| 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..22009c88ed9cf1e74b2f70c9c060ff6b333a03b3
|
| --- /dev/null
|
| +++ b/chrome/renderer/resources/offline.js
|
| @@ -0,0 +1,2234 @@
|
| +// 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 IS_HIDPI = window.devicePixelRatio > 1;
|
| +
|
| +/** @const */
|
| +var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1;
|
| +
|
| +/** @const */
|
| +var IS_TOUCH_ENABLED = '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 = IS_HIDPI ? 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 = 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 = 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 (IS_MOBILE) {
|
| + 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 &&
|
| + checkForCollision(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();
|
| + }
|
| + },
|
| +
|
| + /**
|
| + * 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 (IS_MOBILE) {
|
| + // 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 (IS_MOBILE) {
|
| + 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);
|
| + 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 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}
|
| + */
|
| +function getRandomNum(min, max) {
|
| + return Math.floor(Math.random() * (max - min + 1)) + min;
|
| +}
|
| +
|
| +
|
| +/**
|
| + * Vibrate on mobile devices.
|
| + * @param {number} duration Duration of the vibration in milliseconds.
|
| + */
|
| +function vibrate(duration) {
|
| + if (IS_MOBILE) {
|
| + 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}
|
| + */
|
| +function createCanvas(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
|
| + */
|
| +function decodeBase64ToArrayBuffer(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
|
| + */
|
| +function GameOverPanel(canvas, textSprite, restartImg, dimensions) {
|
| + 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}
|
| + */
|
| +GameOverPanel.dimensions = {
|
| + TEXT_X: 0,
|
| + TEXT_Y: 13,
|
| + TEXT_WIDTH: 191,
|
| + TEXT_HEIGHT: 11,
|
| + RESTART_WIDTH: 36,
|
| + RESTART_HEIGHT: 32
|
| +};
|
| +
|
| +
|
| +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 = 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 (IS_HIDPI) {
|
| + 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);
|
| + }
|
| +};
|
| +
|
| +
|
| +//******************************************************************************
|
| +
|
| +/**
|
| + * Check for a collision.
|
| + * @param {!Obstacle} obstacle
|
| + * @param {!Trex} tRex T-rex object.
|
| + * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing
|
| + * collision boxes.
|
| + * @return {Array.<CollisionBox>}
|
| + */
|
| +function checkForCollision(obstacle, tRex, opt_canvasCtx) {
|
| + 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 CollisionBox(
|
| + tRex.xPos + 1,
|
| + tRex.yPos + 1,
|
| + tRex.config.WIDTH - 2,
|
| + tRex.config.HEIGHT - 2);
|
| +
|
| + var obstacleBox = new CollisionBox(
|
| + obstacle.xPos + 1,
|
| + obstacle.yPos + 1,
|
| + obstacle.typeConfig.width * obstacle.size - 2,
|
| + obstacle.typeConfig.height - 2);
|
| +
|
| + // Debug outer box
|
| + if (opt_canvasCtx) {
|
| + drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);
|
| + }
|
| +
|
| + // Simple outer bounds check.
|
| + if (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 =
|
| + createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);
|
| + var adjObstacleBox =
|
| + createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);
|
| + var crashed = boxCompare(adjTrexBox, adjObstacleBox);
|
| +
|
| + // Draw boxes for debug.
|
| + if (opt_canvasCtx) {
|
| + drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);
|
| + }
|
| +
|
| + if (crashed) {
|
| + return [adjTrexBox, adjObstacleBox];
|
| + }
|
| + }
|
| + }
|
| + }
|
| + return false;
|
| +};
|
| +
|
| +
|
| +/**
|
| + * Adjust the collision box.
|
| + * @param {!CollisionBox} box The original box.
|
| + * @param {!CollisionBox} adjustment Adjustment box.
|
| + * @return {CollisionBox} The adjusted collision box object.
|
| + */
|
| +function createAdjustedCollisionBox(box, adjustment) {
|
| + return new CollisionBox(
|
| + box.x + adjustment.x,
|
| + box.y + adjustment.y,
|
| + box.width,
|
| + box.height);
|
| +};
|
| +
|
| +
|
| +/**
|
| + * Draw the collision boxes for debug.
