| Index: chrome/renderer/resources/offline.js
|
| diff --git a/chrome/renderer/resources/offline.js b/chrome/renderer/resources/offline.js
|
| deleted file mode 100644
|
| index 21bd28663501b1067115f1787391b51a846e9529..0000000000000000000000000000000000000000
|
| --- a/chrome/renderer/resources/offline.js
|
| +++ /dev/null
|
| @@ -1,2689 +0,0 @@
|
| -// Copyright (c) 2014 The Chromium Authors. All rights reserved.
|
| -// Use of this source code is governed by a BSD-style license that can be
|
| -// found in the LICENSE file.
|
| -(function() {
|
| -'use strict';
|
| -/**
|
| - * T-Rex runner.
|
| - * @param {string} outerContainerId Outer containing element id.
|
| - * @param {Object} opt_config
|
| - * @constructor
|
| - * @export
|
| - */
|
| -function Runner(outerContainerId, opt_config) {
|
| - // Singleton
|
| - if (Runner.instance_) {
|
| - return Runner.instance_;
|
| - }
|
| - Runner.instance_ = this;
|
| -
|
| - this.outerContainerEl = document.querySelector(outerContainerId);
|
| - this.containerEl = null;
|
| - this.snackbarEl = null;
|
| - this.detailsButton = this.outerContainerEl.querySelector('#details-button');
|
| -
|
| - this.config = opt_config || Runner.config;
|
| -
|
| - this.dimensions = Runner.defaultDimensions;
|
| -
|
| - this.canvas = null;
|
| - this.canvasCtx = null;
|
| -
|
| - this.tRex = null;
|
| -
|
| - this.distanceMeter = null;
|
| - this.distanceRan = 0;
|
| -
|
| - this.highestScore = 0;
|
| -
|
| - this.time = 0;
|
| - this.runningTime = 0;
|
| - this.msPerFrame = 1000 / FPS;
|
| - this.currentSpeed = this.config.SPEED;
|
| -
|
| - this.obstacles = [];
|
| -
|
| - this.started = false;
|
| - this.activated = false;
|
| - this.crashed = false;
|
| - this.paused = false;
|
| - this.inverted = false;
|
| - this.invertTimer = 0;
|
| - this.resizeTimerId_ = null;
|
| -
|
| - this.playCount = 0;
|
| -
|
| - // Sound FX.
|
| - this.audioBuffer = null;
|
| - this.soundFx = {};
|
| -
|
| - // Global web audio context for playing sounds.
|
| - this.audioContext = null;
|
| -
|
| - // Images.
|
| - this.images = {};
|
| - this.imagesLoaded = 0;
|
| -
|
| - if (this.isDisabled()) {
|
| - this.setupDisabledRunner();
|
| - } else {
|
| - this.loadImages();
|
| - }
|
| -}
|
| -window['Runner'] = Runner;
|
| -
|
| -
|
| -/**
|
| - * Default game width.
|
| - * @const
|
| - */
|
| -var DEFAULT_WIDTH = 600;
|
| -
|
| -/**
|
| - * Frames per second.
|
| - * @const
|
| - */
|
| -var FPS = 60;
|
| -
|
| -/** @const */
|
| -var IS_HIDPI = window.devicePixelRatio > 1;
|
| -
|
| -/** @const */
|
| -var IS_IOS = window.navigator.userAgent.indexOf('CriOS') > -1 ||
|
| - window.navigator.userAgent == 'UIWebViewForStaticFileContent';
|
| -
|
| -/** @const */
|
| -var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1 || IS_IOS;
|
| -
|
| -/** @const */
|
| -var IS_TOUCH_ENABLED = 'ontouchstart' in window;
|
| -
|
| -/**
|
| - * Default game configuration.
|
| - * @enum {number}
|
| - */
|
| -Runner.config = {
|
| - ACCELERATION: 0.001,
|
| - BG_CLOUD_SPEED: 0.2,
|
| - BOTTOM_PAD: 10,
|
| - CLEAR_TIME: 3000,
|
| - CLOUD_FREQUENCY: 0.5,
|
| - GAMEOVER_CLEAR_TIME: 750,
|
| - GAP_COEFFICIENT: 0.6,
|
| - GRAVITY: 0.6,
|
| - INITIAL_JUMP_VELOCITY: 12,
|
| - INVERT_FADE_DURATION: 12000,
|
| - INVERT_DISTANCE: 700,
|
| - MAX_CLOUDS: 6,
|
| - MAX_OBSTACLE_LENGTH: 3,
|
| - MAX_OBSTACLE_DUPLICATION: 2,
|
| - MAX_SPEED: 13,
|
| - MIN_JUMP_HEIGHT: 35,
|
| - MOBILE_SPEED_COEFFICIENT: 1.2,
|
| - RESOURCE_TEMPLATE_ID: 'audio-resources',
|
| - SPEED: 6,
|
| - SPEED_DROP_COEFFICIENT: 3
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Default dimensions.
|
| - * @enum {string}
|
| - */
|
| -Runner.defaultDimensions = {
|
| - WIDTH: DEFAULT_WIDTH,
|
| - HEIGHT: 150
|
| -};
|
| -
|
| -
|
| -/**
|
| - * CSS class names.
|
| - * @enum {string}
|
| - */
|
| -Runner.classes = {
|
| - CANVAS: 'runner-canvas',
|
| - CONTAINER: 'runner-container',
|
| - CRASHED: 'crashed',
|
| - ICON: 'icon-offline',
|
| - INVERTED: 'inverted',
|
| - SNACKBAR: 'snackbar',
|
| - SNACKBAR_SHOW: 'snackbar-show',
|
| - TOUCH_CONTROLLER: 'controller'
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Sprite definition layout of the spritesheet.
|
| - * @enum {Object}
|
| - */
|
| -Runner.spriteDefinition = {
|
| - LDPI: {
|
| - CACTUS_LARGE: {x: 332, y: 2},
|
| - CACTUS_SMALL: {x: 228, y: 2},
|
| - CLOUD: {x: 86, y: 2},
|
| - HORIZON: {x: 2, y: 54},
|
| - MOON: {x: 484, y: 2},
|
| - PTERODACTYL: {x: 134, y: 2},
|
| - RESTART: {x: 2, y: 2},
|
| - TEXT_SPRITE: {x: 655, y: 2},
|
| - TREX: {x: 848, y: 2},
|
| - STAR: {x: 645, y: 2}
|
| - },
|
| - HDPI: {
|
| - CACTUS_LARGE: {x: 652, y: 2},
|
| - CACTUS_SMALL: {x: 446, y: 2},
|
| - CLOUD: {x: 166, y: 2},
|
| - HORIZON: {x: 2, y: 104},
|
| - MOON: {x: 954, y: 2},
|
| - PTERODACTYL: {x: 260, y: 2},
|
| - RESTART: {x: 2, y: 2},
|
| - TEXT_SPRITE: {x: 1294, y: 2},
|
| - TREX: {x: 1678, y: 2},
|
| - STAR: {x: 1276, y: 2}
|
| - }
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Sound FX. Reference to the ID of the audio tag on interstitial page.
|
| - * @enum {string}
|
| - */
|
| -Runner.sounds = {
|
| - BUTTON_PRESS: 'offline-sound-press',
|
| - HIT: 'offline-sound-hit',
|
| - SCORE: 'offline-sound-reached'
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Key code mapping.
|
| - * @enum {Object}
|
| - */
|
| -Runner.keycodes = {
|
| - JUMP: {'38': 1, '32': 1}, // Up, spacebar
|
| - DUCK: {'40': 1}, // Down
|
| - RESTART: {'13': 1} // Enter
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Runner event names.
|
| - * @enum {string}
|
| - */
|
| -Runner.events = {
|
| - ANIM_END: 'webkitAnimationEnd',
|
| - CLICK: 'click',
|
| - KEYDOWN: 'keydown',
|
| - KEYUP: 'keyup',
|
| - MOUSEDOWN: 'mousedown',
|
| - MOUSEUP: 'mouseup',
|
| - RESIZE: 'resize',
|
| - TOUCHEND: 'touchend',
|
| - TOUCHSTART: 'touchstart',
|
| - VISIBILITY: 'visibilitychange',
|
| - BLUR: 'blur',
|
| - FOCUS: 'focus',
|
| - LOAD: 'load'
|
| -};
|
| -
|
| -
|
| -Runner.prototype = {
|
| - /**
|
| - * Whether the easter egg has been disabled. CrOS enterprise enrolled devices.
|
| - * @return {boolean}
|
| - */
|
| - isDisabled: function() {
|
| - return loadTimeData && loadTimeData.valueExists('disabledEasterEgg');
|
| - },
|
| -
|
| - /**
|
| - * For disabled instances, set up a snackbar with the disabled message.
|
| - */
|
| - setupDisabledRunner: function() {
|
| - this.containerEl = document.createElement('div');
|
| - this.containerEl.className = Runner.classes.SNACKBAR;
|
| - this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg');
|
| - this.outerContainerEl.appendChild(this.containerEl);
|
| -
|
| - // Show notification when the activation key is pressed.
|
| - document.addEventListener(Runner.events.KEYDOWN, function(e) {
|
| - if (Runner.keycodes.JUMP[e.keyCode]) {
|
| - this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW);
|
| - document.querySelector('.icon').classList.add('icon-disabled');
|
| - }
|
| - }.bind(this));
|
| - },
|
| -
|
| - /**
|
| - * Setting individual settings for debugging.
|
| - * @param {string} setting
|
| - * @param {*} value
|
| - */
|
| - updateConfigSetting: function(setting, value) {
|
| - if (setting in this.config && value != undefined) {
|
| - this.config[setting] = value;
|
| -
|
| - switch (setting) {
|
| - case 'GRAVITY':
|
| - case 'MIN_JUMP_HEIGHT':
|
| - case 'SPEED_DROP_COEFFICIENT':
|
| - this.tRex.config[setting] = value;
|
| - break;
|
| - case 'INITIAL_JUMP_VELOCITY':
|
| - this.tRex.setJumpVelocity(value);
|
| - break;
|
| - case 'SPEED':
|
| - this.setSpeed(value);
|
| - break;
|
| - }
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Cache the appropriate image sprite from the page and get the sprite sheet
|
| - * definition.
|
| - */
|
| - loadImages: function() {
|
| - if (IS_HIDPI) {
|
| - Runner.imageSprite = document.getElementById('offline-resources-2x');
|
| - this.spriteDef = Runner.spriteDefinition.HDPI;
|
| - } else {
|
| - Runner.imageSprite = document.getElementById('offline-resources-1x');
|
| - this.spriteDef = Runner.spriteDefinition.LDPI;
|
| - }
|
| -
|
| - this.init();
|
| - },
|
| -
|
| - /**
|
| - * Load and decode base 64 encoded sounds.
|
| - */
|
| - loadSounds: function() {
|
| - if (!IS_IOS) {
|
| - this.audioContext = new AudioContext();
|
| -
|
| - var resourceTemplate =
|
| - document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
|
| -
|
| - for (var sound in Runner.sounds) {
|
| - var soundSrc =
|
| - resourceTemplate.getElementById(Runner.sounds[sound]).src;
|
| - soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
|
| - var buffer = decodeBase64ToArrayBuffer(soundSrc);
|
| -
|
| - // Async, so no guarantee of order in array.
