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1 // Copyright (c) 2014 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 (function() { | |
5 'use strict'; | |
6 /** | |
7 * T-rex runner. | |
8 * @author Edward Jung (edwardjung@google.com) | |
9 */ | |
10 | |
11 /** | |
12 * T-Rex runner. | |
13 * @param {string} outerContainerId Outer containing element id. | |
14 * @param {object} opt_config Optional configuration object. | |
15 * @constructor | |
16 * @export | |
17 */ | |
18 function Runner(outerContainerId, opt_config) { | |
19 // Singleton | |
20 if (Runner.instance_) { | |
21 | |
22 return Runner.instance_; | |
23 } | |
24 Runner.instance_ = this; | |
25 | |
26 this.outerContainerEl = document.querySelector(outerContainerId); | |
27 | |
28 this.containerEl = null; | |
29 | |
30 this.config = opt_config || Runner.config; | |
31 | |
32 this.dimensions = Runner.defaultDimensions; | |
33 | |
34 this.canvas = null; | |
35 this.canvasCtx = null; | |
36 | |
37 this.tRex = null; | |
38 | |
39 this.distanceMeter = null; | |
40 this.distanceRan = 0; | |
41 | |
42 this.highestScore = 0; | |
43 | |
44 this.time = 0; | |
45 this.runningTime = 0; | |
46 this.msPerFrame = 1000 / FPS; | |
47 this.currentSpeed = this.config.SPEED; | |
48 | |
49 this.obstacles = []; | |
50 | |
51 this.started = false; | |
52 this.activated = false; | |
53 this.crashed = false; | |
54 this.paused = false; | |
55 | |
56 this.resizeTimerId_ = null; | |
57 | |
58 this.playCount = 0; | |
59 | |
60 // Sound FX. | |
61 this.audioBuffer = null; | |
62 this.soundFx = {}; | |
63 | |
64 // Global web audio context for playing sounds. | |
65 this.audioContext = new AudioContext(); | |
66 | |
67 // Images. | |
68 this.images = {}; | |
69 this.imagesLoaded = 0; | |
70 this.loadImages(); | |
71 } | |
72 window['Runner'] = Runner; | |
73 | |
74 | |
75 /** | |
76 * Default game width. | |
77 * @const | |
78 */ | |
79 var DEFAULT_WIDTH = 600; | |
80 | |
81 /** | |
82 * Frames per second. | |
83 * @const | |
84 */ | |
85 var FPS = 60; | |
86 | |
87 | |
88 /** | |
89 * Default game configuration. | |
90 * @enum {string} | |
91 */ | |
92 Runner.config = { | |
93 ACCELERATION: 0.001, | |
94 BG_CLOUD_SPEED: 0.2, | |
95 BOTTOM_PAD: 10, | |
96 CLEAR_TIME: 3000, | |
97 CLOUD_FREQUENCY: 0.5, | |
98 GAMEOVER_CLEAR_TIME: 750, | |
99 GAP_COEFFICIENT: 0.6, | |
100 GRAVITY: 0.6, | |
101 INITIAL_JUMP_VELOCITY: 12, | |
102 MAX_CLOUDS: 6, | |
103 MAX_OBSTACLE_LENGTH: 3, | |
104 MAX_SPEED: 12, | |
105 MIN_JUMP_HEIGHT: 35, | |
106 MOBILE_SPEED_COEFFICIENT: 1.2, | |
107 RESOURCE_TEMPLATE_ID: 'audio-resources', | |
108 SPEED: 6, | |
109 SPEED_DROP_COEFFICIENT: 3 | |
110 }; | |
111 | |
112 | |
113 /** | |
114 * Default dimensions. | |
115 * @enum {string} | |
116 */ | |
117 Runner.defaultDimensions = { | |
118 WIDTH: DEFAULT_WIDTH, | |
119 HEIGHT: 150 | |
120 }; | |
121 | |
122 | |
123 /** | |
124 * CSS class names. | |
125 * @enum {string} | |
126 */ | |
127 Runner.classes = { | |
128 CANVAS: 'runner-canvas', | |
129 CONTAINER: 'runner-container', | |
130 CRASHED: 'crashed', | |
131 ICON: 'icon-offline', | |
132 TOUCH_CONTROLLER: 'controller' | |
133 }; | |
134 | |
135 | |
136 /** | |
137 * Image source urls. | |
138 * @enum {string} | |
139 */ | |
140 Runner.imageSources = { | |
141 LDPI: [ | |
142 {name: 'CACTUS_LARGE', id: '1x-obstacle-large'}, | |
143 {name: 'CACTUS_SMALL', id: '1x-obstacle-small'}, | |
144 {name: 'CLOUD', id: '1x-cloud'}, | |
145 {name: 'HORIZON', id: '1x-horizon'}, | |
146 {name: 'RESTART', id: '1x-restart'}, | |
147 {name: 'TEXT_SPRITE', id: '1x-text'}, | |
148 {name: 'TREX', id: '1x-trex'} | |
149 ], | |
150 HDPI: [ | |
151 {name: 'CACTUS_LARGE', id: '2x-obstacle-large'}, | |
152 {name: 'CACTUS_SMALL', id: '2x-obstacle-small'}, | |
153 {name: 'CLOUD', id: '2x-cloud'}, | |
154 {name: 'HORIZON', id: '2x-horizon'}, | |
155 {name: 'RESTART', id: '2x-restart'}, | |
156 {name: 'TEXT_SPRITE', id: '2x-text'}, | |
157 {name: 'TREX', id: '2x-trex'} | |
158 ] | |
159 }; | |
160 | |
161 | |
162 /** | |
163 * Sound FX. Reference to the ID of the audio tag on interstitial page. | |
164 * @enum {string} | |
165 */ | |
166 Runner.sounds = { | |
167 BUTTON_PRESS: 'offline-sound-press', | |
168 HIT: 'offline-sound-hit', | |
169 SCORE: 'offline-sound-reached' | |
170 }; | |
171 | |
172 | |
173 /** | |
174 * Key code mapping. | |
175 * @enum {string} | |
176 */ | |
177 Runner.keycodes = { | |
178 JUMP: { '38': 1, '32': 1 }, // Up, spacebar | |
179 DUCK: { '40': 1 }, // Down | |
180 RESTART: { '13': 1 } // Enter | |
181 }; | |
182 | |
183 | |
184 /** | |
185 * Runner event names. | |
186 * @enum {string} | |
187 */ | |
188 Runner.events = { | |
189 ANIM_END: 'webkitAnimationEnd', | |
190 CLICK: 'click', | |
191 KEYDOWN: 'keydown', | |
192 KEYUP: 'keyup', | |
193 MOUSEDOWN: 'mousedown', | |
194 MOUSEUP: 'mouseup', | |
195 RESIZE: 'resize', | |
196 TOUCHEND: 'touchend', | |
197 TOUCHSTART: 'touchstart', | |
198 VISIBILITY: 'visibilitychange', | |
199 BLUR: 'blur', | |
200 FOCUS: 'focus', | |
201 LOAD: 'load' | |
202 }; | |
203 | |
204 | |
205 Runner.prototype = { | |
206 /** | |
207 * Setting individual settings for debugging. | |
208 * @param {string} setting Setting name. | |
209 * @param {*} value Setting value to assign. | |
210 */ | |
211 updateConfigSetting: function(setting, value) { | |
212 if (setting in this.config && value != undefined) { | |
213 this.config[setting] = value; | |
214 | |
215 switch (setting) { | |
216 case 'GRAVITY': | |
217 case 'MIN_JUMP_HEIGHT': | |
218 case 'SPEED_DROP_COEFFICIENT': | |
219 this.tRex.config[setting] = value; | |
220 break; | |
221 case 'INITIAL_JUMP_VELOCITY': | |
222 this.tRex.setJumpVelocity(value); | |
223 break; | |
224 case 'SPEED': | |
225 this.setSpeed(value); | |
226 break; | |
227 } | |
228 } | |
229 }, | |
230 | |
231 | |
232 /** | |
233 * Load and cache the image assets from the page. | |
234 */ | |
235 loadImages: function() { | |
236 var imageSources = Runner.isHDPI ? Runner.imageSources.HDPI : | |
237 Runner.imageSources.LDPI; | |
238 | |
239 var numImages = imageSources.length; | |
240 | |
241 for (var i = numImages - 1; i >= 0; i--) { | |
242 var imgSource = imageSources[i]; | |
243 this.images[imgSource.name] = document.getElementById(imgSource.id); | |
244 } | |
245 this.init(); | |
246 }, | |
247 | |
248 | |
249 /** | |
250 * Load and decode base 64 encoded sounds. | |
251 */ | |
252 loadSounds: function() { | |
253 var resourceTemplate = | |
254 document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; | |
255 | |
256 | |
257 for (var sound in Runner.sounds) { | |
258 var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; | |
259 soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); | |
260 var buffer = Runner.decodeBase64ToArrayBuffer(soundSrc); | |
261 | |
262 // Async, so no guarantee of order in array. | |
263 this.audioContext.decodeAudioData(buffer, function(index, audioData) { | |
264 this.soundFx[index] = audioData; | |
265 }.bind(this, sound)); | |
266 } | |
267 }, | |
268 | |
269 | |
270 /** | |
271 * Sets the game speed. Adjust the speed accordingly if on a smaller screen. | |
272 * @param {number} opt_speed Optional speed. | |
273 */ | |
274 setSpeed: function(opt_speed) { | |
275 var speed = opt_speed || this.currentSpeed; | |
276 | |
277 // Reduce the speed on smaller mobile screens. | |
278 if (this.dimensions.WIDTH < DEFAULT_WIDTH) { | |
279 var mobileSpeed = speed * ((this.dimensions.WIDTH / DEFAULT_WIDTH) * | |
280 this.config.MOBILE_SPEED_COEFFICIENT); | |
281 this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; | |
282 } else if (opt_speed) { | |
283 this.currentSpeed = opt_speed; | |
284 } | |
285 }, | |
286 | |
287 | |
288 /** | |
289 * Game initialiser. | |
290 */ | |
291 init: function() { | |
292 // Hide the static icon. | |
293 document.querySelector('.' + Runner.classes.ICON).style.visibility = | |
294 'hidden'; | |
295 | |
296 this.adjustDimensions(); | |
297 this.setSpeed(); | |
298 | |
299 this.containerEl = document.createElement('div'); | |
300 this.containerEl.className = Runner.classes.CONTAINER; | |
301 | |
302 // Player canvas container. | |
303 this.canvas = Runner.createCanvas(this.containerEl, this.dimensions.WIDTH, | |
304 this.dimensions.HEIGHT, Runner.classes.PLAYER); | |
305 | |
306 this.canvasCtx = this.canvas.getContext('2d'); | |
307 this.canvasCtx.fillStyle = '#f7f7f7'; | |
308 this.canvasCtx.fill(); | |
309 Runner.updateCanvasScaling(this.canvas); | |
310 | |
311 // Horizon contains clouds, obstacles and the ground. | |
312 this.horizon = new Horizon(this.canvas, this.images, this.dimensions, | |
313 this.config.GAP_COEFFICIENT); | |
314 | |
315 // Distance meter | |
316 this.distanceMeter = new DistanceMeter(this.canvas, | |
317 this.images['TEXT_SPRITE'], this.dimensions.WIDTH); | |
318 | |
319 // Draw t-rex | |
320 this.tRex = new Trex(this.canvas, this.images['TREX']); | |
321 | |
322 this.outerContainerEl.appendChild(this.containerEl); | |
323 | |
324 if (Runner.isMobile) { | |
325 this.createTouchController(); | |
326 } | |
327 | |
328 this.startListening(); | |
329 this.update(); | |
330 this.loadSounds(); | |
331 | |
