mirror of
https://github.com/Phantop/phantop.github.io
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2740 lines
87 KiB
JavaScript
2740 lines
87 KiB
JavaScript
// Copyright (c) 2014 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// extract from chromium source code by @liuwayong
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(function () {
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'use strict';
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/**
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* T-Rex runner.
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* @param {string} outerContainerId Outer containing element id.
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* @param {Object} opt_config
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* @constructor
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* @export
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*/
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function Runner(outerContainerId, opt_config) {
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// Singleton
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if (Runner.instance_) {
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return Runner.instance_;
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}
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Runner.instance_ = this;
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this.outerContainerEl = document.querySelector(outerContainerId);
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this.containerEl = null;
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this.snackbarEl = null;
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this.detailsButton = this.outerContainerEl.querySelector('#details-button');
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this.config = opt_config || Runner.config;
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this.dimensions = Runner.defaultDimensions;
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this.canvas = null;
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this.canvasCtx = null;
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this.tRex = null;
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this.distanceMeter = null;
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this.distanceRan = 0;
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this.highestScore = 0;
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this.time = 0;
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this.runningTime = 0;
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this.msPerFrame = 1000 / FPS;
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this.currentSpeed = this.config.SPEED;
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this.obstacles = [];
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this.activated = false; // Whether the easter egg has been activated.
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this.playing = false; // Whether the game is currently in play state.
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this.crashed = false;
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this.paused = false;
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this.inverted = false;
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this.invertTimer = 0;
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this.resizeTimerId_ = null;
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this.playCount = 0;
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// Sound FX.
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this.audioBuffer = null;
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this.soundFx = {};
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// Global web audio context for playing sounds.
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this.audioContext = null;
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// Images.
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this.images = {};
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this.imagesLoaded = 0;
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if (this.isDisabled()) {
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this.setupDisabledRunner();
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} else {
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this.loadImages();
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}
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}
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window['Runner'] = Runner;
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/**
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* Default game width.
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* @const
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*/
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var DEFAULT_WIDTH = 600;
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/**
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* Frames per second.
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* @const
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*/
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var FPS = 60;
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/** @const */
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var IS_HIDPI = window.devicePixelRatio > 1;
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/** @const */
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var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform);
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/** @const */
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var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS;
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/** @const */
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var IS_TOUCH_ENABLED = 'ontouchstart' in window;
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/**
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* Default game configuration.
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* @enum {number}
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*/
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Runner.config = {
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ACCELERATION: 0.001,
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BG_CLOUD_SPEED: 0.2,
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BOTTOM_PAD: 10,
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CLEAR_TIME: 3000,
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CLOUD_FREQUENCY: 0.5,
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GAMEOVER_CLEAR_TIME: 750,
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GAP_COEFFICIENT: 0.6,
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GRAVITY: 0.6,
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INITIAL_JUMP_VELOCITY: 12,
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INVERT_FADE_DURATION: 12000,
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INVERT_DISTANCE: 700,
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MAX_BLINK_COUNT: 3,
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MAX_CLOUDS: 6,
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MAX_OBSTACLE_LENGTH: 3,
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MAX_OBSTACLE_DUPLICATION: 2,
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MAX_SPEED: 13,
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MIN_JUMP_HEIGHT: 35,
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MOBILE_SPEED_COEFFICIENT: 1.2,
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RESOURCE_TEMPLATE_ID: 'audio-resources',
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SPEED: 6,
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SPEED_DROP_COEFFICIENT: 3
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};
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/**
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* Default dimensions.
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* @enum {string}
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*/
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Runner.defaultDimensions = {
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WIDTH: DEFAULT_WIDTH,
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HEIGHT: 150
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};
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/**
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* CSS class names.
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* @enum {string}
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*/
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Runner.classes = {
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CANVAS: 'runner-canvas',
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CONTAINER: 'runner-container',
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CRASHED: 'crashed',
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ICON: 'icon-offline',
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INVERTED: 'inverted',
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SNACKBAR: 'snackbar',
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SNACKBAR_SHOW: 'snackbar-show',
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TOUCH_CONTROLLER: 'controller'
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};
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/**
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* Sprite definition layout of the spritesheet.
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* @enum {Object}
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*/
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Runner.spriteDefinition = {
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LDPI: {
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CACTUS_LARGE: { x: 332, y: 2 },
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CACTUS_SMALL: { x: 228, y: 2 },
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CLOUD: { x: 86, y: 2 },
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HORIZON: { x: 2, y: 54 },
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MOON: { x: 484, y: 2 },
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PTERODACTYL: { x: 134, y: 2 },
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RESTART: { x: 2, y: 2 },
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TEXT_SPRITE: { x: 655, y: 2 },
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TREX: { x: 848, y: 2 },
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STAR: { x: 645, y: 2 }
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},
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HDPI: {
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CACTUS_LARGE: { x: 652, y: 2 },
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CACTUS_SMALL: { x: 446, y: 2 },
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CLOUD: { x: 166, y: 2 },
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HORIZON: { x: 2, y: 104 },
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MOON: { x: 954, y: 2 },
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PTERODACTYL: { x: 260, y: 2 },
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RESTART: { x: 2, y: 2 },
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TEXT_SPRITE: { x: 1294, y: 2 },
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TREX: { x: 1678, y: 2 },
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STAR: { x: 1276, y: 2 }
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}
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};
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/**
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* Sound FX. Reference to the ID of the audio tag on interstitial page.
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* @enum {string}
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*/
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Runner.sounds = {
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BUTTON_PRESS: 'offline-sound-press',
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HIT: 'offline-sound-hit',
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SCORE: 'offline-sound-reached'
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};
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/**
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* Key code mapping.
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* @enum {Object}
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*/
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Runner.keycodes = {
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JUMP: { '38': 1, '32': 1 }, // Up, spacebar
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DUCK: { '40': 1 }, // Down
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RESTART: { '13': 1 } // Enter
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};
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/**
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* Runner event names.
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* @enum {string}
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*/
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Runner.events = {
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ANIM_END: 'webkitAnimationEnd',
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CLICK: 'click',
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KEYDOWN: 'keydown',
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KEYUP: 'keyup',
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MOUSEDOWN: 'mousedown',
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MOUSEUP: 'mouseup',
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RESIZE: 'resize',
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TOUCHEND: 'touchend',
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TOUCHSTART: 'touchstart',
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VISIBILITY: 'visibilitychange',
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BLUR: 'blur',
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FOCUS: 'focus',
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LOAD: 'load'
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};
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Runner.prototype = {
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/**
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* Whether the easter egg has been disabled. CrOS enterprise enrolled devices.
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* @return {boolean}
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*/
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isDisabled: function () {
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// return loadTimeData && loadTimeData.valueExists('disabledEasterEgg');
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return false;
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},
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/**
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* For disabled instances, set up a snackbar with the disabled message.
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*/
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setupDisabledRunner: function () {
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this.containerEl = document.createElement('div');
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this.containerEl.className = Runner.classes.SNACKBAR;
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this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg');
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this.outerContainerEl.appendChild(this.containerEl);
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// Show notification when the activation key is pressed.
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document.addEventListener(Runner.events.KEYDOWN, function (e) {
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if (Runner.keycodes.JUMP[e.keyCode]) {
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this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW);
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document.querySelector('.icon').classList.add('icon-disabled');
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}
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}.bind(this));
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},
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/**
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* Setting individual settings for debugging.
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* @param {string} setting
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* @param {*} value
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*/
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updateConfigSetting: function (setting, value) {
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if (setting in this.config && value != undefined) {
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this.config[setting] = value;
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switch (setting) {
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case 'GRAVITY':
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case 'MIN_JUMP_HEIGHT':
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case 'SPEED_DROP_COEFFICIENT':
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this.tRex.config[setting] = value;
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break;
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case 'INITIAL_JUMP_VELOCITY':
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this.tRex.setJumpVelocity(value);
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break;
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case 'SPEED':
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this.setSpeed(value);
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break;
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}
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}
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},
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/**
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* Cache the appropriate image sprite from the page and get the sprite sheet
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* definition.