|
| - this.audioContext.decodeAudioData(buffer, function(index, audioData) {
|
| - this.soundFx[index] = audioData;
|
| - }.bind(this, sound));
|
| - }
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Sets the game speed. Adjust the speed accordingly if on a smaller screen.
|
| - * @param {number} opt_speed
|
| - */
|
| - setSpeed: function(opt_speed) {
|
| - var speed = opt_speed || this.currentSpeed;
|
| -
|
| - // Reduce the speed on smaller mobile screens.
|
| - if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
|
| - var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH *
|
| - this.config.MOBILE_SPEED_COEFFICIENT;
|
| - this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
|
| - } else if (opt_speed) {
|
| - this.currentSpeed = opt_speed;
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Game initialiser.
|
| - */
|
| - init: function() {
|
| - // Hide the static icon.
|
| - document.querySelector('.' + Runner.classes.ICON).style.visibility =
|
| - 'hidden';
|
| -
|
| - this.adjustDimensions();
|
| - this.setSpeed();
|
| -
|
| - this.containerEl = document.createElement('div');
|
| - this.containerEl.className = Runner.classes.CONTAINER;
|
| -
|
| - // Player canvas container.
|
| - this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
|
| - this.dimensions.HEIGHT, Runner.classes.PLAYER);
|
| -
|
| - this.canvasCtx = this.canvas.getContext('2d');
|
| - this.canvasCtx.fillStyle = '#f7f7f7';
|
| - this.canvasCtx.fill();
|
| - Runner.updateCanvasScaling(this.canvas);
|
| -
|
| - // Horizon contains clouds, obstacles and the ground.
|
| - this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
|
| - this.config.GAP_COEFFICIENT);
|
| -
|
| - // Distance meter
|
| - this.distanceMeter = new DistanceMeter(this.canvas,
|
| - this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);
|
| -
|
| - // Draw t-rex
|
| - this.tRex = new Trex(this.canvas, this.spriteDef.TREX);
|
| -
|
| - this.outerContainerEl.appendChild(this.containerEl);
|
| -
|
| - if (IS_MOBILE) {
|
| - this.createTouchController();
|
| - }
|
| -
|
| - this.startListening();
|
| - this.update();
|
| -
|
| - window.addEventListener(Runner.events.RESIZE,
|
| - this.debounceResize.bind(this));
|
| - },
|
| -
|
| - /**
|
| - * Create the touch controller. A div that covers whole screen.
|
| - */
|
| - createTouchController: function() {
|
| - this.touchController = document.createElement('div');
|
| - this.touchController.className = Runner.classes.TOUCH_CONTROLLER;
|
| - },
|
| -
|
| - /**
|
| - * Debounce the resize event.
|
| - */
|
| - debounceResize: function() {
|
| - if (!this.resizeTimerId_) {
|
| - this.resizeTimerId_ =
|
| - setInterval(this.adjustDimensions.bind(this), 250);
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Adjust game space dimensions on resize.
|
| - */
|
| - adjustDimensions: function() {
|
| - clearInterval(this.resizeTimerId_);
|
| - this.resizeTimerId_ = null;
|
| -
|
| - var boxStyles = window.getComputedStyle(this.outerContainerEl);
|
| - var padding = Number(boxStyles.paddingLeft.substr(0,
|
| - boxStyles.paddingLeft.length - 2));
|
| -
|
| - this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;
|
| -
|
| - // Redraw the elements back onto the canvas.
|
| - if (this.canvas) {
|
| - this.canvas.width = this.dimensions.WIDTH;
|
| - this.canvas.height = this.dimensions.HEIGHT;
|
| -
|
| - Runner.updateCanvasScaling(this.canvas);
|
| -
|
| - this.distanceMeter.calcXPos(this.dimensions.WIDTH);
|
| - this.clearCanvas();
|
| - this.horizon.update(0, 0, true);
|
| - this.tRex.update(0);
|
| -
|
| - // Outer container and distance meter.
|
| - if (this.activated || this.crashed || this.paused) {
|
| - this.containerEl.style.width = this.dimensions.WIDTH + 'px';
|
| - this.containerEl.style.height = this.dimensions.HEIGHT + 'px';
|
| - this.distanceMeter.update(0, Math.ceil(this.distanceRan));
|
| - this.stop();
|
| - } else {
|
| - this.tRex.draw(0, 0);
|
| - }
|
| -
|
| - // Game over panel.
|
| - if (this.crashed && this.gameOverPanel) {
|
| - this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);
|
| - this.gameOverPanel.draw();
|
| - }
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Play the game intro.
|
| - * Canvas container width expands out to the full width.
|
| - */
|
| - playIntro: function() {
|
| - if (!this.started && !this.crashed) {
|
| - this.playingIntro = true;
|
| - this.tRex.playingIntro = true;
|
| -
|
| - // CSS animation definition.
|
| - var keyframes = '@-webkit-keyframes intro { ' +
|
| - 'from { width:' + Trex.config.WIDTH + 'px }' +
|
| - 'to { width: ' + this.dimensions.WIDTH + 'px }' +
|
| - '}';
|
| - document.styleSheets[0].insertRule(keyframes, 0);
|
| -
|
| - this.containerEl.addEventListener(Runner.events.ANIM_END,
|
| - this.startGame.bind(this));
|
| -
|
| - this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';
|
| - this.containerEl.style.width = this.dimensions.WIDTH + 'px';
|
| -
|
| - if (this.touchController) {
|
| - this.outerContainerEl.appendChild(this.touchController);
|
| - }
|
| - this.activated = true;
|
| - this.started = true;
|
| - } else if (this.crashed) {
|
| - this.restart();
|
| - }
|
| - },
|
| -
|
| -
|
| - /**
|
| - * Update the game status to started.
|
| - */
|
| - startGame: function() {
|
| - this.runningTime = 0;
|
| - this.playingIntro = false;
|
| - this.tRex.playingIntro = false;
|
| - this.containerEl.style.webkitAnimation = '';
|
| - this.playCount++;
|
| -
|
| - // Handle tabbing off the page. Pause the current game.
|
| - document.addEventListener(Runner.events.VISIBILITY,
|
| - this.onVisibilityChange.bind(this));
|
| -
|
| - window.addEventListener(Runner.events.BLUR,
|
| - this.onVisibilityChange.bind(this));
|
| -
|
| - window.addEventListener(Runner.events.FOCUS,
|
| - this.onVisibilityChange.bind(this));
|
| - },
|
| -
|
| - clearCanvas: function() {
|
| - this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,
|
| - this.dimensions.HEIGHT);
|
| - },
|
| -
|
| - /**
|
| - * Update the game frame.
|
| - */
|
| - update: function() {
|
| - this.drawPending = false;
|
| -
|
| - var now = getTimeStamp();
|
| - var deltaTime = now - (this.time || now);
|
| - this.time = now;
|
| -
|
| - if (this.activated) {
|
| - this.clearCanvas();
|
| -
|
| - if (this.tRex.jumping) {
|
| - this.tRex.updateJump(deltaTime);
|
| - }
|
| -
|
| - this.runningTime += deltaTime;
|
| - var hasObstacles = this.runningTime > this.config.CLEAR_TIME;
|
| -
|
| - // First jump triggers the intro.
|
| - if (this.tRex.jumpCount == 1 && !this.playingIntro) {
|
| - this.playIntro();
|
| - }
|
| -
|
| - // The horizon doesn't move until the intro is over.
|
| - if (this.playingIntro) {
|
| - this.horizon.update(0, this.currentSpeed, hasObstacles);
|
| - } else {
|
| - deltaTime = !this.started ? 0 : deltaTime;
|
| - this.horizon.update(deltaTime, this.currentSpeed, hasObstacles,
|
| - this.inverted);
|
| - }
|
| -
|
| - // Check for collisions.
|
| - var collision = hasObstacles &&
|
| - checkForCollision(this.horizon.obstacles[0], this.tRex);
|
| -
|
| - if (!collision) {
|
| - this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
|
| -
|
| - if (this.currentSpeed < this.config.MAX_SPEED) {
|
| - this.currentSpeed += this.config.ACCELERATION;
|
| - }
|
| - } else {
|
| - this.gameOver();
|
| - }
|
| -
|
| - var playAchievementSound = this.distanceMeter.update(deltaTime,
|
| - Math.ceil(this.distanceRan));
|
| -
|
| - if (playAchievementSound) {
|
| - this.playSound(this.soundFx.SCORE);
|
| - }
|
| -
|
| - // Night mode.
|
| - if (this.invertTimer > this.config.INVERT_FADE_DURATION) {
|
| - this.invertTimer = 0;
|
| - this.invertTrigger = false;
|
| - this.invert();
|
| - } else if (this.invertTimer) {
|
| - this.invertTimer += deltaTime;
|
| - } else {
|
| - var actualDistance =
|
| - this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan));
|
| -
|
| - if (actualDistance > 0) {
|
| - this.invertTrigger = !(actualDistance %
|
| - this.config.INVERT_DISTANCE);
|
| -
|
| - if (this.invertTrigger && this.invertTimer === 0) {
|
| - this.invertTimer += deltaTime;
|
| - this.invert();
|
| - }
|
| - }
|
| - }
|
| - }
|
| -
|
| - if (!this.crashed) {
|
| - this.tRex.update(deltaTime);
|
| - this.raq();
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Event handler.
|
| - */
|
| - handleEvent: function(e) {
|
| - return (function(evtType, events) {
|
| - switch (evtType) {
|
| - case events.KEYDOWN:
|
| - case events.TOUCHSTART:
|
| - case events.MOUSEDOWN:
|
| - this.onKeyDown(e);
|
| - break;
|
| - case events.KEYUP:
|
| - case events.TOUCHEND:
|
| - case events.MOUSEUP:
|
| - this.onKeyUp(e);
|
| - break;
|
| - }
|
| - }.bind(this))(e.type, Runner.events);
|
| - },
|
| -
|
| - /**
|
| - * Bind relevant key / mouse / touch listeners.
|
| - */
|
| - startListening: function() {
|
| - // Keys.
|
| - document.addEventListener(Runner.events.KEYDOWN, this);
|
| - document.addEventListener(Runner.events.KEYUP, this);
|
| -
|
| - if (IS_MOBILE) {
|
| - // Mobile only touch devices.
|
| - this.touchController.addEventListener(Runner.events.TOUCHSTART, this);
|
| - this.touchController.addEventListener(Runner.events.TOUCHEND, this);
|
| - this.containerEl.addEventListener(Runner.events.TOUCHSTART, this);
|
| - } else {
|
| - // Mouse.
|
| - document.addEventListener(Runner.events.MOUSEDOWN, this);
|
| - document.addEventListener(Runner.events.MOUSEUP, this);
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Remove all listeners.
|
| - */
|
| - stopListening: function() {
|
| - document.removeEventListener(Runner.events.KEYDOWN, this);
|
| - document.removeEventListener(Runner.events.KEYUP, this);
|
| -
|
| - if (IS_MOBILE) {
|
| - this.touchController.removeEventListener(Runner.events.TOUCHSTART, this);
|
| - this.touchController.removeEventListener(Runner.events.TOUCHEND, this);
|
| - this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this);
|
| - } else {
|
| - document.removeEventListener(Runner.events.MOUSEDOWN, this);
|
| - document.removeEventListener(Runner.events.MOUSEUP, this);
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Process keydown.
