diff options
| author | s1n <[email protected]> | 2020-03-28 10:31:08 -0700 |
|---|---|---|
| committer | s1n <[email protected]> | 2020-03-28 10:31:08 -0700 |
| commit | 6b81836e6b9815a2996a55ad37dcaa4d89f99e42 (patch) | |
| tree | 74bb9aa78ca31a6acfffd908e34dfb0df433c707 /dino | |
| parent | Create .gitignore (diff) | |
| download | cyne.cf-backup-master.tar.xz cyne.cf-backup-master.zip | |
Diffstat (limited to 'dino')
| -rw-r--r-- | dino/css/main.css | 170 | ||||
| -rw-r--r-- | dino/favicon.png | bin | 0 -> 52052 bytes | |||
| -rw-r--r-- | dino/index.html | 90 | ||||
| -rw-r--r-- | dino/js/main.js | 2961 |
4 files changed, 3221 insertions, 0 deletions
diff --git a/dino/css/main.css b/dino/css/main.css new file mode 100644 index 0000000..f5774fa --- /dev/null +++ b/dino/css/main.css @@ -0,0 +1,170 @@ +/* latin */ +@font-face { + font-family: 'Press Start 2P'; + font-style: normal; + font-weight: 400; + src: local('Press Start 2P Regular'), local('PressStart2P-Regular'), url(https://fonts.gstatic.com/s/pressstart2p/v8/e3t4euO8T-267oIAQAu6jDQyK3nVivM.woff2) format('woff2'); + unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD; + } + +html, +body { + padding: 0; + margin: 0; + width: 100%; + height: 100%; +} + +.icon { + -webkit-user-select: none; + user-select: none; + display: inline-block; +} + +.icon-offline { + content: -webkit-image-set( + url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEgAAABIAQMAAABvIyEEAAAABlBMVEUAAABTU1OoaSf/AAAAAXRSTlMAQObYZgAAAGxJREFUeF7tyMEJwkAQRuFf5ipMKxYQiJ3Z2nSwrWwBA0+DQZcdxEOueaePp9+dQZFB7GpUcURSVU66yVNFj6LFICatThZB6r/ko/pbRpUgilY0Cbw5sNmb9txGXUKyuH7eV25x39DtJXUNPQGJtWFV+BT/QAAAAABJRU5ErkJggg==) + 1x, + url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJAAAACQBAMAAAAVaP+LAAAAGFBMVEUAAABTU1NNTU1TU1NPT09SUlJSUlJTU1O8B7DEAAAAB3RSTlMAoArVKvVgBuEdKgAAAJ1JREFUeF7t1TEOwyAMQNG0Q6/UE+RMXD9d/tC6womIFSL9P+MnAYOXeTIzMzMzMzMzaz8J9Ri6HoITmuHXhISE8nEh9yxDh55aCEUoTGbbQwjqHwIkRAEiIaG0+0aa9vbmae89rogeoww936mqrwdbr4gn/z0IAdQ6nQ/FIpRXDwHcA+JIJcQowQAlFUA0MfQpXLlVQfkzR4igS6ENjknm/wiaGhsAAAAASUVORK5CYII=) + 2x + ); + position: relative; +} + +.hidden { + display: none; +} + +/* Offline page */ + +.offline .interstitial-wrapper { + color: #2b2b2b; + font-size: 1em; + line-height: 1.55; + margin: 0 auto; + max-width: 600px; + padding-top: 100px; + width: 100%; +} + +.offline .runner-container { + height: 150px; + max-width: 600px; + overflow: hidden; + position: absolute; + top: 35px; + width: 44px; +} + +.offline .runner-canvas { + height: 150px; + max-width: 600px; + opacity: 1; + overflow: hidden; + position: absolute; + top: 0; + z-index: 2; +} + +.offline .controller { + background: rgba(247, 247, 247, 0.1); + height: 100vh; + left: 0; + position: absolute; + top: 0; + width: 100vw; + z-index: 1; +} + +#offline-resources { + display: none; +} + +#instructions { + margin: 2em; + text-align: center; +} + +@media (max-width: 420px) { + .suggested-left > #control-buttons, + .suggested-right > #control-buttons { + float: none; + } + .snackbar { + left: 0; + bottom: 0; + width: 100%; + border-radius: 0; + } +} + +@media (max-height: 350px) { + h1 { + margin: 0 0 15px; + } + .icon-offline { + margin: 0 0 10px; + } + .interstitial-wrapper { + margin-top: 5%; + } + .nav-wrapper { + margin-top: 30px; + } +} + +@media (min-width: 600px) and (max-width: 736px) and (orientation: landscape) { + .offline .interstitial-wrapper { + margin-left: 0; + margin-right: 0; + } +} + +@media (min-width: 420px) and (max-width: 736px) and (min-height: 240px) and (max-height: 420px) and (orientation: landscape) { + .interstitial-wrapper { + margin-bottom: 100px; + } +} + +@media (min-height: 240px) and (orientation: landscape) { + .offline .interstitial-wrapper { + margin-bottom: 90px; + } + .icon-offline { + margin-bottom: 20px; + } +} + +@media (max-height: 320px) and (orientation: landscape) { + .icon-offline { + margin-bottom: 0; + } + .offline .runner-container { + top: 10px; + } +} + +@media (max-width: 240px) { + .interstitial-wrapper { + overflow: inherit; + padding: 0 8px; + } +} + +.footer{ + position: fixed; + text-align: center; + bottom: 5px; + width: 100%; + left: 0%; + font-family: 'Press Start 2P'; + font-size: 75%; + color: #535353; +} + +a:link { + text-decoration: none; + } + + + diff --git a/dino/favicon.png b/dino/favicon.png Binary files differnew file mode 100644 index 0000000..ccf9494 --- /dev/null +++ b/dino/favicon.png diff --git a/dino/index.html b/dino/index.html new file mode 100644 index 0000000..3041a1a --- /dev/null +++ b/dino/index.html @@ -0,0 +1,90 @@ +<!DOCTYPE html> +<html lang="en"> + +<head> + <meta charset="UTF-8"> + <meta name="viewport" content="width=device-width, initial-scale=1.0"> + <meta http-equiv="X-UA-Compatible" content="ie=edge"> + <title>s1nical - Dino Game</title> + <!