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- // Copyright (c) 2014 The Chromium Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style license that can be
- // found in the LICENSE file.
- // extract from chromium source code by @liuwayong
- (function () {
- 'use strict';
- /**
- * T-Rex runner.
- * @param {string} outerContainerId Outer containing element id.
- * @param {Object} opt_config
- * @constructor
- * @export
- */
- function Runner(outerContainerId, opt_config) {
- // Singleton
- if (Runner.instance_) {
- return Runner.instance_;
- }
- Runner.instance_ = this;
- this.outerContainerEl = document.querySelector(outerContainerId);
- this.containerEl = null;
- this.snackbarEl = null;
- this.detailsButton = this.outerContainerEl.querySelector('#details-button');
- this.config = opt_config || Runner.config;
- this.dimensions = Runner.defaultDimensions;
- this.canvas = null;
- this.canvasCtx = null;
- this.tRex = null;
- this.distanceMeter = null;
- this.distanceRan = 0;
- this.highestScore = 0;
- this.time = 0;
- this.runningTime = 0;
- this.msPerFrame = 1000 / FPS;
- this.currentSpeed = this.config.SPEED;
- this.obstacles = [];
- this.activated = false; // Whether the easter egg has been activated.
- this.playing = false; // Whether the game is currently in play state.
- this.crashed = false;
- this.paused = false;
- this.inverted = false;
- this.invertTimer = 0;
- this.resizeTimerId_ = null;
- this.playCount = 0;
- // Sound FX.
- this.audioBuffer = null;
- this.soundFx = {};
- // Global web audio context for playing sounds.
- this.audioContext = null;
- // Images.
- this.images = {};
- this.imagesLoaded = 0;
- if (this.isDisabled()) {
- this.setupDisabledRunner();
- } else {
- this.loadImages();
- }
- }
- window['Runner'] = Runner;
- /**
- * Default game width.
- * @const
- */
- var DEFAULT_WIDTH = 600;
- /**
- * Frames per second.
- * @const
- */
- var FPS = 60;
- /** @const */
- var IS_HIDPI = window.devicePixelRatio > 1;
- /** @const */
- var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform);
- /** @const */
- var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS;
- /** @const */
- var IS_TOUCH_ENABLED = 'ontouchstart' in window;
- /**
- * Default game configuration.
- * @enum {number}
- */
- Runner.config = {
- ACCELERATION: 0.001,
- BG_CLOUD_SPEED: 0.2,
- BOTTOM_PAD: 10,
- CLEAR_TIME: 3000,
- CLOUD_FREQUENCY: 0.5,
- GAMEOVER_CLEAR_TIME: 750,
- GAP_COEFFICIENT: 0.6,
- GRAVITY: 0.6,
- INITIAL_JUMP_VELOCITY: 12,
- INVERT_FADE_DURATION: 12000,
- INVERT_DISTANCE: 700,
- MAX_BLINK_COUNT: 3,
- MAX_CLOUDS: 6,
- MAX_OBSTACLE_LENGTH: 3,
- MAX_OBSTACLE_DUPLICATION: 2,
- MAX_SPEED: 13,
- MIN_JUMP_HEIGHT: 35,
- MOBILE_SPEED_COEFFICIENT: 1.2,
- RESOURCE_TEMPLATE_ID: 'audio-resources',
- SPEED: 6,
- SPEED_DROP_COEFFICIENT: 3
- };
- /**
- * Default dimensions.
- * @enum {string}
- */
- Runner.defaultDimensions = {
- WIDTH: DEFAULT_WIDTH,
- HEIGHT: 150
- };
- /**
- * CSS class names.
- * @enum {string}
- */
- Runner.classes = {
- CANVAS: 'runner-canvas',
- CONTAINER: 'runner-container',
- CRASHED: 'crashed',
- ICON: 'icon-offline',
- 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;
- this.outerContainerEl.appendChild(this.touchController);
- },
- /**
- * 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) {
- if (this.crashed && e.type == Runner.events.TOUCHSTART) {
- 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);
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