|
| - * @param {Event} e
|
| - */
|
| - onKeyDown: function(e) {
|
| - // Prevent native page scrolling whilst tapping on mobile.
|
| - if (IS_MOBILE) {
|
| - e.preventDefault();
|
| - }
|
| -
|
| - if (e.target != this.detailsButton) {
|
| - if (!this.crashed && (Runner.keycodes.JUMP[e.keyCode] ||
|
| - e.type == Runner.events.TOUCHSTART)) {
|
| - if (!this.activated) {
|
| - this.loadSounds();
|
| - this.activated = true;
|
| - errorPageController.trackEasterEgg();
|
| - }
|
| -
|
| - if (!this.tRex.jumping && !this.tRex.ducking) {
|
| - this.playSound(this.soundFx.BUTTON_PRESS);
|
| - this.tRex.startJump(this.currentSpeed);
|
| - }
|
| - }
|
| -
|
| - if (this.crashed && e.type == Runner.events.TOUCHSTART &&
|
| - e.currentTarget == this.containerEl) {
|
| - this.restart();
|
| - }
|
| - }
|
| -
|
| - if (this.activated && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) {
|
| - e.preventDefault();
|
| - if (this.tRex.jumping) {
|
| - // Speed drop, activated only when jump key is not pressed.
|
| - this.tRex.setSpeedDrop();
|
| - } else if (!this.tRex.jumping && !this.tRex.ducking) {
|
| - // Duck.
|
| - this.tRex.setDuck(true);
|
| - }
|
| - }
|
| - },
|
| -
|
| -
|
| - /**
|
| - * Process key up.
|
| - * @param {Event} e
|
| - */
|
| - onKeyUp: function(e) {
|
| - var keyCode = String(e.keyCode);
|
| - var isjumpKey = Runner.keycodes.JUMP[keyCode] ||
|
| - e.type == Runner.events.TOUCHEND ||
|
| - e.type == Runner.events.MOUSEDOWN;
|
| -
|
| - if (this.isRunning() && isjumpKey) {
|
| - this.tRex.endJump();
|
| - } else if (Runner.keycodes.DUCK[keyCode]) {
|
| - this.tRex.speedDrop = false;
|
| - this.tRex.setDuck(false);
|
| - } else if (this.crashed) {
|
| - // Check that enough time has elapsed before allowing jump key to restart.
|
| - var deltaTime = getTimeStamp() - this.time;
|
| -
|
| - if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) ||
|
| - (deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&
|
| - Runner.keycodes.JUMP[keyCode])) {
|
| - this.restart();
|
| - }
|
| - } else if (this.paused && isjumpKey) {
|
| - // Reset the jump state
|
| - this.tRex.reset();
|
| - this.play();
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Returns whether the event was a left click on canvas.
|
| - * On Windows right click is registered as a click.
|
| - * @param {Event} e
|
| - * @return {boolean}
|
| - */
|
| - isLeftClickOnCanvas: function(e) {
|
| - return e.button != null && e.button < 2 &&
|
| - e.type == Runner.events.MOUSEUP && e.target == this.canvas;
|
| - },
|
| -
|
| - /**
|
| - * RequestAnimationFrame wrapper.
|
| - */
|
| - raq: function() {
|
| - if (!this.drawPending) {
|
| - this.drawPending = true;
|
| - this.raqId = requestAnimationFrame(this.update.bind(this));
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Whether the game is running.
|
| - * @return {boolean}
|
| - */
|
| - isRunning: function() {
|
| - return !!this.raqId;
|
| - },
|
| -
|
| - /**
|
| - * Game over state.
|
| - */
|
| - gameOver: function() {
|
| - this.playSound(this.soundFx.HIT);
|
| - vibrate(200);
|
| -
|
| - this.stop();
|
| - this.crashed = true;
|
| - this.distanceMeter.acheivement = false;
|
| -
|
| - this.tRex.update(100, Trex.status.CRASHED);
|
| -
|
| - // Game over panel.
|
| - if (!this.gameOverPanel) {
|
| - this.gameOverPanel = new GameOverPanel(this.canvas,
|
| - this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART,
|
| - this.dimensions);
|
| - } else {
|
| - this.gameOverPanel.draw();
|
| - }
|
| -
|
| - // Update the high score.
|
| - if (this.distanceRan > this.highestScore) {
|
| - this.highestScore = Math.ceil(this.distanceRan);
|
| - this.distanceMeter.setHighScore(this.highestScore);
|
| - }
|
| -
|
| - // Reset the time clock.
|
| - this.time = getTimeStamp();
|
| - },
|
| -
|
| - stop: function() {
|
| - this.activated = false;
|
| - this.paused = true;
|
| - cancelAnimationFrame(this.raqId);
|
| - this.raqId = 0;
|
| - },
|
| -
|
| - play: function() {
|
| - if (!this.crashed) {
|
| - this.activated = true;
|
| - this.paused = false;
|
| - this.tRex.update(0, Trex.status.RUNNING);
|
| - this.time = getTimeStamp();
|
| - this.update();
|
| - }
|
| - },
|
| -
|
| - restart: function() {
|
| - if (!this.raqId) {
|
| - this.playCount++;
|
| - this.runningTime = 0;
|
| - this.activated = true;
|
| - this.crashed = false;
|
| - this.distanceRan = 0;
|
| - this.setSpeed(this.config.SPEED);
|
| - this.time = getTimeStamp();
|
| - this.containerEl.classList.remove(Runner.classes.CRASHED);
|
| - this.clearCanvas();
|
| - this.distanceMeter.reset(this.highestScore);
|
| - this.horizon.reset();
|
| - this.tRex.reset();
|
| - this.playSound(this.soundFx.BUTTON_PRESS);
|
| - this.invert(true);
|
| - this.update();
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Pause the game if the tab is not in focus.
|
| - */
|
| - onVisibilityChange: function(e) {
|
| - if (document.hidden || document.webkitHidden || e.type == 'blur' ||
|
| - document.visibilityState != 'visible') {
|
| - this.stop();
|
| - } else if (!this.crashed) {
|
| - this.tRex.reset();
|
| - this.play();
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Play a sound.
|
| - * @param {SoundBuffer} soundBuffer
|
| - */
|
| - playSound: function(soundBuffer) {
|
| - if (soundBuffer) {
|
| - var sourceNode = this.audioContext.createBufferSource();
|
| - sourceNode.buffer = soundBuffer;
|
| - sourceNode.connect(this.audioContext.destination);
|
| - sourceNode.start(0);
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Inverts the current page / canvas colors.
|
| - * @param {boolean} Whether to reset colors.
|
| - */
|
| - invert: function(reset) {
|
| - if (reset) {
|
| - document.body.classList.toggle(Runner.classes.INVERTED, false);
|
| - this.invertTimer = 0;
|
| - this.inverted = false;
|
| - } else {
|
| - this.inverted = document.body.classList.toggle(Runner.classes.INVERTED,
|
| - this.invertTrigger);
|
| - }
|
| - }
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Updates the canvas size taking into
|
| - * account the backing store pixel ratio and
|
| - * the device pixel ratio.
|
| - *
|
| - * See article by Paul Lewis:
|
| - * http://www.html5rocks.com/en/tutorials/canvas/hidpi/
|
| - *
|
| - * @param {HTMLCanvasElement} canvas
|
| - * @param {number} opt_width
|
| - * @param {number} opt_height
|
| - * @return {boolean} Whether the canvas was scaled.
|
| - */
|
| -Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) {
|
| - var context = canvas.getContext('2d');
|
| -
|
| - // Query the various pixel ratios
|
| - var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1;
|
| - var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1;
|
| - var ratio = devicePixelRatio / backingStoreRatio;
|
| -
|
| - // Upscale the canvas if the two ratios don't match
|
| - if (devicePixelRatio !== backingStoreRatio) {
|
| - var oldWidth = opt_width || canvas.width;
|
| - var oldHeight = opt_height || canvas.height;
|
| -
|
| - canvas.width = oldWidth * ratio;
|
| - canvas.height = oldHeight * ratio;
|
| -
|
| - canvas.style.width = oldWidth + 'px';
|
| - canvas.style.height = oldHeight + 'px';
|
| -
|
| - // Scale the context to counter the fact that we've manually scaled
|
| - // our canvas element.
|
| - context.scale(ratio, ratio);
|
| - return true;
|
| - } else if (devicePixelRatio == 1) {
|
| - // Reset the canvas width / height. Fixes scaling bug when the page is
|
| - // zoomed and the devicePixelRatio changes accordingly.
|
| - canvas.style.width = canvas.width + 'px';
|
| - canvas.style.height = canvas.height + 'px';
|
| - }
|
| - return false;
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Get random number.
|
| - * @param {number} min
|
| - * @param {number} max
|
| - * @param {number}
|
| - */
|
| -function getRandomNum(min, max) {
|
| - return Math.floor(Math.random() * (max - min + 1)) + min;
|
| -}
|
| -
|
| -
|
| -/**
|
| - * Vibrate on mobile devices.
|
| - * @param {number} duration Duration of the vibration in milliseconds.
|
| - */
|
| -function vibrate(duration) {
|
| - if (IS_MOBILE && window.navigator.vibrate) {
|
| - window.navigator.vibrate(duration);
|
| - }
|
| -}
|
| -
|
| -
|
| -/**
|
| - * Create canvas element.
|
| - * @param {HTMLElement} container Element to append canvas to.
|
| - * @param {number} width
|
| - * @param {number} height
|
| - * @param {string} opt_classname
|
| - * @return {HTMLCanvasElement}
|
| - */
|
| -function createCanvas(container, width, height, opt_classname) {
|
| - var canvas = document.createElement('canvas');
|
| - canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' +
|
| - opt_classname : Runner.classes.CANVAS;
|
| - canvas.width = width;
|
| - canvas.height = height;
|
| - container.appendChild(canvas);
|
| -
|
| - return canvas;
|
| -}
|
| -
|
| -
|
| -/**
|
| - * Decodes the base 64 audio to ArrayBuffer used by Web Audio.
|
| - * @param {string} base64String
|
| - */
|
| -function decodeBase64ToArrayBuffer(base64String) {
|
| - var len = (base64String.length / 4) * 3;
|
| - var str = atob(base64String);
|
| - var arrayBuffer = new ArrayBuffer(len);
|
| - var bytes = new Uint8Array(arrayBuffer);
|
| -
|
| - for (var i = 0; i < len; i++) {
|
| - bytes[i] = str.charCodeAt(i);
|
| - }
|
| - return bytes.buffer;
|
| -}
|
| -
|
| -
|
| -/**
|
| - * Return the current timestamp.
|
| - * @return {number}
|
| - */
|
| -function getTimeStamp() {
|
| - return IS_IOS ? new Date().getTime() : performance.now();
|
| -}
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -
|
| -/**
|
| - * Game over panel.
|
| - * @param {!HTMLCanvasElement} canvas
|
| - * @param {Object} textImgPos
|
| - * @param {Object} restartImgPos
|
| - * @param {!Object} dimensions Canvas dimensions.
|
| - * @constructor
|
| - */
|
| -function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) {
|
| - this.canvas = canvas;
|
| - this.canvasCtx = canvas.getContext('2d');
|
| - this.canvasDimensions = dimensions;
|
| - this.textImgPos = textImgPos;
|
| - this.restartImgPos = restartImgPos;
|
| - this.draw();
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Dimensions used in the panel.