332 window.addEventListener(Runner.events.RESIZE, | |
333 this.debounceResize.bind(this), false); | |
334 }, | |
335 | |
336 | |
337 /** | |
338 * Create the touch controller. A div that covers whole screen. | |
339 */ | |
340 createTouchController: function() { | |
341 this.touchController = document.createElement('div'); | |
342 this.touchController.className = Runner.classes.TOUCH_CONTROLLER; | |
343 }, | |
344 | |
345 | |
346 /** | |
347 * Debounce the resize event. | |
348 */ | |
349 debounceResize: function() { | |
350 if (!this.resizeTimerId_) { | |
351 this.resizeTimerId_ = | |
352 setInterval(this.adjustDimensions.bind(this), 250); | |
353 } | |
354 }, | |
355 | |
356 | |
357 /** | |
358 * Adjust game space dimensions on resize. | |
359 */ | |
360 adjustDimensions: function() { | |
361 clearInterval(this.resizeTimerId_); | |
362 this.resizeTimerId_ = null; | |
363 | |
364 var boxStyles = window.getComputedStyle(this.outerContainerEl); | |
365 var padding = parseInt(boxStyles.paddingLeft.substr(0, | |
366 boxStyles.paddingLeft.length - 2)); | |
367 | |
368 this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - (padding * 2); | |
369 | |
370 // Redraw the elements back onto the canvas. | |
371 if (this.canvas) { | |
372 this.canvas.width = this.dimensions.WIDTH; | |
373 this.canvas.height = this.dimensions.HEIGHT; | |
374 | |
375 Runner.updateCanvasScaling(this.canvas); | |
376 | |
377 this.distanceMeter.calcXPos(this.dimensions.WIDTH); | |
378 this.clearCanvas(); | |
379 this.horizon.update(0, 0, true); | |
380 this.tRex.update(0); | |
381 | |
382 // Outer container and distance meter. | |
383 if (this.activated || this.crashed) { | |
384 this.containerEl.style.width = this.dimensions.WIDTH + 'px'; | |
385 this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; | |
386 this.distanceMeter.update(0, Math.ceil(this.distanceRan)); | |
387 this.stop(); | |
388 } else { | |
389 this.tRex.draw(0, 0); | |
390 } | |
391 | |
392 // Game over panel. | |
393 if (this.crashed && this.gameOverPanel) { | |
394 this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); | |
395 this.gameOverPanel.draw(); | |
396 } | |
397 } | |
398 }, | |
399 | |
400 | |
401 /** | |
402 * Play the game intro. | |
403 * Canvas container width expands out to the full width. | |
404 */ | |
405 playIntro: function() { | |
406 if (!this.started && !this.crashed) { | |
407 this.playingIntro = true; | |
408 this.tRex.playingIntro = true; | |
409 | |
410 // CSS animation definition. | |
411 var keyframes = '@-webkit-keyframes intro { ' + | |
412 'from { width:' + Trex.config.WIDTH + 'px }' + | |
413 'to { width: ' + this.dimensions.WIDTH + 'px }' + | |
414 '}'; | |
415 document.styleSheets[0].insertRule(keyframes, 0); | |
416 | |
417 this.containerEl.addEventListener(Runner.events.ANIM_END, | |
418 this.startGame.bind(this)); | |
419 | |
420 this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; | |
421 this.containerEl.style.width = this.dimensions.WIDTH + 'px'; | |
422 | |
423 if (this.touchController) { | |
424 this.outerContainerEl.appendChild(this.touchController); | |
425 } | |
426 this.activated = true; | |
427 this.started = true; | |
428 } else if (this.crashed) { | |
429 this.restart(); | |
430 } | |
431 }, | |
432 | |
433 | |
434 /** | |
435 * Update the game status to started. | |
436 */ | |
437 startGame: function() { | |
438 this.runningTime = 0; | |
439 this.playingIntro = false; | |
440 this.tRex.playingIntro = false; | |
441 this.containerEl.style.webkitAnimation = ''; | |
442 this.playCount++; | |
443 | |
444 // Handle tabbing off the page. Pause the current game. | |
445 window.addEventListener(Runner.events.VISIBILITY, | |
446 this.onVisibilityChange.bind(this), false); | |
447 | |
448 window.addEventListener(Runner.events.BLUR, | |
449 this.onVisibilityChange.bind(this), false); | |
450 | |
451 window.addEventListener(Runner.events.FOCUS, | |
452 this.onVisibilityChange.bind(this), false); | |
453 }, | |
454 | |
455 | |
456 /** | |
457 * Clear the whole canvas. | |
458 */ | |
459 clearCanvas: function() { | |
460 this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, | |
461 this.dimensions.HEIGHT); | |
462 }, | |
463 | |
464 | |
465 /** | |
466 * Update the game frame. | |
467 */ | |
468 update: function() { | |
469 this.drawPending = false; | |
470 | |
471 var now = performance.now(); | |
472 var deltaTime = now - (this.time || now); | |
473 this.time = now; | |
474 | |
475 if (this.activated) { | |
476 this.clearCanvas(); | |
477 | |
478 if (this.tRex.jumping) { | |
479 this.tRex.updateJump(deltaTime, this.config); | |
480 } | |
481 | |
482 this.runningTime += deltaTime; | |
483 var hasObstacles = this.runningTime > this.config.CLEAR_TIME; | |
484 | |
485 // First jump triggers the intro. | |
486 if (this.tRex.jumpCount == 1 && !this.playingIntro) { | |
487 this.playIntro(); | |
488 } | |
489 | |
490 // The horizon doesn't move until the intro is over. | |
491 if (this.playingIntro) { | |
492 this.horizon.update(0, this.currentSpeed, hasObstacles); | |
493 } else { | |
494 deltaTime = !this.started ? 0 : deltaTime; | |
495 this.horizon.update(deltaTime, this.currentSpeed, hasObstacles); | |
496 } | |
497 | |
498 // Check for collisions. | |
499 var collision = hasObstacles ? | |
500 Runner.Collision.check(this.horizon.obstacles[0], this.tRex) : false; | |
501 | |
502 if (!collision) { | |
503 this.distanceRan += this.currentSpeed * (deltaTime / this.msPerFrame); | |
504 | |
505 if (this.currentSpeed < this.config.MAX_SPEED) { | |
506 this.currentSpeed += this.config.ACCELERATION; | |
507 } | |
508 } else { | |
509 this.gameOver(); | |
510 } | |
511 | |
512 if (this.distanceMeter.getActualDistance(this.distanceRan) > | |
513 this.distanceMeter.maxScore) { | |
514 this.distanceRan = 0; | |
515 } | |
516 | |
517 var playAcheivementSound = this.distanceMeter.update(deltaTime, | |
518 Math.ceil(this.distanceRan)); | |
519 | |
520 if (playAcheivementSound) { | |
521 this.playSound(this.soundFx.SCORE); | |
522 } | |
523 } | |
524 | |
525 if (!this.crashed) { | |
526 this.tRex.update(deltaTime); | |
527 this.raq(); | |
528 } | |
529 }, | |
530 | |
531 | |
532 /** | |
533 * Draw the collision boxes on canvas, for debugging. | |
534 * @param {Runner.CollisionBox} collision T-Rex collison box. | |
535 * @param {Runner.CollisionBox} obstacle Obstacle collison box. | |
536 */ | |
537 drawCollisionBoxes: function(collision, obstacle) { | |
538 this.canvasCtx.save(); | |
539 this.canvasCtx.strokeStyle = '#f00'; | |
540 this.canvasCtx.strokeRect(collision[0].x, collision[0].y, | |
541 collision[0].width, collision[0].height); | |
542 | |
543 this.canvasCtx.strokeStyle = '#00f'; | |
544 this.canvasCtx.strokeRect(collision[1].x, collision[1].y, | |
545 collision[1].width, collision[1].height); | |
546 this.canvasCtx.restore(); | |
547 }, | |
548 | |
549 | |
550 /** | |
551 * Event handler. | |
552 */ | |
553 handleEvent: function(e) { | |
554 return (function(evtType, events) { | |
555 switch (evtType) { | |
556 case events.KEYDOWN: | |
557 case events.TOUCHSTART: | |
558 case events.MOUSEDOWN: | |
559 this.onKeyDown(e); | |
560 break; | |
561 case events.KEYUP: | |
562 case events.TOUCHEND: | |
563 case events.MOUSEUP: | |
564 this.onKeyUp(e); | |
565 break; | |
566 } | |
567 }.bind(this))(e.type, Runner.events); | |
568 }, | |
569 | |
570 | |
571 /** | |
572 * Bind relevant key / mouse / touch listeners. | |
573 */ | |
574 startListening: function() { | |
575 // Keys. | |
576 document.addEventListener(Runner.events.KEYDOWN, this); | |
577 document.addEventListener(Runner.events.KEYUP, this); | |
578 | |
579 if (Runner.isMobile) { | |
580 // Mobile only touch devices. | |
581 this.touchController.addEventListener(Runner.events.TOUCHSTART, this); | |
582 this.touchController.addEventListener(Runner.events.TOUCHEND, this); | |
583 this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); | |
584 } else { | |
585 // Mouse. | |
586 document.addEventListener(Runner.events.MOUSEDOWN, this, false); | |
587 document.addEventListener(Runner.events.MOUSEUP, this, false); | |
588 } | |
589 }, | |
590 | |
591 | |
592 /** | |
593 * Remove all listeners. | |
594 */ | |
595 stopListening: function() { | |
596 document.removeEventListener(Runner.events.KEYDOWN, this); | |
597 document.removeEventListener(Runner.events.KEYUP, this); | |
598 | |
599 if (Runner.isMobile) { | |
600 this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); | |
601 this.touchController.removeEventListener(Runner.events.TOUCHEND, this); | |
602 this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); | |
603 } else { | |
604 document.removeEventListener(Runner.events.MOUSEDOWN, this, false); | |
605 document.removeEventListener(Runner.events.MOUSEUP, this, false); | |
606 } | |
607 }, | |
608 | |
609 | |
610 /** | |
611 * Process keydown. | |
612 * @param {Event} e The event object. | |
613 */ | |
614 onKeyDown: function(e) { | |
615 | |
616 if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] || | |
617 e.type == Runner.events.TOUCHSTART)) { | |
618 if (!this.activated) { | |
619 this.activated = true; | |
620 } | |
621 | |
622 if (!this.tRex.jumping) { | |
