Chromium Code Reviews| Index: chrome/renderer/resources/offline.js |
| diff --git a/chrome/renderer/resources/offline.js b/chrome/renderer/resources/offline.js |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..adfb0d01d5e4c9f720c075433ed26d7ad598eaa3 |
| --- /dev/null |
| +++ b/chrome/renderer/resources/offline.js |
| @@ -0,0 +1,2262 @@ |
| +// Copyright (c) 2014 The Chromium Authors. All rights reserved. |
| +// Use of this source code is governed by a BSD-style license that can be |
| +// found in the LICENSE file. |
| +(function() { |
| +'use strict'; |
| +/** |
| + * T-Rex runner. |
| + * @param {string} outerContainerId Outer containing element id. |
| + * @param {object} opt_config |
| + * @constructor |
| + * @export |
| + */ |
| +function Runner(outerContainerId, opt_config) { |
| + // Singleton |
| + if (Runner.instance_) { |
| + return Runner.instance_; |
| + } |
| + Runner.instance_ = this; |
| + |
| + this.outerContainerEl = document.querySelector(outerContainerId); |
| + this.containerEl = null; |
| + |
| + this.config = opt_config || Runner.config; |
| + |
| + this.dimensions = Runner.defaultDimensions; |
| + |
| + this.canvas = null; |
| + this.canvasCtx = null; |
| + |
| + this.tRex = null; |
| + |
| + this.distanceMeter = null; |
| + this.distanceRan = 0; |
| + |
| + this.highestScore = 0; |
| + |
| + this.time = 0; |
| + this.runningTime = 0; |
| + this.msPerFrame = 1000 / FPS; |
| + this.currentSpeed = this.config.SPEED; |
| + |
| + this.obstacles = []; |
| + |
| + this.started = false; |
| + this.activated = false; |
| + this.crashed = false; |
| + this.paused = false; |
| + |
| + this.resizeTimerId_ = null; |
| + |
| + this.playCount = 0; |
| + |
| + // Sound FX. |
| + this.audioBuffer = null; |
| + this.soundFx = {}; |
| + |
| + // Global web audio context for playing sounds. |
| + this.audioContext = new AudioContext(); |
| + |
| + // Images. |
| + this.images = {}; |
| + this.imagesLoaded = 0; |
| + this.loadImages(); |
| +} |
| +window['Runner'] = Runner; |
| + |
| + |
| +/** |
| + * Default game width. |
| + * @const |
| + */ |
| +var DEFAULT_WIDTH = 600; |
| + |
| +/** |
| + * Frames per second. |
| + * @const |
| + */ |
| +var FPS = 60; |
| + |
| +/** @const */ |
| +var ISHDPI = window.devicePixelRatio > 1; |
| + |
| +/** @const */ |
| +var ISMOBILE = window.navigator.userAgent.indexOf('Mobi') > -1; |
| + |
| +/** @const */ |
| +var ISTOUCHENABLED = 'ontouchstart' in window; |
| + |
| + |
| +/** |
| + * Default game configuration. |
| + * @enum {number} |
| + */ |
| +Runner.config = { |
| + ACCELERATION: 0.001, |
| + BG_CLOUD_SPEED: 0.2, |
| + BOTTOM_PAD: 10, |
| + CLEAR_TIME: 3000, |
| + CLOUD_FREQUENCY: 0.5, |
| + GAMEOVER_CLEAR_TIME: 750, |
| + GAP_COEFFICIENT: 0.6, |
| + GRAVITY: 0.6, |
| + INITIAL_JUMP_VELOCITY: 12, |
| + MAX_CLOUDS: 6, |
| + MAX_OBSTACLE_LENGTH: 3, |
| + MAX_SPEED: 12, |
| + MIN_JUMP_HEIGHT: 35, |
| + MOBILE_SPEED_COEFFICIENT: 1.2, |
| + RESOURCE_TEMPLATE_ID: 'audio-resources', |
| + SPEED: 6, |
| + SPEED_DROP_COEFFICIENT: 3 |
| +}; |
| + |
| + |
| +/** |
| + * Default dimensions. |
| + * @enum {string} |
| + */ |
| +Runner.defaultDimensions = { |
| + WIDTH: DEFAULT_WIDTH, |
| + HEIGHT: 150 |
| +}; |
| + |
| + |
| +/** |
| + * CSS class names. |
| + * @enum {string} |
| + */ |
| +Runner.classes = { |
| + CANVAS: 'runner-canvas', |
| + CONTAINER: 'runner-container', |
| + CRASHED: 'crashed', |
| + ICON: 'icon-offline', |
| + TOUCH_CONTROLLER: 'controller' |
| +}; |
| + |
| + |
| +/** |
| + * Image source urls. |
| + * @enum {array.<object>} |
| + */ |
| +Runner.imageSources = { |
| + LDPI: [ |
| + {name: 'CACTUS_LARGE', id: '1x-obstacle-large'}, |
| + {name: 'CACTUS_SMALL', id: '1x-obstacle-small'}, |
| + {name: 'CLOUD', id: '1x-cloud'}, |
| + {name: 'HORIZON', id: '1x-horizon'}, |
| + {name: 'RESTART', id: '1x-restart'}, |
| + {name: 'TEXT_SPRITE', id: '1x-text'}, |
| + {name: 'TREX', id: '1x-trex'} |
| + ], |
| + HDPI: [ |
| + {name: 'CACTUS_LARGE', id: '2x-obstacle-large'}, |
| + {name: 'CACTUS_SMALL', id: '2x-obstacle-small'}, |
| + {name: 'CLOUD', id: '2x-cloud'}, |
| + {name: 'HORIZON', id: '2x-horizon'}, |
| + {name: 'RESTART', id: '2x-restart'}, |
| + {name: 'TEXT_SPRITE', id: '2x-text'}, |
| + {name: 'TREX', id: '2x-trex'} |
| + ] |
| +}; |
| + |
| + |
| +/** |
| + * Sound FX. Reference to the ID of the audio tag on interstitial page. |
| + * @enum {string} |
| + */ |
| +Runner.sounds = { |
| + BUTTON_PRESS: 'offline-sound-press', |
| + HIT: 'offline-sound-hit', |
| + SCORE: 'offline-sound-reached' |
| +}; |
| + |
| + |
| +/** |
| + * Key code mapping. |
| + * @enum {object} |
| + */ |
| +Runner.keycodes = { |
| + JUMP: {'38': 1, '32': 1}, // Up, spacebar |
| + DUCK: {'40': 1}, // Down |
| + RESTART: {'13': 1} // Enter |
| +}; |
| + |
| + |
| +/** |
| + * Runner event names. |
| + * @enum {string} |
| + */ |
| +Runner.events = { |
| + ANIM_END: 'webkitAnimationEnd', |
| + CLICK: 'click', |
| + KEYDOWN: 'keydown', |
| + KEYUP: 'keyup', |
| + MOUSEDOWN: 'mousedown', |
| + MOUSEUP: 'mouseup', |
| + RESIZE: 'resize', |
| + TOUCHEND: 'touchend', |
| + TOUCHSTART: 'touchstart', |
| + VISIBILITY: 'visibilitychange', |
| + BLUR: 'blur', |
| + FOCUS: 'focus', |
| + LOAD: 'load' |
| +}; |
| + |
| + |
| +Runner.prototype = { |
| + /** |
| + * Setting individual settings for debugging. |
| + * @param {string} setting |
| + * @param {*} value |
| + */ |
| + updateConfigSetting: function(setting, value) { |
| + if (setting in this.config && value != undefined) { |
| + this.config[setting] = value; |
| + |
| + switch (setting) { |
| + case 'GRAVITY': |
| + case 'MIN_JUMP_HEIGHT': |
| + case 'SPEED_DROP_COEFFICIENT': |
| + this.tRex.config[setting] = value; |
| + break; |
| + case 'INITIAL_JUMP_VELOCITY': |
| + this.tRex.setJumpVelocity(value); |
| + break; |
| + case 'SPEED': |
| + this.setSpeed(value); |
| + break; |
| + } |
| + } |
| + }, |
| + |
| + /** |
| + * Load and cache the image assets from the page. |
| + */ |
| + loadImages: function() { |
| + var imageSources = ISHDPI ? Runner.imageSources.HDPI : |
| + Runner.imageSources.LDPI; |
| + |
| + var numImages = imageSources.length; |
| + |
| + for (var i = numImages - 1; i >= 0; i--) { |
| + var imgSource = imageSources[i]; |
| + this.images[imgSource.name] = document.getElementById(imgSource.id); |
| + } |
| + this.init(); |
| + }, |
| + |
| + /** |
| + * Load and decode base 64 encoded sounds. |
| + */ |
| + loadSounds: function() { |
| + var resourceTemplate = |
| + document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; |
| + |
| + for (var sound in Runner.sounds) { |
| + var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; |
| + soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); |
| + var buffer = Runner.decodeBase64ToArrayBuffer(soundSrc); |
| + |
| + // Async, so no guarantee of order in array. |
| + this.audioContext.decodeAudioData(buffer, function(index, audioData) { |
| + this.soundFx[index] = audioData; |
| + }.bind(this, sound)); |
| + } |
| + }, |
| + |
| + /** |
| + * Sets the game speed. Adjust the speed accordingly if on a smaller screen. |
| + * @param {number} opt_speed |
| + */ |
| + setSpeed: function(opt_speed) { |
| + var speed = opt_speed || this.currentSpeed; |
| + |
| + // Reduce the speed on smaller mobile screens. |
| + if (this.dimensions.WIDTH < DEFAULT_WIDTH) { |
| + var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH * |
| + this.config.MOBILE_SPEED_COEFFICIENT; |
| + this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; |
| + } else if (opt_speed) { |
| + this.currentSpeed = opt_speed; |
| + } |
| + }, |
| + |
| + /** |
| + * Game initialiser. |
| + */ |
| + init: function() { |
| + // Hide the static icon. |
| + document.querySelector('.' + Runner.classes.ICON).style.visibility = |
| + 'hidden'; |
| + |
| + this.adjustDimensions(); |
| + this.setSpeed(); |
| + |
| + this.containerEl = document.createElement('div'); |
| + this.containerEl.className = Runner.classes.CONTAINER; |
| + |
| + // Player canvas container. |
| + this.canvas = Runner.createCanvas(this.containerEl, this.dimensions.WIDTH, |
| + this.dimensions.HEIGHT, Runner.classes.PLAYER); |
| + |
| + this.canvasCtx = this.canvas.getContext('2d'); |
| + this.canvasCtx.fillStyle = '#f7f7f7'; |
| + this.canvasCtx.fill(); |
| + Runner.updateCanvasScaling(this.canvas); |
| + |
