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@@ -0,0 +1,2007 @@
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+(function() {
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+ 'use strict';
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+
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+ * T-Rex runner.
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+ * @param {string} outerContainerId Outer containing element id.
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+ * @param {object} opt_config
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+ * @constructor
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+ * @export
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+ */
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+ function Runner(outerContainerId, opt_config) {
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+
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+ if (Runner.instance_) {
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+ return Runner.instance_;
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+ }
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+ Runner.instance_ = this;
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+ this.outerContainerEl = document.querySelector(outerContainerId);
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+ this.containerEl = null;
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+ this.config = opt_config || Runner.config;
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+
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+ this.dimensions = Runner.defaultDimensions;
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+ this.canvas = null;
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+ this.canvasCtx = null;
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+ this.tRex = null;
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+ this.distanceMeter = null;
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+ this.distanceRan = 0;
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+
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+ this.highestScore = 0;
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+ this.time = 0;
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+ this.runningTime = 0;
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+ this.msPerFrame = 1000 / FPS;
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+ this.currentSpeed = this.config.SPEED;
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+ this.obstacles = [];
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+ this.started = false;
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+ this.activated = false;
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+ this.crashed = false;
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+ this.paused = false;
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+
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+ this.resizeTimerId_ = null;
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+ this.playCount = 0;
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+
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+ this.audioBuffer = null;
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+ this.soundFx = {};
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+
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+ this.audioContext = null;
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+
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+
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+ this.images = {};
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+ this.imagesLoaded = 0;
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+ this.loadImages();
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+ }
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+ window['Runner'] = Runner;
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+
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+ * Default game width.
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+ * @const
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+ */
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+ var DEFAULT_WIDTH = 600;
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+
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+ * Frames per second.
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+ * @const
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+ */
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+ var FPS = 60;
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+
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+
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+ var IS_HIDPI = window.devicePixelRatio > 1;
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+
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+ var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1;
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+
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+ var IS_TOUCH_ENABLED = 'ontouchstart' in window;
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+
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+
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+ * Default game configuration.
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+ * @enum {number}
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+ */
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+ Runner.config = {
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+ ACCELERATION: 0.001,
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+ BG_CLOUD_SPEED: 0.2,
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+ BOTTOM_PAD: 10,
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+ CLEAR_TIME: 3000,
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+ CLOUD_FREQUENCY: 0.5,
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+ GAMEOVER_CLEAR_TIME: 750,
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+ GAP_COEFFICIENT: 0.6,
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+ GRAVITY: 0.6,
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+ INITIAL_JUMP_VELOCITY: 12,
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+ MAX_CLOUDS: 6,
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+ MAX_OBSTACLE_LENGTH: 3,
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+ MAX_SPEED: 12,
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+ MIN_JUMP_HEIGHT: 35,
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+ MOBILE_SPEED_COEFFICIENT: 1.2,
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+ RESOURCE_TEMPLATE_ID: 'audio-resources',
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+ SPEED: 6,
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+ SPEED_DROP_COEFFICIENT: 3
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+ };
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+
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+ * Default dimensions.
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+ * @enum {string}
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+ */
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+ Runner.defaultDimensions = {
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+ WIDTH: DEFAULT_WIDTH,
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+ HEIGHT: 150
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+ };
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+
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+
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+ * CSS class names.
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+ * @enum {string}
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+ */
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+ Runner.classes = {
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+ CANVAS: 'runner-canvas',
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+ CONTAINER: 'runner-container',
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+ CRASHED: 'crashed',
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+ ICON: 'icon-offline',
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+ TOUCH_CONTROLLER: 'controller'
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+ };
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+
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+ * Image source urls.