|
| - * @enum {number}
|
| - */
|
| -GameOverPanel.dimensions = {
|
| - TEXT_X: 0,
|
| - TEXT_Y: 13,
|
| - TEXT_WIDTH: 191,
|
| - TEXT_HEIGHT: 11,
|
| - RESTART_WIDTH: 36,
|
| - RESTART_HEIGHT: 32
|
| -};
|
| -
|
| -
|
| -GameOverPanel.prototype = {
|
| - /**
|
| - * Update the panel dimensions.
|
| - * @param {number} width New canvas width.
|
| - * @param {number} opt_height Optional new canvas height.
|
| - */
|
| - updateDimensions: function(width, opt_height) {
|
| - this.canvasDimensions.WIDTH = width;
|
| - if (opt_height) {
|
| - this.canvasDimensions.HEIGHT = opt_height;
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Draw the panel.
|
| - */
|
| - draw: function() {
|
| - var dimensions = GameOverPanel.dimensions;
|
| -
|
| - var centerX = this.canvasDimensions.WIDTH / 2;
|
| -
|
| - // Game over text.
|
| - var textSourceX = dimensions.TEXT_X;
|
| - var textSourceY = dimensions.TEXT_Y;
|
| - var textSourceWidth = dimensions.TEXT_WIDTH;
|
| - var textSourceHeight = dimensions.TEXT_HEIGHT;
|
| -
|
| - var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2));
|
| - var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3);
|
| - var textTargetWidth = dimensions.TEXT_WIDTH;
|
| - var textTargetHeight = dimensions.TEXT_HEIGHT;
|
| -
|
| - var restartSourceWidth = dimensions.RESTART_WIDTH;
|
| - var restartSourceHeight = dimensions.RESTART_HEIGHT;
|
| - var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2);
|
| - var restartTargetY = this.canvasDimensions.HEIGHT / 2;
|
| -
|
| - if (IS_HIDPI) {
|
| - textSourceY *= 2;
|
| - textSourceX *= 2;
|
| - textSourceWidth *= 2;
|
| - textSourceHeight *= 2;
|
| - restartSourceWidth *= 2;
|
| - restartSourceHeight *= 2;
|
| - }
|
| -
|
| - textSourceX += this.textImgPos.x;
|
| - textSourceY += this.textImgPos.y;
|
| -
|
| - // Game over text from sprite.
|
| - this.canvasCtx.drawImage(Runner.imageSprite,
|
| - textSourceX, textSourceY, textSourceWidth, textSourceHeight,
|
| - textTargetX, textTargetY, textTargetWidth, textTargetHeight);
|
| -
|
| - // Restart button.
|
| - this.canvasCtx.drawImage(Runner.imageSprite,
|
| - this.restartImgPos.x, this.restartImgPos.y,
|
| - restartSourceWidth, restartSourceHeight,
|
| - restartTargetX, restartTargetY, dimensions.RESTART_WIDTH,
|
| - dimensions.RESTART_HEIGHT);
|
| - }
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Check for a collision.
|
| - * @param {!Obstacle} obstacle
|
| - * @param {!Trex} tRex T-rex object.
|
| - * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing
|
| - * collision boxes.
|
| - * @return {Array<CollisionBox>}
|
| - */
|
| -function checkForCollision(obstacle, tRex, opt_canvasCtx) {
|
| - var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;
|
| -
|
| - // Adjustments are made to the bounding box as there is a 1 pixel white
|
| - // border around the t-rex and obstacles.
|
| - var tRexBox = new CollisionBox(
|
| - tRex.xPos + 1,
|
| - tRex.yPos + 1,
|
| - tRex.config.WIDTH - 2,
|
| - tRex.config.HEIGHT - 2);
|
| -
|
| - var obstacleBox = new CollisionBox(
|
| - obstacle.xPos + 1,
|
| - obstacle.yPos + 1,
|
| - obstacle.typeConfig.width * obstacle.size - 2,
|
| - obstacle.typeConfig.height - 2);
|
| -
|
| - // Debug outer box
|
| - if (opt_canvasCtx) {
|
| - drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);
|
| - }
|
| -
|
| - // Simple outer bounds check.
|
| - if (boxCompare(tRexBox, obstacleBox)) {
|
| - var collisionBoxes = obstacle.collisionBoxes;
|
| - var tRexCollisionBoxes = tRex.ducking ?
|
| - Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING;
|
| -
|
| - // Detailed axis aligned box check.
|
| - for (var t = 0; t < tRexCollisionBoxes.length; t++) {
|
| - for (var i = 0; i < collisionBoxes.length; i++) {
|
| - // Adjust the box to actual positions.
|
| - var adjTrexBox =
|
| - createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);
|
| - var adjObstacleBox =
|
| - createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);
|
| - var crashed = boxCompare(adjTrexBox, adjObstacleBox);
|
| -
|
| - // Draw boxes for debug.
|
| - if (opt_canvasCtx) {
|
| - drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);
|
| - }
|
| -
|
| - if (crashed) {
|
| - return [adjTrexBox, adjObstacleBox];
|
| - }
|
| - }
|
| - }
|
| - }
|
| - return false;
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Adjust the collision box.
|
| - * @param {!CollisionBox} box The original box.
|
| - * @param {!CollisionBox} adjustment Adjustment box.
|
| - * @return {CollisionBox} The adjusted collision box object.
|
| - */
|
| -function createAdjustedCollisionBox(box, adjustment) {
|
| - return new CollisionBox(
|
| - box.x + adjustment.x,
|
| - box.y + adjustment.y,
|
| - box.width,
|
| - box.height);
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Draw the collision boxes for debug.
|
| - */
|
| -function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {
|
| - canvasCtx.save();
|
| - canvasCtx.strokeStyle = '#f00';
|
| - canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height);
|
| -
|
| - canvasCtx.strokeStyle = '#0f0';
|
| - canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y,
|
| - obstacleBox.width, obstacleBox.height);
|
| - canvasCtx.restore();
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Compare two collision boxes for a collision.
|
| - * @param {CollisionBox} tRexBox
|
| - * @param {CollisionBox} obstacleBox
|
| - * @return {boolean} Whether the boxes intersected.
|
| - */
|
| -function boxCompare(tRexBox, obstacleBox) {
|
| - var crashed = false;
|
| - var tRexBoxX = tRexBox.x;
|
| - var tRexBoxY = tRexBox.y;
|
| -
|
| - var obstacleBoxX = obstacleBox.x;
|
| - var obstacleBoxY = obstacleBox.y;
|
| -
|
| - // Axis-Aligned Bounding Box method.
|
| - if (tRexBox.x < obstacleBoxX + obstacleBox.width &&
|
| - tRexBox.x + tRexBox.width > obstacleBoxX &&
|
| - tRexBox.y < obstacleBox.y + obstacleBox.height &&
|
| - tRexBox.height + tRexBox.y > obstacleBox.y) {
|
| - crashed = true;
|
| - }
|
| -
|
| - return crashed;
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Collision box object.
|
| - * @param {number} x X position.
|
| - * @param {number} y Y Position.
|
| - * @param {number} w Width.
|
| - * @param {number} h Height.
|
| - */
|
| -function CollisionBox(x, y, w, h) {
|
| - this.x = x;
|
| - this.y = y;
|
| - this.width = w;
|
| - this.height = h;
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Obstacle.
|
| - * @param {HTMLCanvasCtx} canvasCtx
|
| - * @param {Obstacle.type} type
|
| - * @param {Object} spritePos Obstacle position in sprite.
|
| - * @param {Object} dimensions
|
| - * @param {number} gapCoefficient Mutipler in determining the gap.
|
| - * @param {number} speed
|
| - * @param {number} opt_xOffset
|
| - */
|
| -function Obstacle(canvasCtx, type, spriteImgPos, dimensions,
|
| - gapCoefficient, speed, opt_xOffset) {
|
| -
|
| - this.canvasCtx = canvasCtx;
|
| - this.spritePos = spriteImgPos;
|
| - this.typeConfig = type;
|
| - this.gapCoefficient = gapCoefficient;
|
| - this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH);
|
| - this.dimensions = dimensions;
|
| - this.remove = false;
|
| - this.xPos = dimensions.WIDTH + (opt_xOffset || 0);
|
| - this.yPos = 0;
|
| - this.width = 0;
|
| - this.collisionBoxes = [];
|
| - this.gap = 0;
|
| - this.speedOffset = 0;
|
| -
|
| - // For animated obstacles.
|
| - this.currentFrame = 0;
|
| - this.timer = 0;
|
| -
|
| - this.init(speed);
|
| -};
|
| -
|
| -/**
|
| - * Coefficient for calculating the maximum gap.
|
| - * @const
|
| - */
|
| -Obstacle.MAX_GAP_COEFFICIENT = 1.5;
|
| -
|
| -/**
|
| - * Maximum obstacle grouping count.
|
| - * @const
|
| - */
|
| -Obstacle.MAX_OBSTACLE_LENGTH = 3,
|
| -
|
| -
|
| -Obstacle.prototype = {
|
| - /**
|
| - * Initialise the DOM for the obstacle.
|
| - * @param {number} speed
|
| - */
|
| - init: function(speed) {
|
| - this.cloneCollisionBoxes();
|
| -
|
| - // Only allow sizing if we're at the right speed.
|
| - if (this.size > 1 && this.typeConfig.multipleSpeed > speed) {
|
| - this.size = 1;
|
| - }
|
| -
|
| - this.width = this.typeConfig.width * this.size;
|
| -
|
| - // Check if obstacle can be positioned at various heights.
|
| - if (Array.isArray(this.typeConfig.yPos)) {
|
| - var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile :
|
| - this.typeConfig.yPos;
|
| - this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)];
|
| - } else {
|
| - this.yPos = this.typeConfig.yPos;
|
| - }
|
| -
|
| - this.draw();
|
| -
|
| - // Make collision box adjustments,
|
| - // Central box is adjusted to the size as one box.
|
| - // ____ ______ ________
|
| - // _| |-| _| |-| _| |-|
|
| - // | |<->| | | |<--->| | | |<----->| |
|
| - // | | 1 | | | | 2 | | | | 3 | |
|
| - // |_|___|_| |_|_____|_| |_|_______|_|
|
| - //
|
| - if (this.size > 1) {
|
| - this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width -
|
| - this.collisionBoxes[2].width;
|
| - this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width;
|
| - }
|
| -
|
| - // For obstacles that go at a different speed from the horizon.
|
| - if (this.typeConfig.speedOffset) {
|
| - this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset :
|
| - -this.typeConfig.speedOffset;
|
| - }
|
| -
|
| - this.gap = this.getGap(this.gapCoefficient, speed);
|
| - },
|
| -
|
| - /**
|
| - * Draw and crop based on size.
|
| - */
|
| - draw: function() {
|
| - var sourceWidth = this.typeConfig.width;
|
| - var sourceHeight = this.typeConfig.height;
|
| -
|
| - if (IS_HIDPI) {
|
| - sourceWidth = sourceWidth * 2;
|
| - sourceHeight = sourceHeight * 2;
|
| - }
|
| -
|
| - // X position in sprite.
|
| - var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) +
|
| - this.spritePos.x;
|
| -
|
| - // Animation frames.
