diff options
| author | s1n <[email protected]> | 2019-09-30 21:28:47 -0700 |
|---|---|---|
| committer | s1n <[email protected]> | 2019-09-30 21:28:47 -0700 |
| commit | 2258353b1102a056188e586d5b4bc502350c7473 (patch) | |
| tree | 33332e71b6aa9f1849eb705e1f559cac3e98224b /dino | |
| parent | test if ip detect works (diff) | |
| parent | Rename restore.main.js to main.js (diff) | |
| download | s1n.pw-admin-2258353b1102a056188e586d5b4bc502350c7473.tar.xz s1n.pw-admin-2258353b1102a056188e586d5b4bc502350c7473.zip | |
Merge branch 'master' of https://github.com/8cy/about-me
Diffstat (limited to 'dino')
| -rw-r--r-- | dino/js/main.js | 5902 |
1 files changed, 2951 insertions, 2951 deletions
diff --git a/dino/js/main.js b/dino/js/main.js index 521b237..6d2141e 100644 --- a/dino/js/main.js +++ b/dino/js/main.js @@ -1,2951 +1,2951 @@ -(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
- ) {
- 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: 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();
- }
-
- /**
- * 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();
- }
-
- /**
- * 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: 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);
-
\ No newline at end of file +(function() { + "use strict"; + /** + * T-Rex runner. + * @param {string} outerContainerId Outer containing element id. + * @param {Object} opt_config + * @constructor + * @export + */ + function Runner(outerContainerId, opt_config) { + // Singleton + if (Runner.instance_) { + return Runner.instance_; + } + Runner.instance_ = this; + + this.outerContainerEl = document.querySelector(outerContainerId); + this.containerEl = null; + this.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 + ) { + 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: 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(); + } + + /** + * 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(); + } + + /** + * 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: 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); + |