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+ * @enum {array.<object>}
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+ */
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+ Runner.imageSources = {
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+ LDPI: [{
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+ name: 'CACTUS_LARGE',
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+ id: '1x-obstacle-large'
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+ }, {
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+ name: 'CACTUS_SMALL',
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+ id: '1x-obstacle-small'
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+ }, {
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+ name: 'CLOUD',
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+ id: '1x-cloud'
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+ }, {
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+ name: 'HORIZON',
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+ id: '1x-horizon'
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+ }, {
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+ name: 'RESTART',
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+ id: '1x-restart'
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+ }, {
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+ name: 'TEXT_SPRITE',
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+ id: '1x-text'
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+ }, {
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+ name: 'TREX',
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+ id: '1x-trex'
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+ }],
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+ HDPI: [{
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+ name: 'CACTUS_LARGE',
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+ id: '2x-obstacle-large'
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+ }, {
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+ name: 'CACTUS_SMALL',
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+ id: '2x-obstacle-small'
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+ }, {
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+ name: 'CLOUD',
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+ id: '2x-cloud'
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+ }, {
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+ name: 'HORIZON',
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+ id: '2x-horizon'
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+ }, {
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+ name: 'RESTART',
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+ id: '2x-restart'
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+ }, {
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+ name: 'TEXT_SPRITE',
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+ id: '2x-text'
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+ }, {
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+ name: 'TREX',
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+ id: '2x-trex'
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+ }]
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+ };
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+
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+
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+ * Sound FX. Reference to the ID of the audio tag on interstitial page.
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+ * @enum {string}
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+ */
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+ Runner.sounds = {
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+ BUTTON_PRESS: 'offline-sound-press',
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+ HIT: 'offline-sound-hit',
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+ SCORE: 'offline-sound-reached'
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+ };
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+
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+ * Key code mapping.
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+ * @enum {object}
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+ */
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+ Runner.keycodes = {
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+ JUMP: {
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+ '38': 1,
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+ '32': 1
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+ },
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+ DUCK: {
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+ '40': 1
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+ },
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+ RESTART: {
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+ '13': 1
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+ }
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+ };
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+
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+
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+ * Runner event names.
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+ * @enum {string}
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+ */
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+ Runner.events = {
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+ ANIM_END: 'webkitAnimationEnd',
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+ CLICK: 'click',
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+ KEYDOWN: 'keydown',
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+ KEYUP: 'keyup',
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+ MOUSEDOWN: 'mousedown',
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+ MOUSEUP: 'mouseup',
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+ RESIZE: 'resize',
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+ TOUCHEND: 'touchend',
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+ TOUCHSTART: 'touchstart',
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+ VISIBILITY: 'visibilitychange',
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+ BLUR: 'blur',
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+ FOCUS: 'focus',
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+ LOAD: 'load'
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+ };
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+ Runner.prototype = {
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+
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+ * Setting individual settings for debugging.
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+ * @param {string} setting
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+ * @param {*} value
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+ */
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+ updateConfigSetting: function(setting, value) {
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+ if (setting in this.config && value != undefined) {
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+ this.config[setting] = value;
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+ switch (setting) {
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+ case 'GRAVITY':
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+ case 'MIN_JUMP_HEIGHT':
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+ case 'SPEED_DROP_COEFFICIENT':
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+ this.tRex.config[setting] = value;
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+ break;
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+ case 'INITIAL_JUMP_VELOCITY':
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+ this.tRex.setJumpVelocity(value);
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+ break;
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+ case 'SPEED':
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+ this.setSpeed(value);
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+ break;
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+ }
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+ }
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+ },
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+
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+
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+ * Load and cache the image assets from the page.
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+ */
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+ loadImages: function() {
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+ var imageSources = IS_HIDPI ? Runner.imageSources.HDPI :
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+ Runner.imageSources.LDPI;
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+ var numImages = imageSources.length;
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+ for (var i = numImages - 1; i >= 0; i--) {
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+ var imgSource = imageSources[i];
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+ this.images[imgSource.name] = document.getElementById(imgSource.id);
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+ }
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+ this.init();
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+ },
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+
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+ * Load and decode base 64 encoded sounds.
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+ */
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+ loadSounds: function() {
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+ this.audioContext = new AudioContext();
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+ var resourceTemplate =
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+ document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
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+
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+ for (var sound in Runner.sounds) {
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+ var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src;
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+ soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
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+ var buffer = decodeBase64ToArrayBuffer(soundSrc);
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+
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+ this.audioContext.decodeAudioData(buffer, function(index, audioData) {
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+ this.soundFx[index] = audioData;
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+ }.bind(this, sound));
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+ }
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+ },
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+
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+ * Sets the game speed. Adjust the speed accordingly if on a smaller screen.
