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1 // Copyright (c) 2014 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 (function() { | |
5 'use strict'; | |
6 /** | |
7 * T-Rex runner. | |
8 * @param {string} outerContainerId Outer containing element id. | |
9 * @param {object} opt_config | |
10 * @constructor | |
11 * @export | |
12 */ | |
13 function Runner(outerContainerId, opt_config) { | |
14 // Singleton | |
15 if (Runner.instance_) { | |
16 return Runner.instance_; | |
17 } | |
18 Runner.instance_ = this; | |
19 | |
20 this.outerContainerEl = document.querySelector(outerContainerId); | |
21 this.containerEl = null; | |
22 | |
23 this.config = opt_config || Runner.config; | |
24 | |
25 this.dimensions = Runner.defaultDimensions; | |
26 | |
27 this.canvas = null; | |
28 this.canvasCtx = null; | |
29 | |
30 this.tRex = null; | |
31 | |
32 this.distanceMeter = null; | |
33 this.distanceRan = 0; | |
34 | |
35 this.highestScore = 0; | |
36 | |
37 this.time = 0; | |
38 this.runningTime = 0; | |
39 this.msPerFrame = 1000 / FPS; | |
40 this.currentSpeed = this.config.SPEED; | |
41 | |
42 this.obstacles = []; | |
43 | |
44 this.started = false; | |
45 this.activated = false; | |
46 this.crashed = false; | |
47 this.paused = false; | |
48 | |
49 this.resizeTimerId_ = null; | |
50 | |
51 this.playCount = 0; | |
52 | |
53 // Sound FX. | |
54 this.audioBuffer = null; | |
55 this.soundFx = {}; | |
56 | |
57 // Global web audio context for playing sounds. | |
58 this.audioContext = new AudioContext(); | |
59 | |
60 // Images. | |
61 this.images = {}; | |
62 this.imagesLoaded = 0; | |
63 this.loadImages(); | |
64 } | |
65 window['Runner'] = Runner; | |
66 | |
67 | |
68 /** | |
69 * Default game width. | |
70 * @const | |
71 */ | |
72 var DEFAULT_WIDTH = 600; | |
73 | |
74 /** | |
75 * Frames per second. | |
76 * @const | |
77 */ | |
78 var FPS = 60; | |
79 | |
80 /** @const */ | |
81 var ISHDPI = window.devicePixelRatio > 1; | |
82 | |
83 /** @const */ | |
84 var ISMOBILE = window.navigator.userAgent.indexOf('Mobi') > -1; | |
85 | |
86 /** @const */ | |
87 var ISTOUCHENABLED = 'ontouchstart' in window; | |
88 | |
89 | |
90 /** | |
91 * Default game configuration. | |
92 * @enum {number} | |
93 */ | |
94 Runner.config = { | |
95 ACCELERATION: 0.001, | |
96 BG_CLOUD_SPEED: 0.2, | |
97 BOTTOM_PAD: 10, | |
98 CLEAR_TIME: 3000, | |
99 CLOUD_FREQUENCY: 0.5, | |
100 GAMEOVER_CLEAR_TIME: 750, | |
101 GAP_COEFFICIENT: 0.6, | |
102 GRAVITY: 0.6, | |
103 INITIAL_JUMP_VELOCITY: 12, | |
104 MAX_CLOUDS: 6, | |
105 MAX_OBSTACLE_LENGTH: 3, | |
106 MAX_SPEED: 12, | |
107 MIN_JUMP_HEIGHT: 35, | |
108 MOBILE_SPEED_COEFFICIENT: 1.2, | |
109 RESOURCE_TEMPLATE_ID: 'audio-resources', | |
110 SPEED: 6, | |
111 SPEED_DROP_COEFFICIENT: 3 | |
112 }; | |
113 | |
114 | |
115 /** | |
116 * Default dimensions. | |
117 * @enum {string} | |
118 */ | |
119 Runner.defaultDimensions = { | |
120 WIDTH: DEFAULT_WIDTH, | |
121 HEIGHT: 150 | |
122 }; | |
123 | |
124 | |
125 /** | |
126 * CSS class names. | |
127 * @enum {string} | |
128 */ | |
129 Runner.classes = { | |
130 CANVAS: 'runner-canvas', | |
131 CONTAINER: 'runner-container', | |
132 CRASHED: 'crashed', | |
133 ICON: 'icon-offline', | |
134 TOUCH_CONTROLLER: 'controller' | |
135 }; | |
136 | |
137 | |
138 /** | |
139 * Image source urls. | |
140 * @enum {array.<object>} | |
141 */ | |
142 Runner.imageSources = { | |
143 LDPI: [ | |
144 {name: 'CACTUS_LARGE', id: '1x-obstacle-large'}, | |
145 {name: 'CACTUS_SMALL', id: '1x-obstacle-small'}, | |
146 {name: 'CLOUD', id: '1x-cloud'}, | |
147 {name: 'HORIZON', id: '1x-horizon'}, | |
148 {name: 'RESTART', id: '1x-restart'}, | |
149 {name: 'TEXT_SPRITE', id: '1x-text'}, | |
150 {name: 'TREX', id: '1x-trex'} | |
151 ], | |
152 HDPI: [ | |
153 {name: 'CACTUS_LARGE', id: '2x-obstacle-large'}, | |
154 {name: 'CACTUS_SMALL', id: '2x-obstacle-small'}, | |
155 {name: 'CLOUD', id: '2x-cloud'}, | |
156 {name: 'HORIZON', id: '2x-horizon'}, | |
157 {name: 'RESTART', id: '2x-restart'}, | |
158 {name: 'TEXT_SPRITE', id: '2x-text'}, | |
159 {name: 'TREX', id: '2x-trex'} | |
160 ] | |
161 }; | |
162 | |
163 | |
164 /** | |
165 * Sound FX. Reference to the ID of the audio tag on interstitial page. | |
166 * @enum {string} | |
167 */ | |
168 Runner.sounds = { | |
169 BUTTON_PRESS: 'offline-sound-press', | |
170 HIT: 'offline-sound-hit', | |
171 SCORE: 'offline-sound-reached' | |
172 }; | |
173 | |
174 | |
175 /** | |
176 * Key code mapping. | |
177 * @enum {object} | |
178 */ | |
179 Runner.keycodes = { | |
180 JUMP: {'38': 1, '32': 1}, // Up, spacebar | |
181 DUCK: {'40': 1}, // Down | |
182 RESTART: {'13': 1} // Enter | |
183 }; | |
184 | |
185 | |
186 /** | |
187 * Runner event names. | |
188 * @enum {string} | |
189 */ | |
190 Runner.events = { | |
191 ANIM_END: 'webkitAnimationEnd', | |
192 CLICK: 'click', | |
193 KEYDOWN: 'keydown', | |
194 KEYUP: 'keyup', | |
195 MOUSEDOWN: 'mousedown', | |
196 MOUSEUP: 'mouseup', | |
197 RESIZE: 'resize', | |
198 TOUCHEND: 'touchend', | |
199 TOUCHSTART: 'touchstart', | |
200 VISIBILITY: 'visibilitychange', | |
201 BLUR: 'blur', | |
202 FOCUS: 'focus', | |
203 LOAD: 'load' | |
204 }; | |
205 | |
206 | |
207 Runner.prototype = { | |
208 /** | |
209 * Setting individual settings for debugging. | |
210 * @param {string} setting | |
211 * @param {*} value | |
212 */ | |
213 updateConfigSetting: function(setting, value) { | |
214 if (setting in this.config && value != undefined) { | |
215 this.config[setting] = value; | |
216 | |
217 switch (setting) { | |
218 case 'GRAVITY': | |
219 case 'MIN_JUMP_HEIGHT': | |
220 case 'SPEED_DROP_COEFFICIENT': | |
221 this.tRex.config[setting] = value; | |
222 break; | |
223 case 'INITIAL_JUMP_VELOCITY': | |
224 this.tRex.setJumpVelocity(value); | |
225 break; | |
226 case 'SPEED': | |
227 this.setSpeed(value); | |
228 break; | |
229 } | |
230 } | |
231 }, | |
232 | |
233 /** | |
234 * Load and cache the image assets from the page. | |
235 */ | |
236 loadImages: function() { | |
237 var imageSources = ISHDPI ? Runner.imageSources.HDPI : | |
238 Runner.imageSources.LDPI; | |
239 | |
240 var numImages = imageSources.length; | |
241 | |
242 for (var i = numImages - 1; i >= 0; i--) { | |
243 var imgSource = imageSources[i]; | |
244 this.images[imgSource.name] = document.getElementById(imgSource.id); | |
245 } | |
246 this.init(); | |
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 for (var sound in Runner.sounds) { | |
257 var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; | |
258 soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); | |
259 var buffer = Runner.decodeBase64ToArrayBuffer(soundSrc); | |
260 | |
261 // Async, so no guarantee of order in array. | |
262 this.audioContext.decodeAudioData(buffer, function(index, audioData) { | |
263 this.soundFx[index] = audioData; | |
264 }.bind(this, sound)); | |
265 } | |
266 }, | |
267 | |
268 /** | |
269 * Sets the game speed. Adjust the speed accordingly if on a smaller screen. | |
270 * @param {number} opt_speed | |
271 */ | |
272 setSpeed: function(opt_speed) { | |
273 var speed = opt_speed || this.currentSpeed; | |
274 | |
275 // Reduce the speed on smaller mobile screens. | |
276 if (this.dimensions.WIDTH < DEFAULT_WIDTH) { | |
277 var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH * | |
278 this.config.MOBILE_SPEED_COEFFICIENT; | |
279 this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; | |
280 } else if (opt_speed) { | |
281 this.currentSpeed = opt_speed; | |
282 } | |
283 }, | |
284 | |
285 /** | |
286 * Game initialiser. | |
287 */ | |
288 init: function() { | |
289 // Hide the static icon. | |
290 document.querySelector('.' + Runner.classes.ICON).style.visibility = | |
291 'hidden'; | |
292 | |
293 this.adjustDimensions(); | |
294 this.setSpeed(); | |
295 | |
296 this.containerEl = document.createElement('div'); | |
297 this.containerEl.className = Runner.classes.CONTAINER; | |
298 | |
299 // Player canvas container. | |
300 this.canvas = Runner.createCanvas(this.containerEl, this.dimensions.WIDTH, | |
301 this.dimensions.HEIGHT, Runner.classes.PLAYER); | |
302 | |
303 this.canvasCtx = this.canvas.getContext('2d'); | |
304 this.canvasCtx.fillStyle = '#f7f7f7'; | |
305 this.canvasCtx.fill(); | |
306 Runner.updateCanvasScaling(this.canvas); | |
307 | |
308 // Horizon contains clouds, obstacles and the ground. | |
309 this.horizon = new Horizon(this.canvas, this.images, this.dimensions, | |
310 this.config.GAP_COEFFICIENT); | |
311 | |
312 // Distance meter | |
313 this.distanceMeter = new DistanceMeter(this.canvas, | |
314 this.images.TEXT_SPRITE, this.dimensions.WIDTH); | |
315 | |
316 // Draw t-rex | |
317 this.tRex = new Trex(this.canvas, this.images.TREX); | |
318 | |
319 this.outerContainerEl.appendChild(this.containerEl); | |