| + // Horizon contains clouds, obstacles and the ground. |
| + this.horizon = new Horizon(this.canvas, this.images, this.dimensions, |
| + this.config.GAP_COEFFICIENT); |
| + |
| + // Distance meter |
| + this.distanceMeter = new DistanceMeter(this.canvas, |
| + this.images.TEXT_SPRITE, this.dimensions.WIDTH); |
| + |
| + // Draw t-rex |
| + this.tRex = new Trex(this.canvas, this.images.TREX); |
| + |
| + this.outerContainerEl.appendChild(this.containerEl); |
| + |
| + if (ISMOBILE) { |
| + this.createTouchController(); |
| + } |
| + |
| + this.startListening(); |
| + this.update(); |
| + this.loadSounds(); |
| + |
| + window.addEventListener(Runner.events.RESIZE, |
| + this.debounceResize.bind(this), false); |
| + }, |
| + |
| + /** |
| + * Create the touch controller. A div that covers whole screen. |
| + */ |
| + createTouchController: function() { |
| + this.touchController = document.createElement('div'); |
| + this.touchController.className = Runner.classes.TOUCH_CONTROLLER; |
| + }, |
| + |
| + /** |
| + * Debounce the resize event. |
| + */ |
| + debounceResize: function() { |
| + if (!this.resizeTimerId_) { |
| + this.resizeTimerId_ = |
| + setInterval(this.adjustDimensions.bind(this), 250); |
| + } |
| + }, |
| + |
| + /** |
| + * Adjust game space dimensions on resize. |
| + */ |
| + adjustDimensions: function() { |
| + clearInterval(this.resizeTimerId_); |
| + this.resizeTimerId_ = null; |
| + |
| + var boxStyles = window.getComputedStyle(this.outerContainerEl); |
| + var padding = Number(boxStyles.paddingLeft.substr(0, |
| + boxStyles.paddingLeft.length - 2)); |
| + |
| + this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; |
| + |
| + // Redraw the elements back onto the canvas. |
| + if (this.canvas) { |
| + this.canvas.width = this.dimensions.WIDTH; |
| + this.canvas.height = this.dimensions.HEIGHT; |
| + |
| + Runner.updateCanvasScaling(this.canvas); |
| + |
| + this.distanceMeter.calcXPos(this.dimensions.WIDTH); |
| + this.clearCanvas(); |
| + this.horizon.update(0, 0, true); |
| + this.tRex.update(0); |
| + |
| + // Outer container and distance meter. |
| + if (this.activated || this.crashed) { |
| + this.containerEl.style.width = this.dimensions.WIDTH + 'px'; |
| + this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; |
| + this.distanceMeter.update(0, Math.ceil(this.distanceRan)); |
| + this.stop(); |
| + } else { |
| + this.tRex.draw(0, 0); |
| + } |
| + |
| + // Game over panel. |
| + if (this.crashed && this.gameOverPanel) { |
| + this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); |
| + this.gameOverPanel.draw(); |
| + } |
| + } |
| + }, |
| + |
| + /** |
| + * Play the game intro. |
| + * Canvas container width expands out to the full width. |
| + */ |
| + playIntro: function() { |
| + if (!this.started && !this.crashed) { |
| + this.playingIntro = true; |
| + this.tRex.playingIntro = true; |
| + |
| + // CSS animation definition. |
| + var keyframes = '@-webkit-keyframes intro { ' + |
| + 'from { width:' + Trex.config.WIDTH + 'px }' + |
| + 'to { width: ' + this.dimensions.WIDTH + 'px }' + |
| + '}'; |
| + document.styleSheets[0].insertRule(keyframes, 0); |
| + |
| + this.containerEl.addEventListener(Runner.events.ANIM_END, |
| + this.startGame.bind(this)); |
| + |
| + this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; |
| + this.containerEl.style.width = this.dimensions.WIDTH + 'px'; |
| + |
| + if (this.touchController) { |
| + this.outerContainerEl.appendChild(this.touchController); |
| + } |
| + this.activated = true; |
| + this.started = true; |
| + } else if (this.crashed) { |
| + this.restart(); |
| + } |
| + }, |
| + |
| + |
| + /** |
| + * Update the game status to started. |
| + */ |
| + startGame: function() { |
| + this.runningTime = 0; |
| + this.playingIntro = false; |
| + this.tRex.playingIntro = false; |
| + this.containerEl.style.webkitAnimation = ''; |
| + this.playCount++; |
| + |
| + // Handle tabbing off the page. Pause the current game. |
| + window.addEventListener(Runner.events.VISIBILITY, |
| + this.onVisibilityChange.bind(this), false); |
| + |
| + window.addEventListener(Runner.events.BLUR, |
| + this.onVisibilityChange.bind(this), false); |
| + |
| + window.addEventListener(Runner.events.FOCUS, |
| + this.onVisibilityChange.bind(this), false); |
| + }, |
| + |
| + clearCanvas: function() { |
| + this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, |
| + this.dimensions.HEIGHT); |
| + }, |
| + |
| + /** |
| + * Update the game frame. |
| + */ |
| + update: function() { |
| + this.drawPending = false; |
| + |
| + var now = performance.now(); |
| + var deltaTime = now - (this.time || now); |
| + this.time = now; |
| + |
| + if (this.activated) { |
| + this.clearCanvas(); |
| + |
| + if (this.tRex.jumping) { |
| + this.tRex.updateJump(deltaTime, this.config); |
| + } |
| + |
| + this.runningTime += deltaTime; |
| + var hasObstacles = this.runningTime > this.config.CLEAR_TIME; |
| + |
| + // First jump triggers the intro. |
| + if (this.tRex.jumpCount == 1 && !this.playingIntro) { |
| + this.playIntro(); |
| + } |
| + |
| + // The horizon doesn't move until the intro is over. |
| + if (this.playingIntro) { |
| + this.horizon.update(0, this.currentSpeed, hasObstacles); |
| + } else { |
| + deltaTime = !this.started ? 0 : deltaTime; |
| + this.horizon.update(deltaTime, this.currentSpeed, hasObstacles); |
| + } |
| + |
| + // Check for collisions. |
| + var collision = hasObstacles && |
| + Runner.Collision.check(this.horizon.obstacles[0], this.tRex); |
| + |
| + if (!collision) { |
| + this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; |
| + |
| + if (this.currentSpeed < this.config.MAX_SPEED) { |
| + this.currentSpeed += this.config.ACCELERATION; |
| + } |
| + } else { |
| + this.gameOver(); |
| + } |
| + |
| + if (this.distanceMeter.getActualDistance(this.distanceRan) > |
| + this.distanceMeter.maxScore) { |
| + this.distanceRan = 0; |
| + } |
| + |
| + var playAcheivementSound = this.distanceMeter.update(deltaTime, |
| + Math.ceil(this.distanceRan)); |
| + |
| + if (playAcheivementSound) { |
| + this.playSound(this.soundFx.SCORE); |
| + } |
| + } |
| + |
| + if (!this.crashed) { |
| + this.tRex.update(deltaTime); |
| + this.raq(); |
| + } |
| + }, |
| + |
| + /** |
| + * Draw the collision boxes on canvas, for debugging. |
| + * @param {Runner.CollisionBox} collision T-Rex collison box. |
| + * @param {Runner.CollisionBox} obstacle Obstacle collison box. |
| + */ |
| + drawCollisionBoxes: function(collision, obstacle) { |
| + this.canvasCtx.save(); |
| + this.canvasCtx.strokeStyle = '#f00'; |
| + this.canvasCtx.strokeRect(collision[0].x, collision[0].y, |
| + collision[0].width, collision[0].height); |
| + |
| + this.canvasCtx.strokeStyle = '#00f'; |
| + this.canvasCtx.strokeRect(collision[1].x, collision[1].y, |
| + collision[1].width, collision[1].height); |
| + this.canvasCtx.restore(); |
| + }, |
| + |
| + /** |
| + * Event handler. |
| + */ |
| + handleEvent: function(e) { |
| + return (function(evtType, events) { |
| + switch (evtType) { |
| + case events.KEYDOWN: |
| + case events.TOUCHSTART: |
| + case events.MOUSEDOWN: |
| + this.onKeyDown(e); |
| + break; |
| + case events.KEYUP: |
| + case events.TOUCHEND: |
| + case events.MOUSEUP: |
| + this.onKeyUp(e); |
| + break; |
| + } |
| + }.bind(this))(e.type, Runner.events); |
| + }, |
| + |
| + /** |
| + * Bind relevant key / mouse / touch listeners. |
| + */ |
| + startListening: function() { |
| + // Keys. |
| + document.addEventListener(Runner.events.KEYDOWN, this); |
| + document.addEventListener(Runner.events.KEYUP, this); |
| + |
| + if (ISMOBILE) { |
| + // Mobile only touch devices. |
| + this.touchController.addEventListener(Runner.events.TOUCHSTART, this); |
| + this.touchController.addEventListener(Runner.events.TOUCHEND, this); |
| + this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); |
| + } else { |
| + // Mouse. |
| + document.addEventListener(Runner.events.MOUSEDOWN, this); |
| + document.addEventListener(Runner.events.MOUSEUP, this); |
| + } |
| + }, |
| + |
| + /** |
| + * Remove all listeners. |
| + */ |
| + stopListening: function() { |
| + document.removeEventListener(Runner.events.KEYDOWN, this); |
| + document.removeEventListener(Runner.events.KEYUP, this); |
| + |
| + if (ISMOBILE) { |
| + this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); |