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+ * @param {number} opt_speed
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+ */
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+ setSpeed: function(opt_speed) {
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+ var speed = opt_speed || this.currentSpeed;
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+
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+ if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
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+ var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH *
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+ this.config.MOBILE_SPEED_COEFFICIENT;
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+ this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
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+ } else if (opt_speed) {
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+ this.currentSpeed = opt_speed;
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+ }
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+ },
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+
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+
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+ * Game initialiser.
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+ */
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+ init: function() {
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+
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+ document.querySelector('.' + Runner.classes.ICON).style.visibility =
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+ 'hidden';
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+ this.adjustDimensions();
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+ this.setSpeed();
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+ this.containerEl = document.createElement('div');
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+ this.containerEl.className = Runner.classes.CONTAINER;
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+
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+ this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
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+ this.dimensions.HEIGHT, Runner.classes.PLAYER);
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+
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+ this.canvasCtx = this.canvas.getContext('2d');
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+ this.canvasCtx.fillStyle = '#f7f7f7';
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+ this.canvasCtx.fill();
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+ Runner.updateCanvasScaling(this.canvas);
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+
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+ this.horizon = new Horizon(this.canvas, this.images, this.dimensions,
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+ this.config.GAP_COEFFICIENT);
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+
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+ this.distanceMeter = new DistanceMeter(this.canvas,
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+ this.images.TEXT_SPRITE, this.dimensions.WIDTH);
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+
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+ this.tRex = new Trex(this.canvas, this.images.TREX);
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+
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+ this.outerContainerEl.appendChild(this.containerEl);
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+ if (IS_MOBILE) {
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+ this.createTouchController();
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+ }
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+ this.startListening();
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+ this.update();
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+ window.addEventListener(Runner.events.RESIZE,
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+ this.debounceResize.bind(this));
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+ },
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+
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+
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+ * Create the touch controller. A div that covers whole screen.
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+ */
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+ createTouchController: function() {
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+ this.touchController = document.createElement('div');
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+ this.touchController.className = Runner.classes.TOUCH_CONTROLLER;
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+ },
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+
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+ * Debounce the resize event.
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+ */
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+ debounceResize: function() {
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+ if (!this.resizeTimerId_) {
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+ this.resizeTimerId_ =
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+ setInterval(this.adjustDimensions.bind(this), 250);
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+ }
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+ },
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+
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+ * Adjust game space dimensions on resize.
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+ */
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+ adjustDimensions: function() {
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+ clearInterval(this.resizeTimerId_);
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+ this.resizeTimerId_ = null;
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+ var boxStyles = window.getComputedStyle(this.outerContainerEl);
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+ var padding = Number(boxStyles.paddingLeft.substr(0,
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+ boxStyles.paddingLeft.length - 2));
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+
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+ this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;
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+
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+ if (this.canvas) {
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+ this.canvas.width = this.dimensions.WIDTH;
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+ this.canvas.height = this.dimensions.HEIGHT;
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+ Runner.updateCanvasScaling(this.canvas);
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+ this.distanceMeter.calcXPos(this.dimensions.WIDTH);
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+ this.clearCanvas();
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+ this.horizon.update(0, 0, true);
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+ this.tRex.update(0);
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+
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+
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+ if (this.activated || this.crashed) {
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+ this.containerEl.style.width = this.dimensions.WIDTH + 'px';
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+ this.containerEl.style.height = this.dimensions.HEIGHT + 'px';
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+ this.distanceMeter.update(0, Math.ceil(this.distanceRan));
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+ this.stop();
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+ } else {
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+ this.tRex.draw(0, 0);
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+ }
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+
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+ if (this.crashed && this.gameOverPanel) {
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+ this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);
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+ this.gameOverPanel.draw();
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+ }
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+ }
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+ },
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+
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+ * Play the game intro.
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+ * Canvas container width expands out to the full width.
