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Unified Diff: chrome/renderer/resources/offline.js

Issue 545973003: Update network error template to new design (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Revert details link back to a button Created 6 years, 3 months ago
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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));
+ }
+};
+})();
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