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*/
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loadImages: function () {
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Sun.imageSprite = document.getElementById('sun');
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if (IS_HIDPI) {
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Runner.imageSprite = document.getElementById('offline-resources-2x');
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this.spriteDef = Runner.spriteDefinition.HDPI;
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} else {
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Runner.imageSprite = document.getElementById('offline-resources-1x');
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this.spriteDef = Runner.spriteDefinition.LDPI;
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}
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if (Runner.imageSprite.complete) {
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this.init();
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} else {
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// If the images are not yet loaded, add a listener.
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Runner.imageSprite.addEventListener(Runner.events.LOAD,
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this.init.bind(this));
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}
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},
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/**
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* Load and decode base 64 encoded sounds.
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*/
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loadSounds: function () {
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if (!IS_IOS) {
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this.audioContext = new AudioContext();
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var resourceTemplate =
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document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
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for (var sound in Runner.sounds) {
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var soundSrc =
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resourceTemplate.getElementById(Runner.sounds[sound]).src;
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soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
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var buffer = decodeBase64ToArrayBuffer(soundSrc);
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// Async, so no guarantee of order in array.
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this.audioContext.decodeAudioData(buffer, function (index, audioData) {
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this.soundFx[index] = audioData;
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}.bind(this, sound));
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}
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}
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},
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/**
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* Sets the game speed. Adjust the speed accordingly if on a smaller screen.
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* @param {number} opt_speed
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*/
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setSpeed: function (opt_speed) {
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var speed = opt_speed || this.currentSpeed;
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// Reduce the speed on smaller mobile screens.
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if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
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var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH *
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this.config.MOBILE_SPEED_COEFFICIENT;
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this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
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} else if (opt_speed) {
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this.currentSpeed = opt_speed;
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}
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},
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/**
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* Game initialiser.
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*/
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init: function () {
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// Hide the static icon.
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document.querySelector('.' + Runner.classes.ICON).style.visibility =
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'hidden';
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this.adjustDimensions();
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this.setSpeed();
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this.containerEl = document.createElement('div');
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this.containerEl.className = Runner.classes.CONTAINER;
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// Player canvas container.
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this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
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this.dimensions.HEIGHT, Runner.classes.PLAYER);
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this.canvasCtx = this.canvas.getContext('2d');
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this.canvasCtx.fillStyle = '#f7f7f7';
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this.canvasCtx.fill();
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Runner.updateCanvasScaling(this.canvas);
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// Horizon contains clouds, obstacles and the ground.
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this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
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this.config.GAP_COEFFICIENT);
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// Distance meter
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this.distanceMeter = new DistanceMeter(this.canvas,
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this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);
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// Draw t-rex
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this.tRex = new Trex(this.canvas, this.spriteDef.TREX);
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this.outerContainerEl.appendChild(this.containerEl);
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if (IS_MOBILE) {
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this.createTouchController();
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}
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this.startListening();
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this.update();
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window.addEventListener(Runner.events.RESIZE,
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this.debounceResize.bind(this));
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},
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/**
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* Create the touch controller. A div that covers whole screen.
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*/
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createTouchController: function () {
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this.touchController = document.createElement('div');
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this.touchController.className = Runner.classes.TOUCH_CONTROLLER;
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this.outerContainerEl.appendChild(this.touchController);
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},
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/**
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* Debounce the resize event.
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*/
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debounceResize: function () {
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if (!this.resizeTimerId_) {
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this.resizeTimerId_ =
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setInterval(this.adjustDimensions.bind(this), 250);
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}
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},
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/**
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* Adjust game space dimensions on resize.
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*/
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adjustDimensions: function () {
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clearInterval(this.resizeTimerId_);
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this.resizeTimerId_ = null;
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var boxStyles = window.getComputedStyle(this.outerContainerEl);
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var padding = Number(boxStyles.paddingLeft.substr(0,
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boxStyles.paddingLeft.length - 2));
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this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;
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// Redraw the elements back onto the canvas.
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if (this.canvas) {
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this.canvas.width = this.dimensions.WIDTH;
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this.canvas.height = this.dimensions.HEIGHT;
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Runner.updateCanvasScaling(this.canvas);
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this.distanceMeter.calcXPos(this.dimensions.WIDTH);
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this.clearCanvas();
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this.horizon.update(0, 0, true);
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this.tRex.update(0);
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// Outer container and distance meter.
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if (this.playing || this.crashed || this.paused) {
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this.containerEl.style.width = this.dimensions.WIDTH + 'px';
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this.containerEl.style.height = this.dimensions.HEIGHT + 'px';
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this.distanceMeter.update(0, Math.ceil(this.distanceRan));
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this.stop();
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} else {
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this.tRex.draw(0, 0);
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}
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// Game over panel.
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if (this.crashed && this.gameOverPanel) {
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this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);
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this.gameOverPanel.draw();
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}
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}
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},
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/**
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* Play the game intro.
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* Canvas container width expands out to the full width.
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*/
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playIntro: function () {
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if (!this.activated && !this.crashed) {
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this.playingIntro = true;
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this.tRex.playingIntro = true;
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// CSS animation definition.
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var keyframes = '@-webkit-keyframes intro { ' +
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'from { width:' + Trex.config.WIDTH + 'px }' +
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'to { width: ' + this.dimensions.WIDTH + 'px }' +
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'}';
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document.styleSheets[0].insertRule(keyframes, 0);
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this.containerEl.addEventListener(Runner.events.ANIM_END,
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this.startGame.bind(this));
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this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';
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this.containerEl.style.width = this.dimensions.WIDTH + 'px';
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// if (this.touchController) {
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// this.outerContainerEl.appendChild(this.touchController);
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// }
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this.playing = true;
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this.activated = true;
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} else if (this.crashed) {
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this.restart();
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}
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},
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/**
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* Update the game status to started.
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*/
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startGame: function () {
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this.runningTime = 0;
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this.playingIntro = false;
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this.tRex.playingIntro = false;
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this.containerEl.style.webkitAnimation = '';
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this.playCount++;
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// Handle tabbing off the page. Pause the current game.
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document.addEventListener(Runner.events.VISIBILITY,
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this.onVisibilityChange.bind(this));
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window.addEventListener(Runner.events.BLUR,
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this.onVisibilityChange.bind(this));
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window.addEventListener(Runner.events.FOCUS,
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this.onVisibilityChange.bind(this));
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},
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clearCanvas: function () {
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this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,
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this.dimensions.HEIGHT);
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},
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/**
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* Update the game frame and schedules the next one.
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*/
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update: function () {
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this.updatePending = false;
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var now = getTimeStamp();
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var deltaTime = now - (this.time || now);
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this.time = now;
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if (this.playing) {
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this.clearCanvas();
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if (this.tRex.jumping) {
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this.tRex.updateJump(deltaTime);
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}
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this.runningTime += deltaTime;
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var hasObstacles = this.runningTime > this.config.CLEAR_TIME;
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// First jump triggers the intro.
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if (this.tRex.jumpCount == 1 && !this.playingIntro) {
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this.playIntro();
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}
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// The horizon doesn't move until the intro is over.
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if (this.playingIntro) {
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this.horizon.update(0, this.currentSpeed, hasObstacles);
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} else {
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deltaTime = !this.activated ? 0 : deltaTime;
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this.horizon.update(deltaTime, this.currentSpeed, hasObstacles,
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this.inverted);
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}
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// Check for collisions.