320 | |
321 if (ISMOBILE) { | |
322 this.createTouchController(); | |
323 } | |
324 | |
325 this.startListening(); | |
326 this.update(); | |
327 this.loadSounds(); | |
328 | |
329 window.addEventListener(Runner.events.RESIZE, | |
330 this.debounceResize.bind(this), false); | |
331 }, | |
332 | |
333 /** | |
334 * Create the touch controller. A div that covers whole screen. | |
335 */ | |
336 createTouchController: function() { | |
337 this.touchController = document.createElement('div'); | |
338 this.touchController.className = Runner.classes.TOUCH_CONTROLLER; | |
339 }, | |
340 | |
341 /** | |
342 * Debounce the resize event. | |
343 */ | |
344 debounceResize: function() { | |
345 if (!this.resizeTimerId_) { | |
346 this.resizeTimerId_ = | |
347 setInterval(this.adjustDimensions.bind(this), 250); | |
348 } | |
349 }, | |
350 | |
351 /** | |
352 * Adjust game space dimensions on resize. | |
353 */ | |
354 adjustDimensions: function() { | |
355 clearInterval(this.resizeTimerId_); | |
356 this.resizeTimerId_ = null; | |
357 | |
358 var boxStyles = window.getComputedStyle(this.outerContainerEl); | |
359 var padding = Number(boxStyles.paddingLeft.substr(0, | |
360 boxStyles.paddingLeft.length - 2)); | |
361 | |
362 this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; | |
363 | |
364 // Redraw the elements back onto the canvas. | |
365 if (this.canvas) { | |
366 this.canvas.width = this.dimensions.WIDTH; | |
367 this.canvas.height = this.dimensions.HEIGHT; | |
368 | |
369 Runner.updateCanvasScaling(this.canvas); | |
370 | |
371 this.distanceMeter.calcXPos(this.dimensions.WIDTH); | |
372 this.clearCanvas(); | |
373 this.horizon.update(0, 0, true); | |
374 this.tRex.update(0); | |
375 | |
376 // Outer container and distance meter. | |
377 if (this.activated || this.crashed) { | |
378 this.containerEl.style.width = this.dimensions.WIDTH + 'px'; | |
379 this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; | |
380 this.distanceMeter.update(0, Math.ceil(this.distanceRan)); | |
381 this.stop(); | |
382 } else { | |
383 this.tRex.draw(0, 0); | |
384 } | |
385 | |
386 // Game over panel. | |
387 if (this.crashed && this.gameOverPanel) { | |
388 this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); | |
389 this.gameOverPanel.draw(); | |
390 } | |
391 } | |
392 }, | |
393 | |
394 /** | |
395 * Play the game intro. | |
396 * Canvas container width expands out to the full width. | |
397 */ | |
398 playIntro: function() { | |
399 if (!this.started && !this.crashed) { | |
400 this.playingIntro = true; | |
401 this.tRex.playingIntro = true; | |
402 | |
403 // CSS animation definition. | |
404 var keyframes = '@-webkit-keyframes intro { ' + | |
405 'from { width:' + Trex.config.WIDTH + 'px }' + | |
406 'to { width: ' + this.dimensions.WIDTH + 'px }' + | |
407 '}'; | |
408 document.styleSheets[0].insertRule(keyframes, 0); | |
409 | |
410 this.containerEl.addEventListener(Runner.events.ANIM_END, | |
411 this.startGame.bind(this)); | |
412 | |
413 this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; | |
414 this.containerEl.style.width = this.dimensions.WIDTH + 'px'; | |
415 | |
416 if (this.touchController) { | |
417 this.outerContainerEl.appendChild(this.touchController); | |
418 } | |
419 this.activated = true; | |
420 this.started = true; | |
421 } else if (this.crashed) { | |
422 this.restart(); | |
423 } | |
424 }, | |
425 | |
426 | |
427 /** | |
428 * Update the game status to started. | |
429 */ | |
430 startGame: function() { | |
431 this.runningTime = 0; | |
432 this.playingIntro = false; | |
433 this.tRex.playingIntro = false; | |
434 this.containerEl.style.webkitAnimation = ''; | |
435 this.playCount++; | |
436 | |
437 // Handle tabbing off the page. Pause the current game. | |
438 window.addEventListener(Runner.events.VISIBILITY, | |
439 this.onVisibilityChange.bind(this), false); | |
440 | |
441 window.addEventListener(Runner.events.BLUR, | |
442 this.onVisibilityChange.bind(this), false); | |
443 | |
444 window.addEventListener(Runner.events.FOCUS, | |
445 this.onVisibilityChange.bind(this), false); | |
446 }, | |
447 | |
448 clearCanvas: function() { | |
449 this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, | |
450 this.dimensions.HEIGHT); | |
451 }, | |
452 | |
453 /** | |
454 * Update the game frame. | |
455 */ | |
456 update: function() { | |
457 this.drawPending = false; | |
458 | |
459 var now = performance.now(); | |
460 var deltaTime = now - (this.time || now); | |
461 this.time = now; | |
462 | |
463 if (this.activated) { | |
464 this.clearCanvas(); | |
465 | |
466 if (this.tRex.jumping) { | |
467 this.tRex.updateJump(deltaTime, this.config); | |
468 } | |
469 | |
470 this.runningTime += deltaTime; | |
471 var hasObstacles = this.runningTime > this.config.CLEAR_TIME; | |
472 | |
473 // First jump triggers the intro. | |
474 if (this.tRex.jumpCount == 1 && !this.playingIntro) { | |
475 this.playIntro(); | |
476 } | |
477 | |
478 // The horizon doesn't move until the intro is over. | |
479 if (this.playingIntro) { | |
480 this.horizon.update(0, this.currentSpeed, hasObstacles); | |
481 } else { | |
482 deltaTime = !this.started ? 0 : deltaTime; | |
483 this.horizon.update(deltaTime, this.currentSpeed, hasObstacles); | |
484 } | |
485 | |
486 // Check for collisions. | |
487 var collision = hasObstacles && | |
488 Runner.Collision.check(this.horizon.obstacles[0], this.tRex); | |
489 | |
490 if (!collision) { | |
491 this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; | |
492 | |
493 if (this.currentSpeed < this.config.MAX_SPEED) { | |
494 this.currentSpeed += this.config.ACCELERATION; | |
495 } | |
496 } else { | |
497 this.gameOver(); | |
498 } | |
499 | |
500 if (this.distanceMeter.getActualDistance(this.distanceRan) > | |
501 this.distanceMeter.maxScore) { | |
502 this.distanceRan = 0; | |
503 } | |
504 | |
505 var playAcheivementSound = this.distanceMeter.update(deltaTime, | |
506 Math.ceil(this.distanceRan)); | |
507 | |
508 if (playAcheivementSound) { | |
509 this.playSound(this.soundFx.SCORE); | |
510 } | |
511 } | |
512 | |
513 if (!this.crashed) { | |
514 this.tRex.update(deltaTime); | |
515 this.raq(); | |
516 } | |
517 }, | |
518 | |
519 /** | |
520 * Draw the collision boxes on canvas, for debugging. | |
521 * @param {Runner.CollisionBox} collision T-Rex collison box. | |
522 * @param {Runner.CollisionBox} obstacle Obstacle collison box. | |
523 */ | |
524 drawCollisionBoxes: function(collision, obstacle) { | |
525 this.canvasCtx.save(); | |
526 this.canvasCtx.strokeStyle = '#f00'; | |
527 this.canvasCtx.strokeRect(collision[0].x, collision[0].y, | |
528 collision[0].width, collision[0].height); | |
529 | |
530 this.canvasCtx.strokeStyle = '#00f'; | |
531 this.canvasCtx.strokeRect(collision[1].x, collision[1].y, | |
532 collision[1].width, collision[1].height); | |
533 this.canvasCtx.restore(); | |
534 }, | |
535 | |
536 /** | |
537 * Event handler. | |
538 */ | |
539 handleEvent: function(e) { | |
540 return (function(evtType, events) { | |
541 switch (evtType) { | |
542 case events.KEYDOWN: | |
543 case events.TOUCHSTART: | |
544 case events.MOUSEDOWN: | |
545 this.onKeyDown(e); | |
546 break; | |
547 case events.KEYUP: | |
548 case events.TOUCHEND: | |
549 case events.MOUSEUP: | |
550 this.onKeyUp(e); | |
551 break; | |
552 } | |
553 }.bind(this))(e.type, Runner.events); | |
554 }, | |
555 | |
556 /** | |
557 * Bind relevant key / mouse / touch listeners. | |
558 */ | |
559 startListening: function() { | |
560 // Keys. | |
561 document.addEventListener(Runner.events.KEYDOWN, this); | |
562 document.addEventListener(Runner.events.KEYUP, this); | |
563 | |
564 if (ISMOBILE) { | |
565 // Mobile only touch devices. | |
566 this.touchController.addEventListener(Runner.events.TOUCHSTART, this); | |
567 this.touchController.addEventListener(Runner.events.TOUCHEND, this); | |
568 this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); | |
569 } else { | |
570 // Mouse. | |
571 document.addEventListener(Runner.events.MOUSEDOWN, this); | |
572 document.addEventListener(Runner.events.MOUSEUP, this); | |
573 } | |
574 }, | |
575 | |
576 /** | |
577 * Remove all listeners. | |
578 */ | |
579 stopListening: function() { | |
580 document.removeEventListener(Runner.events.KEYDOWN, this); | |
581 document.removeEventListener(Runner.events.KEYUP, this); | |
582 | |
583 if (ISMOBILE) { | |
584 this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); | |
585 this.touchController.removeEventListener(Runner.events.TOUCHEND, this); | |
586 this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); | |
587 } else { | |
588 document.removeEventListener(Runner.events.MOUSEDOWN, this); | |
589 document.removeEventListener(Runner.events.MOUSEUP, this); | |