|
| - if (this.currentFrame > 0) {
|
| - sourceX += sourceWidth * this.currentFrame;
|
| - }
|
| -
|
| - this.canvasCtx.drawImage(Runner.imageSprite,
|
| - sourceX, this.spritePos.y,
|
| - sourceWidth * this.size, sourceHeight,
|
| - this.xPos, this.yPos,
|
| - this.typeConfig.width * this.size, this.typeConfig.height);
|
| - },
|
| -
|
| - /**
|
| - * Obstacle frame update.
|
| - * @param {number} deltaTime
|
| - * @param {number} speed
|
| - */
|
| - update: function(deltaTime, speed) {
|
| - if (!this.remove) {
|
| - if (this.typeConfig.speedOffset) {
|
| - speed += this.speedOffset;
|
| - }
|
| - this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);
|
| -
|
| - // Update frame
|
| - if (this.typeConfig.numFrames) {
|
| - this.timer += deltaTime;
|
| - if (this.timer >= this.typeConfig.frameRate) {
|
| - this.currentFrame =
|
| - this.currentFrame == this.typeConfig.numFrames - 1 ?
|
| - 0 : this.currentFrame + 1;
|
| - this.timer = 0;
|
| - }
|
| - }
|
| - this.draw();
|
| -
|
| - if (!this.isVisible()) {
|
| - this.remove = true;
|
| - }
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Calculate a random gap size.
|
| - * - Minimum gap gets wider as speed increses
|
| - * @param {number} gapCoefficient
|
| - * @param {number} speed
|
| - * @return {number} The gap size.
|
| - */
|
| - getGap: function(gapCoefficient, speed) {
|
| - var minGap = Math.round(this.width * speed +
|
| - this.typeConfig.minGap * gapCoefficient);
|
| - var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT);
|
| - return getRandomNum(minGap, maxGap);
|
| - },
|
| -
|
| - /**
|
| - * Check if obstacle is visible.
|
| - * @return {boolean} Whether the obstacle is in the game area.
|
| - */
|
| - isVisible: function() {
|
| - return this.xPos + this.width > 0;
|
| - },
|
| -
|
| - /**
|
| - * Make a copy of the collision boxes, since these will change based on
|
| - * obstacle type and size.
|
| - */
|
| - cloneCollisionBoxes: function() {
|
| - var collisionBoxes = this.typeConfig.collisionBoxes;
|
| -
|
| - for (var i = collisionBoxes.length - 1; i >= 0; i--) {
|
| - this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x,
|
| - collisionBoxes[i].y, collisionBoxes[i].width,
|
| - collisionBoxes[i].height);
|
| - }
|
| - }
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Obstacle definitions.
|
| - * minGap: minimum pixel space betweeen obstacles.
|
| - * multipleSpeed: Speed at which multiples are allowed.
|
| - * speedOffset: speed faster / slower than the horizon.
|
| - * minSpeed: Minimum speed which the obstacle can make an appearance.
|
| - */
|
| -Obstacle.types = [
|
| - {
|
| - type: 'CACTUS_SMALL',
|
| - width: 17,
|
| - height: 35,
|
| - yPos: 105,
|
| - multipleSpeed: 4,
|
| - minGap: 120,
|
| - minSpeed: 0,
|
| - collisionBoxes: [
|
| - new CollisionBox(0, 7, 5, 27),
|
| - new CollisionBox(4, 0, 6, 34),
|
| - new CollisionBox(10, 4, 7, 14)
|
| - ]
|
| - },
|
| - {
|
| - type: 'CACTUS_LARGE',
|
| - width: 25,
|
| - height: 50,
|
| - yPos: 90,
|
| - multipleSpeed: 7,
|
| - minGap: 120,
|
| - minSpeed: 0,
|
| - collisionBoxes: [
|
| - new CollisionBox(0, 12, 7, 38),
|
| - new CollisionBox(8, 0, 7, 49),
|
| - new CollisionBox(13, 10, 10, 38)
|
| - ]
|
| - },
|
| - {
|
| - type: 'PTERODACTYL',
|
| - width: 46,
|
| - height: 40,
|
| - yPos: [ 100, 75, 50 ], // Variable height.
|
| - yPosMobile: [ 100, 50 ], // Variable height mobile.
|
| - multipleSpeed: 999,
|
| - minSpeed: 8.5,
|
| - minGap: 150,
|
| - collisionBoxes: [
|
| - new CollisionBox(15, 15, 16, 5),
|
| - new CollisionBox(18, 21, 24, 6),
|
| - new CollisionBox(2, 14, 4, 3),
|
| - new CollisionBox(6, 10, 4, 7),
|
| - new CollisionBox(10, 8, 6, 9)
|
| - ],
|
| - numFrames: 2,
|
| - frameRate: 1000/6,
|
| - speedOffset: .8
|
| - }
|
| -];
|
| -
|
| -
|
| -//******************************************************************************
|
| -/**
|
| - * T-rex game character.
|
| - * @param {HTMLCanvas} canvas
|
| - * @param {Object} spritePos Positioning within image sprite.
|
| - * @constructor
|
| - */
|
| -function Trex(canvas, spritePos) {
|
| - this.canvas = canvas;
|
| - this.canvasCtx = canvas.getContext('2d');
|
| - this.spritePos = spritePos;
|
| - this.xPos = 0;
|
| - this.yPos = 0;
|
| - // Position when on the ground.
|
| - this.groundYPos = 0;
|
| - this.currentFrame = 0;
|
| - this.currentAnimFrames = [];
|
| - this.blinkDelay = 0;
|
| - this.animStartTime = 0;
|
| - this.timer = 0;
|
| - this.msPerFrame = 1000 / FPS;
|
| - this.config = Trex.config;
|
| - // Current status.
|
| - this.status = Trex.status.WAITING;
|
| -
|
| - this.jumping = false;
|
| - this.ducking = false;
|
| - this.jumpVelocity = 0;
|
| - this.reachedMinHeight = false;
|
| - this.speedDrop = false;
|
| - this.jumpCount = 0;
|
| - this.jumpspotX = 0;
|
| -
|
| - this.init();
|
| -};
|
| -
|
| -
|
| -/**
|
| - * T-rex player config.
|
| - * @enum {number}
|
| - */
|
| -Trex.config = {
|
| - DROP_VELOCITY: -5,
|
| - GRAVITY: 0.6,
|
| - HEIGHT: 47,
|
| - HEIGHT_DUCK: 25,
|
| - INIITAL_JUMP_VELOCITY: -10,
|
| - INTRO_DURATION: 1500,
|
| - MAX_JUMP_HEIGHT: 30,
|
| - MIN_JUMP_HEIGHT: 30,
|
| - SPEED_DROP_COEFFICIENT: 3,
|
| - SPRITE_WIDTH: 262,
|
| - START_X_POS: 50,
|
| - WIDTH: 44,
|
| - WIDTH_DUCK: 59
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Used in collision detection.
|
| - * @type {Array<CollisionBox>}
|
| - */
|
| -Trex.collisionBoxes = {
|
| - DUCKING: [
|
| - new CollisionBox(1, 18, 55, 25)
|
| - ],
|
| - RUNNING: [
|
| - new CollisionBox(22, 0, 17, 16),
|
| - new CollisionBox(1, 18, 30, 9),
|
| - new CollisionBox(10, 35, 14, 8),
|
| - new CollisionBox(1, 24, 29, 5),
|
| - new CollisionBox(5, 30, 21, 4),
|
| - new CollisionBox(9, 34, 15, 4)
|
| - ]
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Animation states.
|
| - * @enum {string}
|
| - */
|
| -Trex.status = {
|
| - CRASHED: 'CRASHED',
|
| - DUCKING: 'DUCKING',
|
| - JUMPING: 'JUMPING',
|
| - RUNNING: 'RUNNING',
|
| - WAITING: 'WAITING'
|
| -};
|
| -
|
| -/**
|
| - * Blinking coefficient.
|
| - * @const
|
| - */
|
| -Trex.BLINK_TIMING = 7000;
|
| -
|
| -
|
| -/**
|
| - * Animation config for different states.
|
| - * @enum {Object}
|
| - */
|
| -Trex.animFrames = {
|
| - WAITING: {
|
| - frames: [44, 0],
|
| - msPerFrame: 1000 / 3
|
| - },
|
| - RUNNING: {
|
| - frames: [88, 132],
|
| - msPerFrame: 1000 / 12
|
| - },
|
| - CRASHED: {
|
| - frames: [220],
|
| - msPerFrame: 1000 / 60
|
| - },
|
| - JUMPING: {
|
| - frames: [0],
|
| - msPerFrame: 1000 / 60
|
| - },
|
| - DUCKING: {
|
| - frames: [262, 321],
|
| - msPerFrame: 1000 / 8
|
| - }
|
| -};
|
| -
|
| -
|
| -Trex.prototype = {
|
| - /**
|
| - * T-rex player initaliser.
|
| - * Sets the t-rex to blink at random intervals.
|
| - */
|
| - init: function() {
|
| - this.blinkDelay = this.setBlinkDelay();
|
| - this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -
|
| - Runner.config.BOTTOM_PAD;
|
| - this.yPos = this.groundYPos;
|
| - this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;
|
| -
|
| - this.draw(0, 0);
|
| - this.update(0, Trex.status.WAITING);
|
| - },
|
| -
|
| - /**
|
| - * Setter for the jump velocity.
|
| - * The approriate drop velocity is also set.
|
| - */
|
| - setJumpVelocity: function(setting) {
|
| - this.config.INIITAL_JUMP_VELOCITY = -setting;
|
| - this.config.DROP_VELOCITY = -setting / 2;
|
| - },
|
| -
|
| - /**
|
| - * Set the animation status.
|
| - * @param {!number} deltaTime
|
| - * @param {Trex.status} status Optional status to switch to.
|
| - */
|
| - update: function(deltaTime, opt_status) {
|
| - this.timer += deltaTime;
|
| -
|
| - // Update the status.
|
| - if (opt_status) {
|
| - this.status = opt_status;
|
| - this.currentFrame = 0;
|
| - this.msPerFrame = Trex.animFrames[opt_status].msPerFrame;
|
| - this.currentAnimFrames = Trex.animFrames[opt_status].frames;
|
| -
|
| - if (opt_status == Trex.status.WAITING) {
|
| - this.animStartTime = getTimeStamp();
|
| - this.setBlinkDelay();
|
| - }
|
| - }
|
| -
|
| - // Game intro animation, T-rex moves in from the left.
|
| - if (this.playingIntro && this.xPos < this.config.START_X_POS) {
|
| - this.xPos += Math.round((this.config.START_X_POS /
|
| - this.config.INTRO_DURATION) * deltaTime);
|
| - }
|
| -
|
| - if (this.status == Trex.status.WAITING) {
|
| - this.blink(getTimeStamp());
|
| - } else {
|
| - this.draw(this.currentAnimFrames[this.currentFrame], 0);
|
| - }
|
| -
|
| - // Update the frame position.
|
| - if (this.timer >= this.msPerFrame) {
|
| - this.currentFrame = this.currentFrame ==
|
| - this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;
|
| - this.timer = 0;
|
| - }
|
| -
|
| - // Speed drop becomes duck if the down key is still being pressed.