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var collision = hasObstacles &&
|
|
checkForCollision(this.horizon.obstacles[0], this.tRex);
|
|
|
|
if (!collision) {
|
|
this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
|
|
|
|
if (this.currentSpeed < this.config.MAX_SPEED) {
|
|
this.currentSpeed += this.config.ACCELERATION;
|
|
}
|
|
} else {
|
|
this.gameOver();
|
|
}
|
|
|
|
var playAchievementSound = this.distanceMeter.update(deltaTime,
|
|
Math.ceil(this.distanceRan));
|
|
|
|
if (playAchievementSound) {
|
|
this.playSound(this.soundFx.SCORE);
|
|
}
|
|
|
|
// Night mode.
|
|
if (this.invertTimer > this.config.INVERT_FADE_DURATION) {
|
|
this.invertTimer = 0;
|
|
this.invertTrigger = false;
|
|
this.invert();
|
|
} else if (this.invertTimer) {
|
|
this.invertTimer += deltaTime;
|
|
} else {
|
|
var actualDistance =
|
|
this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan));
|
|
|
|
if (actualDistance > 0) {
|
|
this.invertTrigger = !(actualDistance %
|
|
this.config.INVERT_DISTANCE);
|
|
|
|
if (this.invertTrigger && this.invertTimer === 0) {
|
|
this.invertTimer += deltaTime;
|
|
this.invert();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.playing || (!this.activated &&
|
|
this.tRex.blinkCount < Runner.config.MAX_BLINK_COUNT)) {
|
|
this.tRex.update(deltaTime);
|
|
this.scheduleNextUpdate();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Event handler.
|
|
*/
|
|
handleEvent: function (e) {
|
|
return (function (evtType, events) {
|
|
switch (evtType) {
|
|
case events.KEYDOWN:
|
|
case events.TOUCHSTART:
|
|
case events.MOUSEDOWN:
|
|
this.onKeyDown(e);
|
|
break;
|
|
case events.KEYUP:
|
|
case events.TOUCHEND:
|
|
case events.MOUSEUP:
|
|
this.onKeyUp(e);
|
|
break;
|
|
}
|
|
}.bind(this))(e.type, Runner.events);
|
|
},
|
|
|
|
/**
|
|
* Bind relevant key / mouse / touch listeners.
|
|
*/
|
|
startListening: function () {
|
|
// Keys.
|
|
document.addEventListener(Runner.events.KEYDOWN, this);
|
|
document.addEventListener(Runner.events.KEYUP, this);
|
|
|
|
if (IS_MOBILE) {
|
|
// Mobile only touch devices.
|
|
this.touchController.addEventListener(Runner.events.TOUCHSTART, this);
|
|
this.touchController.addEventListener(Runner.events.TOUCHEND, this);
|
|
this.containerEl.addEventListener(Runner.events.TOUCHSTART, this);
|
|
} else {
|
|
// Mouse.
|
|
document.addEventListener(Runner.events.MOUSEDOWN, this);
|
|
document.addEventListener(Runner.events.MOUSEUP, this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Remove all listeners.
|
|
*/
|
|
stopListening: function () {
|
|
document.removeEventListener(Runner.events.KEYDOWN, this);
|
|
document.removeEventListener(Runner.events.KEYUP, this);
|
|
|
|
if (IS_MOBILE) {
|
|
this.touchController.removeEventListener(Runner.events.TOUCHSTART, this);
|
|
this.touchController.removeEventListener(Runner.events.TOUCHEND, this);
|
|
this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this);
|
|
} else {
|
|
document.removeEventListener(Runner.events.MOUSEDOWN, this);
|
|
document.removeEventListener(Runner.events.MOUSEUP, this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Process keydown.
|
|
* @param {Event} e
|
|
*/
|
|
onKeyDown: function (e) {
|
|
// Prevent native page scrolling whilst tapping on mobile.
|
|
if (IS_MOBILE && this.playing) {
|
|
e.preventDefault();
|
|
}
|
|
|
|
if (e.target != this.detailsButton) {
|
|
if (!this.crashed && (Runner.keycodes.JUMP[e.keyCode] ||
|
|
e.type == Runner.events.TOUCHSTART)) {
|
|
if (!this.playing) {
|
|
this.loadSounds();
|
|
this.playing = true;
|
|
this.update();
|
|
if (window.errorPageController) {
|
|
errorPageController.trackEasterEgg();
|
|
}
|
|
}
|
|
// Play sound effect and jump on starting the game for the first time.
|
|
if (!this.tRex.jumping && !this.tRex.ducking) {
|
|
this.playSound(this.soundFx.BUTTON_PRESS);
|
|
this.tRex.startJump(this.currentSpeed);
|
|
}
|
|
}
|
|
|
|
if (this.crashed && e.type == Runner.events.TOUCHSTART &&
|
|
e.currentTarget == this.containerEl) {
|
|
this.restart();
|
|
}
|
|
}
|
|
|
|
if (this.playing && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) {
|
|
e.preventDefault();
|
|
if (this.tRex.jumping) {
|
|
// Speed drop, activated only when jump key is not pressed.
|
|
this.tRex.setSpeedDrop();
|
|
} else if (!this.tRex.jumping && !this.tRex.ducking) {
|
|
// Duck.
|
|
this.tRex.setDuck(true);
|
|
}
|
|
}
|
|
},
|
|
|
|
|
|
/**
|
|
* Process key up.
|
|
* @param {Event} e
|
|
*/
|
|
onKeyUp: function (e) {
|
|
var keyCode = String(e.keyCode);
|
|
var isjumpKey = Runner.keycodes.JUMP[keyCode] ||
|
|
e.type == Runner.events.TOUCHEND ||
|
|
e.type == Runner.events.MOUSEDOWN;
|
|
|
|
if (this.isRunning() && isjumpKey) {
|
|
this.tRex.endJump();
|
|
} else if (Runner.keycodes.DUCK[keyCode]) {
|
|
this.tRex.speedDrop = false;
|
|
this.tRex.setDuck(false);
|
|
} else if (this.crashed) {
|
|
// Check that enough time has elapsed before allowing jump key to restart.
|
|
var deltaTime = getTimeStamp() - this.time;
|
|
|
|
if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) ||
|
|
(deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&
|
|
Runner.keycodes.JUMP[keyCode])) {
|
|
this.restart();
|
|
}
|
|
} else if (this.paused && isjumpKey) {
|
|
// Reset the jump state
|
|
this.tRex.reset();
|
|
this.play();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Returns whether the event was a left click on canvas.
|
|
* On Windows right click is registered as a click.
|
|
* @param {Event} e
|
|
* @return {boolean}
|
|
*/
|
|
isLeftClickOnCanvas: function (e) {
|
|
return e.button != null && e.button < 2 &&
|
|
e.type == Runner.events.MOUSEUP && e.target == this.canvas;
|
|
},
|
|
|
|
/**
|
|
* RequestAnimationFrame wrapper.
|
|
*/
|
|
scheduleNextUpdate: function () {
|
|
if (!this.updatePending) {
|
|
this.updatePending = true;
|
|
this.raqId = requestAnimationFrame(this.update.bind(this));
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Whether the game is running.
|
|
* @return {boolean}
|
|
*/
|
|
isRunning: function () {
|
|
return !!this.raqId;
|
|
},
|
|
|
|
/**
|
|
* Game over state.
|
|
*/
|
|
gameOver: function () {
|
|
this.playSound(this.soundFx.HIT);
|
|
vibrate(200);
|
|
|
|
this.stop();
|
|
this.crashed = true;
|
|
this.distanceMeter.acheivement = false;
|
|
|
|
this.tRex.update(100, Trex.status.CRASHED);
|
|
|
|
// Game over panel.
|
|
if (!this.gameOverPanel) {
|
|
this.gameOverPanel = new GameOverPanel(this.canvas,
|
|
this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART,
|
|
this.dimensions);
|
|
} else {
|
|
this.gameOverPanel.draw();
|
|
}
|
|
|
|
// Update the high score.