623 this.playSound(this.soundFx.BUTTON_PRESS); | |
624 this.tRex.startJump(); | |
625 } | |
626 } | |
627 | |
628 if (this.crashed && e.type == Runner.events.TOUCHSTART && | |
629 e.currentTarget == this.containerEl) { | |
630 this.restart(); | |
631 } | |
632 | |
633 // Speed drop, activated only when jump key is not pressed. | |
634 if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) { | |
635 e.preventDefault(); | |
636 this.tRex.setSpeedDrop(); | |
637 } | |
638 }, | |
639 | |
640 | |
641 /** | |
642 * Process key up. | |
643 * @param {Event} e The event object. | |
644 */ | |
645 onKeyUp: function(e) { | |
646 var keyCode = String(e.keyCode); | |
647 var isjumpKey = Runner.keycodes.JUMP[keyCode] || | |
648 e.type == Runner.events.TOUCHEND || | |
649 e.type == Runner.events.MOUSEDOWN; | |
650 | |
651 if (this.isRunning() && isjumpKey) { | |
652 this.tRex.endJump(); | |
653 } else if (Runner.keycodes.DUCK[keyCode]) { | |
654 this.tRex.speedDrop = false; | |
655 } else if (this.crashed) { | |
656 // Check that enough time has elapsed before allowing jump key to restart. | |
657 var deltaTime = performance.now() - this.time; | |
658 | |
659 if (Runner.keycodes.RESTART[keyCode] || | |
660 (e.type == Runner.events.MOUSEUP && e.target == this.canvas) || | |
661 (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && | |
662 Runner.keycodes.JUMP[keyCode])) { | |
663 this.restart(); | |
664 } | |
665 } else if (this.paused && isjumpKey) { | |
666 this.play(); | |
667 } | |
668 }, | |
669 | |
670 | |
671 /** | |
672 * RequestAnimationFrame wrapper. | |
673 */ | |
674 raq: function() { | |
675 if (!this.drawPending) { | |
676 this.drawPending = true; | |
677 this.raqId = requestAnimationFrame(this.update.bind(this)); | |
678 } | |
679 }, | |
680 | |
681 | |
682 /** | |
683 * Whether the game is running. | |
684 * @return {boolean} | |
685 */ | |
686 isRunning: function() { | |
687 return !!this.raqId; | |
688 }, | |
689 | |
690 | |
691 /** | |
692 * Game over state. | |
693 */ | |
694 gameOver: function() { | |
695 this.playSound(this.soundFx.HIT); | |
696 Runner.vibrate(200); | |
697 | |
698 this.stop(); | |
699 this.crashed = true; | |
700 this.distanceMeter.acheivement = false; | |
701 | |
702 this.tRex.update(100, Trex.status.CRASHED); | |
703 | |
704 // Game over panel. | |
705 if (!this.gameOverPanel) { | |
706 this.gameOverPanel = new Runner.GameOverPanel(this.canvas, | |
707 this.images['TEXT_SPRITE'], this.images['RESTART'], | |
708 this.dimensions); | |
709 } else { | |
710 this.gameOverPanel.draw(); | |
711 } | |
712 | |
713 // Update the high score. | |
714 if (this.distanceRan > this.highestScore) { | |
715 this.highestScore = Math.ceil(this.distanceRan); | |
716 this.distanceMeter.setHighScore(this.highestScore); | |
717 } | |
718 | |
719 // Reset the time clock. | |
720 this.time = performance.now(); | |
721 }, | |
722 | |
723 | |
724 /** | |
725 * Stop the game. | |
726 */ | |
727 stop: function() { | |
728 this.activated = false; | |
729 this.paused = true; | |
730 cancelAnimationFrame(this.raqId); | |
731 this.raqId = 0; | |
732 }, | |
733 | |
734 | |
735 /** | |
736 * Play the game. | |
737 */ | |
738 play: function() { | |
739 if (!this.crashed) { | |
740 this.activated = true; | |
741 this.paused = false; | |
742 this.tRex.update(0, Trex.status.RUNNING); | |
743 this.time = performance.now(); | |
744 this.update(); | |
745 } | |
746 }, | |
747 | |
748 | |
749 /** | |
750 * Restart game. | |
751 */ | |
752 restart: function() { | |
753 if (!this.raqId) { | |
754 this.playCount++; | |
755 this.runningTime = 0; | |
756 this.activated = true; | |
757 this.crashed = false; | |
758 this.distanceRan = 0; | |
759 this.setSpeed(this.config.SPEED); | |
760 | |
761 this.time = performance.now(); | |
762 this.containerEl.classList.remove(Runner.classes.CRASHED); | |
763 this.clearCanvas(); | |
764 this.distanceMeter.reset(this.highestScore); | |
765 this.horizon.reset(); | |
766 this.tRex.reset(); | |
767 this.playSound(this.soundFx.BUTTON_PRESS); | |
768 | |
769 this.update(); | |
770 } | |
771 }, | |
772 | |
773 | |
774 /** | |
775 * Pause the game if the tab is not in focus. | |
776 */ | |
777 onVisibilityChange: function(e) { | |
778 if (document.hidden || document.webkitHidden || e.type == 'blur') { | |
779 this.stop(); | |
780 } else { | |
781 this.play(); | |
782 } | |
783 }, | |
784 | |
785 /** | |
786 * Play a sound. | |
787 * @param {SoundBuffer} soundBuffer | |
788 */ | |
789 playSound: function(soundBuffer) { | |
790 if (soundBuffer) { | |
791 var sourceNode = this.audioContext['createBufferSource'](); | |
792 sourceNode.buffer = soundBuffer; | |
793 sourceNode['connect'](this.audioContext['destination']); | |
794 sourceNode['start'](0); | |
795 } | |
796 } | |
797 }; | |
798 | |
799 | |
800 /** | |
801 * Updates the canvas size taking into | |
802 * account the backing store pixel ratio and | |
803 * the device pixel ratio. | |
804 * | |
805 * See article by Paul Lewis: | |
806 * http://www.html5rocks.com/en/tutorials/canvas/hidpi/ | |
807 * | |
808 * @param {HTMLCanvasElement} canvas Canvas to scale. | |
809 * @param {number} opt_width Canvas to scale. | |
810 * @param {number} opt_width Canvas to scale. | |
811 * @return {boolean} Whether the canvas was scaled. | |
812 */ | |
813 Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) { | |
814 | |
815 var context = canvas.getContext('2d'); | |
816 | |
817 // Query the various pixel ratios | |
818 var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; | |
819 var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; | |
820 var ratio = devicePixelRatio / backingStoreRatio; | |
821 | |
822 // Upscale the canvas if the two ratios don't match | |
823 if (devicePixelRatio !== backingStoreRatio) { | |
824 | |
825 var oldWidth = opt_width || canvas.width; | |
826 var oldHeight = opt_height || canvas.height; | |
827 | |
828 canvas.width = oldWidth * ratio; | |
829 canvas.height = oldHeight * ratio; | |
830 | |
831 canvas.style.width = oldWidth + 'px'; | |
832 canvas.style.height = oldHeight + 'px'; | |
833 | |
834 // Scale the context to counter the fact that we've manually scaled | |
835 // our canvas element. | |
836 context.scale(ratio, ratio); | |
837 return true; | |
838 } | |
839 return false; | |
840 }; | |
841 | |
842 | |
843 /** | |
844 * Get random number. | |
845 * @param {number} min Minimum number. | |
846 * @param {number} max Maximum number. | |
847 * @param {number} A random number. | |
848 */ | |
849 Runner.getRandomNum = function(min, max) { | |
850 return Math.floor(Math.random() * (max - min + 1)) + min; | |
851 }; | |
852 | |
853 | |
854 /** | |
855 * Vibrate on mobile devices. | |
856 * @param {number} duration Duration of the vibration in milliseconds. | |
857 */ | |
858 Runner.vibrate = function(duration) { | |
859 if (Runner.isMobile) { | |
860 window.navigator['vibrate'](duration); | |
861 } | |
862 }; | |
863 | |
864 | |
865 /** | |
866 * Create canvas element. | |
867 * @param {HTMLElement} container Container element to append canvas to. | |
868 * @param {number} width Width of canvas. | |
869 * @param {number} height Height of canvas | |
870 * @param {string} opt_classname Optional class name. | |
871 * @return {HTMLCanvasElement} The canvas element. | |
872 */ | |
873 Runner.createCanvas = function(container, width, height, opt_classname) { | |
874 var canvas = document.createElement('canvas'); | |
875 canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + | |
876 opt_classname : Runner.classes.CANVAS; | |
877 canvas.width = width; | |
878 canvas.height = height; | |
879 container.appendChild(canvas); | |
880 | |
881 return canvas; | |
882 }; | |
883 | |
884 | |
885 /** | |
886 * Decodes the base 64 audio to ArrayBuffer used by Web Audio. | |
887 */ | |
888 Runner.decodeBase64ToArrayBuffer = function(base64String) { | |
889 | |
890 var len = (base64String.length / 4) * 3; | |
891 var str = atob(base64String); | |
892 var arrayBuffer = new ArrayBuffer(len); | |
893 var bytes = new Uint8Array(arrayBuffer); | |
894 | |
895 for (var i = 0; i < len; i++) { | |
896 bytes[i] = str.charCodeAt(i); | |
897 } | |
898 return bytes.buffer; | |
899 }; | |
900 | |
901 | |
902 Runner.test = {}; | |
903 | |
904 /** | |
905 * Test for mobile platform. | |
906 * @return {boolean} Whether the platform is mobile. | |
907 */ | |
908 Runner.test.mobile = function() { | |
909 return window.navigator.userAgent.indexOf('Mobi') > -1; | |
910 }; | |
911 | |
912 /** | |
913 * Test for hi DPI. | |
914 * @return {boolean} Whether the device has a high device pixel ratio. | |
915 */ | |
916 Runner.test.hiDPI = function() { | |
917 return window.devicePixelRatio > 1; | |
918 }; | |
919 | |
920 | |
921 /** | |
922 * Test for touch. | |
923 * @return {boolean} Whether touch support is available. | |
924 */ | |
925 Runner.test.touchEnabled = function() { | |
926 return 'ontouchstart' in window; | |
927 }; | |
928 | |
929 | |
930 Runner.isHDPI = Runner.test.hiDPI(); | |
931 | |
932 Runner.isMobile = Runner.test.mobile(); | |
933 | |
934 Runner.isTouchEnabled = Runner.test.touchEnabled(); | |
935 | |
936 | |
937 //****************************************************************************** | |
