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