|
|
if (this.distanceRan > this.highestScore) {
|
|
this.highestScore = Math.ceil(this.distanceRan);
|
|
this.distanceMeter.setHighScore(this.highestScore);
|
|
}
|
|
|
|
// Reset the time clock.
|
|
this.time = getTimeStamp();
|
|
},
|
|
|
|
stop: function () {
|
|
this.playing = false;
|
|
this.paused = true;
|
|
cancelAnimationFrame(this.raqId);
|
|
this.raqId = 0;
|
|
},
|
|
|
|
play: function () {
|
|
if (!this.crashed) {
|
|
this.playing = true;
|
|
this.paused = false;
|
|
this.tRex.update(0, Trex.status.RUNNING);
|
|
this.time = getTimeStamp();
|
|
this.update();
|
|
}
|
|
},
|
|
|
|
restart: function () {
|
|
if (!this.raqId) {
|
|
this.playCount++;
|
|
this.runningTime = 0;
|
|
this.playing = true;
|
|
this.crashed = false;
|
|
this.distanceRan = 0;
|
|
this.setSpeed(this.config.SPEED);
|
|
this.time = getTimeStamp();
|
|
this.containerEl.classList.remove(Runner.classes.CRASHED);
|
|
this.clearCanvas();
|
|
this.distanceMeter.reset(this.highestScore);
|
|
this.horizon.reset();
|
|
this.tRex.reset();
|
|
this.playSound(this.soundFx.BUTTON_PRESS);
|
|
this.invert(true);
|
|
this.update();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Pause the game if the tab is not in focus.
|
|
*/
|
|
onVisibilityChange: function (e) {
|
|
if (document.hidden || document.webkitHidden || e.type == 'blur' ||
|
|
document.visibilityState != 'visible') {
|
|
this.stop();
|
|
} else if (!this.crashed) {
|
|
this.tRex.reset();
|
|
this.play();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Play a sound.
|
|
* @param {SoundBuffer} soundBuffer
|
|
*/
|
|
playSound: function (soundBuffer) {
|
|
if (soundBuffer) {
|
|
var sourceNode = this.audioContext.createBufferSource();
|
|
sourceNode.buffer = soundBuffer;
|
|
sourceNode.connect(this.audioContext.destination);
|
|
sourceNode.start(0);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Inverts the current page / canvas colors.
|
|
* @param {boolean} Whether to reset colors.
|
|
*/
|
|
invert: function (reset) {
|
|
if (reset) {
|
|
document.body.classList.toggle(Runner.classes.INVERTED, false);
|
|
this.invertTimer = 0;
|
|
this.inverted = false;
|
|
} else {
|
|
this.inverted = document.body.classList.toggle(Runner.classes.INVERTED,
|
|
this.invertTrigger);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* Updates the canvas size taking into
|
|
* account the backing store pixel ratio and
|
|
* the device pixel ratio.
|
|
*
|
|
* See article by Paul Lewis:
|
|
* http://www.html5rocks.com/en/tutorials/canvas/hidpi/
|
|
*
|
|
* @param {HTMLCanvasElement} canvas
|
|
* @param {number} opt_width
|
|
* @param {number} opt_height
|
|
* @return {boolean} Whether the canvas was scaled.
|
|
*/
|
|
Runner.updateCanvasScaling = function (canvas, opt_width, opt_height) {
|
|
var context = canvas.getContext('2d');
|
|
|
|
// Query the various pixel ratios
|
|
var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1;
|
|
var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1;
|
|
var ratio = devicePixelRatio / backingStoreRatio;
|
|
|
|
// Upscale the canvas if the two ratios don't match
|
|
if (devicePixelRatio !== backingStoreRatio) {
|
|
var oldWidth = opt_width || canvas.width;
|
|
var oldHeight = opt_height || canvas.height;
|
|
|
|
canvas.width = oldWidth * ratio;
|
|
canvas.height = oldHeight * ratio;
|
|
|
|
canvas.style.width = oldWidth + 'px';
|
|
canvas.style.height = oldHeight + 'px';
|
|
|
|
// Scale the context to counter the fact that we've manually scaled
|
|
// our canvas element.
|
|
context.scale(ratio, ratio);
|
|
return true;
|
|
} else if (devicePixelRatio == 1) {
|
|
// Reset the canvas width / height. Fixes scaling bug when the page is
|
|
// zoomed and the devicePixelRatio changes accordingly.
|
|
canvas.style.width = canvas.width + 'px';
|
|
canvas.style.height = canvas.height + 'px';
|
|
}
|
|
return false;
|
|
};
|
|
|
|
|
|
/**
|
|
* Get random number.
|
|
* @param {number} min
|
|
* @param {number} max
|
|
* @param {number}
|
|
*/
|
|
function getRandomNum(min, max) {
|
|
return Math.floor(Math.random() * (max - min + 1)) + min;
|
|
}
|
|
|
|
|
|
/**
|
|
* Vibrate on mobile devices.
|
|
* @param {number} duration Duration of the vibration in milliseconds.
|
|
*/
|
|
function vibrate(duration) {
|
|
if (IS_MOBILE && window.navigator.vibrate) {
|
|
window.navigator.vibrate(duration);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Create canvas element.
|
|
* @param {HTMLElement} container Element to append canvas to.
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @param {string} opt_classname
|
|
* @return {HTMLCanvasElement}
|
|
*/
|
|
function createCanvas(container, width, height, opt_classname) {
|
|
var canvas = document.createElement('canvas');
|
|
canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' +
|
|
opt_classname : Runner.classes.CANVAS;
|
|
canvas.width = width;
|
|
canvas.height = height;
|
|
container.appendChild(canvas);
|
|
|
|
return canvas;
|
|
}
|
|
|
|
|
|
/**
|
|
* Decodes the base 64 audio to ArrayBuffer used by Web Audio.
|
|
* @param {string} base64String
|
|
*/
|
|
function decodeBase64ToArrayBuffer(base64String) {
|
|
var len = (base64String.length / 4) * 3;
|
|
var str = atob(base64String);
|
|
var arrayBuffer = new ArrayBuffer(len);
|
|
var bytes = new Uint8Array(arrayBuffer);
|
|
|
|
for (var i = 0; i < len; i++) {
|
|
bytes[i] = str.charCodeAt(i);
|
|
}
|
|
return bytes.buffer;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return the current timestamp.
|
|
* @return {number}
|
|
*/
|
|
function getTimeStamp() {
|
|
return IS_IOS ? new Date().getTime() : performance.now();
|
|
}
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
|
|
/**
|
|
* Game over panel.
|
|
* @param {!HTMLCanvasElement} canvas
|
|
* @param {Object} textImgPos
|
|
* @param {Object} restartImgPos
|
|
* @param {!Object} dimensions Canvas dimensions.
|
|
* @constructor
|
|
*/
|
|
function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) {
|
|
this.canvas = canvas;
|
|
this.canvasCtx = canvas.getContext('2d');
|
|
this.canvasDimensions = dimensions;
|
|
this.textImgPos = textImgPos;
|
|
this.restartImgPos = restartImgPos;
|
|
this.draw();
|
|
};
|
|
|
|
|
|
/**
|
|
* Dimensions used in the panel.
|
|
* @enum {number}
|
|
*/
|
|
GameOverPanel.dimensions = {
|
|
TEXT_X: 0,
|
|
TEXT_Y: 13,
|
|
TEXT_WIDTH: 191,
|
|
TEXT_HEIGHT: 11,
|
|
RESTART_WIDTH: 36,
|
|
RESTART_HEIGHT: 32
|
|
};
|
|
|
|
|
|
GameOverPanel.prototype = {
|
|
/**
|
|
* Update the panel dimensions.
|
|
* @param {number} width New canvas width.