| + this.touchController.removeEventListener(Runner.events.TOUCHEND, this); |
| + this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); |
| + } else { |
| + document.removeEventListener(Runner.events.MOUSEDOWN, this); |
| + document.removeEventListener(Runner.events.MOUSEUP, this); |
| + } |
| + }, |
| + |
| + /** |
| + * Process keydown. |
| + * @param {Event} e |
| + */ |
| + onKeyDown: function(e) { |
| + if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] || |
| + e.type == Runner.events.TOUCHSTART)) { |
| + if (!this.activated) { |
| + this.activated = true; |
| + } |
| + |
| + if (!this.tRex.jumping) { |
| + this.playSound(this.soundFx.BUTTON_PRESS); |
| + this.tRex.startJump(); |
| + } |
| + } |
| + |
| + if (this.crashed && e.type == Runner.events.TOUCHSTART && |
| + e.currentTarget == this.containerEl) { |
| + this.restart(); |
| + } |
| + |
| + // Speed drop, activated only when jump key is not pressed. |
| + if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) { |
| + e.preventDefault(); |
| + this.tRex.setSpeedDrop(); |
| + } |
| + }, |
| + |
| + |
| + /** |
| + * Process key up. |
| + * @param {Event} e |
| + */ |
| + onKeyUp: function(e) { |
| + var keyCode = String(e.keyCode); |
| + var isjumpKey = Runner.keycodes.JUMP[keyCode] || |
| + e.type == Runner.events.TOUCHEND || |
| + e.type == Runner.events.MOUSEDOWN; |
| + |
| + if (this.isRunning() && isjumpKey) { |
| + this.tRex.endJump(); |
| + } else if (Runner.keycodes.DUCK[keyCode]) { |
| + this.tRex.speedDrop = false; |
| + } else if (this.crashed) { |
| + // Check that enough time has elapsed before allowing jump key to restart. |
| + var deltaTime = performance.now() - this.time; |
| + |
| + if (Runner.keycodes.RESTART[keyCode] || |
| + (e.type == Runner.events.MOUSEUP && e.target == this.canvas) || |
| + (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && |
| + Runner.keycodes.JUMP[keyCode])) { |
| + this.restart(); |
| + } |
| + } else if (this.paused && isjumpKey) { |
| + this.play(); |
| + } |
| + }, |
| + |
| + /** |
| + * RequestAnimationFrame wrapper. |
| + */ |
| + raq: function() { |
| + if (!this.drawPending) { |
| + this.drawPending = true; |
| + this.raqId = requestAnimationFrame(this.update.bind(this)); |
| + } |
| + }, |
| + |
| + /** |
| + * Whether the game is running. |
| + * @return {boolean} |
| + */ |
| + isRunning: function() { |
| + return !!this.raqId; |
| + }, |
| + |
| + /** |
| + * Game over state. |
| + */ |
| + gameOver: function() { |
| + this.playSound(this.soundFx.HIT); |
| + Runner.vibrate(200); |
| + |
| + this.stop(); |
| + this.crashed = true; |
| + this.distanceMeter.acheivement = false; |
| + |
| + this.tRex.update(100, Trex.status.CRASHED); |
| + |
| + // Game over panel. |
| + if (!this.gameOverPanel) { |
| + this.gameOverPanel = new Runner.GameOverPanel(this.canvas, |
| + this.images.TEXT_SPRITE, this.images.RESTART, |
| + this.dimensions); |
| + } else { |
| + this.gameOverPanel.draw(); |
| + } |
| + |
| + // Update the high score. |
| + if (this.distanceRan > this.highestScore) { |
| + this.highestScore = Math.ceil(this.distanceRan); |
| + this.distanceMeter.setHighScore(this.highestScore); |
| + } |
| + |
| + // Reset the time clock. |
| + this.time = performance.now(); |
| + }, |
| + |
| + stop: function() { |
| + this.activated = false; |
| + this.paused = true; |
| + cancelAnimationFrame(this.raqId); |
| + this.raqId = 0; |
| + }, |
| + |
| + play: function() { |
| + if (!this.crashed) { |
| + this.activated = true; |
| + this.paused = false; |
| + this.tRex.update(0, Trex.status.RUNNING); |
| + this.time = performance.now(); |
| + this.update(); |
| + } |
| + }, |
| + |
| + restart: function() { |
| + if (!this.raqId) { |
| + this.playCount++; |
| + this.runningTime = 0; |
| + this.activated = true; |
| + this.crashed = false; |
| + this.distanceRan = 0; |
| + this.setSpeed(this.config.SPEED); |
| + |
| + this.time = performance.now(); |
| + this.containerEl.classList.remove(Runner.classes.CRASHED); |
| + this.clearCanvas(); |
| + this.distanceMeter.reset(this.highestScore); |
| + this.horizon.reset(); |
| + this.tRex.reset(); |
| + this.playSound(this.soundFx.BUTTON_PRESS); |
| + |
| + this.update(); |
| + } |
| + }, |
| + |
| + /** |
| + * Pause the game if the tab is not in focus. |
| + */ |
| + onVisibilityChange: function(e) { |
| + if (document.hidden || document.webkitHidden || e.type == 'blur') { |
| + this.stop(); |
| + } else { |
| + this.play(); |
| + } |
| + }, |
| + |
| + /** |
| + * Play a sound. |
| + * @param {SoundBuffer} soundBuffer |
| + */ |
| + playSound: function(soundBuffer) { |
| + if (soundBuffer) { |
| + var sourceNode = this.audioContext.createBufferSource(); |
| + sourceNode.buffer = soundBuffer; |
| + sourceNode.connect(this.audioContext.destination); |
| + sourceNode.start(0); |
| + } |
| + } |
| +}; |
| + |
| + |
| +/** |
| + * Updates the canvas size taking into |
| + * account the backing store pixel ratio and |
| + * the device pixel ratio. |
| + * |
| + * See article by Paul Lewis: |
| + * http://www.html5rocks.com/en/tutorials/canvas/hidpi/ |
| + * |
| + * @param {HTMLCanvasElement} canvas |
| + * @param {number} opt_width |
| + * @param {number} opt_height |
| + * @return {boolean} Whether the canvas was scaled. |
| + */ |
| +Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) { |
| + var context = canvas.getContext('2d'); |
| + |
| + // Query the various pixel ratios |
| + var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; |
| + var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; |
| + var ratio = devicePixelRatio / backingStoreRatio; |
| + |
| + // Upscale the canvas if the two ratios don't match |
| + if (devicePixelRatio !== backingStoreRatio) { |
| + |
| + var oldWidth = opt_width || canvas.width; |
| + var oldHeight = opt_height || canvas.height; |
| + |
| + canvas.width = oldWidth * ratio; |
| + canvas.height = oldHeight * ratio; |
| + |
| + canvas.style.width = oldWidth + 'px'; |
| + canvas.style.height = oldHeight + 'px'; |
| + |
| + // Scale the context to counter the fact that we've manually scaled |
| + // our canvas element. |
| + context.scale(ratio, ratio); |
| + return true; |
| + } |
| + return false; |
| +}; |
| + |
| + |
| +/** |
| + * Get random number. |
| + * @param {number} min |
| + * @param {number} max |
| + * @param {number} |
| + */ |
| +Runner.getRandomNum = function(min, max) { |
| + return Math.floor(Math.random() * (max - min + 1)) + min; |
| +}; |
| + |
| + |
| +/** |
| + * Vibrate on mobile devices. |
| + * @param {number} duration Duration of the vibration in milliseconds. |
| + */ |
| +Runner.vibrate = function(duration) { |
| + if (ISMOBILE) { |
| + window.navigator['vibrate'](duration); |
| + } |
| +}; |
| + |
| + |
| +/** |
| + * Create canvas element. |
| + * @param {HTMLElement} container Element to append canvas to. |
| + * @param {number} width |
| + * @param {number} height |
| + * @param {string} opt_classname |
| + * @return {HTMLCanvasElement} |
| + */ |
| +Runner.createCanvas = function(container, width, height, opt_classname) { |
| + var canvas = document.createElement('canvas'); |
| + canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + |
| + opt_classname : Runner.classes.CANVAS; |
| + canvas.width = width; |
| + canvas.height = height; |
| + container.appendChild(canvas); |
| + |
| + return canvas; |
| +}; |
| + |
| + |
| +/** |
| + * Decodes the base 64 audio to ArrayBuffer used by Web Audio. |
| + * @param {string} base64String |
| + */ |
| +Runner.decodeBase64ToArrayBuffer = function(base64String) { |
| + var len = (base64String.length / 4) * 3; |
| + var str = atob(base64String); |
| + var arrayBuffer = new ArrayBuffer(len); |
| + var bytes = new Uint8Array(arrayBuffer); |
| + |
| + for (var i = 0; i < len; i++) { |
| + bytes[i] = str.charCodeAt(i); |
| + } |
| + return bytes.buffer; |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| + |
| +/** |
| + * Game over panel. |
| + * @param {!HTMLCanvasElement} canvas |
| + * @param {!HTMLImage} textSprite |
| + * @param {!HTMLImage} restartImg |
| + * @param {!Object} dimensions Canvas dimensions. |
| + * @constructor |
| + */ |
| +Runner.GameOverPanel = function(canvas, textSprite, restartImg, dimensions) { |
|
arv (Not doing code reviews)
2014/09/22 15:03:14
I still do not understand why these all are proper
edwardjung
2014/09/22 16:54:25
Sorry, my laziness.
