | |
2218 NightMode.phases = [140, 120, 100, 60, 40, 20, 0]; | |
2219 | |
2220 NightMode.prototype = { | |
2221 /** | |
2222 * Update moving moon, changing phases. | |
2223 * @param {boolean} activated Whether night mode is activated. | |
2224 * @param {number} delta | |
2225 */ | |
2226 update: function(activated, delta) { | |
2227 // Moon phase. | |
2228 if (activated && this.opacity == 0) { | |
2229 this.currentPhase++; | |
2230 | |
2231 if (this.currentPhase >= NightMode.phases.length) { | |
2232 this.currentPhase = 0; | |
2233 } | |
2234 } | |
2235 | |
2236 // Fade in / out. | |
2237 if (activated && (this.opacity < 1 || this.opacity == 0)) { | |
2238 this.opacity += NightMode.config.FADE_SPEED; | |
2239 } else if (this.opacity > 0) { | |
2240 this.opacity -= NightMode.config.FADE_SPEED; | |
2241 } | |
2242 | |
2243 // Set moon positioning. | |
2244 if (this.opacity > 0) { | |
2245 this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED); | |
2246 | |
2247 // Update stars. | |
2248 if (this.drawStars) { | |
2249 for (var i = 0; i < NightMode.config.NUM_STARS; i++) { | |
2250 this.stars[i].x = this.updateXPos(this.stars[i].x, | |
2251 NightMode.config.STAR_SPEED); | |
2252 } | |
2253 } | |
2254 this.draw(); | |
2255 } else { | |
2256 this.opacity = 0; | |
2257 this.placeStars(); | |
2258 } | |
2259 this.drawStars = true; | |
2260 }, | |
2261 | |
2262 updateXPos: function(currentPos, speed) { | |
2263 if (currentPos < -NightMode.config.WIDTH) { | |
2264 currentPos = this.containerWidth; | |
2265 } else { | |
2266 currentPos -= speed; | |
2267 } | |
2268 return currentPos; | |
2269 }, | |
2270 | |
2271 draw: function() { | |
2272 var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 : | |
2273 NightMode.config.WIDTH; | |
2274 var moonSourceHeight = NightMode.config.HEIGHT; | |
2275 var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase]; | |
2276 var moonOutputWidth = moonSourceWidth; | |
2277 var starSize = NightMode.config.STAR_SIZE; | |
2278 var starSourceX = Runner.spriteDefinition.LDPI.STAR.x; | |
2279 | |
2280 if (IS_HIDPI) { | |
2281 moonSourceWidth *= 2; | |
2282 moonSourceHeight *= 2; | |
2283 moonSourceX = this.spritePos.x + | |
2284 (NightMode.phases[this.currentPhase] * 2); | |
2285 starSize *= 2; | |
2286 starSourceX = Runner.spriteDefinition.HDPI.STAR.x; | |
2287 } | |
2288 | |
2289 this.canvasCtx.save(); | |
2290 this.canvasCtx.globalAlpha = this.opacity; | |
2291 | |
2292 // Stars. | |
2293 if (this.drawStars) { | |
2294 for (var i = 0; i < NightMode.config.NUM_STARS; i++) { | |
2295 this.canvasCtx.drawImage(Runner.imageSprite, | |
2296 starSourceX, this.stars[i].sourceY, starSize, starSize, | |
2297 Math.round(this.stars[i].x), this.stars[i].y, | |
2298 NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE); | |
2299 } | |
2300 } | |
2301 | |
2302 // Moon. | |
2303 this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX, | |
2304 this.spritePos.y, moonSourceWidth, moonSourceHeight, | |
2305 Math.round(this.xPos), this.yPos, | |
2306 moonOutputWidth, NightMode.config.HEIGHT); | |
2307 | |
2308 this.canvasCtx.globalAlpha = 1; | |
2309 this.canvasCtx.restore(); | |
2310 }, | |
2311 | |
2312 // Do star placement. | |
2313 placeStars: function() { | |
2314 var segmentSize = Math.round(this.containerWidth / | |
2315 NightMode.config.NUM_STARS); | |
2316 | |
2317 for (var i = 0; i < NightMode.config.NUM_STARS; i++) { | |
2318 this.stars[i] = {}; | |
2319 this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1)); | |
2320 this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y); | |
2321 | |
2322 if (IS_HIDPI) { | |
2323 this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y + | |
2324 NightMode.config.STAR_SIZE * 2 * i; | |
2325 } else { | |
2326 this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y + | |
2327 NightMode.config.STAR_SIZE * i; | |
2328 } | |
2329 } | |
