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)); |
+ } |
+}; |
+})(); |