-- Site metadata --> + <meta name="description" content="Dino Game"> + <meta property="og:description" content="Dino Game"> + <meta property="og:title" content="s1nical - Dino Game"> + <meta property="twitter:card" content="summary"> + <meta property="twitter:site" content="@9inny"> + <meta property="og:image" content=""> + <meta property="og:url" content="https://cyne.cf/dino"> + <link rel="apple-touch-icon" sizes="128x128" href="/favicon.jpg"> + <link rel="icon" type="image/jpg" href="/favicon.jpg" sizes="128x128"> + <link rel="canonical" href="https://cyne.cf/dino"> + <link rel="author" href="humans.txt" /> + <!-- Schema.org Stuff --> + <script type="application/ld+json"> + { + "name": "s1nical", + "alternateName": "s1n", + "description": "Dino Game", + "headline": "Dino Game", + "url": "https://cyne.cf/dino", + "image": "", + "sameAs": [ + "https://twitter.com/9inny", + "https://github.com/8cy", + "https://www.reddit.com/user/s1nical/" + ], + "publisher": { + "@type": "Organization", + "logo": { + "@type": "ImageObject", + "url": "" + } + }, + "@type": "WebSite", + "@context": "http://schema.org" + } + </script> + <!-- CSS Links --> + <link rel="stylesheet" href="/dino/css/main.css"> + <link rel="stylesheet" href="/css/no-text-highlighting.css"> + <link rel="shortcut icon" href="/dino/favicon.png" type="image/x-icon"> + <!-- External Libraries --> + <script src="https://code.jquery.com/jquery-1.10.2.js"></script> +</head> + + <body id="t" class="offline"> + <div id="main-frame-error" class="interstitial-wrapper"> + <div id="main-content"> + <div class="icon icon-offline" alt=""></div> + </div> + <div id="offline-resources"> + <img id="offline-resources-1x" + src="data:image/png;base64,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"> + <img id="offline-resources-2x" + 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"></audio> + </template> + </div> + </div> + + <!-- Visable Scripts --> + <script src="/dino/js//main.js"></script> + + <div class="footer"> + <link rel="stylesheet" type="text/css" + href="//code.ionicframework.com/ionicons/2.0.1/css/ionicons.min.css" />Copyright © + <script> + var d = new Date() + document.write(d.getFullYear()) + </script> + <a href="https://google.de">Google</a></a> + </div> + + </body> + +</html> diff --git a/dino/js/main.js b/dino/js/main.js new file mode 100644 index 0000000..62735fe --- /dev/null +++ b/dino/js/main.js @@ -0,0 +1,2961 @@ +(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; + + console.log("FPS Configuration") + /** + * 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; + + console.log("Game Configuration") + /** + * 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, + "87": 1 + }, // Up, spacebar + DUCK: { + "40": 1, + "83": 1 + }, // Down + RESTART: { + "13": 1, + "82": 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 + ) { + 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(); + } + + console.log("Game Over Panel Configuration") + /** + * 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: 0.8 + } + ]; + + //****************************************************************************** + /** + * 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(); + } + + console.log("T-Rex Configuration") + /** + * 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 = 0.8; + 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(); + } + + console.log("Cloud Configuration") + /** + * 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(); + } + + console.log("Nightmode Configuration") + /** + * @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(); + } + + console.log("Horizon Line Configuration") + /** + * 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(); + } + + console.log("Horizon Configuration") + /** + * Horizon config. + * @enum {number} + */ + Horizon.config = { + BG_CLOUD_SPEED: 0.2, + BUMPY_THRESHOLD: 0.3, + CLOUD_FREQUENCY: 0.5, + 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); |