|
| - if (this.speedDrop && this.yPos == this.groundYPos) {
|
| - this.speedDrop = false;
|
| - this.setDuck(true);
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Draw the t-rex to a particular position.
|
| - * @param {number} x
|
| - * @param {number} y
|
| - */
|
| - draw: function(x, y) {
|
| - var sourceX = x;
|
| - var sourceY = y;
|
| - var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ?
|
| - this.config.WIDTH_DUCK : this.config.WIDTH;
|
| - var sourceHeight = this.config.HEIGHT;
|
| -
|
| - if (IS_HIDPI) {
|
| - sourceX *= 2;
|
| - sourceY *= 2;
|
| - sourceWidth *= 2;
|
| - sourceHeight *= 2;
|
| - }
|
| -
|
| - // Adjustments for sprite sheet position.
|
| - sourceX += this.spritePos.x;
|
| - sourceY += this.spritePos.y;
|
| -
|
| - // Ducking.
|
| - if (this.ducking && this.status != Trex.status.CRASHED) {
|
| - this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
|
| - sourceWidth, sourceHeight,
|
| - this.xPos, this.yPos,
|
| - this.config.WIDTH_DUCK, this.config.HEIGHT);
|
| - } else {
|
| - // Crashed whilst ducking. Trex is standing up so needs adjustment.
|
| - if (this.ducking && this.status == Trex.status.CRASHED) {
|
| - this.xPos++;
|
| - }
|
| - // Standing / running
|
| - this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
|
| - sourceWidth, sourceHeight,
|
| - this.xPos, this.yPos,
|
| - this.config.WIDTH, this.config.HEIGHT);
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Sets a random time for the blink to happen.
|
| - */
|
| - setBlinkDelay: function() {
|
| - this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);
|
| - },
|
| -
|
| - /**
|
| - * Make t-rex blink at random intervals.
|
| - * @param {number} time Current time in milliseconds.
|
| - */
|
| - blink: function(time) {
|
| - var deltaTime = time - this.animStartTime;
|
| -
|
| - if (deltaTime >= this.blinkDelay) {
|
| - this.draw(this.currentAnimFrames[this.currentFrame], 0);
|
| -
|
| - if (this.currentFrame == 1) {
|
| - // Set new random delay to blink.
|
| - this.setBlinkDelay();
|
| - this.animStartTime = time;
|
| - }
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Initialise a jump.
|
| - * @param {number} speed
|
| - */
|
| - startJump: function(speed) {
|
| - if (!this.jumping) {
|
| - this.update(0, Trex.status.JUMPING);
|
| - // Tweak the jump velocity based on the speed.
|
| - this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10);
|
| - this.jumping = true;
|
| - this.reachedMinHeight = false;
|
| - this.speedDrop = false;
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Jump is complete, falling down.
|
| - */
|
| - endJump: function() {
|
| - if (this.reachedMinHeight &&
|
| - this.jumpVelocity < this.config.DROP_VELOCITY) {
|
| - this.jumpVelocity = this.config.DROP_VELOCITY;
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Update frame for a jump.
|
| - * @param {number} deltaTime
|
| - * @param {number} speed
|
| - */
|
| - updateJump: function(deltaTime, speed) {
|
| - var msPerFrame = Trex.animFrames[this.status].msPerFrame;
|
| - var framesElapsed = deltaTime / msPerFrame;
|
| -
|
| - // Speed drop makes Trex fall faster.
|
| - if (this.speedDrop) {
|
| - this.yPos += Math.round(this.jumpVelocity *
|
| - this.config.SPEED_DROP_COEFFICIENT * framesElapsed);
|
| - } else {
|
| - this.yPos += Math.round(this.jumpVelocity * framesElapsed);
|
| - }
|
| -
|
| - this.jumpVelocity += this.config.GRAVITY * framesElapsed;
|
| -
|
| - // Minimum height has been reached.
|
| - if (this.yPos < this.minJumpHeight || this.speedDrop) {
|
| - this.reachedMinHeight = true;
|
| - }
|
| -
|
| - // Reached max height
|
| - if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {
|
| - this.endJump();
|
| - }
|
| -
|
| - // Back down at ground level. Jump completed.
|
| - if (this.yPos > this.groundYPos) {
|
| - this.reset();
|
| - this.jumpCount++;
|
| - }
|
| -
|
| - this.update(deltaTime);
|
| - },
|
| -
|
| - /**
|
| - * Set the speed drop. Immediately cancels the current jump.
|
| - */
|
| - setSpeedDrop: function() {
|
| - this.speedDrop = true;
|
| - this.jumpVelocity = 1;
|
| - },
|
| -
|
| - /**
|
| - * @param {boolean} isDucking.
|
| - */
|
| - setDuck: function(isDucking) {
|
| - if (isDucking && this.status != Trex.status.DUCKING) {
|
| - this.update(0, Trex.status.DUCKING);
|
| - this.ducking = true;
|
| - } else if (this.status == Trex.status.DUCKING) {
|
| - this.update(0, Trex.status.RUNNING);
|
| - this.ducking = false;
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Reset the t-rex to running at start of game.
|
| - */
|
| - reset: function() {
|
| - this.yPos = this.groundYPos;
|
| - this.jumpVelocity = 0;
|
| - this.jumping = false;
|
| - this.ducking = false;
|
| - this.update(0, Trex.status.RUNNING);
|
| - this.midair = false;
|
| - this.speedDrop = false;
|
| - this.jumpCount = 0;
|
| - }
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Handles displaying the distance meter.
|
| - * @param {!HTMLCanvasElement} canvas
|
| - * @param {Object} spritePos Image position in sprite.
|
| - * @param {number} canvasWidth
|
| - * @constructor
|
| - */
|
| -function DistanceMeter(canvas, spritePos, canvasWidth) {
|
| - this.canvas = canvas;
|
| - this.canvasCtx = canvas.getContext('2d');
|
| - this.image = Runner.imageSprite;
|
| - this.spritePos = spritePos;
|
| - this.x = 0;
|
| - this.y = 5;
|
| -
|
| - this.currentDistance = 0;
|
| - this.maxScore = 0;
|
| - this.highScore = 0;
|
| - this.container = null;
|
| -
|
| - this.digits = [];
|
| - this.acheivement = false;
|
| - this.defaultString = '';
|
| - this.flashTimer = 0;
|
| - this.flashIterations = 0;
|
| - this.invertTrigger = false;
|
| -
|
| - this.config = DistanceMeter.config;
|
| - this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS;
|
| - this.init(canvasWidth);
|
| -};
|
| -
|
| -
|
| -/**
|
| - * @enum {number}
|
| - */
|
| -DistanceMeter.dimensions = {
|
| - WIDTH: 10,
|
| - HEIGHT: 13,
|
| - DEST_WIDTH: 11
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Y positioning of the digits in the sprite sheet.
|
| - * X position is always 0.
|
| - * @type {Array<number>}
|
| - */
|
| -DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
|
| -
|
| -
|
| -/**
|
| - * Distance meter config.
|
| - * @enum {number}
|
| - */
|
| -DistanceMeter.config = {
|
| - // Number of digits.
|
| - MAX_DISTANCE_UNITS: 5,
|
| -
|
| - // Distance that causes achievement animation.
|
| - ACHIEVEMENT_DISTANCE: 100,
|
| -
|
| - // Used for conversion from pixel distance to a scaled unit.
|
| - COEFFICIENT: 0.025,
|
| -
|
| - // Flash duration in milliseconds.
|
| - FLASH_DURATION: 1000 / 4,
|
| -
|
| - // Flash iterations for achievement animation.
|
| - FLASH_ITERATIONS: 3
|
| -};
|
| -
|
| -
|
| -DistanceMeter.prototype = {
|
| - /**
|
| - * Initialise the distance meter to '00000'.
|
| - * @param {number} width Canvas width in px.
|
| - */
|
| - init: function(width) {
|
| - var maxDistanceStr = '';
|
| -
|
| - this.calcXPos(width);
|
| - this.maxScore = this.maxScoreUnits;
|
| - for (var i = 0; i < this.maxScoreUnits; i++) {
|
| - this.draw(i, 0);
|
| - this.defaultString += '0';
|
| - maxDistanceStr += '9';
|
| - }
|
| -
|
| - this.maxScore = parseInt(maxDistanceStr);
|
| - },
|
| -
|
| - /**
|
| - * Calculate the xPos in the canvas.
|
| - * @param {number} canvasWidth
|
| - */
|
| - calcXPos: function(canvasWidth) {
|
| - this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *
|
| - (this.maxScoreUnits + 1));
|
| - },
|
| -
|
| - /**
|
| - * Draw a digit to canvas.
|
| - * @param {number} digitPos Position of the digit.
|
| - * @param {number} value Digit value 0-9.
|
| - * @param {boolean} opt_highScore Whether drawing the high score.
|
| - */
|
| - draw: function(digitPos, value, opt_highScore) {
|
| - var sourceWidth = DistanceMeter.dimensions.WIDTH;
|
| - var sourceHeight = DistanceMeter.dimensions.HEIGHT;
|
| - var sourceX = DistanceMeter.dimensions.WIDTH * value;
|
| - var sourceY = 0;
|
| -
|
| - var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;
|
| - var targetY = this.y;
|
| - var targetWidth = DistanceMeter.dimensions.WIDTH;
|
| - var targetHeight = DistanceMeter.dimensions.HEIGHT;
|
| -
|
| - // For high DPI we 2x source values.
|
| - if (IS_HIDPI) {
|
| - sourceWidth *= 2;
|
| - sourceHeight *= 2;
|
| - sourceX *= 2;
|
| - }
|
| -
|
| - sourceX += this.spritePos.x;
|
| - sourceY += this.spritePos.y;
|
| -
|
| - this.canvasCtx.save();
|
| -
|
| - if (opt_highScore) {
|
| - // Left of the current score.
|
| - var highScoreX = this.x - (this.maxScoreUnits * 2) *
|
| - DistanceMeter.dimensions.WIDTH;
|
| - this.canvasCtx.translate(highScoreX, this.y);
|
| - } else {
|
| - this.canvasCtx.translate(this.x, this.y);
|
| - }
|
| -
|
| - this.canvasCtx.drawImage(this.image, sourceX, sourceY,
|
| - sourceWidth, sourceHeight,
|
| - targetX, targetY,
|
| - targetWidth, targetHeight
|
| - );
|
| -
|
| - this.canvasCtx.restore();
|
| - },
|
| -
|
| - /**
|
| - * Covert pixel distance to a 'real' distance.
|
| - * @param {number} distance Pixel distance ran.
|
| - * @return {number} The 'real' distance ran.
|
| - */
|
| - getActualDistance: function(distance) {
|
| - return distance ? Math.round(distance * this.config.COEFFICIENT) : 0;
|
| - },
|
| -
|
| - /**
|
| - * Update the distance meter.
|
| - * @param {number} distance
|
| - * @param {number} deltaTime
|
| - * @return {boolean} Whether the acheivement sound fx should be played.
|
| - */
|
| - update: function(deltaTime, distance) {
|
| - var paint = true;
|
| - var playSound = false;
|
| -
|
| - if (!this.acheivement) {
|
| - distance = this.getActualDistance(distance);
|
| - // Score has gone beyond the initial digit count.