|
|
* @param {number} opt_height Optional new canvas height.
|
|
*/
|
|
updateDimensions: function (width, opt_height) {
|
|
this.canvasDimensions.WIDTH = width;
|
|
if (opt_height) {
|
|
this.canvasDimensions.HEIGHT = opt_height;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Draw the panel.
|
|
*/
|
|
draw: function () {
|
|
var dimensions = GameOverPanel.dimensions;
|
|
|
|
var centerX = this.canvasDimensions.WIDTH / 2;
|
|
|
|
// Game over text.
|
|
var textSourceX = dimensions.TEXT_X;
|
|
var textSourceY = dimensions.TEXT_Y;
|
|
var textSourceWidth = dimensions.TEXT_WIDTH;
|
|
var textSourceHeight = dimensions.TEXT_HEIGHT;
|
|
|
|
var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2));
|
|
var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3);
|
|
var textTargetWidth = dimensions.TEXT_WIDTH;
|
|
var textTargetHeight = dimensions.TEXT_HEIGHT;
|
|
|
|
var restartSourceWidth = dimensions.RESTART_WIDTH;
|
|
var restartSourceHeight = dimensions.RESTART_HEIGHT;
|
|
var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2);
|
|
var restartTargetY = this.canvasDimensions.HEIGHT / 2;
|
|
|
|
if (IS_HIDPI) {
|
|
textSourceY *= 2;
|
|
textSourceX *= 2;
|
|
textSourceWidth *= 2;
|
|
textSourceHeight *= 2;
|
|
restartSourceWidth *= 2;
|
|
restartSourceHeight *= 2;
|
|
}
|
|
|
|
textSourceX += this.textImgPos.x;
|
|
textSourceY += this.textImgPos.y;
|
|
|
|
// Game over text from sprite.
|
|
this.canvasCtx.drawImage(Runner.imageSprite,
|
|
textSourceX, textSourceY, textSourceWidth, textSourceHeight,
|
|
textTargetX, textTargetY, textTargetWidth, textTargetHeight);
|
|
|
|
// Restart button.
|
|
this.canvasCtx.drawImage(Runner.imageSprite,
|
|
this.restartImgPos.x, this.restartImgPos.y,
|
|
restartSourceWidth, restartSourceHeight,
|
|
restartTargetX, restartTargetY, dimensions.RESTART_WIDTH,
|
|
dimensions.RESTART_HEIGHT);
|
|
}
|
|
};
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Check for a collision.
|
|
* @param {!Obstacle} obstacle
|
|
* @param {!Trex} tRex T-rex object.
|
|
* @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing
|
|
* collision boxes.
|
|
* @return {Array<CollisionBox>}
|
|
*/
|
|
function checkForCollision(obstacle, tRex, opt_canvasCtx) {
|
|
var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;
|
|
|
|
// Adjustments are made to the bounding box as there is a 1 pixel white
|
|
// border around the t-rex and obstacles.
|
|
var tRexBox = new CollisionBox(
|
|
tRex.xPos + 1,
|
|
tRex.yPos + 1,
|
|
tRex.config.WIDTH - 2,
|
|
tRex.config.HEIGHT - 2);
|
|
|
|
var obstacleBox = new CollisionBox(
|
|
obstacle.xPos + 1,
|
|
obstacle.yPos + 1,
|
|
obstacle.typeConfig.width * obstacle.size - 2,
|
|
obstacle.typeConfig.height - 2);
|
|
|
|
// Debug outer box
|
|
if (opt_canvasCtx) {
|
|
drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);
|
|
}
|
|
|
|
// Simple outer bounds check.
|
|
if (boxCompare(tRexBox, obstacleBox)) {
|
|
var collisionBoxes = obstacle.collisionBoxes;
|
|
var tRexCollisionBoxes = tRex.ducking ?
|
|
Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING;
|
|
|
|
// Detailed axis aligned box check.
|
|
for (var t = 0; t < tRexCollisionBoxes.length; t++) {
|
|
for (var i = 0; i < collisionBoxes.length; i++) {
|
|
// Adjust the box to actual positions.
|
|
var adjTrexBox =
|
|
createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);
|
|
var adjObstacleBox =
|
|
createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);
|
|
var crashed = boxCompare(adjTrexBox, adjObstacleBox);
|
|
|
|
// Draw boxes for debug.
|
|
if (opt_canvasCtx) {
|
|
drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);
|
|
}
|
|
|
|
if (crashed) {
|
|
return [adjTrexBox, adjObstacleBox];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
|
|
/**
|
|
* Adjust the collision box.
|
|
* @param {!CollisionBox} box The original box.
|
|
* @param {!CollisionBox} adjustment Adjustment box.
|
|
* @return {CollisionBox} The adjusted collision box object.
|
|
*/
|
|
function createAdjustedCollisionBox(box, adjustment) {
|
|
return new CollisionBox(
|
|
box.x + adjustment.x,
|
|
box.y + adjustment.y,
|
|
box.width,
|
|
box.height);
|
|
};
|
|
|
|
|
|
/**
|
|
* Draw the collision boxes for debug.
|
|
*/
|
|
function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {
|
|
canvasCtx.save();
|
|
canvasCtx.strokeStyle = '#f00';
|
|
canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height);
|
|
|
|
canvasCtx.strokeStyle = '#0f0';
|
|
canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y,
|
|
obstacleBox.width, obstacleBox.height);
|
|
canvasCtx.restore();
|
|
};
|
|
|
|
|
|
/**
|
|
* Compare two collision boxes for a collision.
|
|
* @param {CollisionBox} tRexBox
|
|
* @param {CollisionBox} obstacleBox
|
|
* @return {boolean} Whether the boxes intersected.
|
|
*/
|
|
function boxCompare(tRexBox, obstacleBox) {
|
|
var crashed = false;
|
|
var tRexBoxX = tRexBox.x;
|
|
var tRexBoxY = tRexBox.y;
|
|
|
|
var obstacleBoxX = obstacleBox.x;
|
|
var obstacleBoxY = obstacleBox.y;
|
|
|
|
// Axis-Aligned Bounding Box method.
|
|
if (tRexBox.x < obstacleBoxX + obstacleBox.width &&
|
|
tRexBox.x + tRexBox.width > obstacleBoxX &&
|
|
tRexBox.y < obstacleBox.y + obstacleBox.height &&
|
|
tRexBox.height + tRexBox.y > obstacleBox.y) {
|
|
crashed = true;
|
|
}
|
|
|
|
return crashed;
|
|
};
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Collision box object.
|
|
* @param {number} x X position.
|
|
* @param {number} y Y Position.
|
|
* @param {number} w Width.
|
|
* @param {number} h Height.
|
|
*/
|
|
function CollisionBox(x, y, w, h) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.width = w;
|
|
this.height = h;
|
|
};
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Obstacle.
|
|
* @param {HTMLCanvasCtx} canvasCtx
|
|
* @param {Obstacle.type} type
|
|
* @param {Object} spritePos Obstacle position in sprite.
|
|
* @param {Object} dimensions
|
|
* @param {number} gapCoefficient Mutipler in determining the gap.
|
|
* @param {number} speed
|
|
* @param {number} opt_xOffset
|
|
*/
|
|
function Obstacle(canvasCtx, type, spriteImgPos, dimensions,
|
|
gapCoefficient, speed, opt_xOffset) {
|
|
|
|
this.canvasCtx = canvasCtx;
|
|
this.spritePos = spriteImgPos;
|
|
this.typeConfig = type;
|
|
this.gapCoefficient = gapCoefficient;
|
|
this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH);
|
|
this.dimensions = dimensions;
|
|
this.remove = false;
|
|
this.xPos = dimensions.WIDTH + (opt_xOffset || 0);
|
|
this.yPos = 0;
|
|
this.width = 0;
|
|
this.collisionBoxes = [];
|
|
this.gap = 0;
|
|
this.speedOffset = 0;
|
|
|
|
// For animated obstacles.