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+ */
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+ playIntro: function() {
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+ if (!this.started && !this.crashed) {
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+ this.playingIntro = true;
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+ this.tRex.playingIntro = true;
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+
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+ var keyframes = '@-webkit-keyframes intro { ' +
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+ 'from { width:' + Trex.config.WIDTH + 'px }' +
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+ 'to { width: ' + this.dimensions.WIDTH + 'px }' +
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+ '}';
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+ document.styleSheets[0].insertRule(keyframes, 0);
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+
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+ this.containerEl.addEventListener(Runner.events.ANIM_END,
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+ this.startGame.bind(this));
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+ this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';
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+ this.containerEl.style.width = this.dimensions.WIDTH + 'px';
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+ if (this.touchController) {
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+ this.outerContainerEl.appendChild(this.touchController);
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+ }
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+ this.activated = true;
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+ this.started = true;
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+ } else if (this.crashed) {
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+ this.restart();
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+ }
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+ },
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+
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+
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+ * Update the game status to started.
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+ */
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+ startGame: function() {
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+ this.runningTime = 0;
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+ this.playingIntro = false;
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+ this.tRex.playingIntro = false;
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+ this.containerEl.style.webkitAnimation = '';
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+ this.playCount++;
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+
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+ window.addEventListener(Runner.events.VISIBILITY,
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+ this.onVisibilityChange.bind(this));
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+ window.addEventListener(Runner.events.BLUR,
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+ this.onVisibilityChange.bind(this));
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+ window.addEventListener(Runner.events.FOCUS,
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+ this.onVisibilityChange.bind(this));
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+ },
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+
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+ clearCanvas: function() {
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+ this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,
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+ this.dimensions.HEIGHT);
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+ },
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+
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+ * Update the game frame.
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+ */
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+ update: function() {
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+ this.drawPending = false;
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+ var now = performance.now();
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+ var deltaTime = now - (this.time || now);
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|
+ 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;
|
|
|
+
|
|
|
+ if (this.tRex.jumpCount == 1 && !this.playingIntro) {
|
|
|
+ this.playIntro();
|
|
|
+ }
|
|
|
+
|
|
|
+ if (this.playingIntro) {
|
|
|
+ this.horizon.update(0, this.currentSpeed, hasObstacles);
|
|
|
+ } else {
|
|
|
+ deltaTime = !this.started ? 0 : deltaTime;
|
|
|
+ this.horizon.update(deltaTime, this.currentSpeed, hasObstacles);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ 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() {
|
|
|
+
|
|
|
+ document.addEventListener(Runner.events.KEYDOWN, this);
|
|
|
+ document.addEventListener(Runner.events.KEYUP, this);
|
|
|
+ if (IS_MOBILE) {
|
|
|
+
|
|
|
+ this.touchController.addEventListener(Runner.events.TOUCHSTART, this);
|
|
|
+ this.touchController.addEventListener(Runner.events.TOUCHEND, this);
|
|
|