|
| + this.canvas = canvas; |
| + this.canvasCtx = canvas.getContext('2d'); |
| + this.canvasDimensions = dimensions; |
| + this.textSprite = textSprite; |
| + this.restartImg = restartImg; |
| + this.draw(); |
| +}; |
| + |
| + |
| +/** |
| + * Dimensions used in the panel. |
| + * @enum {number} |
| + */ |
| +Runner.GameOverPanel.dimensions = { |
| + TEXT_X: 0, |
| + TEXT_Y: 13, |
| + TEXT_WIDTH: 191, |
| + TEXT_HEIGHT: 11, |
| + RESTART_WIDTH: 36, |
| + RESTART_HEIGHT: 32 |
| +}; |
| + |
| + |
| +Runner.GameOverPanel.prototype = { |
| + /** |
| + * Update the panel dimensions. |
| + * @param {number} width New canvas width. |
| + * @param {number} opt_height Optional new canvas height. |
| + */ |
| + updateDimensions: function(width, opt_height) { |
| + this.canvasDimensions.WIDTH = width; |
| + if (opt_height) { |
| + this.canvasDimensions.HEIGHT = opt_height; |
| + } |
| + }, |
| + |
| + /** |
| + * Draw the panel. |
| + */ |
| + draw: function() { |
| + var dimensions = Runner.GameOverPanel.dimensions; |
| + |
| + var centerX = this.canvasDimensions.WIDTH / 2; |
| + |
| + // Game over text. |
| + var textSourceX = dimensions.TEXT_X; |
| + var textSourceY = dimensions.TEXT_Y; |
| + var textSourceWidth = dimensions.TEXT_WIDTH; |
| + var textSourceHeight = dimensions.TEXT_HEIGHT; |
| + |
| + var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); |
| + var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); |
| + var textTargetWidth = dimensions.TEXT_WIDTH; |
| + var textTargetHeight = dimensions.TEXT_HEIGHT; |
| + |
| + var restartSourceWidth = dimensions.RESTART_WIDTH; |
| + var restartSourceHeight = dimensions.RESTART_HEIGHT; |
| + var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); |
| + var restartTargetY = this.canvasDimensions.HEIGHT / 2; |
| + |
| + if (ISHDPI) { |
| + textSourceY *= 2; |
| + textSourceX *= 2; |
| + textSourceWidth *= 2; |
| + textSourceHeight *= 2; |
| + restartSourceWidth *= 2; |
| + restartSourceHeight *= 2; |
| + } |
| + |
| + // Game over text from sprite. |
| + this.canvasCtx.drawImage(this.textSprite, |
| + textSourceX, textSourceY, textSourceWidth, textSourceHeight, |
| + textTargetX, textTargetY, textTargetWidth, textTargetHeight); |
| + |
| + // Restart button. |
| + this.canvasCtx.drawImage(this.restartImg, 0, 0, |
| + restartSourceWidth, restartSourceHeight, |
| + restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, |
| + dimensions.RESTART_HEIGHT); |
| + } |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| +/** |
| + * Collision checker utilities. |
| + */ |
| +Runner.Collision = function() {}; |
|
arv (Not doing code reviews)
2014/09/22 15:03:14
No one seems to be calling this.
edwardjung
2014/09/22 16:54:25
Removed
|
| + |
| + |
| +/** |
| + * Check for a collision. |
| + * @param {!Runner.Obstacle} obstacle |
| + * @param {!Trex} tRex T-rex object. |
| + * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing |
| + * collision boxes. |
| + * @return {Array.<Runner.CollisionBox>} |
| + */ |
| +Runner.Collision.check = function(obstacle, tRex, opt_canvasCtx) { |
|
arv (Not doing code reviews)
2014/09/22 15:03:14
Why is this a property of Collision? Maybe change
edwardjung
2014/09/22 16:54:25
Done.
|
| + var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; |
| + |
| + // Adjustments are made to the bounding box as there is a 1 pixel white |
| + // border around the t-rex and obstacles. |
| + var tRexBox = new Runner.CollisionBox( |
| + tRex.xPos + 1, |
| + tRex.yPos + 1, |
| + tRex.config.WIDTH - 2, |
| + tRex.config.HEIGHT - 2); |
| + |
| + var obstacleBox = new Runner.CollisionBox( |
| + obstacle.xPos + 1, |
| + obstacle.yPos + 1, |
| + obstacle.typeConfig.width * obstacle.size - 2, |
| + obstacle.typeConfig.height - 2); |
| + |
| + // Debug outer box |
| + if (opt_canvasCtx) { |
| + Runner.Collision.drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); |
| + } |
| + |
| + // Simple outer bounds check. |
| + if (Runner.Collision.boxCompare(tRexBox, obstacleBox)) { |
| + var collisionBoxes = obstacle.collisionBoxes; |
| + var tRexCollisionBoxes = Trex.collisionBoxes; |
| + |
| + // Detailed axis aligned box check. |
| + for (var t = 0; t < tRexCollisionBoxes.length; t++) { |
| + for (var i = 0; i < collisionBoxes.length; i++) { |
| + // Adjust the box to actual positions. |
| + var adjTrexBox = |
| + Runner.Collision.createAdjustedCollisionBox(tRexCollisionBoxes[t], |
| + tRexBox); |
| + var adjObstacleBox = |
| + Runner.Collision.createAdjustedCollisionBox(collisionBoxes[i], |
| + obstacleBox); |
| + |
| + var crashed = Runner.Collision.boxCompare(adjTrexBox, adjObstacleBox); |
| + |
| + // Draw boxes for debug. |
| + if (opt_canvasCtx) { |
| + Runner.Collision.drawCollisionBoxes(opt_canvasCtx, |
| + adjTrexBox, adjObstacleBox); |
| + } |
| + |
| + if (crashed) { |
| + return [adjTrexBox, adjObstacleBox]; |
| + } |
| + } |
| + } |
| + } |
| + return false; |
| +}; |
| + |
| + |
| +/** |
| + * Adjust the collision box. |
| + * @param {!Runner.CollisionBox} box The original box. |
| + * @param {!Runner.CollisionBox} adjustment Adjustment box. |
| + * @return {Runner.CollisionBox} The adjusted collision box object. |
| + */ |
| +Runner.Collision.createAdjustedCollisionBox = function(box, adjustment) { |
| + return new Runner.CollisionBox( |
| + box.x + adjustment.x, |
| + box.y + adjustment.y, |
| + box.width, |
| + box.height); |
| +}; |
| + |
| + |
| +/** |
| + * Draw the collision boxes for debug. |
| + */ |
| +Runner.Collision.drawCollisionBoxes = |
| + function(canvasCtx, tRexBox, obstacleBox) { |
| + canvasCtx.save(); |
| + canvasCtx.strokeStyle = '#f00'; |
| + canvasCtx.strokeRect(tRexBox.x, tRexBox.y, |
| + tRexBox.width, tRexBox.height); |
| + |
| + canvasCtx.strokeStyle = '#0f0'; |
| + canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, |
| + obstacleBox.width, obstacleBox.height); |
| + canvasCtx.restore(); |
| +}; |
| + |
| + |
| +/** |
| + * Compare two collision boxes for a collision. |
| + * @param {Runner.CollisionBox} tRexBox |
| + * @param {Runner.CollisionBox} obstacleBox |
| + * @return {boolean} Whether the boxes intersected. |
| + */ |
| +Runner.Collision.boxCompare = function(tRexBox, obstacleBox) { |
| + var crashed = false; |
| + var tRexBoxX = tRexBox.x; |
| + var tRexBoxY = tRexBox.y; |
| + |
| + var obstacleBoxX = obstacleBox.x; |
| + var obstacleBoxY = obstacleBox.y; |
| + |
| + // Axis-Aligned Bounding Box method. |
| + if (tRexBox.x < obstacleBoxX + obstacleBox.width && |
| + tRexBox.x + tRexBox.width > obstacleBoxX && |
| + tRexBox.y < obstacleBox.y + obstacleBox.height && |
| + tRexBox.height + tRexBox.y > obstacleBox.y) { |
| + crashed = true; |
| + } |
| + |
| + return crashed; |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| +/** |
| + * Collision box object. |
| + * @param {number} x X position. |
| + * @param {number} y Y Position. |
| + * @param {number} w Width. |
| + * @param {number} h Height. |
| + */ |
| +Runner.CollisionBox = function(x, y, w, h) { |
| + this.x = x; |
| + this.y = y; |
| + this.width = w; |
| + this.height = h; |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| +/** |
| + * Obstacle. |
| + * @param {HTMLCanvasCtx} canvasCtx |
| + * @param {Runner.Obstacle.type} type |
| + * @param {image} obstacleImg Image sprite. |
| + * @param {Object} dimensions |
| + * @param {number} gapCoefficient Mutipler in determining the gap. |
| + * @param {number} speed |
| + */ |
| +Runner.Obstacle = function(canvasCtx, type, obstacleImg, dimensions, |
| + gapCoefficient, speed) { |