|
| - if (distance > this.maxScore && this.maxScoreUnits ==
|
| - this.config.MAX_DISTANCE_UNITS) {
|
| - this.maxScoreUnits++;
|
| - this.maxScore = parseInt(this.maxScore + '9');
|
| - } else {
|
| - this.distance = 0;
|
| - }
|
| -
|
| - if (distance > 0) {
|
| - // Acheivement unlocked
|
| - if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {
|
| - // Flash score and play sound.
|
| - this.acheivement = true;
|
| - this.flashTimer = 0;
|
| - playSound = true;
|
| - }
|
| -
|
| - // Create a string representation of the distance with leading 0.
|
| - var distanceStr = (this.defaultString +
|
| - distance).substr(-this.maxScoreUnits);
|
| - this.digits = distanceStr.split('');
|
| - } else {
|
| - this.digits = this.defaultString.split('');
|
| - }
|
| - } else {
|
| - // Control flashing of the score on reaching acheivement.
|
| - if (this.flashIterations <= this.config.FLASH_ITERATIONS) {
|
| - this.flashTimer += deltaTime;
|
| -
|
| - if (this.flashTimer < this.config.FLASH_DURATION) {
|
| - paint = false;
|
| - } else if (this.flashTimer >
|
| - this.config.FLASH_DURATION * 2) {
|
| - this.flashTimer = 0;
|
| - this.flashIterations++;
|
| - }
|
| - } else {
|
| - this.acheivement = false;
|
| - this.flashIterations = 0;
|
| - this.flashTimer = 0;
|
| - }
|
| - }
|
| -
|
| - // Draw the digits if not flashing.
|
| - if (paint) {
|
| - for (var i = this.digits.length - 1; i >= 0; i--) {
|
| - this.draw(i, parseInt(this.digits[i]));
|
| - }
|
| - }
|
| -
|
| - this.drawHighScore();
|
| - return playSound;
|
| - },
|
| -
|
| - /**
|
| - * Draw the high score.
|
| - */
|
| - drawHighScore: function() {
|
| - this.canvasCtx.save();
|
| - this.canvasCtx.globalAlpha = .8;
|
| - for (var i = this.highScore.length - 1; i >= 0; i--) {
|
| - this.draw(i, parseInt(this.highScore[i], 10), true);
|
| - }
|
| - this.canvasCtx.restore();
|
| - },
|
| -
|
| - /**
|
| - * Set the highscore as a array string.
|
| - * Position of char in the sprite: H - 10, I - 11.
|
| - * @param {number} distance Distance ran in pixels.
|
| - */
|
| - setHighScore: function(distance) {
|
| - distance = this.getActualDistance(distance);
|
| - var highScoreStr = (this.defaultString +
|
| - distance).substr(-this.maxScoreUnits);
|
| -
|
| - this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));
|
| - },
|
| -
|
| - /**
|
| - * Reset the distance meter back to '00000'.
|
| - */
|
| - reset: function() {
|
| - this.update(0);
|
| - this.acheivement = false;
|
| - }
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Cloud background item.
|
| - * Similar to an obstacle object but without collision boxes.
|
| - * @param {HTMLCanvasElement} canvas Canvas element.
|
| - * @param {Object} spritePos Position of image in sprite.
|
| - * @param {number} containerWidth
|
| - */
|
| -function Cloud(canvas, spritePos, containerWidth) {
|
| - this.canvas = canvas;
|
| - this.canvasCtx = this.canvas.getContext('2d');
|
| - this.spritePos = spritePos;
|
| - this.containerWidth = containerWidth;
|
| - this.xPos = containerWidth;
|
| - this.yPos = 0;
|
| - this.remove = false;
|
| - this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP,
|
| - Cloud.config.MAX_CLOUD_GAP);
|
| -
|
| - this.init();
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Cloud object config.
|
| - * @enum {number}
|
| - */
|
| -Cloud.config = {
|
| - HEIGHT: 14,
|
| - MAX_CLOUD_GAP: 400,
|
| - MAX_SKY_LEVEL: 30,
|
| - MIN_CLOUD_GAP: 100,
|
| - MIN_SKY_LEVEL: 71,
|
| - WIDTH: 46
|
| -};
|
| -
|
| -
|
| -Cloud.prototype = {
|
| - /**
|
| - * Initialise the cloud. Sets the Cloud height.
|
| - */
|
| - init: function() {
|
| - this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,
|
| - Cloud.config.MIN_SKY_LEVEL);
|
| - this.draw();
|
| - },
|
| -
|
| - /**
|
| - * Draw the cloud.
|
| - */
|
| - draw: function() {
|
| - this.canvasCtx.save();
|
| - var sourceWidth = Cloud.config.WIDTH;
|
| - var sourceHeight = Cloud.config.HEIGHT;
|
| -
|
| - if (IS_HIDPI) {
|
| - sourceWidth = sourceWidth * 2;
|
| - sourceHeight = sourceHeight * 2;
|
| - }
|
| -
|
| - this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x,
|
| - this.spritePos.y,
|
| - sourceWidth, sourceHeight,
|
| - this.xPos, this.yPos,
|
| - Cloud.config.WIDTH, Cloud.config.HEIGHT);
|
| -
|
| - this.canvasCtx.restore();
|
| - },
|
| -
|
| - /**
|
| - * Update the cloud position.
|
| - * @param {number} speed
|
| - */
|
| - update: function(speed) {
|
| - if (!this.remove) {
|
| - this.xPos -= Math.ceil(speed);
|
| - this.draw();
|
| -
|
| - // Mark as removeable if no longer in the canvas.
|
| - if (!this.isVisible()) {
|
| - this.remove = true;
|
| - }
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Check if the cloud is visible on the stage.
|
| - * @return {boolean}
|
| - */
|
| - isVisible: function() {
|
| - return this.xPos + Cloud.config.WIDTH > 0;
|
| - }
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Nightmode shows a moon and stars on the horizon.
|
| - */
|
| -function NightMode(canvas, spritePos, containerWidth) {
|
| - this.spritePos = spritePos;
|
| - this.canvas = canvas;
|
| - this.canvasCtx = canvas.getContext('2d');
|
| - this.xPos = containerWidth - 50;
|
| - this.yPos = 30;
|
| - this.currentPhase = 0;
|
| - this.opacity = 0;
|
| - this.containerWidth = containerWidth;
|
| - this.stars = [];
|
| - this.drawStars = false;
|
| - this.placeStars();
|
| -};
|
| -
|
| -/**
|
| - * @enum {number}
|
| - */
|
| -NightMode.config = {
|
| - FADE_SPEED: 0.035,
|
| - HEIGHT: 40,
|
| - MOON_SPEED: 0.25,
|
| - NUM_STARS: 2,
|
| - STAR_SIZE: 9,
|
| - STAR_SPEED: 0.3,
|
| - STAR_MAX_Y: 70,
|
| - WIDTH: 20
|
| -};
|
| -
|
| -NightMode.phases = [140, 120, 100, 60, 40, 20, 0];
|
| -
|
| -NightMode.prototype = {
|
| - /**
|
| - * Update moving moon, changing phases.
|
| - * @param {boolean} activated Whether night mode is activated.
|
| - * @param {number} delta
|
| - */
|
| - update: function(activated, delta) {
|
| - // Moon phase.
|
| - if (activated && this.opacity == 0) {
|
| - this.currentPhase++;
|
| -
|
| - if (this.currentPhase >= NightMode.phases.length) {
|
| - this.currentPhase = 0;
|
| - }
|
| - }
|
| -
|
| - // Fade in / out.
|
| - if (activated && (this.opacity < 1 || this.opacity == 0)) {
|
| - this.opacity += NightMode.config.FADE_SPEED;
|
| - } else if (this.opacity > 0) {
|
| - this.opacity -= NightMode.config.FADE_SPEED;
|
| - }
|
| -
|
| - // Set moon positioning.
|
| - if (this.opacity > 0) {
|
| - this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED);
|
| -
|
| - // Update stars.
|
| - if (this.drawStars) {
|
| - for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
|
| - this.stars[i].x = this.updateXPos(this.stars[i].x,
|
| - NightMode.config.STAR_SPEED);
|
| - }
|
| - }
|
| - this.draw();
|
| - } else {
|
| - this.opacity = 0;
|
| - this.placeStars();
|
| - }
|
| - this.drawStars = true;
|
| - },
|
| -
|
| - updateXPos: function(currentPos, speed) {
|
| - if (currentPos < -NightMode.config.WIDTH) {
|
| - currentPos = this.containerWidth;
|
| - } else {
|
| - currentPos -= speed;
|
| - }
|
| - return currentPos;
|
| - },
|
| -
|
| - draw: function() {
|
| - var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 :
|
| - NightMode.config.WIDTH;
|
| - var moonSourceHeight = NightMode.config.HEIGHT;
|
| - var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase];
|
| - var moonOutputWidth = moonSourceWidth;
|
| - var starSize = NightMode.config.STAR_SIZE;
|
| - var starSourceX = Runner.spriteDefinition.LDPI.STAR.x;
|
| -
|
| - if (IS_HIDPI) {
|
| - moonSourceWidth *= 2;
|
| - moonSourceHeight *= 2;
|
| - moonSourceX = this.spritePos.x +
|
| - (NightMode.phases[this.currentPhase] * 2);
|
| - starSize *= 2;
|
| - starSourceX = Runner.spriteDefinition.HDPI.STAR.x;
|
| - }
|
| -
|
| - this.canvasCtx.save();
|
| - this.canvasCtx.globalAlpha = this.opacity;
|
| -
|
| - // Stars.
|
| - if (this.drawStars) {
|
| - for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
|
| - this.canvasCtx.drawImage(Runner.imageSprite,
|
| - starSourceX, this.stars[i].sourceY, starSize, starSize,
|
| - Math.round(this.stars[i].x), this.stars[i].y,
|
| - NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE);
|
| - }
|
| - }
|
| -
|
| - // Moon.
|
| - this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX,
|
| - this.spritePos.y, moonSourceWidth, moonSourceHeight,
|
| - Math.round(this.xPos), this.yPos,
|
| - moonOutputWidth, NightMode.config.HEIGHT);
|
| -
|
| - this.canvasCtx.globalAlpha = 1;
|
| - this.canvasCtx.restore();
|
| - },
|
| -
|
| - // Do star placement.
|
| - placeStars: function() {
|
| - var segmentSize = Math.round(this.containerWidth /
|
| - NightMode.config.NUM_STARS);
|
| -
|
| - for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
|
| - this.stars[i] = {};
|
| - this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1));
|
| - this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y);
|
| -
|
| - if (IS_HIDPI) {
|
| - this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y +
|
| - NightMode.config.STAR_SIZE * 2 * i;
|
| - } else {
|
| - this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y +
|
| - NightMode.config.STAR_SIZE * i;
|
| - }
|
| - }
|
| - },
|
| -
|
| - reset: function() {
|
| - this.currentPhase = 0;
|
| - this.opacity = 0;
|
| - this.update(false);
|
| - }
|
| -
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Horizon Line.
|
| - * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon.
|
| - * @param {HTMLCanvasElement} canvas
|
| - * @param {Object} spritePos Horizon position in sprite.