938 | |
939 | |
940 /** | |
941 * Game over panel. | |
942 * @param {!HTMLCanvasElement} canvas Canvas element to draw on. | |
943 * @param {!HTMLImage} textSprite Text sprite Image | |
944 * @param {!HTMLImage} restartImg Restart image. | |
945 * @param {!Object} dimensions Dimensions of the canvas. | |
946 * @constructor | |
947 */ | |
948 Runner.GameOverPanel = function(canvas, textSprite, restartImg, dimensions) { | |
949 this.canvas = canvas; | |
950 | |
951 this.canvasCtx = canvas.getContext('2d'); | |
952 | |
953 this.canvasDimensions = dimensions; | |
954 | |
955 this.textSprite = textSprite; | |
956 | |
957 this.restartImg = restartImg; | |
958 | |
959 this.draw(); | |
960 }; | |
961 | |
962 | |
963 /** | |
964 * Dimensions used in the panel. | |
965 * @enum {string} | |
966 */ | |
967 Runner.GameOverPanel.dimensions = { | |
968 TEXT_X: 0, | |
969 TEXT_Y: 13, | |
970 TEXT_WIDTH: 191, | |
971 TEXT_HEIGHT: 11, | |
972 RESTART_WIDTH: 36, | |
973 RESTART_HEIGHT: 32 | |
974 }; | |
975 | |
976 | |
977 Runner.GameOverPanel.prototype = { | |
978 /** | |
979 * Update the panel dimensions. | |
980 * @param {number} width New canvas width. | |
981 * @param {number} opt_height Optional new canvas height. | |
982 */ | |
983 updateDimensions: function(width, opt_height) { | |
984 this.canvasDimensions.WIDTH = width; | |
985 if (opt_height) { | |
986 this.canvasDimensions.HEIGHT = opt_height; | |
987 } | |
988 }, | |
989 | |
990 | |
991 /** | |
992 * Draw the panel. | |
993 */ | |
994 draw: function() { | |
995 var dimensions = Runner.GameOverPanel.dimensions; | |
996 | |
997 var centerX = this.canvasDimensions.WIDTH / 2; | |
998 | |
999 // Game over text. | |
1000 var textSourceX = dimensions.TEXT_X; | |
1001 var textSourceY = dimensions.TEXT_Y; | |
1002 var textSourceWidth = dimensions.TEXT_WIDTH; | |
1003 var textSourceHeight = dimensions.TEXT_HEIGHT; | |
1004 | |
1005 var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); | |
1006 var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); | |
1007 var textTargetWidth = dimensions.TEXT_WIDTH; | |
1008 var textTargetHeight = dimensions.TEXT_HEIGHT; | |
1009 | |
1010 var restartSourceWidth = dimensions.RESTART_WIDTH; | |
1011 var restartSourceHeight = dimensions.RESTART_HEIGHT; | |
1012 var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); | |
1013 var restartTargetY = this.canvasDimensions.HEIGHT / 2; | |
1014 | |
1015 | |
1016 if (Runner.isHDPI) { | |
1017 textSourceY *= 2; | |
1018 textSourceX *= 2; | |
1019 textSourceWidth = textSourceWidth * 2; | |
1020 textSourceHeight = textSourceHeight * 2; | |
1021 restartSourceWidth = restartSourceWidth * 2; | |
1022 restartSourceHeight = restartSourceHeight * 2; | |
1023 } | |
1024 | |
1025 // Game over text from sprite. | |
1026 this.canvasCtx.drawImage(this.textSprite, | |
1027 textSourceX, textSourceY, textSourceWidth, textSourceHeight, | |
1028 textTargetX, textTargetY, textTargetWidth, textTargetHeight); | |
1029 | |
1030 // Restart button. | |
1031 this.canvasCtx.drawImage(this.restartImg, 0, 0, | |
1032 restartSourceWidth, restartSourceHeight, | |
1033 restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, | |
1034 dimensions.RESTART_HEIGHT); | |
1035 } | |
1036 }; | |
1037 | |
1038 | |
1039 | |
1040 //****************************************************************************** | |
1041 | |
1042 /** | |
1043 * Collision checker utilities. | |
1044 */ | |
1045 Runner.Collision = function() {}; | |
1046 | |
1047 | |
1048 /** | |
1049 * Check for a collision. | |
1050 * @param {!Runner.Obstacle} obstacle Obstacle object. | |
1051 * @param {!Trex} tRex T-rex object. | |
1052 * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing | |
1053 * collision boxes. | |
1054 * @return {Array.<Runner.CollisionBox>} | |
1055 */ | |
1056 Runner.Collision.check = function(obstacle, tRex, opt_canvasCtx) { | |
1057 var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; | |
1058 | |
1059 // Adjustments are made to the bounding box as there is a 1 pixel white | |
1060 // border around the t-rex and obstacles. | |
1061 var tRexBox = new Runner.CollisionBox( | |
1062 tRex.xPos + 1, | |
1063 tRex.yPos + 1, | |
1064 tRex.config.WIDTH - 2, | |
1065 tRex.config.HEIGHT - 2 | |
1066 ); | |
1067 | |
1068 var obstacleBox = new Runner.CollisionBox( | |
1069 obstacle.xPos + 1, | |
1070 obstacle.yPos + 1, | |
1071 obstacle.typeConfig.width * obstacle.size - 2, | |
1072 obstacle.typeConfig.height - 2 | |
1073 ); | |
1074 | |
1075 // Debug outer box | |
1076 if (opt_canvasCtx) { | |
1077 Runner.Collision.drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); | |
1078 } | |
1079 | |
1080 // Simple outer bounds check. | |
1081 if (Runner.Collision.boxCompare(tRexBox, obstacleBox)) { | |
1082 var collisionBoxes = obstacle.collisionBoxes; | |
1083 var tRexCollisionBoxes = Trex.collisionBoxes; | |
1084 | |
1085 // Detailed axis aligned box check. | |
1086 for (var t = 0, l = tRexCollisionBoxes.length; t < l; t++) { | |
1087 for (var i = 0, j = collisionBoxes.length; i < j; i++) { | |
1088 // Adjust the box to actual positions. | |
1089 var adjTrexBox = | |
1090 Runner.Collision.createAdjustedCollisionBox(tRexCollisionBoxes[t], | |
1091 tRexBox); | |
1092 var adjObstacleBox = | |
1093 Runner.Collision.createAdjustedCollisionBox(collisionBoxes[i], | |
1094 obstacleBox); | |
1095 | |
1096 var crashed = Runner.Collision.boxCompare(adjTrexBox, adjObstacleBox); | |
1097 | |
1098 // Draw boxes for debug. | |
1099 if (opt_canvasCtx) { | |
1100 Runner.Collision.drawCollisionBoxes(opt_canvasCtx, | |
1101 adjTrexBox, adjObstacleBox); | |
1102 } | |
1103 | |
1104 if (crashed) { | |
1105 return [adjTrexBox, adjObstacleBox]; | |
1106 } | |
1107 } | |
1108 } | |
1109 } | |
1110 return false; | |
1111 }; | |
1112 | |
1113 | |
1114 /** | |
1115 * Adjust the collision box. | |
1116 * @param {!Runner.CollisionBox} box The original box. | |
1117 * @param {!Runner.CollisionBox} adjustment Adjustment box. | |
1118 * @return {Runner.CollisionBox} The adjusted collision box object. | |
1119 */ | |
1120 Runner.Collision.createAdjustedCollisionBox = function(box, adjustment) { | |
1121 return new Runner.CollisionBox( | |
1122 box.x + adjustment.x, | |
1123 box.y + adjustment.y, | |
1124 box.width, | |
1125 box.height); | |
1126 }; | |
1127 | |
1128 | |
1129 /** | |
1130 * Draw the collision box for debug. | |
1131 */ | |
1132 Runner.Collision.drawCollisionBoxes = | |
1133 function(canvasCtx, tRexBox, obstacleBox) { | |
1134 canvasCtx.save(); | |
1135 canvasCtx.strokeStyle = '#f00'; | |
1136 canvasCtx.strokeRect(tRexBox.x, tRexBox.y, | |
1137 tRexBox.width, tRexBox.height); | |
1138 | |
1139 canvasCtx.strokeStyle = '#0f0'; | |
1140 canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, | |
1141 obstacleBox.width, obstacleBox.height); | |
1142 canvasCtx.restore(); | |
1143 }; | |
1144 | |
1145 | |
1146 /** | |
1147 * Compare two collision boxes for a collision. | |
1148 * @param {Runner.CollisionBox} tRexBox | |
1149 * @param {Runner.CollisionBox} obstacleBox | |
1150 * @return {boolean} Whether the boxes intersected. | |
1151 */ | |
1152 Runner.Collision.boxCompare = function(tRexBox, obstacleBox) { | |
1153 var crashed = false; | |
1154 var tRexBoxX = tRexBox.x; | |
1155 var tRexBoxY = tRexBox.y; | |
1156 | |
1157 var obstacleBoxX = obstacleBox.x; | |
1158 var obstacleBoxY = obstacleBox.y; | |
1159 | |
1160 // Axis-Aligned Bounding Box method. | |
1161 if (tRexBox.x < obstacleBoxX + obstacleBox.width && | |
1162 tRexBox.x + tRexBox.width > obstacleBoxX && | |
1163 tRexBox.y < obstacleBox.y + obstacleBox.height && | |
1164 tRexBox.height + tRexBox.y > obstacleBox.y) { | |
1165 crashed = true; | |
1166 } | |
1167 | |
1168 return crashed; | |
1169 }; | |
1170 | |
1171 | |
1172 //****************************************************************************** | |
1173 | |
1174 /** | |
1175 * Collision box object. | |
1176 * @param {number} x X position. | |
1177 * @param {number} y Y Position. | |
1178 * @param {number} w Width. | |
1179 * @param {number} h Height. | |
1180 */ | |
1181 Runner.CollisionBox = function(x, y, w, h) { | |
1182 this.x = x; | |
1183 this.y = y; | |
1184 this.width = w; | |
1185 this.height = h; | |
1186 }; | |
1187 | |
1188 | |
1189 //****************************************************************************** | |
1190 | |
1191 /** | |
1192 * Obstacle. | |
1193 * @param {HTMLCanvasCtx} canvasCtx Canvas context. | |
1194 * @param {Runner.Obstacle.type} type Type of object. | |
1195 * @param {image} obstacleImg Image sprite to use obstacle. | |
1196 * @param {Object} dimensions Obstacle dimensions. | |
1197 * @param {number} gapCoefficient Mutipler in determining the gap. | |
1198 * @param {number} speed Current game speed. | |
1199 */ | |
1200 Runner.Obstacle = function(canvasCtx, type, obstacleImg, dimensions, | |
1201 gapCoefficient, speed) { | |
1202 | |
1203 this.canvasCtx = canvasCtx; | |
1204 | |
1205 this.image = obstacleImg; | |
1206 | |
1207 this.typeConfig = type; | |
1208 | |
1209 this.gapCoefficient = gapCoefficient; | |
1210 | |
1211 this.size = Runner.getRandomNum(1, Runner.Obstacle.MAX_OBSTACLE_LENGTH); | |
1212 | |