+ this.containerEl.addEventListener(Runner.events.TOUCHSTART, this);
|
|
|
+ } else {
|
|
|
+
|
|
|
+ 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.loadSounds();
|
|
|
+ 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();
|
|
|
+ }
|
|
|
+
|
|
|
+ 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) {
|
|
|
+
|
|
|
+ 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);
|
|
|
+
|
|
|
+ if (!this.gameOverPanel) {
|
|
|
+ this.gameOverPanel = new GameOverPanel(this.canvas,
|
|
|
+ this.images.TEXT_SPRITE, this.images.RESTART,
|
|
|
+ this.dimensions);
|
|
|
+ } else {
|
|
|
+ this.gameOverPanel.draw();
|
|
|
+ }
|
|
|
+
|
|
|
+ if (this.distanceRan > this.highestScore) {
|
|
|
+ this.highestScore = Math.ceil(this.distanceRan);
|
|
|
+ this.distanceMeter.setHighScore(this.highestScore);
|
|
|
+ }
|
|
|
+
|
|
|
+ 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:
|
|
|
+ *
|
|
|
+ * @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');
|
|
|
+
|
|
|
+ var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1;
|
|
|
+ var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1;
|
|
|
+ var ratio = devicePixelRatio / backingStoreRatio;
|
|
|
+
|
|
|
+ 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';
|
|
|
+
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+
|
|
|
+ this.canvasCtx.drawImage(this.textSprite,
|
|
|
+ textSourceX, textSourceY, textSourceWidth, textSourceHeight,
|
|
|
+ textTargetX, textTargetY, textTargetWidth, textTargetHeight);
|
|
|
+
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ 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);
|
|
|
+
|
|
|
+ if (opt_canvasCtx) {
|
|
|
+ drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (boxCompare(tRexBox, obstacleBox)) {
|
|
|
+ var collisionBoxes = obstacle.collisionBoxes;
|
|
|
+ var tRexCollisionBoxes = Trex.collisionBoxes;
|
|
|
+
|
|
|
+
|
|
|
+ for (var t = 0; t < tRexCollisionBoxes.length; t++) {
|
|
|
+ for (var i = 0; i < collisionBoxes.length; i++) {
|
|
|
+
|
|
|
+ var adjTrexBox =
|
|
|
+ createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);
|
|
|
+ var adjObstacleBox =
|
|
|
+ createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);
|
|
|
+ var crashed = boxCompare(adjTrexBox, adjObstacleBox);
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ 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();
|
|
|
+
|
|
|
+ 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();
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ 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();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ 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);
|
|
|
+ }
|
|
|
+
|
|
|
+ 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) {
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+
|
|
|
+ if (this.yPos < this.minJumpHeight || this.speedDrop) {
|
|
|
+ this.reachedMinHeight = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {
|
|
|
+ this.endJump();
|
|
|
+ }
|
|
|
+
|
|
|
+ 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 = {
|
|
|
+
|
|
|
+ MAX_DISTANCE_UNITS: 5,
|
|
|
+
|
|
|
+ ACHIEVEMENT_DISTANCE: 100,
|
|
|
+
|
|
|
+ COEFFICIENT: 0.025,
|
|
|
+
|
|
|
+
|
|
|
+ FLASH_DURATION: 1000 / 4,
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ if (IS_HIDPI) {
|
|
|
+ sourceWidth *= 2;
|
|
|
+ sourceHeight *= 2;
|
|
|
+ sourceX *= 2;
|
|
|
+ }
|
|
|
+ this.canvasCtx.save();
|
|
|
+ if (opt_highScore) {
|
|
|
+
|
|
|
+ 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) {
|
|
|
+
|
|
|
+ if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {
|
|
|
+
|
|
|
+ this.acheivement = true;
|
|
|
+ this.flashTimer = 0;
|
|
|
+ playSound = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ var distanceStr = (this.defaultString +
|
|
|
+ distance).substr(-this.config.MAX_DISTANCE_UNITS);
|
|
|
+ this.digits = distanceStr.split('');
|
|
|
+ } else {
|
|
|
+ this.digits = this.defaultString.split('');
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ 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();
|
|
|
+
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+
|
|
|
+ this.clouds = [];
|
|
|
+ this.cloudImg = images.CLOUD;
|
|
|
+ this.cloudSpeed = this.config.BG_CLOUD_SPEED;
|
|
|
+
|
|
|
+ this.horizonImg = images.HORIZON;
|
|
|
+ this.horizonLine = null;
|
|
|
+
|
|
|
+ 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];
|
|
|
+
|
|
|
+ if (numClouds < this.config.MAX_CLOUDS &&
|
|
|
+ (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&
|
|
|
+ this.cloudFrequency > Math.random()) {
|
|
|
+ this.addCloud();
|
|
|
+ }
|
|
|
+
|
|
|
+ this.clouds = this.clouds.filter(function(obj) {
|
|
|
+ return !obj.remove;
|
|
|
+ });
|
|
|
+ }
|
|
|
+ },
|
|
|
+
|
|
|
+ * Update the obstacle positions.
|
|
|
+ * @param {number} deltaTime
|
|
|
+ * @param {number} currentSpeed
|
|
|
+ */
|
|
|
+ updateObstacles: function(deltaTime, currentSpeed) {
|
|
|
+
|
|
|
+ var updatedObstacles = this.obstacles.slice(0);
|
|
|
+
|
|
|
+ for (var i = 0; i < this.obstacles.length; i++) {
|
|
|
+ var obstacle = this.obstacles[i];
|
|
|
+ obstacle.update(deltaTime, currentSpeed);
|
|
|
+
|
|
|
+ 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 {
|
|
|
+
|
|
|
+ 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));
|
|
|
+ }
|
|
|
+ };
|
|
|
+})();
|
|
|
+
|
|
|
+new Runner('.interstitial-wrapper');
|