590 } | |
591 }, | |
592 | |
593 /** | |
594 * Process keydown. | |
595 * @param {Event} e | |
596 */ | |
597 onKeyDown: function(e) { | |
598 if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] || | |
599 e.type == Runner.events.TOUCHSTART)) { | |
600 if (!this.activated) { | |
601 this.activated = true; | |
602 } | |
603 | |
604 if (!this.tRex.jumping) { | |
605 this.playSound(this.soundFx.BUTTON_PRESS); | |
606 this.tRex.startJump(); | |
607 } | |
608 } | |
609 | |
610 if (this.crashed && e.type == Runner.events.TOUCHSTART && | |
611 e.currentTarget == this.containerEl) { | |
612 this.restart(); | |
613 } | |
614 | |
615 // Speed drop, activated only when jump key is not pressed. | |
616 if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) { | |
617 e.preventDefault(); | |
618 this.tRex.setSpeedDrop(); | |
619 } | |
620 }, | |
621 | |
622 | |
623 /** | |
624 * Process key up. | |
625 * @param {Event} e | |
626 */ | |
627 onKeyUp: function(e) { | |
628 var keyCode = String(e.keyCode); | |
629 var isjumpKey = Runner.keycodes.JUMP[keyCode] || | |
630 e.type == Runner.events.TOUCHEND || | |
631 e.type == Runner.events.MOUSEDOWN; | |
632 | |
633 if (this.isRunning() && isjumpKey) { | |
634 this.tRex.endJump(); | |
635 } else if (Runner.keycodes.DUCK[keyCode]) { | |
636 this.tRex.speedDrop = false; | |
637 } else if (this.crashed) { | |
638 // Check that enough time has elapsed before allowing jump key to restart. | |
639 var deltaTime = performance.now() - this.time; | |
640 | |
641 if (Runner.keycodes.RESTART[keyCode] || | |
642 (e.type == Runner.events.MOUSEUP && e.target == this.canvas) || | |
643 (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && | |
644 Runner.keycodes.JUMP[keyCode])) { | |
645 this.restart(); | |
646 } | |
647 } else if (this.paused && isjumpKey) { | |
648 this.play(); | |
649 } | |
650 }, | |
651 | |
652 /** | |
653 * RequestAnimationFrame wrapper. | |
654 */ | |
655 raq: function() { | |
656 if (!this.drawPending) { | |
657 this.drawPending = true; | |
658 this.raqId = requestAnimationFrame(this.update.bind(this)); | |
659 } | |
660 }, | |
661 | |
662 /** | |
663 * Whether the game is running. | |
664 * @return {boolean} | |
665 */ | |
666 isRunning: function() { | |
667 return !!this.raqId; | |
668 }, | |
669 | |
670 /** | |
671 * Game over state. | |
672 */ | |
673 gameOver: function() { | |
674 this.playSound(this.soundFx.HIT); | |
675 Runner.vibrate(200); | |
676 | |
677 this.stop(); | |
678 this.crashed = true; | |
679 this.distanceMeter.acheivement = false; | |
680 | |
681 this.tRex.update(100, Trex.status.CRASHED); | |
682 | |
683 // Game over panel. | |
684 if (!this.gameOverPanel) { | |
685 this.gameOverPanel = new Runner.GameOverPanel(this.canvas, | |
686 this.images.TEXT_SPRITE, this.images.RESTART, | |
687 this.dimensions); | |
688 } else { | |
689 this.gameOverPanel.draw(); | |
690 } | |
691 | |
692 // Update the high score. | |
693 if (this.distanceRan > this.highestScore) { | |
694 this.highestScore = Math.ceil(this.distanceRan); | |
695 this.distanceMeter.setHighScore(this.highestScore); | |
696 } | |
697 | |
698 // Reset the time clock. | |
699 this.time = performance.now(); | |
700 }, | |
701 | |
702 stop: function() { | |
703 this.activated = false; | |
704 this.paused = true; | |
705 cancelAnimationFrame(this.raqId); | |
706 this.raqId = 0; | |
707 }, | |
708 | |
709 play: function() { | |
710 if (!this.crashed) { | |
711 this.activated = true; | |
712 this.paused = false; | |
713 this.tRex.update(0, Trex.status.RUNNING); | |
714 this.time = performance.now(); | |
715 this.update(); | |
716 } | |
717 }, | |
718 | |
719 restart: function() { | |
720 if (!this.raqId) { | |
721 this.playCount++; | |
722 this.runningTime = 0; | |
723 this.activated = true; | |
724 this.crashed = false; | |
725 this.distanceRan = 0; | |
726 this.setSpeed(this.config.SPEED); | |
727 | |
728 this.time = performance.now(); | |
729 this.containerEl.classList.remove(Runner.classes.CRASHED); | |
730 this.clearCanvas(); | |
731 this.distanceMeter.reset(this.highestScore); | |
732 this.horizon.reset(); | |
733 this.tRex.reset(); | |
734 this.playSound(this.soundFx.BUTTON_PRESS); | |
735 | |
736 this.update(); | |
737 } | |
738 }, | |
739 | |
740 /** | |
741 * Pause the game if the tab is not in focus. | |
742 */ | |
743 onVisibilityChange: function(e) { | |
744 if (document.hidden || document.webkitHidden || e.type == 'blur') { | |
745 this.stop(); | |
746 } else { | |
747 this.play(); | |
748 } | |
749 }, | |
750 | |
751 /** | |
752 * Play a sound. | |
753 * @param {SoundBuffer} soundBuffer | |
754 */ | |
755 playSound: function(soundBuffer) { | |
756 if (soundBuffer) { | |
757 var sourceNode = this.audioContext.createBufferSource(); | |
758 sourceNode.buffer = soundBuffer; | |
759 sourceNode.connect(this.audioContext.destination); | |
760 sourceNode.start(0); | |
761 } | |
762 } | |
763 }; | |
764 | |
765 | |
766 /** | |
767 * Updates the canvas size taking into | |
768 * account the backing store pixel ratio and | |
769 * the device pixel ratio. | |
770 * | |
771 * See article by Paul Lewis: | |
772 * http://www.html5rocks.com/en/tutorials/canvas/hidpi/ | |
773 * | |
774 * @param {HTMLCanvasElement} canvas | |
775 * @param {number} opt_width | |
776 * @param {number} opt_height | |
777 * @return {boolean} Whether the canvas was scaled. | |
778 */ | |
779 Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) { | |
780 var context = canvas.getContext('2d'); | |
781 | |
782 // Query the various pixel ratios | |
783 var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; | |
784 var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; | |
785 var ratio = devicePixelRatio / backingStoreRatio; | |
786 | |
787 // Upscale the canvas if the two ratios don't match | |
788 if (devicePixelRatio !== backingStoreRatio) { | |
789 | |
790 var oldWidth = opt_width || canvas.width; | |
791 var oldHeight = opt_height || canvas.height; | |
792 | |
793 canvas.width = oldWidth * ratio; | |
794 canvas.height = oldHeight * ratio; | |
795 | |
796 canvas.style.width = oldWidth + 'px'; | |
797 canvas.style.height = oldHeight + 'px'; | |
798 | |
799 // Scale the context to counter the fact that we've manually scaled | |
800 // our canvas element. | |
801 context.scale(ratio, ratio); | |
802 return true; | |
803 } | |
804 return false; | |
805 }; | |
806 | |
807 | |
808 /** | |
809 * Get random number. | |
810 * @param {number} min | |
811 * @param {number} max | |
812 * @param {number} | |
813 */ | |
814 Runner.getRandomNum = function(min, max) { | |
815 return Math.floor(Math.random() * (max - min + 1)) + min; | |
816 }; | |
817 | |
818 | |
819 /** | |
820 * Vibrate on mobile devices. | |
821 * @param {number} duration Duration of the vibration in milliseconds. | |
822 */ | |
823 Runner.vibrate = function(duration) { | |
824 if (ISMOBILE) { | |
825 window.navigator['vibrate'](duration); | |
826 } | |
827 }; | |
828 | |
829 | |
830 /** | |
831 * Create canvas element. | |
832 * @param {HTMLElement} container Element to append canvas to. | |
833 * @param {number} width | |
834 * @param {number} height | |
835 * @param {string} opt_classname | |
836 * @return {HTMLCanvasElement} | |
837 */ | |
838 Runner.createCanvas = function(container, width, height, opt_classname) { | |
839 var canvas = document.createElement('canvas'); | |
840 canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + | |
841 opt_classname : Runner.classes.CANVAS; | |
842 canvas.width = width; | |
843 canvas.height = height; | |
844 container.appendChild(canvas); | |
845 | |
846 return canvas; | |
847 }; | |
848 | |
849 | |
850 /** | |
851 * Decodes the base 64 audio to ArrayBuffer used by Web Audio. | |
852 * @param {string} base64String | |
853 */ | |
854 Runner.decodeBase64ToArrayBuffer = function(base64String) { | |
855 var len = (base64String.length / 4) * 3; | |
856 var str = atob(base64String); | |
857 var arrayBuffer = new ArrayBuffer(len); | |
858 var bytes = new Uint8Array(arrayBuffer); | |
859 | |
860 for (var i = 0; i < len; i++) { | |
861 bytes[i] = str.charCodeAt(i); | |
862 } | |
863 return bytes.buffer; | |
864 }; | |
865 | |
866 | |
867 //****************************************************************************** | |
868 | |
869 | |
870 /** | |
871 * Game over panel. | |
872 * @param {!HTMLCanvasElement} canvas | |
873 * @param {!HTMLImage} textSprite | |
874 * @param {!HTMLImage} restartImg | |
875 * @param {!Object} dimensions Canvas dimensions. | |
876 * @constructor | |
877 */ | |
878 Runner.GameOverPanel = function(canvas, textSprite, restartImg, dimensions) { | |
arv (Not doing code reviews)
2014/09/22 15:03:14
I still do not understand why these all are proper
edwardjung
2014/09/22 16:54:25
Sorry, my laziness.