| + |
| + this.canvasCtx = canvasCtx; |
| + this.image = obstacleImg; |
| + this.typeConfig = type; |
| + this.gapCoefficient = gapCoefficient; |
| + this.size = Runner.getRandomNum(1, Runner.Obstacle.MAX_OBSTACLE_LENGTH); |
| + this.dimensions = dimensions; |
| + this.remove = false; |
| + this.xPos = 0; |
| + this.yPos = this.typeConfig.yPos; |
| + this.width = 0; |
| + this.collisionBoxes = []; |
| + this.gap = 0; |
| + |
| + this.init(speed); |
| +}; |
| + |
| +/** |
| + * Coefficient for calculating the maximum gap. |
| + * @const |
| + */ |
| +Runner.Obstacle.MAX_GAP_COEFFICIENT = 1.5; |
| + |
| +/** |
| + * Maximum obstacle grouping count. |
| + * @const |
| + */ |
| +Runner.Obstacle.MAX_OBSTACLE_LENGTH = 3, |
| + |
| + |
| +Runner.Obstacle.prototype = { |
| + /** |
| + * Initialise the DOM for the obstacle. |
| + * @param {number} speed |
| + */ |
| + init: function(speed) { |
| + this.cloneCollisionBoxes(); |
| + |
| + // Only allow sizing if we're at the right speed. |
| + if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { |
| + this.size = 1; |
| + } |
| + |
| + this.width = this.typeConfig.width * this.size; |
| + this.xPos = this.dimensions.WIDTH - this.width; |
| + |
| + this.draw(); |
| + |
| + // Make collision box adjustments, |
| + // Central box is adjusted to the size as one box. |
| + // ____ ______ ________ |
| + // _| |-| _| |-| _| |-| |
| + // | |<->| | | |<--->| | | |<----->| | |
| + // | | 1 | | | | 2 | | | | 3 | | |
| + // |_|___|_| |_|_____|_| |_|_______|_| |
| + // |
| + if (this.size > 1) { |
| + this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - |
| + this.collisionBoxes[2].width; |
| + this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; |
| + } |
| + |
| + this.gap = this.getGap(this.gapCoefficient, speed); |
| + }, |
| + |
| + /** |
| + * Draw and crop based on size. |
| + */ |
| + draw: function() { |
| + var sourceWidth = this.typeConfig.width; |
| + var sourceHeight = this.typeConfig.height; |
| + |
| + if (ISHDPI) { |
| + sourceWidth = sourceWidth * 2; |
| + sourceHeight = sourceHeight * 2; |
| + } |
| + |
| + // Sprite |
| + var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)); |
| + this.canvasCtx.drawImage(this.image, |
| + sourceX, 0, |
|
arv (Not doing code reviews)
2014/09/22 15:03:14
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
|
| + sourceWidth * this.size, sourceHeight, |
| + this.xPos, this.yPos, |
| + this.typeConfig.width * this.size, this.typeConfig.height); |
| + }, |
| + |
| + /** |
| + * Obstacle frame update. |
| + * @param {number} deltaTime |
| + * @param {number} speed |
| + */ |
| + update: function(deltaTime, speed) { |
| + if (!this.remove) { |
| + this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); |
| + this.draw(); |
| + |
| + if (!this.isVisible()) { |
| + this.remove = true; |
| + } |
| + } |
| + }, |
| + |
| + /** |
| + * Calculate a random gap size. |
| + * - Minimum gap gets wider as speed increses |
| + * @param {number} gapCoefficient |
| + * @param {number} speed |
| + * @return {number} The gap size. |
| + */ |
| + getGap: function(gapCoefficient, speed) { |
| + var minGap = Math.round(this.width * speed + |
| + this.typeConfig.minGap * gapCoefficient); |
| + var maxGap = Math.round(minGap * Runner.Obstacle.MAX_GAP_COEFFICIENT); |
| + return Runner.getRandomNum(minGap, maxGap); |
| + }, |
| + |
| + /** |
| + * Check if obstacle is visible. |
| + * @return {boolean} Whether the obstacle is in the game area. |
| + */ |
| + isVisible: function() { |
| + return this.xPos + this.width > 0; |
| + }, |
| + |
| + /** |
| + * Make a copy of the collision boxes, since these will change based on |
| + * obstacle type and size. |
| + */ |
| + cloneCollisionBoxes: function() { |
| + var collisionBoxes = this.typeConfig.collisionBoxes; |
| + |
| + for (var i = collisionBoxes.length - 1; i >= 0; i--) { |
| + this.collisionBoxes[i] = new Runner.CollisionBox(collisionBoxes[i].x, |
| + collisionBoxes[i].y, collisionBoxes[i].width, |
| + collisionBoxes[i].height); |
| + } |
| + } |
| +}; |
| + |
| + |
| +/** |
| + * Obstacle definitions. |
| + * minGap: minimum pixel space betweeen obstacles. |
| + * multipleSpeed: Speed at which multiples are allowed. |
| + */ |
| +Runner.Obstacle.types = [ |
| + { |
| + type: 'CACTUS_SMALL', |
| + className: ' cactus cactus-small ', |
| + width: 17, |
| + height: 35, |
| + yPos: 105, |
| + multipleSpeed: 3, |
| + minGap: 120, |
| + collisionBoxes: [ |
| + new Runner.CollisionBox(0, 7, 5, 27), |
|
arv (Not doing code reviews)
2014/09/22 15:03:15
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
|
| + new Runner.CollisionBox(4, 0, 6, 34), |
| + new Runner.CollisionBox(10, 4, 7, 14) |
| + ] |
| + }, |
| + { |
| + type: 'CACTUS_LARGE', |
| + className: ' cactus cactus-large ', |
| + width: 25, |
| + height: 50, |
| + yPos: 90, |
| + multipleSpeed: 6, |
| + minGap: 120, |
| + collisionBoxes: [ |
|
arv (Not doing code reviews)
2014/09/22 15:03:14
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
|
| + new Runner.CollisionBox(0, 12, 7, 38), |
| + new Runner.CollisionBox(8, 0, 7, 49), |
| + new Runner.CollisionBox(13, 10, 10, 38) |
| + ] |
| + } |
| +]; |
| + |
| + |
| +//****************************************************************************** |
| +/** |
| + * T-rex game character. |
| + * @param {HTMLCanvas} canvas |
| + * @param {HTMLImage} image Character image. |
| + * @constructor |
| + */ |
| +function Trex(canvas, image) { |
| + this.canvas = canvas; |
| + this.canvasCtx = canvas.getContext('2d'); |
| + this.image = image; |
| + this.xPos = 0; |
| + this.yPos = 0; |
| + // Position when on the ground. |
| + this.groundYPos = 0; |
| + this.currentFrame = 0; |
| + this.currentAnimFrames = []; |
| + this.blinkDelay = 0; |
| + this.animStartTime = 0; |
| + this.timer = 0; |
| + this.msPerFrame = 1000 / FPS; |
| + this.config = Trex.config; |
| + // Current status. |
| + this.status = Trex.status.WAITING; |
| + |
| + this.jumping = false; |
| + this.jumpVelocity = 0; |
| + this.reachedMinHeight = false; |
| + this.speedDrop = false; |
| + this.jumpCount = 0; |
| + this.jumpspotX = 0; |
| + |
| + this.init(); |
| +}; |
| + |
| + |
| +/** |
| + * T-rex player config. |
| + * @enum {number} |
| + */ |
| +Trex.config = { |
| + DROP_VELOCITY: -5, |
| + GRAVITY: 0.6, |
| + HEIGHT: 47, |
| + INIITAL_JUMP_VELOCITY: -10, |
| + INTRO_DURATION: 1500, |
| + MAX_JUMP_HEIGHT: 30, |
| + MIN_JUMP_HEIGHT: 30, |
| + SPEED_DROP_COEFFICIENT: 3, |
| + SPRITE_WIDTH: 262, |
| + START_X_POS: 50, |
| + WIDTH: 44 |
| +}; |
| + |
| + |
| +/** |
| + * Used in collision detection. |
| + * @type {Array.<Runner.CollisionBox>} |
| + */ |
| +Trex.collisionBoxes = [ |
| + new Runner.CollisionBox(1, -1, 30, 26), |
| + new Runner.CollisionBox(32, 0, 8, 16), |
| + new Runner.CollisionBox(10, 35, 14, 8), |
| + new Runner.CollisionBox(1, 24, 29, 5), |
| + new Runner.CollisionBox(5, 30, 21, 4), |
| + new Runner.CollisionBox(9, 34, 15, 4) |
| +]; |
| + |
| + |
| +/** |
| + * Animation states. |
| + * @enum {string} |
| + */ |
| +Trex.status = { |
| + CRASHED: 'CRASHED', |
| + JUMPING: 'JUMPING', |
| + RUNNING: 'RUNNING', |
| + WAITING: 'WAITING' |
| +}; |
| + |
| +/** |
| + * Blinking coefficient. |
| + * @const |
| + */ |
| +Trex.BLINK_TIMING = 7000; |
| + |
| + |
| +/** |
| + * Animation config for different states. |
| + * @enum {object} |
| + */ |
| +Trex.animFrames = { |
| + WAITING: { |
| + frames: [44, 0], |
|
arv (Not doing code reviews)
2014/09/22 15:03:14
wrong indentation
edwardjung
2014/09/22 16:54:25
Done.