|
|
this.currentFrame = 0;
|
|
this.timer = 0;
|
|
|
|
this.init(speed);
|
|
};
|
|
|
|
/**
|
|
* Coefficient for calculating the maximum gap.
|
|
* @const
|
|
*/
|
|
Obstacle.MAX_GAP_COEFFICIENT = 1.5;
|
|
|
|
/**
|
|
* Maximum obstacle grouping count.
|
|
* @const
|
|
*/
|
|
Obstacle.MAX_OBSTACLE_LENGTH = 3,
|
|
|
|
|
|
Obstacle.prototype = {
|
|
/**
|
|
* Initialise the DOM for the obstacle.
|
|
* @param {number} speed
|
|
*/
|
|
init: function (speed) {
|
|
this.cloneCollisionBoxes();
|
|
|
|
// Only allow sizing if we're at the right speed.
|
|
if (this.size > 1 && this.typeConfig.multipleSpeed > speed) {
|
|
this.size = 1;
|
|
}
|
|
|
|
this.width = this.typeConfig.width * this.size;
|
|
|
|
// Check if obstacle can be positioned at various heights.
|
|
if (Array.isArray(this.typeConfig.yPos)) {
|
|
var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile :
|
|
this.typeConfig.yPos;
|
|
this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)];
|
|
} else {
|
|
this.yPos = this.typeConfig.yPos;
|
|
}
|
|
|
|
this.draw();
|
|
|
|
// Make collision box adjustments,
|
|
// Central box is adjusted to the size as one box.
|
|
// ____ ______ ________
|
|
// _| |-| _| |-| _| |-|
|
|
// | |<->| | | |<--->| | | |<----->| |
|
|
// | | 1 | | | | 2 | | | | 3 | |
|
|
// |_|___|_| |_|_____|_| |_|_______|_|
|
|
//
|
|
if (this.size > 1) {
|
|
this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width -
|
|
this.collisionBoxes[2].width;
|
|
this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width;
|
|
}
|
|
|
|
// For obstacles that go at a different speed from the horizon.
|
|
if (this.typeConfig.speedOffset) {
|
|
this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset :
|
|
-this.typeConfig.speedOffset;
|
|
}
|
|
|
|
this.gap = this.getGap(this.gapCoefficient, speed);
|
|
},
|
|
|
|
/**
|
|
* Draw and crop based on size.
|
|
*/
|
|
draw: function () {
|
|
var sourceWidth = this.typeConfig.width;
|
|
var sourceHeight = this.typeConfig.height;
|
|
|
|
if (IS_HIDPI) {
|
|
sourceWidth = sourceWidth * 2;
|
|
sourceHeight = sourceHeight * 2;
|
|
}
|
|
|
|
// X position in sprite.
|
|
var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) +
|
|
this.spritePos.x;
|
|
|
|
// Animation frames.
|
|
if (this.currentFrame > 0) {
|
|
sourceX += sourceWidth * this.currentFrame;
|
|
}
|
|
|
|
this.canvasCtx.drawImage(Runner.imageSprite,
|
|
sourceX, this.spritePos.y,
|
|
sourceWidth * this.size, sourceHeight,
|
|
this.xPos, this.yPos,
|
|
this.typeConfig.width * this.size, this.typeConfig.height);
|
|
},
|
|
|
|
/**
|
|
* Obstacle frame update.
|
|
* @param {number} deltaTime
|
|
* @param {number} speed
|
|
*/
|
|
update: function (deltaTime, speed) {
|
|
if (!this.remove) {
|
|
if (this.typeConfig.speedOffset) {
|
|
speed += this.speedOffset;
|
|
}
|
|
this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);
|
|
|
|
// Update frame
|
|
if (this.typeConfig.numFrames) {
|
|
this.timer += deltaTime;
|
|
if (this.timer >= this.typeConfig.frameRate) {
|
|
this.currentFrame =
|
|
this.currentFrame == this.typeConfig.numFrames - 1 ?
|
|
0 : this.currentFrame + 1;
|
|
this.timer = 0;
|
|
}
|
|
}
|
|
this.draw();
|
|
|
|
if (!this.isVisible()) {
|
|
this.remove = true;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Calculate a random gap size.
|
|
* - Minimum gap gets wider as speed increses
|
|
* @param {number} gapCoefficient
|
|
* @param {number} speed
|
|
* @return {number} The gap size.
|
|
*/
|
|
getGap: function (gapCoefficient, speed) {
|
|
var minGap = Math.round(this.width * speed +
|
|
this.typeConfig.minGap * gapCoefficient);
|
|
var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT);
|
|
return getRandomNum(minGap, maxGap);
|
|
},
|
|
|
|
/**
|
|
* Check if obstacle is visible.
|
|
* @return {boolean} Whether the obstacle is in the game area.
|
|
*/
|
|
isVisible: function () {
|
|
return this.xPos + this.width > 0;
|
|
},
|
|
|
|
/**
|
|
* Make a copy of the collision boxes, since these will change based on
|
|
* obstacle type and size.
|
|
*/
|
|
cloneCollisionBoxes: function () {
|
|
var collisionBoxes = this.typeConfig.collisionBoxes;
|
|
|
|
for (var i = collisionBoxes.length - 1; i >= 0; i--) {
|
|
this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x,
|
|
collisionBoxes[i].y, collisionBoxes[i].width,
|
|
collisionBoxes[i].height);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* Obstacle definitions.
|
|
* minGap: minimum pixel space betweeen obstacles.
|
|
* multipleSpeed: Speed at which multiples are allowed.
|
|
* speedOffset: speed faster / slower than the horizon.
|
|
* minSpeed: Minimum speed which the obstacle can make an appearance.
|
|
*/
|
|
Obstacle.types = [
|
|
{
|
|
type: 'CACTUS_SMALL',
|
|
width: 17,
|
|
height: 35,
|
|
yPos: 105,
|
|
multipleSpeed: 4,
|
|
minGap: 120,
|
|
minSpeed: 0,
|
|
collisionBoxes: [
|
|
new CollisionBox(0, 7, 5, 27),
|
|
new CollisionBox(4, 0, 6, 34),
|
|
new CollisionBox(10, 4, 7, 14)
|
|
]
|
|
},
|
|
{
|
|
type: 'CACTUS_LARGE',
|
|
width: 25,
|
|
height: 50,
|
|
yPos: 90,
|
|
multipleSpeed: 7,
|
|
minGap: 120,
|
|
minSpeed: 0,
|
|
collisionBoxes: [
|
|
new CollisionBox(0, 12, 7, 38),
|
|
new CollisionBox(8, 0, 7, 49),
|
|
new CollisionBox(13, 10, 10, 38)
|
|
]
|
|
},
|
|
{
|
|
type: 'PTERODACTYL',
|
|
width: 46,
|
|
height: 40,
|
|
yPos: [100, 75, 50], // Variable height.
|
|
yPosMobile: [100, 50], // Variable height mobile.
|
|
multipleSpeed: 999,
|
|
minSpeed: 8.5,
|
|
minGap: 150,
|
|
collisionBoxes: [
|
|
new CollisionBox(15, 15, 16, 5),
|
|
new CollisionBox(18, 21, 24, 6),
|
|
new CollisionBox(2, 14, 4, 3),
|
|
new CollisionBox(6, 10, 4, 7),
|
|
new CollisionBox(10, 8, 6, 9)
|
|
],
|
|
numFrames: 2,
|
|
frameRate: 1000 / 6,
|
|
speedOffset: .8
|
|
}
|
|
];
|
|
|
|
|
|
//******************************************************************************
|
|
/**
|
|
* T-rex game character.