| |
879 this.canvas = canvas; | |
880 this.canvasCtx = canvas.getContext('2d'); | |
881 this.canvasDimensions = dimensions; | |
882 this.textSprite = textSprite; | |
883 this.restartImg = restartImg; | |
884 this.draw(); | |
885 }; | |
886 | |
887 | |
888 /** | |
889 * Dimensions used in the panel. | |
890 * @enum {number} | |
891 */ | |
892 Runner.GameOverPanel.dimensions = { | |
893 TEXT_X: 0, | |
894 TEXT_Y: 13, | |
895 TEXT_WIDTH: 191, | |
896 TEXT_HEIGHT: 11, | |
897 RESTART_WIDTH: 36, | |
898 RESTART_HEIGHT: 32 | |
899 }; | |
900 | |
901 | |
902 Runner.GameOverPanel.prototype = { | |
903 /** | |
904 * Update the panel dimensions. | |
905 * @param {number} width New canvas width. | |
906 * @param {number} opt_height Optional new canvas height. | |
907 */ | |
908 updateDimensions: function(width, opt_height) { | |
909 this.canvasDimensions.WIDTH = width; | |
910 if (opt_height) { | |
911 this.canvasDimensions.HEIGHT = opt_height; | |
912 } | |
913 }, | |
914 | |
915 /** | |
916 * Draw the panel. | |
917 */ | |
918 draw: function() { | |
919 var dimensions = Runner.GameOverPanel.dimensions; | |
920 | |
921 var centerX = this.canvasDimensions.WIDTH / 2; | |
922 | |
923 // Game over text. | |
924 var textSourceX = dimensions.TEXT_X; | |
925 var textSourceY = dimensions.TEXT_Y; | |
926 var textSourceWidth = dimensions.TEXT_WIDTH; | |
927 var textSourceHeight = dimensions.TEXT_HEIGHT; | |
928 | |
929 var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); | |
930 var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); | |
931 var textTargetWidth = dimensions.TEXT_WIDTH; | |
932 var textTargetHeight = dimensions.TEXT_HEIGHT; | |
933 | |
934 var restartSourceWidth = dimensions.RESTART_WIDTH; | |
935 var restartSourceHeight = dimensions.RESTART_HEIGHT; | |
936 var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); | |
937 var restartTargetY = this.canvasDimensions.HEIGHT / 2; | |
938 | |
939 if (ISHDPI) { | |
940 textSourceY *= 2; | |
941 textSourceX *= 2; | |
942 textSourceWidth *= 2; | |
943 textSourceHeight *= 2; | |
944 restartSourceWidth *= 2; | |
945 restartSourceHeight *= 2; | |
946 } | |
947 | |
948 // Game over text from sprite. | |
949 this.canvasCtx.drawImage(this.textSprite, | |
950 textSourceX, textSourceY, textSourceWidth, textSourceHeight, | |
951 textTargetX, textTargetY, textTargetWidth, textTargetHeight); | |
952 | |
953 // Restart button. | |
954 this.canvasCtx.drawImage(this.restartImg, 0, 0, | |
955 restartSourceWidth, restartSourceHeight, | |
956 restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, | |
957 dimensions.RESTART_HEIGHT); | |
958 } | |
959 }; | |
960 | |
961 | |
962 //****************************************************************************** | |
963 | |
964 /** | |
965 * Collision checker utilities. | |
966 */ | |
967 Runner.Collision = function() {}; | |
arv (Not doing code reviews)
2014/09/22 15:03:14
No one seems to be calling this.
edwardjung
2014/09/22 16:54:25
Removed
| |
968 | |
969 | |
970 /** | |
971 * Check for a collision. | |
972 * @param {!Runner.Obstacle} obstacle | |
973 * @param {!Trex} tRex T-rex object. | |
974 * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing | |
975 * collision boxes. | |
976 * @return {Array.<Runner.CollisionBox>} | |
977 */ | |
978 Runner.Collision.check = function(obstacle, tRex, opt_canvasCtx) { | |
arv (Not doing code reviews)
2014/09/22 15:03:14
Why is this a property of Collision? Maybe change
edwardjung
2014/09/22 16:54:25
Done.
| |
979 var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; | |
980 | |
981 // Adjustments are made to the bounding box as there is a 1 pixel white | |
982 // border around the t-rex and obstacles. | |
983 var tRexBox = new Runner.CollisionBox( | |
984 tRex.xPos + 1, | |
985 tRex.yPos + 1, | |
986 tRex.config.WIDTH - 2, | |
987 tRex.config.HEIGHT - 2); | |
988 | |
989 var obstacleBox = new Runner.CollisionBox( | |
990 obstacle.xPos + 1, | |
991 obstacle.yPos + 1, | |
992 obstacle.typeConfig.width * obstacle.size - 2, | |
993 obstacle.typeConfig.height - 2); | |
994 | |
995 // Debug outer box | |
996 if (opt_canvasCtx) { | |
997 Runner.Collision.drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); | |
998 } | |
999 | |
1000 // Simple outer bounds check. | |
1001 if (Runner.Collision.boxCompare(tRexBox, obstacleBox)) { | |
1002 var collisionBoxes = obstacle.collisionBoxes; | |
1003 var tRexCollisionBoxes = Trex.collisionBoxes; | |
1004 | |
1005 // Detailed axis aligned box check. | |
1006 for (var t = 0; t < tRexCollisionBoxes.length; t++) { | |
1007 for (var i = 0; i < collisionBoxes.length; i++) { | |
1008 // Adjust the box to actual positions. | |
1009 var adjTrexBox = | |
1010 Runner.Collision.createAdjustedCollisionBox(tRexCollisionBoxes[t], | |
1011 tRexBox); | |
1012 var adjObstacleBox = | |
1013 Runner.Collision.createAdjustedCollisionBox(collisionBoxes[i], | |
1014 obstacleBox); | |
1015 | |
1016 var crashed = Runner.Collision.boxCompare(adjTrexBox, adjObstacleBox); | |
1017 | |
1018 // Draw boxes for debug. | |
1019 if (opt_canvasCtx) { | |
1020 Runner.Collision.drawCollisionBoxes(opt_canvasCtx, | |
1021 adjTrexBox, adjObstacleBox); | |
1022 } | |
1023 | |
1024 if (crashed) { | |
1025 return [adjTrexBox, adjObstacleBox]; | |
1026 } | |
1027 } | |
1028 } | |
1029 } | |
1030 return false; | |
1031 }; | |
1032 | |
1033 | |
1034 /** | |
1035 * Adjust the collision box. | |
1036 * @param {!Runner.CollisionBox} box The original box. | |
1037 * @param {!Runner.CollisionBox} adjustment Adjustment box. | |
1038 * @return {Runner.CollisionBox} The adjusted collision box object. | |
1039 */ | |
1040 Runner.Collision.createAdjustedCollisionBox = function(box, adjustment) { | |
1041 return new Runner.CollisionBox( | |
1042 box.x + adjustment.x, | |
1043 box.y + adjustment.y, | |
1044 box.width, | |
1045 box.height); | |
1046 }; | |
1047 | |
1048 | |
1049 /** | |
1050 * Draw the collision boxes for debug. | |
1051 */ | |
1052 Runner.Collision.drawCollisionBoxes = | |
1053 function(canvasCtx, tRexBox, obstacleBox) { | |
1054 canvasCtx.save(); | |
1055 canvasCtx.strokeStyle = '#f00'; | |
1056 canvasCtx.strokeRect(tRexBox.x, tRexBox.y, | |
1057 tRexBox.width, tRexBox.height); | |
1058 | |
1059 canvasCtx.strokeStyle = '#0f0'; | |
1060 canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, | |
1061 obstacleBox.width, obstacleBox.height); | |
1062 canvasCtx.restore(); | |
1063 }; | |
1064 | |
1065 | |
1066 /** | |
1067 * Compare two collision boxes for a collision. | |
1068 * @param {Runner.CollisionBox} tRexBox | |
1069 * @param {Runner.CollisionBox} obstacleBox | |
1070 * @return {boolean} Whether the boxes intersected. | |
1071 */ | |
1072 Runner.Collision.boxCompare = function(tRexBox, obstacleBox) { | |
1073 var crashed = false; | |
1074 var tRexBoxX = tRexBox.x; | |
1075 var tRexBoxY = tRexBox.y; | |
1076 | |
1077 var obstacleBoxX = obstacleBox.x; | |
1078 var obstacleBoxY = obstacleBox.y; | |
1079 | |
1080 // Axis-Aligned Bounding Box method. | |
1081 if (tRexBox.x < obstacleBoxX + obstacleBox.width && | |
1082 tRexBox.x + tRexBox.width > obstacleBoxX && | |
1083 tRexBox.y < obstacleBox.y + obstacleBox.height && | |
1084 tRexBox.height + tRexBox.y > obstacleBox.y) { | |
1085 crashed = true; | |
1086 } | |
1087 | |
1088 return crashed; | |
1089 }; | |
1090 | |
1091 | |
1092 //****************************************************************************** | |
1093 | |
1094 /** | |
1095 * Collision box object. | |
1096 * @param {number} x X position. | |
1097 * @param {number} y Y Position. | |
1098 * @param {number} w Width. | |
1099 * @param {number} h Height. | |
1100 */ | |
1101 Runner.CollisionBox = function(x, y, w, h) { | |
1102 this.x = x; | |
1103 this.y = y; | |
1104 this.width = w; | |
1105 this.height = h; | |
1106 }; | |
1107 | |
1108 | |
1109 //****************************************************************************** | |
1110 | |
1111 /** | |
1112 * Obstacle. | |
1113 * @param {HTMLCanvasCtx} canvasCtx | |
1114 * @param {Runner.Obstacle.type} type | |
1115 * @param {image} obstacleImg Image sprite. | |
1116 * @param {Object} dimensions | |
1117 * @param {number} gapCoefficient Mutipler in determining the gap. | |
1118 * @param {number} speed | |
1119 */ | |
1120 Runner.Obstacle = function(canvasCtx, type, obstacleImg, dimensions, | |
1121 gapCoefficient, speed) { | |
1122 | |
1123 this.canvasCtx = canvasCtx; | |
1124 this.image = obstacleImg; | |
1125 this.typeConfig = type; | |
1126 this.gapCoefficient = gapCoefficient; | |
1127 this.size = Runner.getRandomNum(1, Runner.Obstacle.MAX_OBSTACLE_LENGTH); | |
1128 this.dimensions = dimensions; | |
1129 this.remove = false; | |