|
| - * @constructor
|
| - */
|
| -function HorizonLine(canvas, spritePos) {
|
| - this.spritePos = spritePos;
|
| - this.canvas = canvas;
|
| - this.canvasCtx = canvas.getContext('2d');
|
| - this.sourceDimensions = {};
|
| - this.dimensions = HorizonLine.dimensions;
|
| - this.sourceXPos = [this.spritePos.x, this.spritePos.x +
|
| - this.dimensions.WIDTH];
|
| - this.xPos = [];
|
| - this.yPos = 0;
|
| - this.bumpThreshold = 0.5;
|
| -
|
| - this.setSourceDimensions();
|
| - this.draw();
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Horizon line dimensions.
|
| - * @enum {number}
|
| - */
|
| -HorizonLine.dimensions = {
|
| - WIDTH: 600,
|
| - HEIGHT: 12,
|
| - YPOS: 127
|
| -};
|
| -
|
| -
|
| -HorizonLine.prototype = {
|
| - /**
|
| - * Set the source dimensions of the horizon line.
|
| - */
|
| - setSourceDimensions: function() {
|
| -
|
| - for (var dimension in HorizonLine.dimensions) {
|
| - if (IS_HIDPI) {
|
| - if (dimension != 'YPOS') {
|
| - this.sourceDimensions[dimension] =
|
| - HorizonLine.dimensions[dimension] * 2;
|
| - }
|
| - } else {
|
| - this.sourceDimensions[dimension] =
|
| - HorizonLine.dimensions[dimension];
|
| - }
|
| - this.dimensions[dimension] = HorizonLine.dimensions[dimension];
|
| - }
|
| -
|
| - this.xPos = [0, HorizonLine.dimensions.WIDTH];
|
| - this.yPos = HorizonLine.dimensions.YPOS;
|
| - },
|
| -
|
| - /**
|
| - * Return the crop x position of a type.
|
| - */
|
| - getRandomType: function() {
|
| - return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;
|
| - },
|
| -
|
| - /**
|
| - * Draw the horizon line.
|
| - */
|
| - draw: function() {
|
| - this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[0],
|
| - this.spritePos.y,
|
| - this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
|
| - this.xPos[0], this.yPos,
|
| - this.dimensions.WIDTH, this.dimensions.HEIGHT);
|
| -
|
| - this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1],
|
| - this.spritePos.y,
|
| - this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
|
| - this.xPos[1], this.yPos,
|
| - this.dimensions.WIDTH, this.dimensions.HEIGHT);
|
| - },
|
| -
|
| - /**
|
| - * Update the x position of an indivdual piece of the line.
|
| - * @param {number} pos Line position.
|
| - * @param {number} increment
|
| - */
|
| - updateXPos: function(pos, increment) {
|
| - var line1 = pos;
|
| - var line2 = pos == 0 ? 1 : 0;
|
| -
|
| - this.xPos[line1] -= increment;
|
| - this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;
|
| -
|
| - if (this.xPos[line1] <= -this.dimensions.WIDTH) {
|
| - this.xPos[line1] += this.dimensions.WIDTH * 2;
|
| - this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;
|
| - this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x;
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Update the horizon line.
|
| - * @param {number} deltaTime
|
| - * @param {number} speed
|
| - */
|
| - update: function(deltaTime, speed) {
|
| - var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
|
| -
|
| - if (this.xPos[0] <= 0) {
|
| - this.updateXPos(0, increment);
|
| - } else {
|
| - this.updateXPos(1, increment);
|
| - }
|
| - this.draw();
|
| - },
|
| -
|
| - /**
|
| - * Reset horizon to the starting position.
|
| - */
|
| - reset: function() {
|
| - this.xPos[0] = 0;
|
| - this.xPos[1] = HorizonLine.dimensions.WIDTH;
|
| - }
|
| -};
|
| -
|
| -
|
| -//******************************************************************************
|
| -
|
| -/**
|
| - * Horizon background class.
|
| - * @param {HTMLCanvasElement} canvas
|
| - * @param {Object} spritePos Sprite positioning.
|
| - * @param {Object} dimensions Canvas dimensions.
|
| - * @param {number} gapCoefficient
|
| - * @constructor
|
| - */
|
| -function Horizon(canvas, spritePos, dimensions, gapCoefficient) {
|
| - this.canvas = canvas;
|
| - this.canvasCtx = this.canvas.getContext('2d');
|
| - this.config = Horizon.config;
|
| - this.dimensions = dimensions;
|
| - this.gapCoefficient = gapCoefficient;
|
| - this.obstacles = [];
|
| - this.obstacleHistory = [];
|
| - this.horizonOffsets = [0, 0];
|
| - this.cloudFrequency = this.config.CLOUD_FREQUENCY;
|
| - this.spritePos = spritePos;
|
| - this.nightMode = null;
|
| -
|
| - // Cloud
|
| - this.clouds = [];
|
| - this.cloudSpeed = this.config.BG_CLOUD_SPEED;
|
| -
|
| - // Horizon
|
| - this.horizonLine = null;
|
| - this.init();
|
| -};
|
| -
|
| -
|
| -/**
|
| - * Horizon config.
|
| - * @enum {number}
|
| - */
|
| -Horizon.config = {
|
| - BG_CLOUD_SPEED: 0.2,
|
| - BUMPY_THRESHOLD: .3,
|
| - CLOUD_FREQUENCY: .5,
|
| - HORIZON_HEIGHT: 16,
|
| - MAX_CLOUDS: 6
|
| -};
|
| -
|
| -
|
| -Horizon.prototype = {
|
| - /**
|
| - * Initialise the horizon. Just add the line and a cloud. No obstacles.
|
| - */
|
| - init: function() {
|
| - this.addCloud();
|
| - this.horizonLine = new HorizonLine(this.canvas, this.spritePos.HORIZON);
|
| - this.nightMode = new NightMode(this.canvas, this.spritePos.MOON,
|
| - this.dimensions.WIDTH);
|
| - },
|
| -
|
| - /**
|
| - * @param {number} deltaTime
|
| - * @param {number} currentSpeed
|
| - * @param {boolean} updateObstacles Used as an override to prevent
|
| - * the obstacles from being updated / added. This happens in the
|
| - * ease in section.
|
| - * @param {boolean} showNightMode Night mode activated.
|
| - */
|
| - update: function(deltaTime, currentSpeed, updateObstacles, showNightMode) {
|
| - this.runningTime += deltaTime;
|
| - this.horizonLine.update(deltaTime, currentSpeed);
|
| - this.nightMode.update(showNightMode);
|
| - this.updateClouds(deltaTime, currentSpeed);
|
| -
|
| - if (updateObstacles) {
|
| - this.updateObstacles(deltaTime, currentSpeed);
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Update the cloud positions.
|
| - * @param {number} deltaTime
|
| - * @param {number} currentSpeed
|
| - */
|
| - updateClouds: function(deltaTime, speed) {
|
| - var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed;
|
| - var numClouds = this.clouds.length;
|
| -
|
| - if (numClouds) {
|
| - for (var i = numClouds - 1; i >= 0; i--) {
|
| - this.clouds[i].update(cloudSpeed);
|
| - }
|
| -
|
| - var lastCloud = this.clouds[numClouds - 1];
|
| -
|
| - // Check for adding a new cloud.
|
| - if (numClouds < this.config.MAX_CLOUDS &&
|
| - (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&
|
| - this.cloudFrequency > Math.random()) {
|
| - this.addCloud();
|
| - }
|
| -
|
| - // Remove expired clouds.
|
| - this.clouds = this.clouds.filter(function(obj) {
|
| - return !obj.remove;
|
| - });
|
| - } else {
|
| - this.addCloud();
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Update the obstacle positions.
|
| - * @param {number} deltaTime
|
| - * @param {number} currentSpeed
|
| - */
|
| - updateObstacles: function(deltaTime, currentSpeed) {
|
| - // Obstacles, move to Horizon layer.
|
| - var updatedObstacles = this.obstacles.slice(0);
|
| -
|
| - for (var i = 0; i < this.obstacles.length; i++) {
|
| - var obstacle = this.obstacles[i];
|
| - obstacle.update(deltaTime, currentSpeed);
|
| -
|
| - // Clean up existing obstacles.
|
| - if (obstacle.remove) {
|
| - updatedObstacles.shift();
|
| - }
|
| - }
|
| - this.obstacles = updatedObstacles;
|
| -
|
| - if (this.obstacles.length > 0) {
|
| - var lastObstacle = this.obstacles[this.obstacles.length - 1];
|
| -
|
| - if (lastObstacle && !lastObstacle.followingObstacleCreated &&
|
| - lastObstacle.isVisible() &&
|
| - (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) <
|
| - this.dimensions.WIDTH) {
|
| - this.addNewObstacle(currentSpeed);
|
| - lastObstacle.followingObstacleCreated = true;
|
| - }
|
| - } else {
|
| - // Create new obstacles.
|
| - this.addNewObstacle(currentSpeed);
|
| - }
|
| - },
|
| -
|
| - removeFirstObstacle: function() {
|
| - this.obstacles.shift();
|
| - },
|
| -
|
| - /**
|
| - * Add a new obstacle.
|
| - * @param {number} currentSpeed
|
| - */
|
| - addNewObstacle: function(currentSpeed) {
|
| - var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1);
|
| - var obstacleType = Obstacle.types[obstacleTypeIndex];
|
| -
|
| - // Check for multiples of the same type of obstacle.
|
| - // Also check obstacle is available at current speed.
|
| - if (this.duplicateObstacleCheck(obstacleType.type) ||
|
| - currentSpeed < obstacleType.minSpeed) {
|
| - this.addNewObstacle(currentSpeed);
|
| - } else {
|
| - var obstacleSpritePos = this.spritePos[obstacleType.type];
|
| -
|
| - this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType,
|
| - obstacleSpritePos, this.dimensions,
|
| - this.gapCoefficient, currentSpeed, obstacleType.width));
|
| -
|
| - this.obstacleHistory.unshift(obstacleType.type);
|
| -
|
| - if (this.obstacleHistory.length > 1) {
|
| - this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION);
|
| - }
|
| - }
|
| - },
|
| -
|
| - /**
|
| - * Returns whether the previous two obstacles are the same as the next one.
|
| - * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION.
|
| - * @return {boolean}
|
| - */
|
| - duplicateObstacleCheck: function(nextObstacleType) {
|
| - var duplicateCount = 0;
|
| -
|
| - for (var i = 0; i < this.obstacleHistory.length; i++) {
|
| - duplicateCount = this.obstacleHistory[i] == nextObstacleType ?
|
| - duplicateCount + 1 : 0;
|
| - }
|
| - return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION;
|
| - },
|
| -
|
| - /**
|
| - * Reset the horizon layer.
|
| - * Remove existing obstacles and reposition the horizon line.
|
| - */
|
| - reset: function() {
|
| - this.obstacles = [];
|
| - this.horizonLine.reset();
|
| - this.nightMode.reset();
|
| - },
|
| -
|
| - /**
|
| - * Update the canvas width and scaling.
|
| - * @param {number} width Canvas width.
|
| - * @param {number} height Canvas height.
|
| - */
|
| - resize: function(width, height) {
|
| - this.canvas.width = width;
|
| - this.canvas.height = height;
|
| - },
|
| -
|
| - /**
|
| - * Add a new cloud to the horizon.
|
| - */
|
| - addCloud: function() {
|
| - this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD,
|
| - this.dimensions.WIDTH));
|
| - }
|
| -};
|
| -})();
|
|
|