|
|
* @param {HTMLCanvas} canvas
|
|
* @param {Object} spritePos Positioning within image sprite.
|
|
* @constructor
|
|
*/
|
|
function Trex(canvas, spritePos) {
|
|
this.canvas = canvas;
|
|
this.canvasCtx = canvas.getContext('2d');
|
|
this.spritePos = spritePos;
|
|
this.xPos = 0;
|
|
this.yPos = 0;
|
|
// Position when on the ground.
|
|
this.groundYPos = 0;
|
|
this.currentFrame = 0;
|
|
this.currentAnimFrames = [];
|
|
this.blinkDelay = 0;
|
|
this.blinkCount = 0;
|
|
this.animStartTime = 0;
|
|
this.timer = 0;
|
|
this.msPerFrame = 1000 / FPS;
|
|
this.config = Trex.config;
|
|
// Current status.
|
|
this.status = Trex.status.WAITING;
|
|
|
|
this.jumping = false;
|
|
this.ducking = false;
|
|
this.jumpVelocity = 0;
|
|
this.reachedMinHeight = false;
|
|
this.speedDrop = false;
|
|
this.jumpCount = 0;
|
|
this.jumpspotX = 0;
|
|
|
|
this.init();
|
|
};
|
|
|
|
|
|
/**
|
|
* T-rex player config.
|
|
* @enum {number}
|
|
*/
|
|
Trex.config = {
|
|
DROP_VELOCITY: -5,
|
|
GRAVITY: 0.6,
|
|
HEIGHT: 47,
|
|
HEIGHT_DUCK: 25,
|
|
INIITAL_JUMP_VELOCITY: -10,
|
|
INTRO_DURATION: 1500,
|
|
MAX_JUMP_HEIGHT: 30,
|
|
MIN_JUMP_HEIGHT: 30,
|
|
SPEED_DROP_COEFFICIENT: 3,
|
|
SPRITE_WIDTH: 262,
|
|
START_X_POS: 50,
|
|
WIDTH: 44,
|
|
WIDTH_DUCK: 59
|
|
};
|
|
|
|
|
|
/**
|
|
* Used in collision detection.
|
|
* @type {Array<CollisionBox>}
|
|
*/
|
|
Trex.collisionBoxes = {
|
|
DUCKING: [
|
|
new CollisionBox(1, 18, 55, 25)
|
|
],
|
|
RUNNING: [
|
|
new CollisionBox(22, 0, 17, 16),
|
|
new CollisionBox(1, 18, 30, 9),
|
|
new CollisionBox(10, 35, 14, 8),
|
|
new CollisionBox(1, 24, 29, 5),
|
|
new CollisionBox(5, 30, 21, 4),
|
|
new CollisionBox(9, 34, 15, 4)
|
|
]
|
|
};
|
|
|
|
|
|
/**
|
|
* Animation states.
|
|
* @enum {string}
|
|
*/
|
|
Trex.status = {
|
|
CRASHED: 'CRASHED',
|
|
DUCKING: 'DUCKING',
|
|
JUMPING: 'JUMPING',
|
|
RUNNING: 'RUNNING',
|
|
WAITING: 'WAITING'
|
|
};
|
|
|
|
/**
|
|
* Blinking coefficient.
|
|
* @const
|
|
*/
|
|
Trex.BLINK_TIMING = 7000;
|
|
|
|
|
|
/**
|
|
* Animation config for different states.
|
|
* @enum {Object}
|
|
*/
|
|
Trex.animFrames = {
|
|
WAITING: {
|
|
frames: [44, 0],
|
|
msPerFrame: 1000 / 3
|
|
},
|
|
RUNNING: {
|
|
frames: [88, 132],
|
|
msPerFrame: 1000 / 12
|
|
},
|
|
CRASHED: {
|
|
frames: [220],
|
|
msPerFrame: 1000 / 60
|
|
},
|
|
JUMPING: {
|
|
frames: [0],
|
|
msPerFrame: 1000 / 60
|
|
},
|
|
DUCKING: {
|
|
frames: [262, 321],
|
|
msPerFrame: 1000 / 8
|
|
}
|
|
};
|
|
|
|
|
|
Trex.prototype = {
|
|
/**
|
|
* T-rex player initaliser.
|
|
* Sets the t-rex to blink at random intervals.
|
|
*/
|
|
init: function () {
|
|
this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -
|
|
Runner.config.BOTTOM_PAD;
|
|
this.yPos = this.groundYPos;
|
|
this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;
|
|
|
|
this.draw(0, 0);
|
|
this.update(0, Trex.status.WAITING);
|
|
},
|
|
|
|
/**
|
|
* Setter for the jump velocity.
|
|
* The approriate drop velocity is also set.
|
|
*/
|
|
setJumpVelocity: function (setting) {
|
|
this.config.INIITAL_JUMP_VELOCITY = -setting;
|
|
this.config.DROP_VELOCITY = -setting / 2;
|
|
},
|
|
|
|
/**
|
|
* Set the animation status.
|
|
* @param {!number} deltaTime
|
|
* @param {Trex.status} status Optional status to switch to.
|
|
*/
|
|
update: function (deltaTime, opt_status) {
|
|
this.timer += deltaTime;
|
|
|
|
// Update the status.
|
|
if (opt_status) {
|
|
this.status = opt_status;
|
|
this.currentFrame = 0;
|
|
this.msPerFrame = Trex.animFrames[opt_status].msPerFrame;
|
|
this.currentAnimFrames = Trex.animFrames[opt_status].frames;
|
|
|
|
if (opt_status == Trex.status.WAITING) {
|
|
this.animStartTime = getTimeStamp();
|
|
this.setBlinkDelay();
|
|
}
|
|
}
|
|
|
|
// Game intro animation, T-rex moves in from the left.
|
|
if (this.playingIntro && this.xPos < this.config.START_X_POS) {
|
|
this.xPos += Math.round((this.config.START_X_POS /
|
|
this.config.INTRO_DURATION) * deltaTime);
|
|
}
|
|
|
|
if (this.status == Trex.status.WAITING) {
|
|
this.blink(getTimeStamp());
|
|
} else {
|
|
this.draw(this.currentAnimFrames[this.currentFrame], 0);
|
|
}
|
|
|
|
// Update the frame position.
|
|
if (this.timer >= this.msPerFrame) {
|
|
this.currentFrame = this.currentFrame ==
|
|
this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;
|
|
this.timer = 0;
|
|
}
|
|
|
|
// Speed drop becomes duck if the down key is still being pressed.
|
|
if (this.speedDrop && this.yPos == this.groundYPos) {
|
|
this.speedDrop = false;
|
|
this.setDuck(true);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Draw the t-rex to a particular position.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
*/
|
|
draw: function (x, y) {
|
|
var sourceX = x;
|
|
var sourceY = y;
|
|
var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ?
|
|
this.config.WIDTH_DUCK : this.config.WIDTH;
|
|
var sourceHeight = this.config.HEIGHT;
|
|
|
|
if (IS_HIDPI) {
|
|
sourceX *= 2;
|
|
sourceY *= 2;
|
|
sourceWidth *= 2;
|
|
sourceHeight *= 2;
|
|
}
|
|
|
|
// Adjustments for sprite sheet position.
|
|
sourceX += this.spritePos.x;
|
|
sourceY += this.spritePos.y;
|
|
|
|
// Ducking.
|
|
if (this.ducking && this.status != Trex.status.CRASHED) {
|
|
this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
|
|
sourceWidth, sourceHeight,
|
|
this.xPos, this.yPos,
|
|
this.config.WIDTH_DUCK, this.config.HEIGHT);
|
|
} else {
|
|
// Crashed whilst ducking. Trex is standing up so needs adjustment.