|
| + msPerFrame: 1000 / 3 |
| + }, |
| + RUNNING: { |
| + frames: [88, 132], |
| + msPerFrame: 1000 / 12 |
| + }, |
| + CRASHED: { |
| + frames: [220], |
| + msPerFrame: 1000 / 60 |
| + }, |
| + JUMPING: { |
| + frames: [0], |
| + msPerFrame: 1000 / 60 |
| + } |
| +}; |
| + |
| + |
| +Trex.prototype = { |
| + /** |
| + * T-rex player initaliser. |
| + * Sets the t-rex to blink at random intervals. |
| + */ |
| + init: function() { |
| + this.blinkDelay = this.setBlinkDelay(); |
| + this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - |
| + Runner.config.BOTTOM_PAD; |
| + this.yPos = this.groundYPos; |
| + this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT; |
| + |
| + this.draw(0, 0); |
| + this.update(0, Trex.status.WAITING); |
| + }, |
| + |
| + /** |
| + * Setter for the jump velocity. |
| + * The approriate drop velocity is also set. |
| + */ |
| + setJumpVelocity: function(setting) { |
| + this.config.INIITAL_JUMP_VELOCITY = -setting; |
| + this.config.DROP_VELOCITY = -setting / 2; |
| + }, |
| + |
| + /** |
| + * Set the animation status. |
| + * @param {!number} deltaTime |
| + * @param {Trex.status} status Optional status to switch to. |
| + */ |
| + update: function(deltaTime, opt_status) { |
| + this.timer += deltaTime; |
| + |
| + // Update the status. |
| + if (opt_status) { |
| + this.status = opt_status; |
| + this.currentFrame = 0; |
| + this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; |
| + this.currentAnimFrames = Trex.animFrames[opt_status].frames; |
| + |
| + if (opt_status == Trex.status.WAITING) { |
| + this.animStartTime = performance.now(); |
| + this.setBlinkDelay(); |
| + } |
| + } |
| + |
| + // Game intro animation, T-rex moves in from the left. |
| + if (this.playingIntro && this.xPos < this.config.START_X_POS) { |
| + this.xPos += Math.round((this.config.START_X_POS / |
| + this.config.INTRO_DURATION) * deltaTime); |
| + } |
| + |
| + if (this.status == Trex.status.WAITING) { |
| + this.blink(performance.now()); |
| + } else { |
| + this.draw(this.currentAnimFrames[this.currentFrame], 0); |
| + } |
| + |
| + // Update the frame position. |
| + if (this.timer >= this.msPerFrame) { |
| + this.currentFrame = this.currentFrame == |
| + this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; |
| + this.timer = 0; |
| + } |
| + }, |
| + |
| + /** |
| + * Draw the t-rex to a particular position. |
| + * @param {number} x |
| + * @param {number} y |
| + */ |
| + draw: function(x, y) { |
| + var sourceX = x; |
| + var sourceY = y; |
| + var sourceWidth = this.config.WIDTH; |
| + var sourceHeight = this.config.HEIGHT; |
| + |
| + if (ISHDPI) { |
| + sourceX *= 2; |
| + sourceY *= 2; |
| + sourceWidth *= 2; |
| + sourceHeight *= 2; |
| + } |
| + |
| + this.canvasCtx.drawImage(this.image, sourceX, sourceY, |
| + sourceWidth, sourceHeight, |
| + this.xPos, this.yPos, |
| + this.config.WIDTH, this.config.HEIGHT); |
| + }, |
| + |
| + /** |
| + * Sets a random time for the blink to happen. |
| + */ |
| + setBlinkDelay: function() { |
| + this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); |
| + }, |
| + |
| + /** |
| + * Make t-rex blink at random intervals. |
| + * @param {number} time Current time in milliseconds. |
| + */ |
| + blink: function(time) { |
| + var deltaTime = time - this.animStartTime; |
| + |
| + if (deltaTime >= this.blinkDelay) { |
| + this.draw(this.currentAnimFrames[this.currentFrame], 0); |
| + |
| + if (this.currentFrame == 1) { |
| + // Set new random delay to blink. |
| + this.setBlinkDelay(); |
| + this.animStartTime = time; |
| + } |
| + } |
| + }, |
| + |
| + /** |
| + * Initialise a jump. |
| + */ |
| + startJump: function() { |
| + if (!this.jumping) { |
| + this.update(0, Trex.status.JUMPING); |
| + this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY; |
| + this.jumping = true; |
| + this.reachedMinHeight = false; |
| + this.speedDrop = false; |
| + } |
| + }, |
| + |
| + /** |
| + * Jump is complete, falling down. |
| + */ |
| + endJump: function() { |
| + if (this.reachedMinHeight && |
| + this.jumpVelocity < this.config.DROP_VELOCITY) { |
| + this.jumpVelocity = this.config.DROP_VELOCITY; |
| + } |
| + }, |
| + |
| + /** |
| + * Update frame for a jump. |
| + * @param {number} deltaTime |
| + */ |
| + updateJump: function(deltaTime) { |
| + var msPerFrame = Trex.animFrames[this.status].msPerFrame; |
| + var framesElapsed = deltaTime / msPerFrame; |
| + |
| + // Speed drop makes Trex fall faster. |
| + if (this.speedDrop) { |
| + this.yPos += Math.round(this.jumpVelocity * |
| + this.config.SPEED_DROP_COEFFICIENT * framesElapsed); |
| + } else { |
| + this.yPos += Math.round(this.jumpVelocity * framesElapsed); |
| + } |
| + |
| + this.jumpVelocity += this.config.GRAVITY * framesElapsed; |
| + |
| + // Minimum height has been reached. |
| + if (this.yPos < this.minJumpHeight || this.speedDrop) { |
| + this.reachedMinHeight = true; |
| + } |
| + |
| + // Reached max height |
| + if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { |
| + this.endJump(); |
| + } |
| + |
| + // Back down at ground level. Jump completed. |
| + if (this.yPos > this.groundYPos) { |
| + this.reset(); |
| + this.jumpCount++; |
| + } |
| + |
| + this.update(deltaTime); |
| + }, |
| + |
| + /** |
| + * Set the speed drop. Immediately cancels the current jump. |
| + */ |
| + setSpeedDrop: function() { |
| + this.speedDrop = true; |
| + this.jumpVelocity = 1; |
| + }, |
| + |
| + /** |
| + * Reset the t-rex to running at start of game. |
| + */ |
| + reset: function() { |
| + this.yPos = this.groundYPos; |
| + this.jumpVelocity = 0; |
| + this.jumping = false; |
| + this.update(0, Trex.status.RUNNING); |
| + this.midair = false; |
| + this.speedDrop = false; |
| + this.jumpCount = 0; |
| + } |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| +/** |
| + * Handles displaying the distance meter. |
| + * @param {!HTMLCanvasElement} canvas |
| + * @param {!HTMLImage} spriteSheet Image sprite. |
| + * @param {number} canvasWidth |
| + * @constructor |
| + */ |
| +function DistanceMeter(canvas, spriteSheet, canvasWidth) { |
| + this.canvas = canvas; |
| + this.canvasCtx = canvas.getContext('2d'); |
| + this.image = spriteSheet; |
| + this.x = 0; |
| + this.y = 5; |
| + |
| + this.currentDistance = 0; |
| + this.maxScore = 0; |
| + this.highScore = 0; |
| + this.container = null; |
| + |
| + this.digits = []; |
| + this.acheivement = false; |
| + this.defaultString = ''; |
| + this.flashTimer = 0; |
| + this.flashIterations = 0; |
| + |
| + this.config = DistanceMeter.config; |
| + this.init(canvasWidth); |
| +}; |
| + |
| + |
| +/** |
| + * @enum {number} |
| + */ |
| +DistanceMeter.dimensions = { |
| + WIDTH: 10, |
| + HEIGHT: 13, |
| + DEST_WIDTH: 11 |
| +}; |
| + |
| + |
| +/** |
| + * Y positioning of the digits in the sprite sheet. |
| + * X position is always 0. |
| + * @type {array.<number>} |
| + */ |
| +DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; |
| + |
| + |
| +/** |
| + * Distance meter config. |
| + * @enum {number} |
| + */ |
| +DistanceMeter.config = { |
| + // Number of digits. |
| + MAX_DISTANCE_UNITS: 5, |
| + |
| + // Distance that causes achievement animation. |
| + ACHIEVEMENT_DISTANCE: 100, |
| + |
| + // Used for conversion from pixel distance to a scaled unit. |
| + COEFFICIENT: 0.025, |
| + |
| + // Flash duration in milliseconds. |
| + FLASH_DURATION: 1000 / 4, |
| + |
| + // Flash iterations for achievement animation. |
| + FLASH_ITERATIONS: 3 |
| +}; |
| + |
| + |
| +DistanceMeter.prototype = { |
| + /** |
| + * Initialise the distance meter to '00000'. |
| + * @param {number} width Canvas width in px. |
| + */ |
| + init: function(width) { |
| + var maxDistanceStr = ''; |
| + |
| + this.calcXPos(width); |
| + this.maxScore = this.config.MAX_DISTANCE_UNITS; |
| + for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) { |
| + this.draw(i, 0); |
| + this.defaultString += '0'; |
