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															+// Copyright (c) 2014 The Chromium Authors. All rights reserved. 
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															+// Use of this source code is governed by a BSD-style license that can be 
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															+// found in the LICENSE file. 
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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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															+        // Singleton 
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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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															+ 
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															+        this.outerContainerEl = document.querySelector(outerContainerId); 
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															+        this.containerEl = null; 
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															+        this.snackbarEl = null; 
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															+        this.detailsButton = this.outerContainerEl.querySelector('#details-button'); 
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															+ 
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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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															+ 
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															+        this.canvas = null; 
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															+        this.canvasCtx = null; 
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															+ 
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															+        this.tRex = null; 
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															+ 
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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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															+ 
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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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															+ 
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															+        this.obstacles = []; 
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															+ 
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															+        this.activated = false; // Whether the easter egg has been activated. 
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															+        this.playing = false; // Whether the game is currently in play state. 
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															+        this.crashed = false; 
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															+        this.paused = false; 
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															+        this.inverted = false; 
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															+        this.invertTimer = 0; 
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															+        this.resizeTimerId_ = null; 
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															+ 
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															+        this.playCount = 0; 
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															+ 
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															+        // Sound FX. 
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															+        this.audioBuffer = null; 
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															+        this.soundFx = {}; 
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															+ 
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															+        // Global web audio context for playing sounds. 
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															+        this.audioContext = null; 
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															+ 
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															+        // Images. 
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															+        this.images = {}; 
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															+        this.imagesLoaded = 0; 
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															+ 
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															+        if (this.isDisabled()) { 
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															+            this.setupDisabledRunner(); 
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															+        } else { 
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															+            this.loadImages(); 
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															+        } 
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															+    } 
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															+    window['Runner'] = Runner; 
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															+ 
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															+ 
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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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															+    /** 
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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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															+    /** @const */ 
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															+    var IS_HIDPI = window.devicePixelRatio > 1; 
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															+ 
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															+    /** @const */ 
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															+    var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform); 
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															+ 
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															+    /** @const */ 
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															+    var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS; 
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															+ 
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															+    /** @const */ 
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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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															+        INVERT_FADE_DURATION: 12000, 
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															+        INVERT_DISTANCE: 700, 
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															+        MAX_BLINK_COUNT: 3, 
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															+        MAX_CLOUDS: 6, 
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															+        MAX_OBSTACLE_LENGTH: 3, 
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															+        MAX_OBSTACLE_DUPLICATION: 2, 
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															+        MAX_SPEED: 13, 
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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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															+ 
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															+    /** 
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															+     * Default dimensions. 
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															+     * @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', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        INVERTED: 'inverted', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        SNACKBAR: 'snackbar', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        SNACKBAR_SHOW: 'snackbar-show', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        TOUCH_CONTROLLER: 'controller' 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * Sprite definition layout of the spritesheet. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @enum {Object} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    Runner.spriteDefinition = { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        LDPI: { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            CACTUS_LARGE: { x: 332, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            CACTUS_SMALL: { x: 228, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            CLOUD: { x: 86, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            HORIZON: { x: 2, y: 54 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            MOON: { x: 484, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            PTERODACTYL: { x: 134, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            RESTART: { x: 2, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            TEXT_SPRITE: { x: 655, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            TREX: { x: 848, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            STAR: { x: 645, y: 2 } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        HDPI: { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            CACTUS_LARGE: { x: 652, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            CACTUS_SMALL: { x: 446, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            CLOUD: { x: 166, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            HORIZON: { x: 2, y: 104 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            MOON: { x: 954, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            PTERODACTYL: { x: 260, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            RESTART: { x: 2, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            TEXT_SPRITE: { x: 1294, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            TREX: { x: 1678, y: 2 }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            STAR: { x: 1276, y: 2 } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * 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 = { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Whether the easter egg has been disabled. CrOS enterprise enrolled devices. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @return {boolean} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        isDisabled: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // return loadTimeData && loadTimeData.valueExists('disabledEasterEgg'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            return false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * For disabled instances, set up a snackbar with the disabled message. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        setupDisabledRunner: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.containerEl = document.createElement('div'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.containerEl.className = Runner.classes.SNACKBAR; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.outerContainerEl.appendChild(this.containerEl); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Show notification when the activation key is pressed. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            document.addEventListener(Runner.events.KEYDOWN, function (e) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (Runner.keycodes.JUMP[e.keyCode]) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    document.querySelector('.icon').classList.add('icon-disabled'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            }.bind(this)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * 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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Cache the appropriate image sprite from the page and get the sprite sheet 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * definition. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        loadImages: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (IS_HIDPI) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                Runner.imageSprite = document.getElementById('offline-resources-2x'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.spriteDef = Runner.spriteDefinition.HDPI; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                Runner.imageSprite = document.getElementById('offline-resources-1x'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.spriteDef = Runner.spriteDefinition.LDPI; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (Runner.imageSprite.complete) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.init(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // If the images are not yet loaded, add a listener. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                Runner.imageSprite.addEventListener(Runner.events.LOAD, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.init.bind(this)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Load and decode base 64 encoded sounds. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        loadSounds: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (!IS_IOS) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.audioContext = new AudioContext(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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.spriteDef, this.dimensions, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.config.GAP_COEFFICIENT); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Distance meter 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.distanceMeter = new DistanceMeter(this.canvas, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Draw t-rex 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.tRex = new Trex(this.canvas, this.spriteDef.TREX); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.outerContainerEl.appendChild(this.containerEl); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (IS_MOBILE) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.createTouchController(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.startListening(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.update(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            window.addEventListener(Runner.events.RESIZE, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.debounceResize.bind(this)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * 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.playing || this.crashed || this.paused) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    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.activated && !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.playing = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.activated = 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. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            document.addEventListener(Runner.events.VISIBILITY, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.onVisibilityChange.bind(this)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            window.addEventListener(Runner.events.BLUR, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.onVisibilityChange.bind(this)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            window.addEventListener(Runner.events.FOCUS, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.onVisibilityChange.bind(this)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        clearCanvas: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.dimensions.HEIGHT); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Update the game frame and schedules the next one. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        update: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.updatePending = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var now = getTimeStamp(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var deltaTime = now - (this.time || now); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.time = now; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.playing) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.clearCanvas(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.tRex.jumping) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.tRex.updateJump(deltaTime); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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.activated ? 0 : deltaTime; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.horizon.update(deltaTime, this.currentSpeed, hasObstacles, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.inverted); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // 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(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                var playAchievementSound = this.distanceMeter.update(deltaTime, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    Math.ceil(this.distanceRan)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (playAchievementSound) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.playSound(this.soundFx.SCORE); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Night mode. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.invertTimer > this.config.INVERT_FADE_DURATION) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.invertTimer = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.invertTrigger = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.invert(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } else if (this.invertTimer) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.invertTimer += deltaTime; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    var actualDistance = 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    if (actualDistance > 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.invertTrigger = !(actualDistance % 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                            this.config.INVERT_DISTANCE); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        if (this.invertTrigger && this.invertTimer === 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                            this.invertTimer += deltaTime; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                            this.invert(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.playing || (!this.activated && 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.tRex.blinkCount < Runner.config.MAX_BLINK_COUNT)) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.tRex.update(deltaTime); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.scheduleNextUpdate(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * 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) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Prevent native page scrolling whilst tapping on mobile. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (IS_MOBILE && this.playing) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                e.preventDefault(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (e.target != this.detailsButton) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (!this.crashed && (Runner.keycodes.JUMP[e.keyCode] || 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    e.type == Runner.events.TOUCHSTART)) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    if (!this.playing) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.loadSounds(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.playing = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.update(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        if (window.errorPageController) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                            errorPageController.trackEasterEgg(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    //  Play sound effect and jump on starting the game for the first time. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    if (!this.tRex.jumping && !this.tRex.ducking) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.playSound(this.soundFx.BUTTON_PRESS); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.tRex.startJump(this.currentSpeed); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.crashed && e.type == Runner.events.TOUCHSTART && 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    e.currentTarget == this.containerEl) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.restart(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.playing && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                e.preventDefault(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.tRex.jumping) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    // Speed drop, activated only when jump key is not pressed. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.tRex.setSpeedDrop(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } else if (!this.tRex.jumping && !this.tRex.ducking) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    // Duck. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.tRex.setDuck(true); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * 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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.tRex.setDuck(false); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else if (this.crashed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Check that enough time has elapsed before allowing jump key to restart. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                var deltaTime = getTimeStamp() - this.time; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) || 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        Runner.keycodes.JUMP[keyCode])) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.restart(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else if (this.paused && isjumpKey) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Reset the jump state 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.tRex.reset(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.play(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Returns whether the event was a left click on canvas. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * On Windows right click is registered as a click. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {Event} e 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @return {boolean} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        isLeftClickOnCanvas: function (e) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            return e.button != null && e.button < 2 && 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                e.type == Runner.events.MOUSEUP && e.target == this.canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * RequestAnimationFrame wrapper. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        scheduleNextUpdate: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (!this.updatePending) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.updatePending = 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.spriteDef.TEXT_SPRITE, this.spriteDef.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 = getTimeStamp(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        stop: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.playing = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.paused = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            cancelAnimationFrame(this.raqId); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.raqId = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        play: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (!this.crashed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.playing = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.paused = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.tRex.update(0, Trex.status.RUNNING); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.time = getTimeStamp(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.update(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        restart: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (!this.raqId) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.playCount++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.runningTime = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.playing = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.crashed = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.distanceRan = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.setSpeed(this.config.SPEED); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.time = getTimeStamp(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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.invert(true); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.update(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Pause the game if the tab is not in focus. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        onVisibilityChange: function (e) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (document.hidden || document.webkitHidden || e.type == 'blur' || 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                document.visibilityState != 'visible') { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.stop(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else if (!this.crashed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.tRex.reset(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Inverts the current page / canvas colors. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {boolean} Whether to reset colors. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        invert: function (reset) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (reset) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                document.body.classList.toggle(Runner.classes.INVERTED, false); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.invertTimer = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.inverted = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.inverted = document.body.classList.toggle(Runner.classes.INVERTED, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.invertTrigger); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * 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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } else if (devicePixelRatio == 1) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Reset the canvas width / height. Fixes scaling bug when the page is 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // zoomed and the devicePixelRatio changes accordingly. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            canvas.style.width = canvas.width + 'px'; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            canvas.style.height = canvas.height + 'px'; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * Return the current timestamp. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @return {number} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function getTimeStamp() { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        return IS_IOS ? new Date().getTime() : performance.now(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    //****************************************************************************** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * Game over panel. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {!HTMLCanvasElement} canvas 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {Object} textImgPos 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {Object} restartImgPos 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {!Object} dimensions Canvas dimensions. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @constructor 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvas = canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = canvas.getContext('2d'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasDimensions = dimensions; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.textImgPos = textImgPos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.restartImgPos = restartImgPos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            textSourceX += this.textImgPos.x; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            textSourceY += this.textImgPos.y; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Game over text from sprite. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.drawImage(Runner.imageSprite, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                textSourceX, textSourceY, textSourceWidth, textSourceHeight, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                textTargetX, textTargetY, textTargetWidth, textTargetHeight); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Restart button. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.drawImage(Runner.imageSprite, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.restartImgPos.x, this.restartImgPos.y, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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.ducking ? 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // 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 {Object} spritePos Obstacle position in sprite. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {Object} dimensions 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {number} gapCoefficient Mutipler in determining the gap. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {number} speed 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {number} opt_xOffset 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function Obstacle(canvasCtx, type, spriteImgPos, dimensions, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        gapCoefficient, speed, opt_xOffset) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = canvasCtx; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.spritePos = spriteImgPos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.typeConfig = type; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.gapCoefficient = gapCoefficient; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.dimensions = dimensions; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.remove = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.xPos = dimensions.WIDTH + (opt_xOffset || 0); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.yPos = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.width = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.collisionBoxes = []; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.gap = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.speedOffset = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        // For animated obstacles. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.currentFrame = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.timer = 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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Check if obstacle can be positioned at various heights. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (Array.isArray(this.typeConfig.yPos)) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile : 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.typeConfig.yPos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.yPos = this.typeConfig.yPos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // For obstacles that go at a different speed from the horizon. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.typeConfig.speedOffset) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset : 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        -this.typeConfig.speedOffset; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // X position in sprite. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) + 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.spritePos.x; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Animation frames. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.currentFrame > 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    sourceX += sourceWidth * this.currentFrame; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.canvasCtx.drawImage(Runner.imageSprite, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    sourceX, this.spritePos.y, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    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) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    if (this.typeConfig.speedOffset) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        speed += this.speedOffset; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    // Update frame 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    if (this.typeConfig.numFrames) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.timer += deltaTime; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        if (this.timer >= this.typeConfig.frameRate) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                            this.currentFrame = 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                                this.currentFrame == this.typeConfig.numFrames - 1 ? 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                                    0 : this.currentFrame + 1; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                            this.timer = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    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. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * speedOffset: speed faster / slower than the horizon. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * minSpeed: Minimum speed which the obstacle can make an appearance. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    Obstacle.types = [ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            type: 'CACTUS_SMALL', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            width: 17, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            height: 35, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            yPos: 105, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            multipleSpeed: 4, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            minGap: 120, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            minSpeed: 0, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            collisionBoxes: [ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(0, 7, 5, 27), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(4, 0, 6, 34), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(10, 4, 7, 14) 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            ] 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            type: 'CACTUS_LARGE', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            width: 25, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            height: 50, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            yPos: 90, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            multipleSpeed: 7, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            minGap: 120, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            minSpeed: 0, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            collisionBoxes: [ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(0, 12, 7, 38), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(8, 0, 7, 49), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(13, 10, 10, 38) 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            ] 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            type: 'PTERODACTYL', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            width: 46, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            height: 40, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            yPos: [100, 75, 50], // Variable height. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            yPosMobile: [100, 50], // Variable height mobile. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            multipleSpeed: 999, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            minSpeed: 8.5, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            minGap: 150, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            collisionBoxes: [ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(15, 15, 16, 5), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(18, 21, 24, 6), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(2, 14, 4, 3), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(6, 10, 4, 7), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                new CollisionBox(10, 8, 6, 9) 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            ], 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            numFrames: 2, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            frameRate: 1000 / 6, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            speedOffset: .8 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    ]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    //****************************************************************************** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * T-rex game character. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {HTMLCanvas} canvas 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {Object} spritePos Positioning within image sprite. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @constructor 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function Trex(canvas, spritePos) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvas = canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = canvas.getContext('2d'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.spritePos = spritePos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.xPos = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.yPos = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        // Position when on the ground. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.groundYPos = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.currentFrame = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.currentAnimFrames = []; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.blinkDelay = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.blinkCount = 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.ducking = 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, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        HEIGHT_DUCK: 25, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        WIDTH_DUCK: 59 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * Used in collision detection. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @type {Array<CollisionBox>} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    Trex.collisionBoxes = { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        DUCKING: [ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            new CollisionBox(1, 18, 55, 25) 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        ], 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        RUNNING: [ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            new CollisionBox(22, 0, 17, 16), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            new CollisionBox(1, 18, 30, 9), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        DUCKING: 'DUCKING', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        DUCKING: { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            frames: [262, 321], 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            msPerFrame: 1000 / 8 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    Trex.prototype = { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * T-rex player initaliser. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Sets the t-rex to blink at random intervals. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        init: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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 = getTimeStamp(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    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(getTimeStamp()); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Speed drop becomes duck if the down key is still being pressed. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.speedDrop && this.yPos == this.groundYPos) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.speedDrop = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.setDuck(true); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * 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.ducking && this.status != Trex.status.CRASHED ? 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.config.WIDTH_DUCK : this.config.WIDTH; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var sourceHeight = this.config.HEIGHT; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (IS_HIDPI) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                sourceX *= 2; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                sourceY *= 2; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                sourceWidth *= 2; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                sourceHeight *= 2; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Adjustments for sprite sheet position. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            sourceX += this.spritePos.x; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            sourceY += this.spritePos.y; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Ducking. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.ducking && this.status != Trex.status.CRASHED) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    sourceWidth, sourceHeight, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.xPos, this.yPos, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.config.WIDTH_DUCK, this.config.HEIGHT); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Crashed whilst ducking. Trex is standing up so needs adjustment. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.ducking && this.status == Trex.status.CRASHED) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.xPos++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Standing / running 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.canvasCtx.drawImage(Runner.imageSprite, 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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.blinkCount++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Initialise a jump. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {number} speed 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        startJump: function (speed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (!this.jumping) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.update(0, Trex.status.JUMPING); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Tweak the jump velocity based on the speed. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {number} speed 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        updateJump: function (deltaTime, speed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {boolean} isDucking. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        setDuck: function (isDucking) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (isDucking && this.status != Trex.status.DUCKING) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.update(0, Trex.status.DUCKING); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.ducking = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else if (this.status == Trex.status.DUCKING) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.update(0, Trex.status.RUNNING); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.ducking = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Reset the t-rex to running at start of game. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        reset: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.yPos = this.groundYPos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.jumpVelocity = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.jumping = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.ducking = 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 {Object} spritePos Image position in sprite. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {number} canvasWidth 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @constructor 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function DistanceMeter(canvas, spritePos, canvasWidth) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvas = canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = canvas.getContext('2d'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.image = Runner.imageSprite; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.spritePos = spritePos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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.invertTrigger = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.config = DistanceMeter.config; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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.maxScoreUnits; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            for (var i = 0; i < this.maxScoreUnits; 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.maxScoreUnits + 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 sourceY = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            sourceX += this.spritePos.x; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            sourceY += this.spritePos.y; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.save(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (opt_highScore) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Left of the current score. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                var highScoreX = this.x - (this.maxScoreUnits * 2) * 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    DistanceMeter.dimensions.WIDTH; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.canvasCtx.translate(highScoreX, this.y); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.canvasCtx.translate(this.x, this.y); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.drawImage(this.image, sourceX, sourceY, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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} distance 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {number} deltaTime 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @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); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Score has gone beyond the initial digit count. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (distance > this.maxScore && this.maxScoreUnits == 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.config.MAX_DISTANCE_UNITS) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.maxScoreUnits++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.maxScore = parseInt(this.maxScore + '9'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.distance = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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.maxScoreUnits); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    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.maxScoreUnits); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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 {Object} spritePos Position of image in sprite. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {number} containerWidth 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function Cloud(canvas, spritePos, containerWidth) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvas = canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = this.canvas.getContext('2d'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.spritePos = spritePos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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: 14, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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(Runner.imageSprite, this.spritePos.x, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.spritePos.y, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    //****************************************************************************** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * Nightmode shows a moon and stars on the horizon. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function NightMode(canvas, spritePos, containerWidth) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.spritePos = spritePos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvas = canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = canvas.getContext('2d'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.xPos = containerWidth - 50; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.yPos = 30; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.currentPhase = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.opacity = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.containerWidth = containerWidth; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.stars = []; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.drawStars = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.placeStars(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @enum {number} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    NightMode.config = { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        FADE_SPEED: 0.035, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        HEIGHT: 40, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        MOON_SPEED: 0.25, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        NUM_STARS: 2, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        STAR_SIZE: 9, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        STAR_SPEED: 0.3, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        STAR_MAX_Y: 70, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        WIDTH: 20 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    NightMode.phases = [140, 120, 100, 60, 40, 20, 0]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    NightMode.prototype = { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Update moving moon, changing phases. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {boolean} activated Whether night mode is activated. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {number} delta 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        update: function (activated, delta) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Moon phase. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (activated && this.opacity == 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.currentPhase++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.currentPhase >= NightMode.phases.length) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.currentPhase = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Fade in / out. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (activated && (this.opacity < 1 || this.opacity == 0)) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.opacity += NightMode.config.FADE_SPEED; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else if (this.opacity > 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.opacity -= NightMode.config.FADE_SPEED; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Set moon positioning. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.opacity > 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                // Update stars. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.drawStars) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    for (var i = 0; i < NightMode.config.NUM_STARS; i++) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        this.stars[i].x = this.updateXPos(this.stars[i].x, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                            NightMode.config.STAR_SPEED); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.draw(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.opacity = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.placeStars(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.drawStars = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        updateXPos: function (currentPos, speed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (currentPos < -NightMode.config.WIDTH) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                currentPos = this.containerWidth; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                currentPos -= speed; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            return currentPos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        draw: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 : 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                NightMode.config.WIDTH; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var moonSourceHeight = NightMode.config.HEIGHT; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var moonOutputWidth = moonSourceWidth; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var starSize = NightMode.config.STAR_SIZE; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var starSourceX = Runner.spriteDefinition.LDPI.STAR.x; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (IS_HIDPI) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                moonSourceWidth *= 2; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                moonSourceHeight *= 2; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                moonSourceX = this.spritePos.x + 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    (NightMode.phases[this.currentPhase] * 2); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                starSize *= 2; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                starSourceX = Runner.spriteDefinition.HDPI.STAR.x; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.save(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.globalAlpha = this.opacity; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Stars. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.drawStars) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                for (var i = 0; i < NightMode.config.NUM_STARS; i++) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.canvasCtx.drawImage(Runner.imageSprite, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        starSourceX, this.stars[i].sourceY, starSize, starSize, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        Math.round(this.stars[i].x), this.stars[i].y, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Moon. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.spritePos.y, moonSourceWidth, moonSourceHeight, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                Math.round(this.xPos), this.yPos, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                moonOutputWidth, NightMode.config.HEIGHT); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.globalAlpha = 1; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.restore(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        // Do star placement. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        placeStars: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var segmentSize = Math.round(this.containerWidth / 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                NightMode.config.NUM_STARS); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            for (var i = 0; i < NightMode.config.NUM_STARS; i++) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.stars[i] = {}; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (IS_HIDPI) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y + 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        NightMode.config.STAR_SIZE * 2 * i; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y + 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                        NightMode.config.STAR_SIZE * i; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        reset: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.currentPhase = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.opacity = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.update(false); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    //****************************************************************************** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * Horizon Line. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {HTMLCanvasElement} canvas 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {Object} spritePos Horizon position in sprite. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @constructor 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function HorizonLine(canvas, spritePos) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.spritePos = spritePos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvas = canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = canvas.getContext('2d'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.sourceDimensions = {}; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.dimensions = HorizonLine.dimensions; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.sourceXPos = [this.spritePos.x, this.spritePos.x + 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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(Runner.imageSprite, this.sourceXPos[0], 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.spritePos.y, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.xPos[0], this.yPos, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.dimensions.WIDTH, this.dimensions.HEIGHT); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1], 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.spritePos.y, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                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() + this.spritePos.x; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * 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 {Object} spritePos Sprite positioning. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {Object} dimensions Canvas dimensions. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @param {number} gapCoefficient 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     * @constructor 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+     */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    function Horizon(canvas, spritePos, dimensions, gapCoefficient) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvas = canvas; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.canvasCtx = this.canvas.getContext('2d'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.config = Horizon.config; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.dimensions = dimensions; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.gapCoefficient = gapCoefficient; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.obstacles = []; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.obstacleHistory = []; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.horizonOffsets = [0, 0]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.cloudFrequency = this.config.CLOUD_FREQUENCY; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.spritePos = spritePos; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.nightMode = null; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        // Cloud 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.clouds = []; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.cloudSpeed = this.config.BG_CLOUD_SPEED; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        // Horizon 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        this.horizonLine = null; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        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.spritePos.HORIZON); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.nightMode = new NightMode(this.canvas, this.spritePos.MOON, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.dimensions.WIDTH); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @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. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {boolean} showNightMode Night mode activated. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        update: function (deltaTime, currentSpeed, updateObstacles, showNightMode) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.runningTime += deltaTime; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.horizonLine.update(deltaTime, currentSpeed); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.nightMode.update(showNightMode); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            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; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                }); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.addCloud(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * 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); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        removeFirstObstacle: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.obstacles.shift(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Add a new obstacle. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @param {number} currentSpeed 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        addNewObstacle: function (currentSpeed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var obstacleType = Obstacle.types[obstacleTypeIndex]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Check for multiples of the same type of obstacle. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            // Also check obstacle is available at current speed. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            if (this.duplicateObstacleCheck(obstacleType.type) || 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                currentSpeed < obstacleType.minSpeed) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.addNewObstacle(currentSpeed); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                var obstacleSpritePos = this.spritePos[obstacleType.type]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    obstacleSpritePos, this.dimensions, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.gapCoefficient, currentSpeed, obstacleType.width)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.obstacleHistory.unshift(obstacleType.type); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                if (this.obstacleHistory.length > 1) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Returns whether the previous two obstacles are the same as the next one. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * @return {boolean} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        duplicateObstacleCheck: function (nextObstacleType) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            var duplicateCount = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            for (var i = 0; i < this.obstacleHistory.length; i++) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                duplicateCount = this.obstacleHistory[i] == nextObstacleType ? 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                    duplicateCount + 1 : 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        }, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        /** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Reset the horizon layer. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         * Remove existing obstacles and reposition the horizon line. 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+         */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        reset: function () { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.obstacles = []; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.horizonLine.reset(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+            this.nightMode.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.spritePos.CLOUD, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+                this.dimensions.WIDTH)); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+        } 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    }; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+})(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+function onDocumentLoad() { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+    new Runner('.interstitial-wrapper'); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+document.addEventListener('DOMContentLoaded', onDocumentLoad); 
														 |