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)); |
- } |
-}; |
-})(); |