1130 this.xPos = 0; | |
1131 this.yPos = this.typeConfig.yPos; | |
1132 this.width = 0; | |
1133 this.collisionBoxes = []; | |
1134 this.gap = 0; | |
1135 | |
1136 this.init(speed); | |
1137 }; | |
1138 | |
1139 /** | |
1140 * Coefficient for calculating the maximum gap. | |
1141 * @const | |
1142 */ | |
1143 Runner.Obstacle.MAX_GAP_COEFFICIENT = 1.5; | |
1144 | |
1145 /** | |
1146 * Maximum obstacle grouping count. | |
1147 * @const | |
1148 */ | |
1149 Runner.Obstacle.MAX_OBSTACLE_LENGTH = 3, | |
1150 | |
1151 | |
1152 Runner.Obstacle.prototype = { | |
1153 /** | |
1154 * Initialise the DOM for the obstacle. | |
1155 * @param {number} speed | |
1156 */ | |
1157 init: function(speed) { | |
1158 this.cloneCollisionBoxes(); | |
1159 | |
1160 // Only allow sizing if we're at the right speed. | |
1161 if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { | |
1162 this.size = 1; | |
1163 } | |
1164 | |
1165 this.width = this.typeConfig.width * this.size; | |
1166 this.xPos = this.dimensions.WIDTH - this.width; | |
1167 | |
1168 this.draw(); | |
1169 | |
1170 // Make collision box adjustments, | |
1171 // Central box is adjusted to the size as one box. | |
1172 // ____ ______ ________ | |
1173 // _| |-| _| |-| _| |-| | |
1174 // | |<->| | | |<--->| | | |<----->| | | |
1175 // | | 1 | | | | 2 | | | | 3 | | | |
1176 // |_|___|_| |_|_____|_| |_|_______|_| | |
1177 // | |
1178 if (this.size > 1) { | |
1179 this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - | |
1180 this.collisionBoxes[2].width; | |
1181 this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; | |
1182 } | |
1183 | |
1184 this.gap = this.getGap(this.gapCoefficient, speed); | |
1185 }, | |
1186 | |
1187 /** | |
1188 * Draw and crop based on size. | |
1189 */ | |
1190 draw: function() { | |
1191 var sourceWidth = this.typeConfig.width; | |
1192 var sourceHeight = this.typeConfig.height; | |
1193 | |
1194 if (ISHDPI) { | |
1195 sourceWidth = sourceWidth * 2; | |
1196 sourceHeight = sourceHeight * 2; | |
1197 } | |
1198 | |
1199 // Sprite | |
1200 var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)); | |
1201 this.canvasCtx.drawImage(this.image, | |
1202 sourceX, 0, | |
arv (Not doing code reviews)
2014/09/22 15:03:14
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
| |
1203 sourceWidth * this.size, sourceHeight, | |
1204 this.xPos, this.yPos, | |
1205 this.typeConfig.width * this.size, this.typeConfig.height); | |
1206 }, | |
1207 | |
1208 /** | |
1209 * Obstacle frame update. | |
1210 * @param {number} deltaTime | |
1211 * @param {number} speed | |
1212 */ | |
1213 update: function(deltaTime, speed) { | |
1214 if (!this.remove) { | |
1215 this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); | |
1216 this.draw(); | |
1217 | |
1218 if (!this.isVisible()) { | |
1219 this.remove = true; | |
1220 } | |
1221 } | |
1222 }, | |
1223 | |
1224 /** | |
1225 * Calculate a random gap size. | |
1226 * - Minimum gap gets wider as speed increses | |
1227 * @param {number} gapCoefficient | |
1228 * @param {number} speed | |
1229 * @return {number} The gap size. | |
1230 */ | |
1231 getGap: function(gapCoefficient, speed) { | |
1232 var minGap = Math.round(this.width * speed + | |
1233 this.typeConfig.minGap * gapCoefficient); | |
1234 var maxGap = Math.round(minGap * Runner.Obstacle.MAX_GAP_COEFFICIENT); | |
1235 return Runner.getRandomNum(minGap, maxGap); | |
1236 }, | |
1237 | |
1238 /** | |
1239 * Check if obstacle is visible. | |
1240 * @return {boolean} Whether the obstacle is in the game area. | |
1241 */ | |
1242 isVisible: function() { | |
1243 return this.xPos + this.width > 0; | |
1244 }, | |
1245 | |
1246 /** | |
1247 * Make a copy of the collision boxes, since these will change based on | |
1248 * obstacle type and size. | |
1249 */ | |
1250 cloneCollisionBoxes: function() { | |
1251 var collisionBoxes = this.typeConfig.collisionBoxes; | |
1252 | |
1253 for (var i = collisionBoxes.length - 1; i >= 0; i--) { | |
1254 this.collisionBoxes[i] = new Runner.CollisionBox(collisionBoxes[i].x, | |
1255 collisionBoxes[i].y, collisionBoxes[i].width, | |
1256 collisionBoxes[i].height); | |
1257 } | |
1258 } | |
1259 }; | |
1260 | |
1261 | |
1262 /** | |
1263 * Obstacle definitions. | |
1264 * minGap: minimum pixel space betweeen obstacles. | |
1265 * multipleSpeed: Speed at which multiples are allowed. | |
1266 */ | |
1267 Runner.Obstacle.types = [ | |
1268 { | |
1269 type: 'CACTUS_SMALL', | |
1270 className: ' cactus cactus-small ', | |
1271 width: 17, | |
1272 height: 35, | |
1273 yPos: 105, | |
1274 multipleSpeed: 3, | |
1275 minGap: 120, | |
1276 collisionBoxes: [ | |
1277 new Runner.CollisionBox(0, 7, 5, 27), | |
arv (Not doing code reviews)
2014/09/22 15:03:15
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
| |
1278 new Runner.CollisionBox(4, 0, 6, 34), | |
1279 new Runner.CollisionBox(10, 4, 7, 14) | |
1280 ] | |
1281 }, | |
1282 { | |
1283 type: 'CACTUS_LARGE', | |
1284 className: ' cactus cactus-large ', | |
1285 width: 25, | |
1286 height: 50, | |
1287 yPos: 90, | |
1288 multipleSpeed: 6, | |
1289 minGap: 120, | |
1290 collisionBoxes: [ | |
arv (Not doing code reviews)
2014/09/22 15:03:14
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
| |
1291 new Runner.CollisionBox(0, 12, 7, 38), | |
1292 new Runner.CollisionBox(8, 0, 7, 49), | |
1293 new Runner.CollisionBox(13, 10, 10, 38) | |
1294 ] | |
1295 } | |
1296 ]; | |
1297 | |
1298 | |
1299 //****************************************************************************** | |
1300 /** | |
1301 * T-rex game character. | |
1302 * @param {HTMLCanvas} canvas | |
1303 * @param {HTMLImage} image Character image. | |
1304 * @constructor | |
1305 */ | |
1306 function Trex(canvas, image) { | |
1307 this.canvas = canvas; | |
1308 this.canvasCtx = canvas.getContext('2d'); | |
1309 this.image = image; | |
1310 this.xPos = 0; | |
1311 this.yPos = 0; | |
1312 // Position when on the ground. | |
1313 this.groundYPos = 0; | |
1314 this.currentFrame = 0; | |
1315 this.currentAnimFrames = []; | |
1316 this.blinkDelay = 0; | |
1317 this.animStartTime = 0; | |
1318 this.timer = 0; | |
1319 this.msPerFrame = 1000 / FPS; | |
1320 this.config = Trex.config; | |
1321 // Current status. | |
1322 this.status = Trex.status.WAITING; | |
1323 | |
1324 this.jumping = false; | |
1325 this.jumpVelocity = 0; | |
1326 this.reachedMinHeight = false; | |
1327 this.speedDrop = false; | |
1328 this.jumpCount = 0; | |
1329 this.jumpspotX = 0; | |
1330 | |
1331 this.init(); | |
1332 }; | |
1333 | |
1334 | |
1335 /** | |
1336 * T-rex player config. | |
1337 * @enum {number} | |
1338 */ | |
1339 Trex.config = { | |
1340 DROP_VELOCITY: -5, | |
1341 GRAVITY: 0.6, | |
1342 HEIGHT: 47, | |
1343 INIITAL_JUMP_VELOCITY: -10, | |
1344 INTRO_DURATION: 1500, | |
1345 MAX_JUMP_HEIGHT: 30, | |
1346 MIN_JUMP_HEIGHT: 30, | |
1347 SPEED_DROP_COEFFICIENT: 3, | |
1348 SPRITE_WIDTH: 262, | |
1349 START_X_POS: 50, | |
1350 WIDTH: 44 | |
1351 }; | |
1352 | |
1353 | |
1354 /** | |
1355 * Used in collision detection. | |
1356 * @type {Array.<Runner.CollisionBox>} | |
1357 */ | |
1358 Trex.collisionBoxes = [ | |
1359 new Runner.CollisionBox(1, -1, 30, 26), | |
1360 new Runner.CollisionBox(32, 0, 8, 16), | |
1361 new Runner.CollisionBox(10, 35, 14, 8), | |
1362 new Runner.CollisionBox(1, 24, 29, 5), | |
1363 new Runner.CollisionBox(5, 30, 21, 4), | |
1364 new Runner.CollisionBox(9, 34, 15, 4) | |
1365 ]; | |
1366 | |
1367 | |
1368 /** | |
1369 * Animation states. | |
1370 * @enum {string} | |
1371 */ | |
1372 Trex.status = { | |
1373 CRASHED: 'CRASHED', | |
1374 JUMPING: 'JUMPING', | |
1375 RUNNING: 'RUNNING', | |
1376 WAITING: 'WAITING' | |
1377 }; | |
1378 | |
1379 /** | |
1380 * Blinking coefficient. | |
1381 * @const | |
1382 */ | |
1383 Trex.BLINK_TIMING = 7000; | |
1384 | |
1385 | |
1386 /** | |
1387 * Animation config for different states. | |
1388 * @enum {object} | |
1389 */ | |
1390 Trex.animFrames = { | |
1391 WAITING: { | |
1392 frames: [44, 0], | |
arv (Not doing code reviews)
2014/09/22 15:03:14
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
| |
1393 msPerFrame: 1000 / 3 | |
1394 }, | |
1395 RUNNING: { | |
1396 frames: [88, 132], | |
1397 msPerFrame: 1000 / 12 | |
1398 }, | |
1399 CRASHED: { | |
1400 frames: [220], | |
1401 msPerFrame: 1000 / 60 | |
1402 }, | |
1403 JUMPING: { | |
1404 frames: [0], | |
1405 msPerFrame: 1000 / 60 | |
1406 } | |
1407 }; | |
1408 | |
1409 | |
1410 Trex.prototype = { | |
1411 /** | |
1412 * T-rex player initaliser. | |
1413 * Sets the t-rex to blink at random intervals. | |
1414 */ | |
1415 init: function() { | |
1416 this.blinkDelay = this.setBlinkDelay(); | |
1417 this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - | |
1418 Runner.config.BOTTOM_PAD; | |
1419 this.yPos = this.groundYPos; | |
1420 this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT; | |
1421 | |
1422 this.draw(0, 0); | |
1423 this.update(0, Trex.status.WAITING); | |
1424 }, | |
1425 | |
1426 /** | |
1427 * Setter for the jump velocity. | |
1428 * The approriate drop velocity is also set. | |
1429 */ | |
1430 setJumpVelocity: function(setting) { | |
1431 this.config.INIITAL_JUMP_VELOCITY = -setting; | |
1432 this.config.DROP_VELOCITY = -setting / 2; | |
1433 }, | |
1434 | |
1435 /** | |
1436 * Set the animation status. | |
1437 * @param {!number} deltaTime | |
1438 * @param {Trex.status} status Optional status to switch to. | |
1439 */ | |
1440 update: function(deltaTime, opt_status) { | |
1441 this.timer += deltaTime; | |
1442 | |
1443 // Update the status. | |
1444 if (opt_status) { | |
1445 this.status = opt_status; | |
1446 this.currentFrame = 0; | |
1447 this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; | |
1448 this.currentAnimFrames = Trex.animFrames[opt_status].frames; | |
1449 | |
1450 if (opt_status == Trex.status.WAITING) { | |
1451 this.animStartTime = performance.now(); | |
1452 this.setBlinkDelay(); | |
1453 } | |
1454 } | |
1455 | |
1456 // Game intro animation, T-rex moves in from the left. | |
1457 if (this.playingIntro && this.xPos < this.config.START_X_POS) { | |
1458 this.xPos += Math.round((this.config.START_X_POS / | |
1459 this.config.INTRO_DURATION) * deltaTime); | |
1460 } | |
1461 | |
1462 if (this.status == Trex.status.WAITING) { | |
1463 this.blink(performance.now()); | |
1464 } else { | |
1465 this.draw(this.currentAnimFrames[this.currentFrame], 0); | |
1466 } | |
1467 | |
1468 // Update the frame position. | |
1469 if (this.timer >= this.msPerFrame) { | |
1470 this.currentFrame = this.currentFrame == | |
1471 this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; | |
1472 this.timer = 0; | |
1473 } | |
1474 }, | |
1475 | |
1476 /** | |
1477 * Draw the t-rex to a particular position. | |
1478 * @param {number} x | |
1479 * @param {number} y | |
1480 */ | |
1481 draw: function(x, y) { | |
1482 var sourceX = x; | |
1483 var sourceY = y; | |
1484 var sourceWidth = this.config.WIDTH; | |
1485 var sourceHeight = this.config.HEIGHT; | |
1486 | |
1487 if (ISHDPI) { | |
1488 sourceX *= 2; | |
1489 sourceY *= 2; | |
1490 sourceWidth *= 2; | |
1491 sourceHeight *= 2; | |
1492 } | |
1493 | |
1494 this.canvasCtx.drawImage(this.image, sourceX, sourceY, | |
1495 sourceWidth, sourceHeight, | |
1496 this.xPos, this.yPos, | |
1497 this.config.WIDTH, this.config.HEIGHT); | |
1498 }, | |
1499 | |
1500 /** | |
1501 * Sets a random time for the blink to happen. | |
1502 */ | |
1503 setBlinkDelay: function() { | |
1504 this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); | |
1505 }, | |
1506 | |
1507 /** | |
1508 * Make t-rex blink at random intervals. | |
1509 * @param {number} time Current time in milliseconds. | |
1510 */ | |
1511 blink: function(time) { | |
1512 var deltaTime = time - this.animStartTime; | |
1513 | |
1514 if (deltaTime >= this.blinkDelay) { | |
1515 this.draw(this.currentAnimFrames[this.currentFrame], 0); | |
1516 | |
1517 if (this.currentFrame == 1) { | |
1518 // Set new random delay to blink. | |
1519 this.setBlinkDelay(); | |
1520 this.animStartTime = time; | |
1521 } | |
1522 } | |
1523 }, | |
1524 | |
1525 /** | |
1526 * Initialise a jump. | |
1527 */ | |
1528 startJump: function() { | |
1529 if (!this.jumping) { | |
1530 this.update(0, Trex.status.JUMPING); | |
1531 this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY; | |
1532 this.jumping = true; | |
1533 this.reachedMinHeight = false; | |
1534 this.speedDrop = false; | |
1535 } | |
1536 }, | |
1537 | |
1538 /** | |
1539 * Jump is complete, falling down. | |
1540 */ | |
1541 endJump: function() { | |
1542 if (this.reachedMinHeight && | |
1543 this.jumpVelocity < this.config.DROP_VELOCITY) { | |
1544 this.jumpVelocity = this.config.DROP_VELOCITY; | |
1545 } | |
1546 }, | |
1547 | |
1548 /** | |
1549 * Update frame for a jump. | |
1550 * @param {number} deltaTime | |
1551 */ | |
1552 updateJump: function(deltaTime) { | |
1553 var msPerFrame = Trex.animFrames[this.status].msPerFrame; | |
1554 var framesElapsed = deltaTime / msPerFrame; | |
1555 | |
1556 // Speed drop makes Trex fall faster. | |
1557 if (this.speedDrop) { | |
1558 this.yPos += Math.round(this.jumpVelocity * | |
1559 this.config.SPEED_DROP_COEFFICIENT * framesElapsed); | |
1560 } else { | |
1561 this.yPos += Math.round(this.jumpVelocity * framesElapsed); | |
1562 } | |
1563 | |
1564 this.jumpVelocity += this.config.GRAVITY * framesElapsed; | |
1565 | |
1566 // Minimum height has been reached. | |
1567 if (this.yPos < this.minJumpHeight || this.speedDrop) { | |
1568 this.reachedMinHeight = true; | |
1569 } | |
1570 | |
1571 // Reached max height | |
1572 if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { | |
1573 this.endJump(); | |
1574 } | |
1575 | |
1576 // Back down at ground level. Jump completed. | |
1577 if (this.yPos > this.groundYPos) { | |
1578 this.reset(); | |
1579 this.jumpCount++; | |
1580 } | |
1581 | |
1582 this.update(deltaTime); | |
1583 }, | |
1584 | |
1585 /** | |
1586 * Set the speed drop. Immediately cancels the current jump. | |
1587 */ | |
1588 setSpeedDrop: function() { | |
1589 this.speedDrop = true; | |
1590 this.jumpVelocity = 1; | |
1591 }, | |
1592 | |
1593 /** | |
1594 * Reset the t-rex to running at start of game. | |
1595 */ | |
1596 reset: function() { | |
1597 this.yPos = this.groundYPos; | |
1598 this.jumpVelocity = 0; | |
1599 this.jumping = false; | |
1600 this.update(0, Trex.status.RUNNING); | |
1601 this.midair = false; | |
1602 this.speedDrop = false; | |
1603 this.jumpCount = 0; | |
1604 } | |
1605 }; | |
1606 | |
1607 | |
1608 //****************************************************************************** | |
1609 | |
1610 /** | |
1611 * Handles displaying the distance meter. | |
1612 * @param {!HTMLCanvasElement} canvas | |
1613 * @param {!HTMLImage} spriteSheet Image sprite. | |
1614 * @param {number} canvasWidth | |
1615 * @constructor | |
1616 */ | |
1617 function DistanceMeter(canvas, spriteSheet, canvasWidth) { | |
1618 this.canvas = canvas; | |
1619 this.canvasCtx = canvas.getContext('2d'); | |
1620 this.image = spriteSheet; | |
1621 this.x = 0; | |
1622 this.y = 5; | |
1623 | |
1624 this.currentDistance = 0; | |
1625 this.maxScore = 0; | |
1626 this.highScore = 0; | |
1627 this.container = null; | |
1628 | |
1629 this.digits = []; | |
1630 this.acheivement = false; | |
1631 this.defaultString = ''; | |
1632 this.flashTimer = 0; | |
1633 this.flashIterations = 0; | |
1634 | |
1635 this.config = DistanceMeter.config; | |
1636 this.init(canvasWidth); | |
1637 }; | |
1638 | |
1639 | |
1640 /** | |
1641 * @enum {number} | |
1642 */ | |
1643 DistanceMeter.dimensions = { | |
1644 WIDTH: 10, | |
1645 HEIGHT: 13, | |
1646 DEST_WIDTH: 11 | |
1647 }; | |
1648 | |
1649 | |
1650 /** | |
1651 * Y positioning of the digits in the sprite sheet. | |
1652 * X position is always 0. | |
1653 * @type {array.<number>} | |
1654 */ | |
1655 DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; | |
1656 | |
1657 | |
1658 /** | |
1659 * Distance meter config. | |
1660 * @enum {number} | |
1661 */ | |
1662 DistanceMeter.config = { | |
1663 // Number of digits. | |
1664 MAX_DISTANCE_UNITS: 5, | |
1665 | |
1666 // Distance that causes achievement animation. | |
1667 ACHIEVEMENT_DISTANCE: 100, | |
1668 | |
1669 // Used for conversion from pixel distance to a scaled unit. | |
1670 COEFFICIENT: 0.025, | |
1671 | |
1672 // Flash duration in milliseconds. | |
1673 FLASH_DURATION: 1000 / 4, | |
1674 | |
1675 // Flash iterations for achievement animation. | |
1676 FLASH_ITERATIONS: 3 | |
1677 }; | |
1678 | |
1679 | |
1680 DistanceMeter.prototype = { | |
1681 /** | |
1682 * Initialise the distance meter to '00000'. | |
1683 * @param {number} width Canvas width in px. | |
1684 */ | |
1685 init: function(width) { | |
1686 var maxDistanceStr = ''; | |
1687 | |
1688 this.calcXPos(width); | |
1689 this.maxScore = this.config.MAX_DISTANCE_UNITS; | |
1690 for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) { | |
1691 this.draw(i, 0); | |
1692 this.defaultString += '0'; | |
1693 maxDistanceStr += '9'; | |
1694 } | |
1695 | |
1696 this.maxScore = parseInt(maxDistanceStr); | |
1697 }, | |
1698 | |
1699 /** | |
1700 * Calculate the xPos in the canvas. | |
1701 * @param {number} canvasWidth | |
1702 */ | |
1703 calcXPos: function(canvasWidth) { | |
1704 this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * | |
1705 (this.config.MAX_DISTANCE_UNITS + 1)); | |
1706 }, | |
