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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 |