2330 }, | |
2331 | |
2332 reset: function() { | |
2333 this.currentPhase = 0; | |
2334 this.opacity = 0; | |
2335 this.update(false); | |
2336 } | |
2337 | |
2338 }; | |
2339 | |
2340 | |
2341 //****************************************************************************** | |
2342 | |
2343 /** | |
2344 * Horizon Line. | |
2345 * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. | |
2346 * @param {HTMLCanvasElement} canvas | |
2347 * @param {Object} spritePos Horizon position in sprite. | |
2348 * @constructor | |
2349 */ | |
2350 function HorizonLine(canvas, spritePos) { | |
2351 this.spritePos = spritePos; | |
2352 this.canvas = canvas; | |
2353 this.canvasCtx = canvas.getContext('2d'); | |
2354 this.sourceDimensions = {}; | |
2355 this.dimensions = HorizonLine.dimensions; | |
2356 this.sourceXPos = [this.spritePos.x, this.spritePos.x + | |
2357 this.dimensions.WIDTH]; | |
2358 this.xPos = []; | |
2359 this.yPos = 0; | |
2360 this.bumpThreshold = 0.5; | |
2361 | |
2362 this.setSourceDimensions(); | |
2363 this.draw(); | |
2364 }; | |
2365 | |
2366 | |
2367 /** | |
2368 * Horizon line dimensions. | |
2369 * @enum {number} | |
2370 */ | |
2371 HorizonLine.dimensions = { | |
2372 WIDTH: 600, | |
2373 HEIGHT: 12, | |
2374 YPOS: 127 | |
2375 }; | |
2376 | |
2377 | |
2378 HorizonLine.prototype = { | |
2379 /** | |
2380 * Set the source dimensions of the horizon line. | |
2381 */ | |
2382 setSourceDimensions: function() { | |
2383 | |
2384 for (var dimension in HorizonLine.dimensions) { | |
2385 if (IS_HIDPI) { | |
2386 if (dimension != 'YPOS') { | |
2387 this.sourceDimensions[dimension] = | |
2388 HorizonLine.dimensions[dimension] * 2; | |
2389 } | |
2390 } else { | |
2391 this.sourceDimensions[dimension] = | |
2392 HorizonLine.dimensions[dimension]; | |
2393 } | |
2394 this.dimensions[dimension] = HorizonLine.dimensions[dimension]; | |
2395 } | |
2396 | |
2397 this.xPos = [0, HorizonLine.dimensions.WIDTH]; | |
2398 this.yPos = HorizonLine.dimensions.YPOS; | |
2399 }, | |
2400 | |
2401 /** | |
2402 * Return the crop x position of a type. | |
2403 */ | |
2404 getRandomType: function() { | |
2405 return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; | |
2406 }, | |
2407 | |
2408 /** | |
2409 * Draw the horizon line. | |
2410 */ | |
2411 draw: function() { | |
2412 this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[0], | |
2413 this.spritePos.y, | |
2414 this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, | |
2415 this.xPos[0], this.yPos, | |
2416 this.dimensions.WIDTH, this.dimensions.HEIGHT); | |
2417 | |
2418 this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1], | |
2419 this.spritePos.y, | |
2420 this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, | |
2421 this.xPos[1], this.yPos, | |
2422 this.dimensions.WIDTH, this.dimensions.HEIGHT); | |
2423 }, | |
2424 | |
2425 /** | |
2426 * Update the x position of an indivdual piece of the line. | |
2427 * @param {number} pos Line position. | |
2428 * @param {number} increment | |
2429 */ | |
2430 updateXPos: function(pos, increment) { | |
2431 var line1 = pos; | |
2432 var line2 = pos == 0 ? 1 : 0; | |
2433 | |
2434 this.xPos[line1] -= increment; | |
2435 this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH; | |
2436 | |
2437 if (this.xPos[line1] <= -this.dimensions.WIDTH) { | |
2438 this.xPos[line1] += this.dimensions.WIDTH * 2; | |
2439 this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH; | |
2440 this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x; | |
2441 } | |
2442 }, | |
2443 | |
2444 /** | |
2445 * Update the horizon line. | |
2446 * @param {number} deltaTime | |
2447 * @param {number} speed | |
2448 */ | |
2449 update: function(deltaTime, speed) { | |
2450 var increment = Math.floor(speed * (FPS / 1000) * deltaTime); | |
2451 | |
2452 if (this.xPos[0] <= 0) { | |
2453 this.updateXPos(0, increment); | |