1213 this.dimensions = dimensions; | |
1214 | |
1215 this.remove = false; | |
1216 | |
1217 this.xPos = 0; | |
1218 | |
1219 this.yPos = this.typeConfig.yPos; | |
1220 | |
1221 this.width = 0; | |
1222 | |
1223 this.collisionBoxes = []; | |
1224 | |
1225 this.gap = 0; | |
1226 | |
1227 this.init(speed); | |
1228 }; | |
1229 | |
1230 /** | |
1231 * | |
1232 */ | |
1233 Runner.Obstacle.MAX_GAP_COEFFICIENT = 1.5; | |
1234 | |
1235 /** | |
1236 * Maximum obstacle grouping count. | |
1237 */ | |
1238 Runner.Obstacle.MAX_OBSTACLE_LENGTH = 3, | |
1239 | |
1240 | |
1241 Runner.Obstacle.prototype = { | |
1242 /** | |
1243 * Initialise the DOM for the obstacle. | |
1244 * @param {number} speed | |
1245 */ | |
1246 init: function(speed) { | |
1247 this.cloneCollisionBoxes(); | |
1248 | |
1249 // Only allow sizing if we're at the right speed. | |
1250 if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { | |
1251 this.size = 1; | |
1252 } | |
1253 | |
1254 this.width = this.typeConfig.width * this.size; | |
1255 | |
1256 this.xPos = this.dimensions.WIDTH - this.width; | |
1257 | |
1258 this.draw(); | |
1259 | |
1260 // Make collision box adjustments, | |
1261 // Central box is adjusted to the size as one box. | |
1262 // ____ ______ ________ | |
1263 // _| |-| _| |-| _| |-| | |
1264 // | |<->| | | |<--->| | | |<----->| | | |
1265 // | | 1 | | | | 2 | | | | 3 | | | |
1266 // |_|___|_| |_|_____|_| |_|_______|_| | |
1267 // | |
1268 if (this.size > 1) { | |
1269 this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - | |
1270 this.collisionBoxes[2].width; | |
1271 this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; | |
1272 } | |
1273 | |
1274 this.gap = this.getGap(this.gapCoefficient, speed); | |
1275 }, | |
1276 | |
1277 | |
1278 /** | |
1279 * Draw and crop based on size. | |
1280 */ | |
1281 draw: function() { | |
1282 // this.canvasCtx.save(); | |
1283 | |
1284 var sourceWidth = this.typeConfig.width; | |
1285 var sourceHeight = this.typeConfig.height; | |
1286 | |
1287 if (Runner.isHDPI) { | |
1288 sourceWidth = sourceWidth * 2; | |
1289 sourceHeight = sourceHeight * 2; | |
1290 } | |
1291 | |
1292 // Sprite | |
1293 var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)); | |
1294 this.canvasCtx.drawImage(this.image, | |
1295 sourceX, 0, | |
1296 sourceWidth * this.size, sourceHeight, | |
1297 this.xPos, this.yPos, | |
1298 this.typeConfig.width * this.size, this.typeConfig.height); | |
1299 // this.canvasCtx.restore(); | |
1300 }, | |
1301 | |
1302 | |
1303 /** | |
1304 * Obstacle frame update. | |
1305 * @param {number} deltaTime Time in ms. | |
1306 * @param {number} speed Current speed. | |
1307 */ | |
1308 update: function(deltaTime, speed) { | |
1309 if (!this.remove) { | |
1310 this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); | |
1311 this.draw(); | |
1312 | |
1313 if (!this.isVisible()) { | |
1314 this.remove = true; | |
1315 } | |
1316 } | |
1317 }, | |
1318 | |
1319 | |
1320 /** | |
1321 * Calculate a random gap size. | |
1322 * - Minimum gap gets wider as speed increses | |
1323 * @param {number} gapCoefficient | |
1324 * @param {number} speed Current speed. | |
1325 * @return {number} The gap size. | |
1326 */ | |
1327 getGap: function(gapCoefficient, speed) { | |
1328 var minGap = Math.round((this.width * speed) + | |
1329 (this.typeConfig.minGap * gapCoefficient)); | |
1330 var maxGap = Math.round(minGap * Runner.Obstacle.MAX_GAP_COEFFICIENT); | |
1331 return Runner.getRandomNum(minGap, maxGap); | |
1332 }, | |
1333 | |
1334 | |
1335 /** | |
1336 * Check if obstacle is visible. | |
1337 * @return {boolean} Whether the obstacle is in the game area. | |
1338 */ | |
1339 isVisible: function() { | |
1340 return (this.xPos + this.width) > 0; | |
1341 }, | |
1342 | |
1343 | |
1344 /** | |
1345 * Make a copy of the collision boxes, since these will change based on | |
1346 * obstacle type and size. | |
1347 */ | |
1348 cloneCollisionBoxes: function() { | |
1349 var collisionBoxes = this.typeConfig.collisionBoxes; | |
1350 | |
1351 for (var i = collisionBoxes.length - 1; i >= 0; i--) { | |
1352 this.collisionBoxes[i] = new Runner.CollisionBox(collisionBoxes[i].x, | |
1353 collisionBoxes[i].y, collisionBoxes[i].width, | |
1354 collisionBoxes[i].height); | |
1355 } | |
1356 } | |
1357 }; | |
1358 | |
1359 | |
1360 /** | |
1361 * Obstacle definitions. | |
1362 * minGap: minimum pixel space betweeen obstacles. | |
1363 * multipleSpeed: Speed at which multiples are allowed. | |
1364 */ | |
1365 Runner.Obstacle.types = [ | |
1366 { | |
1367 type: 'CACTUS_SMALL', | |
1368 className: ' cactus cactus-small ', | |
1369 width: 17, | |
1370 height: 35, | |
1371 yPos: 105, | |
1372 multipleSpeed: 3, | |
1373 minGap: 120, | |
1374 collisionBoxes: [ | |
1375 new Runner.CollisionBox(0, 7, 5, 27), | |
1376 new Runner.CollisionBox(4, 0, 6, 34), | |
1377 new Runner.CollisionBox(10, 4, 7, 14) | |
1378 ] | |
1379 }, | |
1380 { | |
1381 type: 'CACTUS_LARGE', | |
1382 className: ' cactus cactus-large ', | |
1383 width: 25, | |
1384 height: 50, | |
1385 yPos: 90, | |
1386 multipleSpeed: 6, | |
1387 minGap: 120, | |
1388 collisionBoxes: [ | |
1389 new Runner.CollisionBox(0, 12, 7, 38), | |
1390 new Runner.CollisionBox(8, 0, 7, 49), | |
1391 new Runner.CollisionBox(13, 10, 10, 38) | |
1392 ] | |
1393 } | |
1394 ]; | |
1395 | |
1396 | |
1397 //****************************************************************************** | |
1398 /** | |
1399 * T-rex game character. | |
1400 * @param {HTMLCanvas} canvas HTML Canvas. | |
1401 * @param {HTMLImage} image Character image. | |
1402 * @constructor | |
1403 */ | |
1404 function Trex(canvas, image) { | |
1405 this.canvas = canvas; | |
1406 this.canvasCtx = canvas.getContext('2d'); | |
1407 | |
1408 this.image = image; | |
1409 | |
1410 this.xPos = 0; | |
1411 | |
1412 this.yPos = 0; | |
1413 | |
1414 // Position when on the ground. | |
1415 this.groundYPos = 0; | |
1416 | |
1417 this.currentFrame = 0; | |
1418 | |
1419 this.currentAnimFrames = []; | |
1420 | |
1421 this.blinkDelay = 0; | |
1422 | |
1423 this.animStartTime = 0; | |
1424 | |
1425 this.timer = 0; | |
1426 | |
1427 this.msPerFrame = 1000 / FPS; | |
1428 | |
1429 this.config = Trex.config; | |
1430 | |
1431 // Current status. | |
1432 this.status = Trex.status.WAITING; | |
1433 | |
1434 this.jumping = false; | |
1435 | |
1436 this.jumpVelocity = 0; | |
1437 | |
1438 this.reachedMinHeight = false; | |
1439 | |
1440 this.speedDrop = false; | |
1441 | |
1442 this.jumpCount = 0; | |
1443 | |
1444 this.jumpspotX = 0; | |
1445 | |
1446 this.init(); | |
1447 }; | |
1448 | |
1449 | |
1450 /** | |
1451 * T-rex player config. | |
1452 */ | |
1453 Trex.config = { | |
1454 DROP_VELOCITY: -5, | |
1455 GRAVITY: 0.6, | |
1456 HEIGHT: 47, | |
1457 INIITAL_JUMP_VELOCITY: -10, | |
1458 INTRO_DURATION: 1500, | |
1459 MAX_JUMP_HEIGHT: 30, | |
1460 MIN_JUMP_HEIGHT: 30, | |
1461 SPEED_DROP_COEFFICIENT: 3, | |
1462 SPRITE_WIDTH: 262, | |
1463 START_X_POS: 50, | |
1464 WIDTH: 44 | |
1465 }; | |
1466 | |
1467 | |
1468 /** | |
1469 * Used in collision detection. | |
1470 * @type {Array.<Runner.CollisionBox>} | |
1471 */ | |
1472 Trex.collisionBoxes = [ | |
1473 new Runner.CollisionBox(1, -1, 30, 26), | |
1474 new Runner.CollisionBox(32, 0, 8, 16), | |
1475 new Runner.CollisionBox(10, 35, 14, 8), | |
1476 new Runner.CollisionBox(1, 24, 29, 5), | |
1477 new Runner.CollisionBox(5, 30, 21, 4), | |
1478 new Runner.CollisionBox(9, 34, 15, 4) | |
1479 ]; | |
1480 | |
1481 | |
1482 /** | |
1483 * Animation states. | |
1484 * @enum {string} | |
1485 */ | |
1486 Trex.status = { | |
1487 CRASHED: 'crashed', | |
1488 JUMPING: 'jumping', | |
1489 RUNNING: 'running', | |
1490 WAITING: 'waiting' | |
1491 }; | |
1492 | |
1493 // Blinking coefficient. | |
1494 Trex.BLINK_TIMING = 7000; | |
1495 | |
1496 | |
1497 /** | |
1498 * Animation config for different states. | |
1499 */ | |
1500 Trex.animFrames = { | |
1501 'waiting': { | |
1502 frames: [44, 0], | |
1503 msPerFrame: 1000 / 3 | |
1504 }, | |
1505 'running': { | |
1506 frames: [88, 132], | |
1507 msPerFrame: 1000 / 12 | |
1508 }, | |
1509 'crashed': { | |
1510 frames: [220], | |
1511 msPerFrame: 1000 / 60 | |
1512 }, | |
1513 'jumping': { | |
1514 frames: [0], | |
1515 msPerFrame: 1000 / 60 | |
1516 } | |
1517 }; | |
1518 | |
1519 | |
1520 Trex.prototype = { | |
1521 /** | |
1522 * T-rex player initaliser. | |
1523 * Sets the t-rex to blink at random intervals. | |
1524 */ | |
1525 init: function() { | |
1526 this.blinkDelay = this.setBlinkDelay(); | |
1527 this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - | |
1528 Runner.config.BOTTOM_PAD; | |
1529 this.yPos = this.groundYPos; | |
1530 | |
1531 this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT; | |
1532 | |
1533 this.draw(0, 0); | |
1534 this.update(0, Trex.status.WAITING); | |
1535 }, | |
1536 | |
1537 | |
1538 /** | |
1539 * Setter for the jump velocity. | |
1540 * The approriate drop velocity is also set. | |
1541 */ | |
1542 setJumpVelocity: function(setting) { | |
1543 this.config.INIITAL_JUMP_VELOCITY = -setting; | |
1544 this.config.DROP_VELOCITY = -setting / 2; | |
1545 }, | |
1546 | |
1547 | |
1548 /** | |