| + maxDistanceStr += '9'; |
| + } |
| + |
| + this.maxScore = parseInt(maxDistanceStr); |
| + }, |
| + |
| + /** |
| + * Calculate the xPos in the canvas. |
| + * @param {number} canvasWidth |
| + */ |
| + calcXPos: function(canvasWidth) { |
| + this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * |
| + (this.config.MAX_DISTANCE_UNITS + 1)); |
| + }, |
| + |
| + /** |
| + * Draw a digit to canvas. |
| + * @param {number} digitPos Position of the digit. |
| + * @param {number} value Digit value 0-9. |
| + * @param {boolean} opt_highScore Whether drawing the high score. |
| + */ |
| + draw: function(digitPos, value, opt_highScore) { |
| + var sourceWidth = DistanceMeter.dimensions.WIDTH; |
| + var sourceHeight = DistanceMeter.dimensions.HEIGHT; |
| + var sourceX = DistanceMeter.dimensions.WIDTH * value; |
| + |
| + var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; |
| + var targetY = this.y; |
| + var targetWidth = DistanceMeter.dimensions.WIDTH; |
| + var targetHeight = DistanceMeter.dimensions.HEIGHT; |
| + |
| + // For high DPI we 2x source values. |
| + if (ISHDPI) { |
| + sourceWidth *= 2; |
| + sourceHeight *= 2; |
| + sourceX *= 2; |
| + } |
| + |
| + this.canvasCtx.save(); |
| + |
| + if (opt_highScore) { |
| + // Left of the current score. |
| + var highScoreX = this.x - (this.config.MAX_DISTANCE_UNITS * 2) * |
| + DistanceMeter.dimensions.WIDTH; |
| + this.canvasCtx.translate(highScoreX, this.y); |
| + } else { |
| + this.canvasCtx.translate(this.x, this.y); |
| + } |
| + |
| + this.canvasCtx.drawImage(this.image, sourceX, 0, |
| + sourceWidth, sourceHeight, |
| + targetX, targetY, |
| + targetWidth, targetHeight |
| + ); |
| + |
| + this.canvasCtx.restore(); |
| + }, |
| + |
| + /** |
| + * Covert pixel distance to a 'real' distance. |
| + * @param {number} distance Pixel distance ran. |
| + * @return {number} The 'real' distance ran. |
| + */ |
| + getActualDistance: function(distance) { |
| + return distance ? |
| + Math.round(distance * this.config.COEFFICIENT) : 0; |
| + }, |
| + |
| + /** |
| + * Update the distance meter. |
| + * @param {number} deltaTime |
| + * @param {number} distance |
| + * @return {boolean} Whether the acheivement sound fx should be played. |
| + */ |
| + update: function(deltaTime, distance) { |
| + var paint = true; |
| + var playSound = false; |
| + |
| + if (!this.acheivement) { |
| + distance = this.getActualDistance(distance); |
| + |
| + if (distance > 0) { |
| + // Acheivement unlocked |
| + if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) { |
| + // Flash score and play sound. |
| + this.acheivement = true; |
| + this.flashTimer = 0; |
| + playSound = true; |
| + } |
| + |
| + // Create a string representation of the distance with leading 0. |
| + var distanceStr = (this.defaultString + |
| + distance).substr(-this.config.MAX_DISTANCE_UNITS); |
| + this.digits = distanceStr.split(''); |
| + } else { |
| + this.digits = this.defaultString.split(''); |
| + } |
| + } else { |
| + // Control flashing of the score on reaching acheivement. |
| + if (this.flashIterations <= this.config.FLASH_ITERATIONS) { |
| + this.flashTimer += deltaTime; |
| + |
| + if (this.flashTimer < this.config.FLASH_DURATION) { |
| + paint = false; |
| + } else if (this.flashTimer > |
| + this.config.FLASH_DURATION * 2) { |
| + this.flashTimer = 0; |
| + this.flashIterations++; |
| + } |
| + } else { |
| + this.acheivement = false; |
| + this.flashIterations = 0; |
| + this.flashTimer = 0; |
| + } |
| + } |
| + |
| + // Draw the digits if not flashing. |
| + if (paint) { |
| + for (var i = this.digits.length - 1; i >= 0; i--) { |
| + this.draw(i, parseInt(this.digits[i])); |
| + } |
| + } |
| + |
| + this.drawHighScore(); |
| + |
| + return playSound; |
| + }, |
| + |
| + /** |
| + * Draw the high score. |
| + */ |
| + drawHighScore: function() { |
| + this.canvasCtx.save(); |
| + this.canvasCtx.globalAlpha = .8; |
| + for (var i = this.highScore.length - 1; i >= 0; i--) { |
| + this.draw(i, parseInt(this.highScore[i], 10), true); |
| + } |
| + this.canvasCtx.restore(); |
| + }, |
| + |
| + /** |
| + * Set the highscore as a array string. |
| + * Position of char in the sprite: H - 10, I - 11. |
| + * @param {number} distance Distance ran in pixels. |
| + */ |
| + setHighScore: function(distance) { |
| + distance = this.getActualDistance(distance); |
| + var highScoreStr = (this.defaultString + |
| + distance).substr(-this.config.MAX_DISTANCE_UNITS); |
| + |
| + this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); |
| + }, |
| + |
| + /** |
| + * Reset the distance meter back to '00000'. |
| + */ |
| + reset: function() { |
| + this.update(0); |
| + this.acheivement = false; |
| + } |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| +/** |
| + * Cloud background item. |
| + * Similar to an obstacle object but without collision boxes. |
| + * @param {HTMLCanvasElement} canvas Canvas element. |
| + * @param {Image} cloudImg |
| + * @param {number} containerWidth |
| + */ |
| +function Cloud(canvas, cloudImg, containerWidth) { |
| + this.canvas = canvas; |
| + this.canvasCtx = this.canvas.getContext('2d'); |
| + this.image = cloudImg; |
| + this.containerWidth = containerWidth; |
| + this.xPos = containerWidth; |
| + this.yPos = 0; |
| + this.remove = false; |
| + this.cloudGap = Runner.getRandomNum(Cloud.config.MIN_CLOUD_GAP, |
| + Cloud.config.MAX_CLOUD_GAP); |
| + |
| + this.init(); |
| +}; |
| + |
| + |
| +/** |
| + * Cloud object config. |
| + * @enum {number} |
| + */ |
| +Cloud.config = { |
| + HEIGHT: 13, |
| + MAX_CLOUD_GAP: 400, |
| + MAX_SKY_LEVEL: 30, |
| + MIN_CLOUD_GAP: 100, |
| + MIN_SKY_LEVEL: 71, |
| + WIDTH: 46 |
| +}; |
| + |
| + |
| +Cloud.prototype = { |
| + /** |
| + * Initialise the cloud. Sets the Cloud height. |
| + */ |
| + init: function() { |
| + this.yPos = Runner.getRandomNum(Cloud.config.MAX_SKY_LEVEL, |
| + Cloud.config.MIN_SKY_LEVEL); |
| + this.draw(); |
| + }, |
| + |
| + /** |
| + * Draw the cloud. |
| + */ |
| + draw: function() { |
| + this.canvasCtx.save(); |
| + var sourceWidth = Cloud.config.WIDTH; |
| + var sourceHeight = Cloud.config.HEIGHT; |
| + |
| + if (ISHDPI) { |
| + sourceWidth = sourceWidth * 2; |
| + sourceHeight = sourceHeight * 2; |
| + } |
| + |
| + this.canvasCtx.drawImage(this.image, 0, 0, |
| + sourceWidth, sourceHeight, |
| + this.xPos, this.yPos, |
| + Cloud.config.WIDTH, Cloud.config.HEIGHT); |
| + |
| + this.canvasCtx.restore(); |
| + }, |
| + |
| + /** |
| + * Update the cloud position. |
| + * @param {number} speed |
| + */ |
| + update: function(speed) { |
| + if (!this.remove) { |
| + this.xPos -= Math.ceil(speed); |
| + this.draw(); |
| + |
| + // Mark as removeable if no longer in the canvas. |
| + if (!this.isVisible()) { |
| + this.remove = true; |
| + } |
| + } |
| + }, |
| + |
| + /** |
| + * Check if the cloud is visible on the stage. |
| + * @return {boolean} |
| + */ |
| + isVisible: function() { |
| + return this.xPos + Cloud.config.WIDTH > 0; |
| + } |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| +/** |
| + * Horizon Line. |
| + * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. |
| + * @param {HTMLCanvasElement} canvas |
| + * @param {HTMLImage} bgImg Horizon line sprite. |
| + * @constructor |
| + */ |
| +function HorizonLine(canvas, bgImg) { |
| + this.image = bgImg; |
| + this.canvas = canvas; |
| + this.canvasCtx = canvas.getContext('2d'); |
| + this.sourceDimensions = {}; |
| + this.dimensions = HorizonLine.dimensions; |
| + this.sourceXPos = [0, this.dimensions.WIDTH]; |
| + this.xPos = []; |
| + this.yPos = 0; |
| + this.bumpThreshold = 0.5; |
| + |
| + this.setSourceDimensions(); |
| + this.draw(); |
| +}; |
| + |
| + |
| +/** |
| + * Horizon line dimensions. |
| + * @enum {number} |
| + */ |
| +HorizonLine.dimensions = { |
| + WIDTH: 600, |
| + HEIGHT: 12, |
| + YPOS: 127 |
| +}; |
| + |
| + |
| +HorizonLine.prototype = { |
| + /** |