2454 } else { | |
2455 this.updateXPos(1, increment); | |
2456 } | |
2457 this.draw(); | |
2458 }, | |
2459 | |
2460 /** | |
2461 * Reset horizon to the starting position. | |
2462 */ | |
2463 reset: function() { | |
2464 this.xPos[0] = 0; | |
2465 this.xPos[1] = HorizonLine.dimensions.WIDTH; | |
2466 } | |
2467 }; | |
2468 | |
2469 | |
2470 //****************************************************************************** | |
2471 | |
2472 /** | |
2473 * Horizon background class. | |
2474 * @param {HTMLCanvasElement} canvas | |
2475 * @param {Object} spritePos Sprite positioning. | |
2476 * @param {Object} dimensions Canvas dimensions. | |
2477 * @param {number} gapCoefficient | |
2478 * @constructor | |
2479 */ | |
2480 function Horizon(canvas, spritePos, dimensions, gapCoefficient) { | |
2481 this.canvas = canvas; | |
2482 this.canvasCtx = this.canvas.getContext('2d'); | |
2483 this.config = Horizon.config; | |
2484 this.dimensions = dimensions; | |
2485 this.gapCoefficient = gapCoefficient; | |
2486 this.obstacles = []; | |
2487 this.obstacleHistory = []; | |
2488 this.horizonOffsets = [0, 0]; | |
2489 this.cloudFrequency = this.config.CLOUD_FREQUENCY; | |
2490 this.spritePos = spritePos; | |
2491 this.nightMode = null; | |
2492 | |
2493 // Cloud | |
2494 this.clouds = []; | |
2495 this.cloudSpeed = this.config.BG_CLOUD_SPEED; | |
2496 | |
2497 // Horizon | |
2498 this.horizonLine = null; | |
2499 this.init(); | |
2500 }; | |
2501 | |
2502 | |
2503 /** | |
2504 * Horizon config. | |
2505 * @enum {number} | |
2506 */ | |
2507 Horizon.config = { | |
2508 BG_CLOUD_SPEED: 0.2, | |
2509 BUMPY_THRESHOLD: .3, | |
2510 CLOUD_FREQUENCY: .5, | |
2511 HORIZON_HEIGHT: 16, | |
2512 MAX_CLOUDS: 6 | |
2513 }; | |
2514 | |
2515 | |
2516 Horizon.prototype = { | |
2517 /** | |
2518 * Initialise the horizon. Just add the line and a cloud. No obstacles. | |
2519 */ | |
2520 init: function() { | |
2521 this.addCloud(); | |
2522 this.horizonLine = new HorizonLine(this.canvas, this.spritePos.HORIZON); | |
2523 this.nightMode = new NightMode(this.canvas, this.spritePos.MOON, | |
2524 this.dimensions.WIDTH); | |
2525 }, | |
2526 | |
2527 /** | |
2528 * @param {number} deltaTime | |
2529 * @param {number} currentSpeed | |
2530 * @param {boolean} updateObstacles Used as an override to prevent | |
2531 * the obstacles from being updated / added. This happens in the | |
2532 * ease in section. | |
2533 * @param {boolean} showNightMode Night mode activated. | |
2534 */ | |
2535 update: function(deltaTime, currentSpeed, updateObstacles, showNightMode) { | |
2536 this.runningTime += deltaTime; | |
2537 this.horizonLine.update(deltaTime, currentSpeed); | |
2538 this.nightMode.update(showNightMode); | |
2539 this.updateClouds(deltaTime, currentSpeed); | |
2540 | |
2541 if (updateObstacles) { | |
2542 this.updateObstacles(deltaTime, currentSpeed); | |
2543 } | |
2544 }, | |
2545 | |
2546 /** | |
2547 * Update the cloud positions. | |
2548 * @param {number} deltaTime | |
2549 * @param {number} currentSpeed | |
2550 */ | |
2551 updateClouds: function(deltaTime, speed) { | |
2552 var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; | |
2553 var numClouds = this.clouds.length; | |
2554 | |
2555 if (numClouds) { | |
2556 for (var i = numClouds - 1; i >= 0; i--) { | |
2557 this.clouds[i].update(cloudSpeed); | |
2558 } | |
2559 | |
2560 var lastCloud = this.clouds[numClouds - 1]; | |
2561 | |
2562 // Check for adding a new cloud. | |
2563 if (numClouds < this.config.MAX_CLOUDS && | |
2564 (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && | |
2565 this.cloudFrequency > Math.random()) { | |
2566 this.addCloud(); | |
2567 } | |
2568 | |
2569 // Remove expired clouds. | |
2570 this.clouds = this.clouds.filter(function(obj) { | |
2571 return !obj.remove; | |
2572 }); | |
2573 } else { | |
2574 this.addCloud(); | |
2575 } | |
2576 }, | |
2577 | |