1707 | |
1708 /** | |
1709 * Draw a digit to canvas. | |
1710 * @param {number} digitPos Position of the digit. | |
1711 * @param {number} value Digit value 0-9. | |
1712 * @param {boolean} opt_highScore Whether drawing the high score. | |
1713 */ | |
1714 draw: function(digitPos, value, opt_highScore) { | |
1715 var sourceWidth = DistanceMeter.dimensions.WIDTH; | |
1716 var sourceHeight = DistanceMeter.dimensions.HEIGHT; | |
1717 var sourceX = DistanceMeter.dimensions.WIDTH * value; | |
1718 | |
1719 var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; | |
1720 var targetY = this.y; | |
1721 var targetWidth = DistanceMeter.dimensions.WIDTH; | |
1722 var targetHeight = DistanceMeter.dimensions.HEIGHT; | |
1723 | |
1724 // For high DPI we 2x source values. | |
1725 if (ISHDPI) { | |
1726 sourceWidth *= 2; | |
1727 sourceHeight *= 2; | |
1728 sourceX *= 2; | |
1729 } | |
1730 | |
1731 this.canvasCtx.save(); | |
1732 | |
1733 if (opt_highScore) { | |
1734 // Left of the current score. | |
1735 var highScoreX = this.x - (this.config.MAX_DISTANCE_UNITS * 2) * | |
1736 DistanceMeter.dimensions.WIDTH; | |
1737 this.canvasCtx.translate(highScoreX, this.y); | |
1738 } else { | |
1739 this.canvasCtx.translate(this.x, this.y); | |
1740 } | |
1741 | |
1742 this.canvasCtx.drawImage(this.image, sourceX, 0, | |
1743 sourceWidth, sourceHeight, | |
1744 targetX, targetY, | |
1745 targetWidth, targetHeight | |
1746 ); | |
1747 | |
1748 this.canvasCtx.restore(); | |
1749 }, | |
1750 | |
1751 /** | |
1752 * Covert pixel distance to a 'real' distance. | |
1753 * @param {number} distance Pixel distance ran. | |
1754 * @return {number} The 'real' distance ran. | |
1755 */ | |
1756 getActualDistance: function(distance) { | |
1757 return distance ? | |
1758 Math.round(distance * this.config.COEFFICIENT) : 0; | |
1759 }, | |
1760 | |
1761 /** | |
1762 * Update the distance meter. | |
1763 * @param {number} deltaTime | |
1764 * @param {number} distance | |
1765 * @return {boolean} Whether the acheivement sound fx should be played. | |
1766 */ | |
1767 update: function(deltaTime, distance) { | |
1768 var paint = true; | |
1769 var playSound = false; | |
1770 | |
1771 if (!this.acheivement) { | |
1772 distance = this.getActualDistance(distance); | |
1773 | |
1774 if (distance > 0) { | |
1775 // Acheivement unlocked | |
1776 if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) { | |
1777 // Flash score and play sound. | |
1778 this.acheivement = true; | |
1779 this.flashTimer = 0; | |
1780 playSound = true; | |
1781 } | |
1782 | |
1783 // Create a string representation of the distance with leading 0. | |
1784 var distanceStr = (this.defaultString + | |
1785 distance).substr(-this.config.MAX_DISTANCE_UNITS); | |
1786 this.digits = distanceStr.split(''); | |
1787 } else { | |
1788 this.digits = this.defaultString.split(''); | |
1789 } | |
1790 } else { | |
1791 // Control flashing of the score on reaching acheivement. | |
1792 if (this.flashIterations <= this.config.FLASH_ITERATIONS) { | |
1793 this.flashTimer += deltaTime; | |
1794 | |
1795 if (this.flashTimer < this.config.FLASH_DURATION) { | |
1796 paint = false; | |
1797 } else if (this.flashTimer > | |
1798 this.config.FLASH_DURATION * 2) { | |
1799 this.flashTimer = 0; | |
1800 this.flashIterations++; | |
1801 } | |
1802 } else { | |
1803 this.acheivement = false; | |
1804 this.flashIterations = 0; | |
1805 this.flashTimer = 0; | |
1806 } | |
1807 } | |
1808 | |
1809 // Draw the digits if not flashing. | |
1810 if (paint) { | |
1811 for (var i = this.digits.length - 1; i >= 0; i--) { | |
1812 this.draw(i, parseInt(this.digits[i])); | |
1813 } | |
1814 } | |
1815 | |
1816 this.drawHighScore(); | |
1817 | |
1818 return playSound; | |
1819 }, | |
1820 | |
1821 /** | |
1822 * Draw the high score. | |
1823 */ | |
1824 drawHighScore: function() { | |
1825 this.canvasCtx.save(); | |
1826 this.canvasCtx.globalAlpha = .8; | |
1827 for (var i = this.highScore.length - 1; i >= 0; i--) { | |
1828 this.draw(i, parseInt(this.highScore[i], 10), true); | |
1829 } | |
1830 this.canvasCtx.restore(); | |
1831 }, | |
1832 | |
1833 /** | |
1834 * Set the highscore as a array string. | |
1835 * Position of char in the sprite: H - 10, I - 11. | |
1836 * @param {number} distance Distance ran in pixels. | |
1837 */ | |
1838 setHighScore: function(distance) { | |
1839 distance = this.getActualDistance(distance); | |
1840 var highScoreStr = (this.defaultString + | |
1841 distance).substr(-this.config.MAX_DISTANCE_UNITS); | |
1842 | |
1843 this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); | |
1844 }, | |
1845 | |
1846 /** | |
1847 * Reset the distance meter back to '00000'. | |
1848 */ | |
1849 reset: function() { | |
1850 this.update(0); | |
1851 this.acheivement = false; | |
1852 } | |
1853 }; | |
1854 | |
1855 | |
1856 //****************************************************************************** | |
1857 | |
1858 /** | |
1859 * Cloud background item. | |
1860 * Similar to an obstacle object but without collision boxes. | |
1861 * @param {HTMLCanvasElement} canvas Canvas element. | |
1862 * @param {Image} cloudImg | |
1863 * @param {number} containerWidth | |
1864 */ | |
1865 function Cloud(canvas, cloudImg, containerWidth) { | |
1866 this.canvas = canvas; | |
1867 this.canvasCtx = this.canvas.getContext('2d'); | |
1868 this.image = cloudImg; | |
1869 this.containerWidth = containerWidth; | |
1870 this.xPos = containerWidth; | |
1871 this.yPos = 0; | |
1872 this.remove = false; | |
1873 this.cloudGap = Runner.getRandomNum(Cloud.config.MIN_CLOUD_GAP, | |
1874 Cloud.config.MAX_CLOUD_GAP); | |
1875 | |
1876 this.init(); | |
1877 }; | |
1878 | |
1879 | |
1880 /** | |
1881 * Cloud object config. | |
1882 * @enum {number} | |
1883 */ | |
1884 Cloud.config = { | |
1885 HEIGHT: 13, | |
1886 MAX_CLOUD_GAP: 400, | |
1887 MAX_SKY_LEVEL: 30, | |
1888 MIN_CLOUD_GAP: 100, | |
1889 MIN_SKY_LEVEL: 71, | |
1890 WIDTH: 46 | |
1891 }; | |
1892 | |
1893 | |
1894 Cloud.prototype = { | |
1895 /** | |
1896 * Initialise the cloud. Sets the Cloud height. | |
1897 */ | |
1898 init: function() { | |
1899 this.yPos = Runner.getRandomNum(Cloud.config.MAX_SKY_LEVEL, | |
1900 Cloud.config.MIN_SKY_LEVEL); | |
1901 this.draw(); | |
1902 }, | |
1903 | |
1904 /** | |
1905 * Draw the cloud. | |
1906 */ | |
1907 draw: function() { | |
1908 this.canvasCtx.save(); | |
1909 var sourceWidth = Cloud.config.WIDTH; | |
1910 var sourceHeight = Cloud.config.HEIGHT; | |
1911 | |
1912 if (ISHDPI) { | |
1913 sourceWidth = sourceWidth * 2; | |
1914 sourceHeight = sourceHeight * 2; | |
1915 } | |
1916 | |
1917 this.canvasCtx.drawImage(this.image, 0, 0, | |
1918 sourceWidth, sourceHeight, | |
1919 this.xPos, this.yPos, | |
1920 Cloud.config.WIDTH, Cloud.config.HEIGHT); | |
1921 | |
1922 this.canvasCtx.restore(); | |
1923 }, | |
1924 | |
1925 /** | |
1926 * Update the cloud position. | |
1927 * @param {number} speed | |
1928 */ | |
1929 update: function(speed) { | |
1930 if (!this.remove) { | |
1931 this.xPos -= Math.ceil(speed); | |
1932 this.draw(); | |
1933 | |
1934 // Mark as removeable if no longer in the canvas. | |
1935 if (!this.isVisible()) { | |
1936 this.remove = true; | |
1937 } | |
1938 } | |
1939 }, | |
1940 | |
1941 /** | |
1942 * Check if the cloud is visible on the stage. | |
1943 * @return {boolean} | |
1944 */ | |
1945 isVisible: function() { | |
1946 return this.xPos + Cloud.config.WIDTH > 0; | |
1947 } | |
1948 }; | |
1949 | |
1950 | |
1951 //****************************************************************************** | |
1952 | |
1953 /** | |
1954 * Horizon Line. | |
1955 * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. | |
1956 * @param {HTMLCanvasElement} canvas | |
1957 * @param {HTMLImage} bgImg Horizon line sprite. | |
1958 * @constructor | |
1959 */ | |
1960 function HorizonLine(canvas, bgImg) { | |
1961 this.image = bgImg; | |
1962 this.canvas = canvas; | |
1963 this.canvasCtx = canvas.getContext('2d'); | |
1964 this.sourceDimensions = {}; | |
1965 this.dimensions = HorizonLine.dimensions; | |
1966 this.sourceXPos = [0, this.dimensions.WIDTH]; | |
1967 this.xPos = []; | |
1968 this.yPos = 0; | |
1969 this.bumpThreshold = 0.5; | |
1970 | |
1971 this.setSourceDimensions(); | |
1972 this.draw(); | |
1973 }; | |
1974 | |
1975 | |
1976 /** | |
1977 * Horizon line dimensions. | |
1978 * @enum {number} | |
1979 */ | |
1980 HorizonLine.dimensions = { | |
1981 WIDTH: 600, | |
1982 HEIGHT: 12, | |
1983 YPOS: 127 | |
1984 }; | |
1985 | |
1986 | |
1987 HorizonLine.prototype = { | |
1988 /** | |
1989 * Set the source dimensions of the horizon line. | |
1990 */ | |
1991 setSourceDimensions: function() { | |
1992 | |