|
| + */
|
| +function drawCollisionBoxes(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 {CollisionBox} tRexBox
|
| + * @param {CollisionBox} obstacleBox
|
| + * @return {boolean} Whether the boxes intersected.
|
| + */
|
| +function boxCompare(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.
|
| + */
|
| +function CollisionBox(x, y, w, h) {
|
| + this.x = x;
|
| + this.y = y;
|
| + this.width = w;
|
| + this.height = h;
|
| +};
|
| +
|
| +
|
| +//******************************************************************************
|
| +
|
| +/**
|
| + * Obstacle.
|
| + * @param {HTMLCanvasCtx} canvasCtx
|
| + * @param {Obstacle.type} type
|
| + * @param {image} obstacleImg Image sprite.
|
| + * @param {Object} dimensions
|
| + * @param {number} gapCoefficient Mutipler in determining the gap.
|
| + * @param {number} speed
|
| + */
|
| +function Obstacle(canvasCtx, type, obstacleImg, dimensions,
|
| + gapCoefficient, speed) {
|
| +
|
| + this.canvasCtx = canvasCtx;
|
| + this.image = obstacleImg;
|
| + this.typeConfig = type;
|
| + this.gapCoefficient = gapCoefficient;
|
| + this.size = getRandomNum(1, 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
|
| + */
|
| +Obstacle.MAX_GAP_COEFFICIENT = 1.5;
|
| +
|
| +/**
|
| + * Maximum obstacle grouping count.
|
| + * @const
|
| + */
|
| +Obstacle.MAX_OBSTACLE_LENGTH = 3,
|
| +
|
| +
|
| +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 (IS_HIDPI) {
|
| + sourceWidth = sourceWidth * 2;
|
| + sourceHeight = sourceHeight * 2;
|
| + }
|
| +
|
| + // Sprite
|
| + var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1));
|
| + this.canvasCtx.drawImage(this.image,
|
| + sourceX, 0,
|
| + 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 * Obstacle.MAX_GAP_COEFFICIENT);
|
| + return 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 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.
|
| + */
|
| +Obstacle.types = [
|
| + {
|
| + type: 'CACTUS_SMALL',
|
| + className: ' cactus cactus-small ',
|
| + width: 17,
|
| + height: 35,
|
| + yPos: 105,
|
| + multipleSpeed: 3,
|
| + minGap: 120,
|
| + collisionBoxes: [
|
| + new CollisionBox(0, 7, 5, 27),
|
| + new CollisionBox(4, 0, 6, 34),
|
| + new CollisionBox(10, 4, 7, 14)
|
| + ]
|
| + },
|
| + {
|
| + type: 'CACTUS_LARGE',
|
| + className: ' cactus cactus-large ',
|
| + width: 25,
|
| + height: 50,
|
| + yPos: 90,
|
| + multipleSpeed: 6,
|
| + minGap: 120,
|
| + collisionBoxes: [
|
| + new CollisionBox(0, 12, 7, 38),
|
| + new CollisionBox(8, 0, 7, 49),
|
| + new 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.<CollisionBox>}
|
| + */
|
| +Trex.collisionBoxes = [
|
| + new CollisionBox(1, -1, 30, 26),
|
| + new CollisionBox(32, 0, 8, 16),
|
| + new CollisionBox(10, 35, 14, 8),
|
| + new CollisionBox(1, 24, 29, 5),
|
| + new CollisionBox(5, 30, 21, 4),
|
| + new 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],
|
| + 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 (IS_HIDPI) {
|
| + 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 (IS_HIDPI) {
|
| + 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 = 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 = 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 (IS_HIDPI) {
|
| + 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 (IS_HIDPI) {
|
| + 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 =
|
| + getRandomNum(0, Obstacle.types.length - 1);
|
| + var obstacleType = Obstacle.types[obstacleTypeIndex];
|
| + var obstacleImg = this.obstacleImgs[obstacleType.type];
|
| +
|
| + this.obstacles.push(new 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));
|
| + }
|
| +};
|
| +})();
|
|
|