2578 /** | |
2579 * Update the obstacle positions. | |
2580 * @param {number} deltaTime | |
2581 * @param {number} currentSpeed | |
2582 */ | |
2583 updateObstacles: function(deltaTime, currentSpeed) { | |
2584 // Obstacles, move to Horizon layer. | |
2585 var updatedObstacles = this.obstacles.slice(0); | |
2586 | |
2587 for (var i = 0; i < this.obstacles.length; i++) { | |
2588 var obstacle = this.obstacles[i]; | |
2589 obstacle.update(deltaTime, currentSpeed); | |
2590 | |
2591 // Clean up existing obstacles. | |
2592 if (obstacle.remove) { | |
2593 updatedObstacles.shift(); | |
2594 } | |
2595 } | |
2596 this.obstacles = updatedObstacles; | |
2597 | |
2598 if (this.obstacles.length > 0) { | |
2599 var lastObstacle = this.obstacles[this.obstacles.length - 1]; | |
2600 | |
2601 if (lastObstacle && !lastObstacle.followingObstacleCreated && | |
2602 lastObstacle.isVisible() && | |
2603 (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) < | |
2604 this.dimensions.WIDTH) { | |
2605 this.addNewObstacle(currentSpeed); | |
2606 lastObstacle.followingObstacleCreated = true; | |
2607 } | |
2608 } else { | |
2609 // Create new obstacles. | |
2610 this.addNewObstacle(currentSpeed); | |
2611 } | |
2612 }, | |
2613 | |
2614 removeFirstObstacle: function() { | |
2615 this.obstacles.shift(); | |
2616 }, | |
2617 | |
2618 /** | |
2619 * Add a new obstacle. | |
2620 * @param {number} currentSpeed | |
2621 */ | |
2622 addNewObstacle: function(currentSpeed) { | |
2623 var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1); | |
2624 var obstacleType = Obstacle.types[obstacleTypeIndex]; | |
2625 | |
2626 // Check for multiples of the same type of obstacle. | |
2627 // Also check obstacle is available at current speed. | |
2628 if (this.duplicateObstacleCheck(obstacleType.type) || | |
2629 currentSpeed < obstacleType.minSpeed) { | |
2630 this.addNewObstacle(currentSpeed); | |
2631 } else { | |
2632 var obstacleSpritePos = this.spritePos[obstacleType.type]; | |
2633 | |
2634 this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType, | |
2635 obstacleSpritePos, this.dimensions, | |
2636 this.gapCoefficient, currentSpeed, obstacleType.width)); | |
2637 | |
2638 this.obstacleHistory.unshift(obstacleType.type); | |
2639 | |
2640 if (this.obstacleHistory.length > 1) { | |
2641 this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION); | |
2642 } | |
2643 } | |
2644 }, | |
2645 | |
2646 /** | |
2647 * Returns whether the previous two obstacles are the same as the next one. | |
2648 * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION. | |
2649 * @return {boolean} | |
2650 */ | |
2651 duplicateObstacleCheck: function(nextObstacleType) { | |
2652 var duplicateCount = 0; | |
2653 | |
2654 for (var i = 0; i < this.obstacleHistory.length; i++) { | |
2655 duplicateCount = this.obstacleHistory[i] == nextObstacleType ? | |
2656 duplicateCount + 1 : 0; | |
2657 } | |
2658 return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION; | |
2659 }, | |
2660 | |
2661 /** | |
2662 * Reset the horizon layer. | |
2663 * Remove existing obstacles and reposition the horizon line. | |
2664 */ | |
2665 reset: function() { | |
2666 this.obstacles = []; | |
2667 this.horizonLine.reset(); | |
2668 this.nightMode.reset(); | |
2669 }, | |
2670 | |
2671 /** | |
2672 * Update the canvas width and scaling. | |
2673 * @param {number} width Canvas width. | |
2674 * @param {number} height Canvas height. | |
2675 */ | |
2676 resize: function(width, height) { | |
2677 this.canvas.width = width; | |
2678 this.canvas.height = height; | |
2679 }, | |
2680 | |
2681 /** | |
2682 * Add a new cloud to the horizon. | |
2683 */ | |
2684 addCloud: function() { | |
2685 this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD, | |
2686 this.dimensions.WIDTH)); | |
2687 } | |
2688 }; | |
2689 })(); | |
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