| + * Set the source dimensions of the horizon line. |
| + */ |
| + setSourceDimensions: function() { |
| + |
| + for (var dimension in HorizonLine.dimensions) { |
| + if (ISHDPI) { |
| + if (dimension != 'YPOS') { |
| + this.sourceDimensions[dimension] = |
| + HorizonLine.dimensions[dimension] * 2; |
| + } |
| + } else { |
| + this.sourceDimensions[dimension] = |
| + HorizonLine.dimensions[dimension]; |
| + } |
| + this.dimensions[dimension] = HorizonLine.dimensions[dimension]; |
| + } |
| + |
| + this.xPos = [0, HorizonLine.dimensions.WIDTH]; |
| + this.yPos = HorizonLine.dimensions.YPOS; |
| + }, |
| + |
| + /** |
| + * Return the crop x position of a type. |
| + */ |
| + getRandomType: function() { |
| + return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; |
| + }, |
| + |
| + /** |
| + * Draw the horizon line. |
| + */ |
| + draw: function() { |
| + this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0, |
| + this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, |
| + this.xPos[0], this.yPos, |
| + this.dimensions.WIDTH, this.dimensions.HEIGHT); |
| + |
| + this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0, |
| + this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, |
| + this.xPos[1], this.yPos, |
| + this.dimensions.WIDTH, this.dimensions.HEIGHT); |
| + }, |
| + |
| + /** |
| + * Update the x position of an indivdual piece of the line. |
| + * @param {number} pos Line position. |
| + * @param {number} increment |
| + */ |
| + updateXPos: function(pos, increment) { |
| + var line1 = pos; |
| + var line2 = pos == 0 ? 1 : 0; |
| + |
| + this.xPos[line1] -= increment; |
| + this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH; |
| + |
| + if (this.xPos[line1] <= -this.dimensions.WIDTH) { |
| + this.xPos[line1] += this.dimensions.WIDTH * 2; |
| + this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH; |
| + this.sourceXPos[line1] = this.getRandomType(); |
| + } |
| + }, |
| + |
| + /** |
| + * Update the horizon line. |
| + * @param {number} deltaTime |
| + * @param {number} speed |
| + */ |
| + update: function(deltaTime, speed) { |
| + var increment = Math.floor(speed * (FPS / 1000) * deltaTime); |
| + |
| + if (this.xPos[0] <= 0) { |
| + this.updateXPos(0, increment); |
| + } else { |
| + this.updateXPos(1, increment); |
| + } |
| + this.draw(); |
| + }, |
| + |
| + /** |
| + * Reset horizon to the starting position. |
| + */ |
| + reset: function() { |
| + this.xPos[0] = 0; |
| + this.xPos[1] = HorizonLine.dimensions.WIDTH; |
| + } |
| +}; |
| + |
| + |
| +//****************************************************************************** |
| + |
| +/** |
| + * Horizon background class. |
| + * @param {HTMLCanvasElement} canvas |
| + * @param {Array.<HTMLImageElement>} images |
| + * @param {object} dimensions Canvas dimensions. |
| + * @param {number} gapCoefficient |
| + * @constructor |
| + */ |
| +function Horizon(canvas, images, dimensions, gapCoefficient) { |
| + this.canvas = canvas; |
| + this.canvasCtx = this.canvas.getContext('2d'); |
| + this.config = Horizon.config; |
| + this.dimensions = dimensions; |
| + this.gapCoefficient = gapCoefficient; |
| + this.obstacles = []; |
| + this.horizonOffsets = [0, 0]; |
| + this.cloudFrequency = this.config.CLOUD_FREQUENCY; |
| + |
| + // Cloud |
| + this.clouds = []; |
| + this.cloudImg = images.CLOUD; |
| + this.cloudSpeed = this.config.BG_CLOUD_SPEED; |
| + |
| + // Horizon |
| + this.horizonImg = images.HORIZON; |
| + this.horizonLine = null; |
| + |
| + // Obstacles |
| + this.obstacleImgs = { |
| + CACTUS_SMALL: images.CACTUS_SMALL, |
| + CACTUS_LARGE: images.CACTUS_LARGE |
| + }; |
| + |
| + this.init(); |
| +}; |
| + |
| + |
| +/** |
| + * Horizon config. |
| + * @enum {number} |
| + */ |
| +Horizon.config = { |
| + BG_CLOUD_SPEED: 0.2, |
| + BUMPY_THRESHOLD: .3, |
| + CLOUD_FREQUENCY: .5, |
| + HORIZON_HEIGHT: 16, |
| + MAX_CLOUDS: 6 |
| +}; |
| + |
| + |
| +Horizon.prototype = { |
| + /** |
| + * Initialise the horizon. Just add the line and a cloud. No obstacles. |
| + */ |
| + init: function() { |
| + this.addCloud(); |
| + this.horizonLine = new HorizonLine(this.canvas, this.horizonImg); |
| + }, |
| + |
| + /** |
| + * @param {number} deltaTime |
| + * @param {number} currentSpeed |
| + * @param {boolean} updateObstacles Used as an override to prevent |
| + * the obstacles from being updated / added. This happens in the |
| + * ease in section. |
| + */ |
| + update: function(deltaTime, currentSpeed, updateObstacles) { |
| + this.runningTime += deltaTime; |
| + this.horizonLine.update(deltaTime, currentSpeed); |
| + this.updateClouds(deltaTime, currentSpeed); |
| + |
| + if (updateObstacles) { |
| + this.updateObstacles(deltaTime, currentSpeed); |
| + } |
| + }, |
| + |
| + /** |
| + * Update the cloud positions. |
| + * @param {number} deltaTime |
| + * @param {number} currentSpeed |
| + */ |
| + updateClouds: function(deltaTime, speed) { |
| + var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; |
| + var numClouds = this.clouds.length; |
| + |
| + if (numClouds) { |
| + for (var i = numClouds - 1; i >= 0; i--) { |
| + this.clouds[i].update(cloudSpeed); |
| + } |
| + |
| + var lastCloud = this.clouds[numClouds - 1]; |
| + |
| + // Check for adding a new cloud. |
| + if (numClouds < this.config.MAX_CLOUDS && |
| + (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && |
| + this.cloudFrequency > Math.random()) { |
| + this.addCloud(); |
| + } |
| + |
| + // Remove expired clouds. |
| + this.clouds = this.clouds.filter(function(obj) { |
| + return !obj.remove; |
| + }); |
| + } |
| + }, |
| + |
| + /** |
| + * Update the obstacle positions. |
| + * @param {number} deltaTime |
| + * @param {number} currentSpeed |
| + */ |
| + updateObstacles: function(deltaTime, currentSpeed) { |
| + // Obstacles, move to Horizon layer. |
| + var updatedObstacles = this.obstacles.slice(0); |
| + |
| + for (var i = 0; i < this.obstacles.length; i++) { |
| + var obstacle = this.obstacles[i]; |
| + obstacle.update(deltaTime, currentSpeed); |
| + |
| + // Clean up existing obstacles. |
| + if (obstacle.remove) { |
| + updatedObstacles.shift(); |
| + } |
| + } |
| + this.obstacles = updatedObstacles; |
| + |
| + if (this.obstacles.length > 0) { |
| + var lastObstacle = this.obstacles[this.obstacles.length - 1]; |
| + |
| + if (lastObstacle && !lastObstacle.followingObstacleCreated && |
| + lastObstacle.isVisible() && |
| + (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) < |
| + this.dimensions.WIDTH) { |
| + this.addNewObstacle(currentSpeed); |
| + lastObstacle.followingObstacleCreated = true; |
| + } |
| + } else { |
| + // Create new obstacles. |
| + this.addNewObstacle(currentSpeed); |
| + } |
| + }, |
| + |
| + /** |
| + * Add a new obstacle. |
| + * @param {number} currentSpeed |
| + */ |
| + addNewObstacle: function(currentSpeed) { |
| + var obstacleTypeIndex = |
| + Runner.getRandomNum(0, Runner.Obstacle.types.length - 1); |
| + var obstacleType = Runner.Obstacle.types[obstacleTypeIndex]; |
| + var obstacleImg = this.obstacleImgs[obstacleType.type]; |
| + |
| + this.obstacles.push(new Runner.Obstacle(this.canvasCtx, obstacleType, |
| + obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed)); |
| + }, |
| + |
| + /** |
| + * Reset the horizon layer. |
| + * Remove existing obstacles and reposition the horizon line. |
| + */ |
| + reset: function() { |
| + this.obstacles = []; |
| + this.horizonLine.reset(); |
| + }, |
| + |
| + /** |
| + * Update the canvas width and scaling. |
| + * @param {number} width Canvas width. |
| + * @param {number} height Canvas height. |
| + */ |
| + resize: function(width, height) { |
| + this.canvas.width = width; |
| + this.canvas.height = height; |
| + }, |
| + |
| + /** |
| + * Add a new cloud to the horizon. |
| + */ |
| + addCloud: function() { |
| + this.clouds.push(new Cloud(this.canvas, this.cloudImg, |
| + this.dimensions.WIDTH)); |
| + } |
| +}; |
| +})(); |