1549 * Set the animation status. | |
1550 * @param {!number} deltaTime Time since last update. | |
1551 * @param {Trex.status} status Optional status to switch to. | |
1552 */ | |
1553 update: function(deltaTime, opt_status) { | |
1554 this.timer += deltaTime; | |
1555 | |
1556 // Update the status. | |
1557 if (opt_status) { | |
1558 this.status = opt_status; | |
1559 this.currentFrame = 0; | |
1560 this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; | |
1561 this.currentAnimFrames = Trex.animFrames[opt_status].frames; | |
1562 | |
1563 if (opt_status == Trex.status.WAITING) { | |
1564 this.animStartTime = performance.now(); | |
1565 this.setBlinkDelay(); | |
1566 } | |
1567 } | |
1568 | |
1569 // Game intro animation, t-rex moves in from the left. | |
1570 if (this.playingIntro && this.xPos < this.config.START_X_POS) { | |
1571 this.xPos += Math.round((this.config.START_X_POS / | |
1572 this.config.INTRO_DURATION) * deltaTime); | |
1573 } | |
1574 | |
1575 if (this.status == Trex.status.WAITING) { | |
1576 this.blink(performance.now()); | |
1577 } else { | |
1578 this.draw(this.currentAnimFrames[this.currentFrame], 0); | |
1579 } | |
1580 | |
1581 // Update the frame position. | |
1582 if (this.timer >= this.msPerFrame) { | |
1583 this.currentFrame = this.currentFrame == | |
1584 this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; | |
1585 this.timer = 0; | |
1586 } | |
1587 }, | |
1588 | |
1589 | |
1590 /** | |
1591 * Draw the t-rex to a particular position. | |
1592 * @param {number} x X position. | |
1593 * @param {number} y Y position. | |
1594 */ | |
1595 draw: function(x, y) { | |
1596 var sourceX = x; | |
1597 var sourceY = y; | |
1598 var sourceWidth = this.config.WIDTH; | |
1599 var sourceHeight = this.config.HEIGHT; | |
1600 | |
1601 if (Runner.isHDPI) { | |
1602 sourceX *= 2; | |
1603 sourceY *= 2; | |
1604 sourceWidth *= 2; | |
1605 sourceHeight *= 2; | |
1606 } | |
1607 | |
1608 this.canvasCtx.drawImage(this.image, sourceX, sourceY, | |
1609 sourceWidth, sourceHeight, | |
1610 this.xPos, this.yPos, | |
1611 this.config.WIDTH, this.config.HEIGHT); | |
1612 }, | |
1613 | |
1614 | |
1615 /** | |
1616 * Sets a random time for the blink to happen. | |
1617 */ | |
1618 setBlinkDelay: function() { | |
1619 this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); | |
1620 }, | |
1621 | |
1622 /** | |
1623 * Make t-rex blink at random intervals. | |
1624 * @param {number} time Current time in milliseconds. | |
1625 */ | |
1626 blink: function(time) { | |
1627 var deltaTime = time - this.animStartTime; | |
1628 | |
1629 if (deltaTime >= this.blinkDelay) { | |
1630 this.draw(this.currentAnimFrames[this.currentFrame], 0); | |
1631 | |
1632 if (this.currentFrame == 1) { | |
1633 // Set new random delay to blink. | |
1634 this.setBlinkDelay(); | |
1635 this.animStartTime = time; | |
1636 } | |
1637 } | |
1638 }, | |
1639 | |
1640 | |
1641 /** | |
1642 * Initialise a jump. | |
1643 */ | |
1644 startJump: function() { | |
1645 if (!this.jumping) { | |
1646 this.update(0, Trex.status.JUMPING); | |
1647 this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY; | |
1648 this.jumping = true; | |
1649 this.reachedMinHeight = false; | |
1650 this.speedDrop = false; | |
1651 } | |
1652 }, | |
1653 | |
1654 | |
1655 /** | |
1656 * Jump is complete, falling down. | |
1657 */ | |
1658 endJump: function() { | |
1659 if (this.reachedMinHeight && | |
1660 this.jumpVelocity < this.config.DROP_VELOCITY) { | |
1661 this.jumpVelocity = this.config.DROP_VELOCITY; | |
1662 } | |
1663 }, | |
1664 | |
1665 | |
1666 /** | |
1667 * Update frame for a jump. | |
1668 * @param {number} deltaTime Time since last update. | |
1669 */ | |
1670 updateJump: function(deltaTime) { | |
1671 var msPerFrame = Trex.animFrames[this.status].msPerFrame; | |
1672 var framesElapsed = deltaTime / msPerFrame; | |
1673 | |
1674 // Speed drop makes Trex fall faster. | |
1675 if (this.speedDrop) { | |
1676 this.yPos += Math.round(this.jumpVelocity * | |
1677 this.config.SPEED_DROP_COEFFICIENT * framesElapsed); | |
1678 } else { | |
1679 this.yPos += Math.round(this.jumpVelocity * framesElapsed); | |
1680 } | |
1681 | |
1682 this.jumpVelocity += this.config.GRAVITY * framesElapsed; | |
1683 | |
1684 // Minimum height has been reached. | |
1685 if (this.yPos < this.minJumpHeight || this.speedDrop) { | |
1686 this.reachedMinHeight = true; | |
1687 } | |
1688 | |
1689 // Reached max height | |
1690 if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { | |
1691 this.endJump(); | |
1692 } | |
1693 | |
1694 // Back down at ground level. Jump completed. | |
1695 if (this.yPos > this.groundYPos) { | |
1696 this.reset(); | |
1697 this.jumpCount++; | |
1698 } | |
1699 | |
1700 this.update(deltaTime); | |
1701 }, | |
1702 | |
1703 | |
1704 /** | |
1705 * Set the speed drop. Immediately cancels the current jump. | |
1706 */ | |
1707 setSpeedDrop: function() { | |
1708 this.speedDrop = true; | |
1709 this.jumpVelocity = 1; | |
1710 }, | |
1711 | |
1712 | |
1713 /** | |
1714 * Reset the t-rex to running at start of game. | |
1715 */ | |
1716 reset: function() { | |
1717 this.yPos = this.groundYPos; | |
1718 this.jumpVelocity = 0; | |
1719 this.jumping = false; | |
1720 this.update(0, Trex.status.RUNNING); | |
1721 this.midair = false; | |
1722 this.speedDrop = false; | |
1723 this.jumpCount = 0; | |
1724 } | |
1725 }; | |
1726 | |
1727 | |
1728 //****************************************************************************** | |
1729 | |
1730 /** | |
1731 * Handles displaying the distance meter. | |
1732 * @param {!HTMLCanvasElement} canvas Canvas element to draw to. | |
1733 * @param {!HTMLImage} spriteSheet Image sprite. | |
1734 * @param {number} width Width of the container | |
1735 * @constructor | |
1736 */ | |
1737 function DistanceMeter(canvas, spriteSheet, canvasWidth) { | |
1738 this.canvas = canvas; | |
1739 | |
1740 this.canvasCtx = canvas.getContext('2d'); | |
1741 | |
1742 this.image = spriteSheet; | |
1743 | |
1744 this.x = 0; | |
1745 | |
1746 this.y = 5; | |
1747 | |
1748 this.currentDistance = 0; | |
1749 | |
1750 this.maxScore = 0; | |
1751 | |
1752 this.highScore = 0; | |
1753 | |
1754 this.container = null; | |
1755 | |
1756 this.digits = []; | |
1757 | |
1758 this.acheivement = false; | |
1759 | |
1760 this.defaultString = ''; | |
1761 | |
1762 this.flashTimer = 0; | |
1763 | |
1764 this.flashIterations = 0; | |
1765 | |
1766 this.config = DistanceMeter.config; | |
1767 | |
1768 this.init(canvasWidth); | |
1769 }; | |
1770 | |
1771 | |
1772 DistanceMeter.dimensions = { | |
1773 WIDTH: 10, | |
1774 HEIGHT: 13, | |
1775 DEST_WIDTH: 11 | |
1776 }; | |
1777 | |
1778 | |
1779 /** | |
1780 * Y positioning of the digits in the sprite sheet. | |
1781 * X position is always 0. | |
1782 */ | |
1783 DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; | |
1784 | |
1785 | |
1786 /** | |
1787 * Distance meter config. | |
1788 * @enum {string} | |
1789 */ | |
1790 DistanceMeter.config = { | |
1791 // Number of digits. | |
1792 MAX_DISTANCE_UNITS: 5, | |
1793 | |
1794 // Distance that causes achievement animation. | |
1795 ACHIEVEMENT_DISTANCE: 100, | |
1796 | |
1797 // Used for conversion from pixel distance to a scaled unit. | |
1798 COEFFICIENT: 0.025, | |
1799 | |
1800 // Flash duration in milliseconds. | |
1801 FLASH_DURATION: 1000 / 4, | |
1802 | |
1803 // Flash iterations for achievement animation. | |
1804 FLASH_ITERATIONS: 3 | |
1805 }; | |
1806 | |
1807 | |
1808 /** | |
1809 * Initialise the distance meter to '00000'. | |
1810 * @param {number} width Canvas width in px. | |
1811 */ | |
1812 DistanceMeter.prototype = { | |
1813 init: function(width) { | |
1814 var maxDistanceStr = ''; | |
1815 | |
1816 this.calcXPos(width); | |
1817 this.maxScore = this.config.MAX_DISTANCE_UNITS; | |
1818 for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) { | |
1819 this.draw(i, 0); | |
1820 this.defaultString += '0'; | |
1821 maxDistanceStr += '9'; | |
1822 } | |
1823 | |
1824 this.maxScore = parseInt(maxDistanceStr); | |
1825 }, | |
1826 | |
1827 | |
1828 /** | |
1829 * Calculate the xPos in the canvas. | |
1830 */ | |
1831 calcXPos: function(canvasWidth) { | |
1832 this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * | |
1833 (this.config.MAX_DISTANCE_UNITS + 1)); | |
1834 }, | |
1835 | |
1836 | |
1837 /** | |
1838 * Draw a digit to canvas. | |
1839 * @param {number} digitPos Position of the digit. | |
1840 * @param {number} value Digit value 0-9. | |
1841 * @param {boolean} opt_highScore Whether we a drawing the high score. | |
1842 */ | |
1843 draw: function(digitPos, value, opt_highScore) { | |
1844 var sourceWidth = DistanceMeter.dimensions.WIDTH; | |
1845 var sourceHeight = DistanceMeter.dimensions.HEIGHT; | |
1846 var sourceX = (DistanceMeter.dimensions.WIDTH) * value; | |
arv (Not doing code reviews)
2014/09/19 15:50:41
too many parens (in a lot of places)
edwardjung
2014/09/19 17:56:45
Not sure what I was thinking here or in other plac
| |
1847 | |
1848 var targetX = (digitPos * (DistanceMeter.dimensions.DEST_WIDTH)); | |
arv (Not doing code reviews)
2014/09/19 15:50:42
var targetX = digitPos * DistanceMeter.dimensions.
edwardjung
2014/09/19 17:56:45
Done.