1993 for (var dimension in HorizonLine.dimensions) { | |
1994 if (ISHDPI) { | |
1995 if (dimension != 'YPOS') { | |
1996 this.sourceDimensions[dimension] = | |
1997 HorizonLine.dimensions[dimension] * 2; | |
1998 } | |
1999 } else { | |
2000 this.sourceDimensions[dimension] = | |
2001 HorizonLine.dimensions[dimension]; | |
2002 } | |
2003 this.dimensions[dimension] = HorizonLine.dimensions[dimension]; | |
2004 } | |
2005 | |
2006 this.xPos = [0, HorizonLine.dimensions.WIDTH]; | |
2007 this.yPos = HorizonLine.dimensions.YPOS; | |
2008 }, | |
2009 | |
2010 /** | |
2011 * Return the crop x position of a type. | |
2012 */ | |
2013 getRandomType: function() { | |
2014 return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; | |
2015 }, | |
2016 | |
2017 /** | |
2018 * Draw the horizon line. | |
2019 */ | |
2020 draw: function() { | |
2021 this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0, | |
2022 this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, | |
2023 this.xPos[0], this.yPos, | |
2024 this.dimensions.WIDTH, this.dimensions.HEIGHT); | |
2025 | |
2026 this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0, | |
2027 this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, | |
2028 this.xPos[1], this.yPos, | |
2029 this.dimensions.WIDTH, this.dimensions.HEIGHT); | |
2030 }, | |
2031 | |
2032 /** | |
2033 * Update the x position of an indivdual piece of the line. | |
2034 * @param {number} pos Line position. | |
2035 * @param {number} increment | |
2036 */ | |
2037 updateXPos: function(pos, increment) { | |
2038 var line1 = pos; | |
2039 var line2 = pos == 0 ? 1 : 0; | |
2040 | |
2041 this.xPos[line1] -= increment; | |
2042 this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH; | |
2043 | |
2044 if (this.xPos[line1] <= -this.dimensions.WIDTH) { | |
2045 this.xPos[line1] += this.dimensions.WIDTH * 2; | |
2046 this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH; | |
2047 this.sourceXPos[line1] = this.getRandomType(); | |
2048 } | |
2049 }, | |
2050 | |
2051 /** | |
2052 * Update the horizon line. | |
2053 * @param {number} deltaTime | |
2054 * @param {number} speed | |
2055 */ | |
2056 update: function(deltaTime, speed) { | |
2057 var increment = Math.floor(speed * (FPS / 1000) * deltaTime); | |
2058 | |
2059 if (this.xPos[0] <= 0) { | |
2060 this.updateXPos(0, increment); | |
2061 } else { | |
2062 this.updateXPos(1, increment); | |
2063 } | |
2064 this.draw(); | |
2065 }, | |
2066 | |
2067 /** | |
2068 * Reset horizon to the starting position. | |
2069 */ | |
2070 reset: function() { | |
2071 this.xPos[0] = 0; | |
2072 this.xPos[1] = HorizonLine.dimensions.WIDTH; | |
2073 } | |
2074 }; | |
2075 | |
2076 | |
2077 //****************************************************************************** | |
2078 | |
2079 /** | |
2080 * Horizon background class. | |
2081 * @param {HTMLCanvasElement} canvas | |
2082 * @param {Array.<HTMLImageElement>} images | |
2083 * @param {object} dimensions Canvas dimensions. | |
2084 * @param {number} gapCoefficient | |
2085 * @constructor | |
2086 */ | |
2087 function Horizon(canvas, images, dimensions, gapCoefficient) { | |
2088 this.canvas = canvas; | |
2089 this.canvasCtx = this.canvas.getContext('2d'); | |
2090 this.config = Horizon.config; | |
2091 this.dimensions = dimensions; | |
2092 this.gapCoefficient = gapCoefficient; | |
2093 this.obstacles = []; | |
2094 this.horizonOffsets = [0, 0]; | |
2095 this.cloudFrequency = this.config.CLOUD_FREQUENCY; | |
2096 | |
2097 // Cloud | |
2098 this.clouds = []; | |
2099 this.cloudImg = images.CLOUD; | |
2100 this.cloudSpeed = this.config.BG_CLOUD_SPEED; | |
2101 | |
2102 // Horizon | |
2103 this.horizonImg = images.HORIZON; | |
2104 this.horizonLine = null; | |
2105 | |
2106 // Obstacles | |
2107 this.obstacleImgs = { | |
2108 CACTUS_SMALL: images.CACTUS_SMALL, | |
2109 CACTUS_LARGE: images.CACTUS_LARGE | |
2110 }; | |
2111 | |
2112 this.init(); | |
2113 }; | |
2114 | |
2115 | |
2116 /** | |
2117 * Horizon config. | |
2118 * @enum {number} | |
2119 */ | |
2120 Horizon.config = { | |
2121 BG_CLOUD_SPEED: 0.2, | |
2122 BUMPY_THRESHOLD: .3, | |
2123 CLOUD_FREQUENCY: .5, | |
2124 HORIZON_HEIGHT: 16, | |
2125 MAX_CLOUDS: 6 | |
2126 }; | |
2127 | |
2128 | |
2129 Horizon.prototype = { | |
2130 /** | |
2131 * Initialise the horizon. Just add the line and a cloud. No obstacles. | |
2132 */ | |
2133 init: function() { | |
2134 this.addCloud(); | |
2135 this.horizonLine = new HorizonLine(this.canvas, this.horizonImg); | |
2136 }, | |
2137 | |
2138 /** | |
2139 * @param {number} deltaTime | |
2140 * @param {number} currentSpeed | |
2141 * @param {boolean} updateObstacles Used as an override to prevent | |
2142 * the obstacles from being updated / added. This happens in the | |
2143 * ease in section. | |
2144 */ | |
2145 update: function(deltaTime, currentSpeed, updateObstacles) { | |
2146 this.runningTime += deltaTime; | |
2147 this.horizonLine.update(deltaTime, currentSpeed); | |
2148 this.updateClouds(deltaTime, currentSpeed); | |
2149 | |
2150 if (updateObstacles) { | |
2151 this.updateObstacles(deltaTime, currentSpeed); | |
2152 } | |
2153 }, | |
2154 | |
2155 /** | |
2156 * Update the cloud positions. | |
2157 * @param {number} deltaTime | |
2158 * @param {number} currentSpeed | |
2159 */ | |
2160 updateClouds: function(deltaTime, speed) { | |
2161 var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; | |
2162 var numClouds = this.clouds.length; | |
2163 | |
2164 if (numClouds) { | |
2165 for (var i = numClouds - 1; i >= 0; i--) { | |
2166 this.clouds[i].update(cloudSpeed); | |
2167 } | |
2168 | |
2169 var lastCloud = this.clouds[numClouds - 1]; | |
2170 | |
2171 // Check for adding a new cloud. | |
2172 if (numClouds < this.config.MAX_CLOUDS && | |
2173 (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && | |
2174 this.cloudFrequency > Math.random()) { | |
2175 this.addCloud(); | |
2176 } | |
2177 | |
2178 // Remove expired clouds. | |
2179 this.clouds = this.clouds.filter(function(obj) { | |
2180 return !obj.remove; | |
2181 }); | |
2182 } | |
2183 }, | |
2184 | |
2185 /** | |
2186 * Update the obstacle positions. | |
2187 * @param {number} deltaTime | |
2188 * @param {number} currentSpeed | |
2189 */ | |
2190 updateObstacles: function(deltaTime, currentSpeed) { | |
2191 // Obstacles, move to Horizon layer. | |
2192 var updatedObstacles = this.obstacles.slice(0); | |
2193 | |
2194 for (var i = 0; i < this.obstacles.length; i++) { | |
2195 var obstacle = this.obstacles[i]; | |
2196 obstacle.update(deltaTime, currentSpeed); | |
2197 | |
2198 // Clean up existing obstacles. | |
2199 if (obstacle.remove) { | |
2200 updatedObstacles.shift(); | |
2201 } | |
2202 } | |
2203 this.obstacles = updatedObstacles; | |
2204 | |
2205 if (this.obstacles.length > 0) { | |
2206 var lastObstacle = this.obstacles[this.obstacles.length - 1]; | |
2207 | |
2208 if (lastObstacle && !lastObstacle.followingObstacleCreated && | |
2209 lastObstacle.isVisible() && | |
2210 (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) < | |
2211 this.dimensions.WIDTH) { | |
2212 this.addNewObstacle(currentSpeed); | |
2213 lastObstacle.followingObstacleCreated = true; | |
2214 } | |
2215 } else { | |
2216 // Create new obstacles. | |
2217 this.addNewObstacle(currentSpeed); | |
2218 } | |
2219 }, | |
2220 | |
2221 /** | |
2222 * Add a new obstacle. | |
2223 * @param {number} currentSpeed | |
2224 */ | |
2225 addNewObstacle: function(currentSpeed) { | |
2226 var obstacleTypeIndex = | |
2227 Runner.getRandomNum(0, Runner.Obstacle.types.length - 1); | |
2228 var obstacleType = Runner.Obstacle.types[obstacleTypeIndex]; | |
2229 var obstacleImg = this.obstacleImgs[obstacleType.type]; | |
2230 | |
2231 this.obstacles.push(new Runner.Obstacle(this.canvasCtx, obstacleType, | |
2232 obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed)); | |
2233 }, | |
2234 | |
2235 /** | |
2236 * Reset the horizon layer. | |
2237 * Remove existing obstacles and reposition the horizon line. | |
2238 */ | |
2239 reset: function() { | |
2240 this.obstacles = []; | |
2241 this.horizonLine.reset(); | |
2242 }, | |
2243 | |
2244 /** | |
2245 * Update the canvas width and scaling. | |
2246 * @param {number} width Canvas width. | |
2247 * @param {number} height Canvas height. | |
2248 */ | |
2249 resize: function(width, height) { | |
2250 this.canvas.width = width; | |
2251 this.canvas.height = height; | |
2252 }, | |
2253 | |
2254 /** | |
2255 * Add a new cloud to the horizon. | |
2256 */ | |
2257 addCloud: function() { | |
2258 this.clouds.push(new Cloud(this.canvas, this.cloudImg, | |
2259 this.dimensions.WIDTH)); | |
2260 } | |
2261 }; | |
2262 })(); | |
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