| |
1849 var targetY = this.y; | |
1850 var targetWidth = DistanceMeter.dimensions.WIDTH; | |
1851 var targetHeight = DistanceMeter.dimensions.HEIGHT; | |
1852 | |
1853 // For high DPI we 2x source values. | |
1854 if (Runner.isHDPI) { | |
1855 sourceWidth = sourceWidth * 2; | |
1856 sourceHeight = sourceHeight * 2; | |
1857 sourceX = sourceX * 2; | |
1858 } | |
1859 | |
1860 this.canvasCtx.save(); | |
1861 | |
1862 if (opt_highScore) { | |
1863 // Left of the current score. | |
1864 var highScoreX = this.x - | |
1865 ((this.config.MAX_DISTANCE_UNITS * 2)) * | |
1866 DistanceMeter.dimensions.WIDTH; | |
1867 | |
1868 this.canvasCtx.translate(highScoreX, this.y); | |
1869 } else { | |
1870 this.canvasCtx.translate(this.x, this.y); | |
1871 } | |
1872 | |
1873 this.canvasCtx.drawImage(this.image, sourceX, 0, | |
1874 sourceWidth, sourceHeight, | |
1875 targetX, targetY, | |
1876 targetWidth, targetHeight | |
1877 ); | |
1878 | |
1879 this.canvasCtx.restore(); | |
1880 }, | |
1881 | |
1882 | |
1883 /** | |
1884 * Covert pixel distance to a 'real' distance. | |
1885 * @param {number} distance Pixel distance ran. | |
1886 * @return {number} The 'real' distance ran. | |
1887 */ | |
1888 getActualDistance: function(distance) { | |
1889 return distance ? | |
1890 Math.round(distance * this.config.COEFFICIENT) : 0; | |
1891 }, | |
1892 | |
1893 | |
1894 /** | |
1895 * Update the distance meter. | |
1896 * @param {number} deltaTime Time since last update. | |
1897 * @param {number} distance Distance to display. | |
1898 * @return {boolean} Whether the acheivement sound fx should be played. | |
1899 */ | |
1900 update: function(deltaTime, distance) { | |
1901 var paint = true; | |
1902 var playSound = false; | |
1903 | |
1904 if (!this.acheivement) { | |
1905 distance = this.getActualDistance(distance); | |
1906 | |
1907 if (distance > 0) { | |
1908 // Acheivement unlocked | |
1909 if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) { | |
1910 // Flash score and play sound. | |
1911 this.acheivement = true; | |
1912 this.flashTimer = 0; | |
1913 // Runner.playSound(sound); | |
1914 playSound = true; | |
1915 } | |
1916 | |
1917 // Create a string representation of the distance with leading 0. | |
1918 var distanceStr = (this.defaultString + | |
1919 distance).substr(-this.config.MAX_DISTANCE_UNITS); | |
1920 this.digits = String(distanceStr).split(''); | |
1921 } else { | |
1922 this.digits = this.defaultString.split(''); | |
1923 } | |
1924 } else { | |
1925 // Control flashing of the score on reaching acheivement. | |
1926 if (this.flashIterations <= this.config.FLASH_ITERATIONS) { | |
1927 this.flashTimer += deltaTime; | |
1928 | |
1929 if (this.flashTimer < this.config.FLASH_DURATION) { | |
1930 paint = false; | |
1931 } else if (this.flashTimer > | |
1932 (this.config.FLASH_DURATION * 2)) { | |
1933 this.flashTimer = 0; | |
1934 this.flashIterations++; | |
1935 } | |
1936 } else { | |
1937 this.acheivement = false; | |
1938 this.flashIterations = 0; | |
1939 this.flashTimer = 0; | |
1940 } | |
1941 } | |
1942 | |
1943 // Draw the digits if not flashing. | |
1944 if (paint) { | |
1945 for (var i = this.digits.length - 1; i > -1; i--) { | |
arv (Not doing code reviews)
2014/09/19 15:50:42
>= 0
edwardjung
2014/09/19 17:56:46
Done.
| |
1946 this.draw(i, parseInt(this.digits[i])); | |
1947 } | |
1948 } | |
1949 | |
1950 this.drawHighScore(); | |
1951 | |
1952 return playSound; | |
1953 }, | |
1954 | |
1955 | |
1956 /** | |
1957 * Draw the high score. | |
1958 */ | |
1959 drawHighScore: function() { | |
1960 this.canvasCtx.save(); | |
1961 this.canvasCtx.globalAlpha = .8; | |
1962 for (var i = this.highScore.length - 1; i > -1; i--) { | |
1963 this.draw(i, parseInt(this.highScore[i]), true); | |
arv (Not doing code reviews)
2014/09/19 15:50:42
parseInt(v, 10)
edwardjung
2014/09/19 17:56:46
Done.
| |
1964 } | |
1965 this.canvasCtx.restore(); | |
1966 }, | |
1967 | |
1968 | |
1969 /** | |
1970 * Set the highscore as a array string. | |
1971 * Position of char in the sprite: H - 10 in and I - 11. | |
1972 * @param {number} distance Distance in pixels. | |
1973 */ | |
1974 setHighScore: function(distance) { | |
1975 distance = this.getActualDistance(distance); | |
1976 var highScoreStr = (this.defaultString + | |
1977 distance).substr(-this.config.MAX_DISTANCE_UNITS); | |
1978 | |
1979 this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); | |
1980 }, | |
1981 | |
1982 | |
1983 /** | |
1984 * Reset the distance meter back to '00000'. | |
1985 */ | |
1986 reset: function() { | |
1987 this.update(0); | |
1988 this.acheivement = false; | |
1989 } | |
1990 }; | |
1991 | |
1992 | |
1993 //****************************************************************************** | |
1994 | |
1995 /** | |
1996 * Cloud background item. | |
1997 * Similar to an obstacle object but without collision boxes. | |
1998 * @param {HTMLCanvasElement} canvas Canvas element. | |
1999 * @param {Image} cloudImg Cloud image. | |
2000 * @param {number} containerWidth Width of container. | |
2001 */ | |
2002 function Cloud(canvas, cloudImg, containerWidth) { | |
2003 this.canvas = canvas; | |
2004 | |
2005 this.canvasCtx = this.canvas.getContext('2d'); | |
2006 | |
2007 this.image = cloudImg; | |
2008 | |
2009 this.containerWidth = containerWidth; | |
2010 | |
2011 this.xPos = containerWidth; | |
2012 | |
2013 this.yPos = 0; | |
2014 | |
2015 this.remove = false; | |
2016 | |
2017 this.cloudGap = Runner.getRandomNum(Cloud.config.MIN_CLOUD_GAP, | |
2018 Cloud.config.MAX_CLOUD_GAP); | |
2019 | |
2020 this.init(); | |
2021 }; | |
2022 | |
2023 | |
2024 /** | |
2025 * Cloud object config. | |
2026 * @enum {string} | |
2027 */ | |
2028 Cloud.config = { | |
2029 HEIGHT: 13, | |
2030 MAX_CLOUD_GAP: 400, | |
2031 MAX_SKY_LEVEL: 30, | |
2032 MIN_CLOUD_GAP: 100, | |
2033 MIN_SKY_LEVEL: 71, | |
2034 WIDTH: 46 | |
2035 }; | |
2036 | |
2037 | |
2038 Cloud.prototype = { | |
2039 /** | |
2040 * Initialise the cloud. Sets the Cloud height. | |
2041 */ | |
2042 init: function() { | |
2043 this.yPos = Runner.getRandomNum(Cloud.config.MAX_SKY_LEVEL, | |
2044 Cloud.config.MIN_SKY_LEVEL); | |
2045 this.draw(); | |
2046 }, | |
2047 | |
2048 | |
2049 /** | |
2050 * Draw the cloud. | |
2051 */ | |
2052 draw: function() { | |
2053 this.canvasCtx.save(); | |
2054 var sourceWidth = Cloud.config.WIDTH; | |
2055 var sourceHeight = Cloud.config.HEIGHT; | |
2056 | |
2057 if (Runner.isHDPI) { | |
2058 sourceWidth = sourceWidth * 2; | |
2059 sourceHeight = sourceHeight * 2; | |
2060 } | |
2061 | |
2062 this.canvasCtx.drawImage(this.image, 0, 0, | |
2063 sourceWidth, sourceHeight, | |
2064 this.xPos, this.yPos, | |
2065 Cloud.config.WIDTH, Cloud.config.HEIGHT); | |
2066 | |
2067 this.canvasCtx.restore(); | |
2068 }, | |
2069 | |
2070 | |
2071 /** | |
2072 * Update the cloud position. | |
2073 * @param {number} speed Speed. | |
2074 */ | |
2075 update: function(speed) { | |
2076 if (!this.remove) { | |
2077 this.xPos -= Math.ceil(speed); | |
2078 this.draw(); | |
2079 | |
2080 // Mark as removeable if no longer in the canvas. | |
2081 if (!this.isVisible()) { | |
2082 this.remove = true; | |
2083 } | |
2084 } | |
2085 }, | |
2086 | |
2087 | |
2088 /** | |
2089 * Check if the cloud is visible on the stage. | |
2090 * @return {boolean} Whether the cloud is visible. | |
2091 */ | |
2092 isVisible: function() { | |
2093 return (this.xPos + Cloud.config.WIDTH) > 0; | |
arv (Not doing code reviews)
2014/09/19 15:50:42
too many parens
edwardjung
2014/09/19 17:56:45
Done.
| |
2094 } | |
2095 }; | |
2096 | |
2097 | |
2098 //****************************************************************************** | |
2099 | |
2100 /** | |
2101 * Horizon Line. | |
2102 * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. | |
2103 * @param {HTMLCanvasElement} canvas Canvas element. | |
2104 * @param {HTMLImage} bgImg Horizon line sprite. | |
2105 * @constructor | |
2106 */ | |
2107 function HorizonLine(canvas, bgImg) { | |
2108 this.image = bgImg; | |
2109 this.canvas = canvas; | |
2110 this.canvasCtx = canvas.getContext('2d'); | |
2111 this.sourceDimensions = {}; | |
2112 this.dimensions = HorizonLine.dimensions; | |
2113 this.sourceXPos = [0, this.dimensions.WIDTH]; | |
2114 this.xPos = []; | |
2115 this.yPos = 0; | |
2116 this.bumpThreshold = 0.5; | |
2117 | |
2118 this.setSourceDimensions(); | |
2119 this.draw(); | |
2120 }; | |
2121 | |
2122 | |
2123 /** | |
2124 * Horizon line dimensions. | |
2125 * @enum {string} | |
arv (Not doing code reviews)
2014/09/19 15:50:42
@enum {number}
edwardjung
2014/09/19 17:56:45
Done.
| |
2126 */ | |
2127 HorizonLine.dimensions = { | |
2128 WIDTH: 600, | |
2129 HEIGHT: 12, | |
2130 YPOS: 127 | |
2131 }; | |
2132 | |
2133 | |
2134 HorizonLine.prototype = { | |
2135 /** | |
2136 * Set the source dimensions of the horizon line. | |
2137 */ | |
2138 setSourceDimensions: function() { | |
2139 | |
2140 for (var dimension in HorizonLine.dimensions) { | |
2141 if (Runner.isHDPI) { | |
2142 if (dimension != 'YPOS') { | |
2143 this.sourceDimensions[dimension] = | |
2144 Runner.HorizonLine.dimensions[dimension] * 2; | |
2145 } | |
2146 } else { | |
2147 this.sourceDimensions[dimension] = | |
2148 HorizonLine.dimensions[dimension]; | |
2149 } | |
2150 this.dimensions[dimension] = HorizonLine.dimensions[dimension]; | |
2151 } | |
2152 | |
2153 this.xPos = [0, HorizonLine.dimensions.WIDTH]; | |
2154 this.yPos = HorizonLine.dimensions.YPOS; | |
2155 }, | |
2156 | |
2157 | |
2158 /** | |
2159 * Return the crop x position of a type. | |
2160 */ | |
2161 getRandomType: function() { | |
2162 return (Math.random() > this.bumpThreshold) ? this.dimensions.WIDTH : 0; | |
arv (Not doing code reviews)
2014/09/19 15:50:42
too many parens
arv (Not doing code reviews)
2014/09/19 15:50:42
too many parens
edwardjung
2014/09/19 17:56:45
Done.
edwardjung
2014/09/19 17:56:45
Done.
| |
2163 }, | |
2164 | |
2165 | |
2166 /** | |
2167 * Draw the horizon line. | |
2168 */ | |
2169 draw: function() { | |
2170 this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0, | |
2171 this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, | |
2172 this.xPos[0], this.yPos, | |
2173 this.dimensions.WIDTH, this.dimensions.HEIGHT); | |
2174 | |
2175 this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0, | |
2176 this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, | |
2177 this.xPos[1], this.yPos, | |
2178 this.dimensions.WIDTH, this.dimensions.HEIGHT); | |
2179 }, | |
2180 | |
2181 | |
2182 /** | |
2183 * Update the x position of an indivdual piece of the line. | |
2184 * @param {number} pos Line position. | |
2185 * @param {number} increment Amount to increment by. | |
2186 */ | |
2187 updateXPos: function(pos, increment) { | |
2188 var line1 = pos; | |
2189 var line2 = pos == 0 ? 1 : 0; | |
2190 | |
2191 this.xPos[line1] -= increment; | |
2192 this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH; | |
2193 | |
2194 if (this.xPos[line1] <= -this.dimensions.WIDTH) { | |
2195 this.xPos[line1] += this.dimensions.WIDTH * 2; | |
2196 this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH; | |
2197 this.sourceXPos[line1] = this.getRandomType(); | |
2198 } | |
2199 }, | |
2200 | |
2201 | |
2202 /** | |
2203 * Update the horizon line. | |
2204 * @param {number} deltaTime Time since last update. | |
2205 * @param {number} speed Speed. | |
2206 */ | |
2207 update: function(deltaTime, speed) { | |
2208 var increment = Math.floor((speed * (FPS / 1000)) * deltaTime); | |
arv (Not doing code reviews)
2014/09/19 15:50:41
too many parens
edwardjung
2014/09/19 17:56:46
Done.
| |
2209 | |
2210 if (this.xPos[0] <= 0) { | |
2211 this.updateXPos(0, increment); | |
2212 } else { | |
2213 this.updateXPos(1, increment); | |
2214 } | |
2215 this.draw(); | |
2216 }, | |
2217 | |
2218 | |
2219 /** | |
2220 * Reset horizon to the starting position. | |
2221 */ | |
2222 reset: function() { | |
2223 this.xPos[0] = 0; | |
2224 this.xPos[1] = HorizonLine.dimensions.WIDTH; | |
2225 } | |
2226 } | |
2227 | |
2228 | |
2229 //****************************************************************************** | |
2230 | |
2231 /** | |
2232 * Horizon background class. | |
2233 * @param {HTMLCanvasElement} canvas | |
2234 * @param {Array.<HTMLImageElement>} images Array of images. | |
2235 * @param {object} dimensions Canvas dimensions. | |
2236 * @param {number} gapCoefficient Gap coefficient. | |
2237 * @constructor | |
2238 */ | |
2239 function Horizon(canvas, images, dimensions, gapCoefficient) { | |
2240 | |
arv (Not doing code reviews)
2014/09/19 15:50:42
No need for all of these empty lines.
edwardjung
2014/09/19 17:56:46
Done.
| |
2241 this.canvas = canvas; | |
2242 | |
2243 this.canvasCtx = this.canvas.getContext('2d'); | |
2244 | |
2245 this.config = Horizon.config; | |
2246 | |
2247 this.dimensions = dimensions; | |
2248 | |
2249 this.gapCoefficient = gapCoefficient; | |
2250 | |
2251 // Cloud | |
2252 this.clouds = []; | |
2253 this.cloudImg = images.CLOUD; | |
2254 this.cloudSpeed = this.config.BG_CLOUD_SPEED; | |
2255 | |
2256 // Horizon | |
2257 this.horizonImg = images.HORIZON; | |
2258 this.horizonLine = null; | |
2259 | |
2260 // Obstacles | |
2261 this.obstacleImgs = { | |
2262 CACTUS_SMALL: images.CACTUS_SMALL, | |
2263 CACTUS_LARGE: images.CACTUS_LARGE | |
2264 }; | |
2265 | |
2266 this.obstacles = []; | |
2267 | |
2268 this.horizonOffsets = [0, 0]; | |
2269 | |
2270 this.cloudFrequency = this.config.CLOUD_FREQUENCY; | |
2271 | |
2272 this.init(); | |
2273 }; | |
2274 | |
2275 | |
2276 /** | |
2277 * Horizon config. | |
2278 * @enum {string} | |
2279 */ | |
2280 Horizon.config = { | |
2281 BG_CLOUD_SPEED: 0.2, | |
2282 BUMPY_THRESHOLD: .3, | |
2283 CLOUD_FREQUENCY: .5, | |
2284 HORIZON_HEIGHT: 16, | |
2285 MAX_CLOUDS: 6 | |
2286 }; | |
2287 | |
2288 | |
2289 Horizon.prototype = { | |
2290 /** | |
2291 * Initialise the horizon. Just add the line and a cloud. No obstacles. | |
2292 */ | |
2293 init: function() { | |
2294 this.addCloud(); | |
2295 | |
2296 this.horizonLine = new HorizonLine(this.canvas, this.horizonImg); | |
2297 }, | |
2298 | |
arv (Not doing code reviews)
2014/09/19 15:50:41
change to one empty line between methods?
edwardjung
2014/09/19 17:56:45
Done.
| |
2299 | |
2300 /** | |
2301 * Update the horizon. | |
arv (Not doing code reviews)
2014/09/19 15:50:42
Useless description.
edwardjung
2014/09/19 17:56:45
Done.
| |
2302 * @param {number} deltaTime Time elapsed. | |
arv (Not doing code reviews)
2014/09/19 15:50:41
remove description here as well... and other usele
edwardjung
2014/09/19 17:56:46
Done.
| |
2303 * @param {number} currentSpeed Speed. | |
2304 * @param {boolean} updateObstacles Used as an override to prevent | |
2305 * the obstacles from being updated / added. This happens in the | |
arv (Not doing code reviews)
2014/09/19 15:50:41
indent +1 space. It should be 4 spaces from @
edwardjung
2014/09/19 17:56:46
Done.
| |
2306 * ease in section. | |
2307 */ | |
2308 update: | |
2309 function(deltaTime, currentSpeed, updateObstacles) { | |
arv (Not doing code reviews)
2014/09/19 15:50:42
fits on previous line?
edwardjung
2014/09/19 17:56:45
Done.
| |
2310 | |
2311 this.runningTime += deltaTime; | |
2312 | |
2313 this.horizonLine.update(deltaTime, currentSpeed); | |
2314 this.updateClouds(deltaTime, currentSpeed); | |
2315 | |
2316 if (updateObstacles) { | |
2317 this.updateObstacles(deltaTime, currentSpeed); | |
2318 } | |
2319 }, | |
2320 | |
2321 | |
2322 /** | |
2323 * Update the cloud positions. | |
2324 * @param {number} deltaTime Time elapsed. | |
2325 * @param {number} currentSpeed Speed. | |
2326 */ | |
2327 updateClouds: function(deltaTime, speed) { | |
2328 var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; | |
2329 var numClouds = this.clouds.length; | |
2330 | |
2331 if (numClouds) { | |
2332 for (var i = numClouds - 1; i >= 0; i--) { | |
2333 this.clouds[i].update(cloudSpeed); | |
2334 } | |
2335 | |
2336 var lastCloud = this.clouds[numClouds - 1]; | |
2337 | |
2338 // Check for adding a new cloud. | |
2339 if (numClouds < this.config.MAX_CLOUDS && | |
2340 (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && | |
2341 this.cloudFrequency > Math.random()) { | |
2342 this.addCloud(); | |
2343 } | |
2344 | |
2345 // Remove expired clouds. | |
2346 this.clouds = this.clouds.filter(function(obj) { | |
2347 return !obj.remove; | |
arv (Not doing code reviews)
2014/09/19 15:50:41
wrong indentation
this.clouds = this.clouds.filte
edwardjung
2014/09/19 17:56:45
Done.
| |
2348 }); | |
2349 } | |
2350 }, | |
2351 | |
2352 | |
2353 /** | |
2354 * Update the obstacle positions. | |
2355 * @param {number} deltaTime Time elapsed. | |
2356 * @param {number} currentSpeed Speed. | |
2357 */ | |
2358 updateObstacles: function(deltaTime, currentSpeed) { | |
2359 // Obstacles, move to Horizon layer. | |
2360 var updatedObstacles = this.obstacles.slice(0); | |
2361 | |
2362 for (var i = 0, j = this.obstacles.length; i < j; i++) { | |
arv (Not doing code reviews)
2014/09/19 15:50:42
for (var i = 0; i < this.obstacles.length; i++) {
edwardjung
2014/09/19 17:56:45
Done. Good to know, I'd always thought there was p
| |
2363 var obstacle = this.obstacles[i]; | |
2364 obstacle.update(deltaTime, currentSpeed); | |
2365 | |
2366 // Clean up existing obstacles. | |
2367 if (obstacle.remove) { | |
2368 updatedObstacles.shift(); | |
2369 } | |
2370 } | |
2371 this.obstacles = updatedObstacles; | |
2372 | |
2373 if (this.obstacles.length > 0) { | |
2374 var lastObstacle = this.obstacles[this.obstacles.length - 1]; | |
2375 | |
2376 if (lastObstacle && !lastObstacle.followingObstacleCreated && | |
2377 lastObstacle.isVisible() && | |
2378 (lastObstacle.xPos + (lastObstacle.width + lastObstacle.gap)) < | |
arv (Not doing code reviews)
2014/09/19 15:50:42
too many parens
edwardjung
2014/09/19 17:56:45
Done.
| |
2379 this.dimensions.WIDTH) { | |
2380 this.addNewObstacle(currentSpeed); | |
2381 lastObstacle.followingObstacleCreated = true; | |
2382 } | |
2383 } else { | |
2384 // Create new obstacles. | |
2385 this.addNewObstacle(currentSpeed); | |
2386 } | |
2387 }, | |
2388 | |
2389 | |
2390 /** | |
2391 * Add a new obstacle. | |
2392 * @param {number} currentSpeed Speed. | |
2393 */ | |
2394 addNewObstacle: function(currentSpeed) { | |
2395 var obstacleTypeIndex = | |
2396 Runner.getRandomNum(0, Runner.Obstacle.types.length - 1); | |
2397 var obstacleType = Runner.Obstacle.types[obstacleTypeIndex]; | |
2398 var obstacleImg = this.obstacleImgs[obstacleType.type]; | |
2399 | |
2400 this.obstacles.push(new Runner.Obstacle(this.canvasCtx, obstacleType, | |
2401 obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed)); | |
2402 }, | |
2403 | |
2404 | |
2405 /** | |
2406 * Reset the horizon layer. | |
2407 * Remove existing obstacles and reposition the horizon line. | |
2408 */ | |
2409 reset: function() { | |
2410 this.obstacles = []; | |
2411 this.horizonLine.reset(); | |
2412 }, | |
2413 | |
2414 | |
2415 /** | |
2416 * Update the canvas width and scaling. | |
2417 * @param {number} width Canvas width. | |
2418 * @param {number} height Canvas height. | |
2419 */ | |
2420 resize: function(width, height) { | |
2421 this.canvas.width = width; | |
2422 this.canvas.height = height; | |
2423 }, | |
2424 | |
2425 | |
2426 /** | |
2427 * Add a new cloud to the horizon. | |
2428 */ | |
2429 addCloud: function() { | |
2430 this.clouds.push(new Cloud(this.canvas, this.cloudImg, | |
2431 this.dimensions.WIDTH)); | |
2432 | |
arv (Not doing code reviews)
2014/09/19 15:50:42
remove empty line
edwardjung
2014/09/19 17:56:46
Done.
| |
2433 } | |
2434 }; | |
2435 })(); | |
OLD | NEW |