|
|
if (this.ducking && this.status == Trex.status.CRASHED) {
|
|
this.xPos++;
|
|
}
|
|
// Standing / running
|
|
this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
|
|
sourceWidth, sourceHeight,
|
|
this.xPos, this.yPos,
|
|
this.config.WIDTH, this.config.HEIGHT);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Sets a random time for the blink to happen.
|
|
*/
|
|
setBlinkDelay: function () {
|
|
this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);
|
|
},
|
|
|
|
/**
|
|
* Make t-rex blink at random intervals.
|
|
* @param {number} time Current time in milliseconds.
|
|
*/
|
|
blink: function (time) {
|
|
var deltaTime = time - this.animStartTime;
|
|
|
|
if (deltaTime >= this.blinkDelay) {
|
|
this.draw(this.currentAnimFrames[this.currentFrame], 0);
|
|
|
|
if (this.currentFrame == 1) {
|
|
// Set new random delay to blink.
|
|
this.setBlinkDelay();
|
|
this.animStartTime = time;
|
|
this.blinkCount++;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Initialise a jump.
|
|
* @param {number} speed
|
|
*/
|
|
startJump: function (speed) {
|
|
if (!this.jumping) {
|
|
this.update(0, Trex.status.JUMPING);
|
|
// Tweak the jump velocity based on the speed.
|
|
this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10);
|
|
this.jumping = true;
|
|
this.reachedMinHeight = false;
|
|
this.speedDrop = false;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Jump is complete, falling down.
|
|
*/
|
|
endJump: function () {
|
|
if (this.reachedMinHeight &&
|
|
this.jumpVelocity < this.config.DROP_VELOCITY) {
|
|
this.jumpVelocity = this.config.DROP_VELOCITY;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Update frame for a jump.
|
|
* @param {number} deltaTime
|
|
* @param {number} speed
|
|
*/
|
|
updateJump: function (deltaTime, speed) {
|
|
var msPerFrame = Trex.animFrames[this.status].msPerFrame;
|
|
var framesElapsed = deltaTime / msPerFrame;
|
|
|
|
// Speed drop makes Trex fall faster.
|
|
if (this.speedDrop) {
|
|
this.yPos += Math.round(this.jumpVelocity *
|
|
this.config.SPEED_DROP_COEFFICIENT * framesElapsed);
|
|
} else {
|
|
this.yPos += Math.round(this.jumpVelocity * framesElapsed);
|
|
}
|
|
|
|
this.jumpVelocity += this.config.GRAVITY * framesElapsed;
|
|
|
|
// Minimum height has been reached.
|
|
if (this.yPos < this.minJumpHeight || this.speedDrop) {
|
|
this.reachedMinHeight = true;
|
|
}
|
|
|
|
// Reached max height
|
|
if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {
|
|
this.endJump();
|
|
}
|
|
|
|
// Back down at ground level. Jump completed.
|
|
if (this.yPos > this.groundYPos) {
|
|
this.reset();
|
|
this.jumpCount++;
|
|
}
|
|
|
|
this.update(deltaTime);
|
|
},
|
|
|
|
/**
|
|
* Set the speed drop. Immediately cancels the current jump.
|
|
*/
|
|
setSpeedDrop: function () {
|
|
this.speedDrop = true;
|
|
this.jumpVelocity = 1;
|
|
},
|
|
|
|
/**
|
|
* @param {boolean} isDucking.
|
|
*/
|
|
setDuck: function (isDucking) {
|
|
if (isDucking && this.status != Trex.status.DUCKING) {
|
|
this.update(0, Trex.status.DUCKING);
|
|
this.ducking = true;
|
|
} else if (this.status == Trex.status.DUCKING) {
|
|
this.update(0, Trex.status.RUNNING);
|
|
this.ducking = false;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Reset the t-rex to running at start of game.
|
|
*/
|
|
reset: function () {
|
|
this.yPos = this.groundYPos;
|
|
this.jumpVelocity = 0;
|
|
this.jumping = false;
|
|
this.ducking = false;
|
|
this.update(0, Trex.status.RUNNING);
|
|
this.midair = false;
|
|
this.speedDrop = false;
|
|
this.jumpCount = 0;
|
|
}
|
|
};
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Handles displaying the distance meter.
|
|
* @param {!HTMLCanvasElement} canvas
|
|
* @param {Object} spritePos Image position in sprite.
|
|
* @param {number} canvasWidth
|
|
* @constructor
|
|
*/
|
|
function DistanceMeter(canvas, spritePos, canvasWidth) {
|
|
this.canvas = canvas;
|
|
this.canvasCtx = canvas.getContext('2d');
|
|
this.image = Runner.imageSprite;
|
|
this.spritePos = spritePos;
|
|
this.x = 0;
|
|
this.y = 5;
|
|
|
|
this.currentDistance = 0;
|
|
this.maxScore = 0;
|
|
this.highScore = 0;
|
|
this.container = null;
|
|
|
|
this.digits = [];
|
|
this.acheivement = false;
|
|
this.defaultString = '';
|
|
this.flashTimer = 0;
|
|
this.flashIterations = 0;
|
|
this.invertTrigger = false;
|
|
|
|
this.config = DistanceMeter.config;
|
|
this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS;
|
|
this.init(canvasWidth);
|
|
};
|
|
|
|
|
|
/**
|
|
* @enum {number}
|
|
*/
|
|
DistanceMeter.dimensions = {
|
|
WIDTH: 10,
|
|
HEIGHT: 13,
|
|
DEST_WIDTH: 11
|
|
};
|
|
|
|
|
|
/**
|
|
* Y positioning of the digits in the sprite sheet.
|
|
* X position is always 0.
|
|
* @type {Array<number>}
|
|
*/
|
|
DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
|
|
|
|
|
|
/**
|
|
* Distance meter config.
|
|
* @enum {number}
|
|
*/
|
|
DistanceMeter.config = {
|
|
// Number of digits.
|
|
MAX_DISTANCE_UNITS: 5,
|
|
|
|
// Distance that causes achievement animation.
|
|
ACHIEVEMENT_DISTANCE: 100,
|
|
|
|
// Used for conversion from pixel distance to a scaled unit.
|
|
COEFFICIENT: 0.025,
|
|
|
|
// Flash duration in milliseconds.
|
|
FLASH_DURATION: 1000 / 4,
|
|
|
|
// Flash iterations for achievement animation.
|
|
FLASH_ITERATIONS: 3
|
|
};
|
|
|
|
|
|
DistanceMeter.prototype = {
|
|
/**
|
|
* Initialise the distance meter to '00000'.
|
|
* @param {number} width Canvas width in px.
|
|
*/
|
|
init: function (width) {
|
|
var maxDistanceStr = '';
|
|
|
|
this.calcXPos(width);
|
|
this.maxScore = this.maxScoreUnits;
|
|
for (var i = 0; i < this.maxScoreUnits; i++) {
|
|
this.draw(i, 0);
|
|
this.defaultString += '0';
|
|
maxDistanceStr += '9';
|
|
}
|
|
|
|
this.maxScore = parseInt(maxDistanceStr);
|
|
},
|
|
|
|
/**
|
|
* Calculate the xPos in the canvas.
|
|
* @param {number} canvasWidth
|
|
*/
|
|
calcXPos: function (canvasWidth) {
|
|
this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *
|
|
(this.maxScoreUnits + 1));
|
|
},
|
|
|
|
/**
|
|
* Draw a digit to canvas.
|
|
* @param {number} digitPos Position of the digit.
|
|
* @param {number} value Digit value 0-9.
|
|
* @param {boolean} opt_highScore Whether drawing the high score.
|
|
*/
|
|
draw: function (digitPos, value, opt_highScore) {
|
|
var sourceWidth = DistanceMeter.dimensions.WIDTH;
|
|
var sourceHeight = DistanceMeter.dimensions.HEIGHT;
|
|
var sourceX = DistanceMeter.dimensions.WIDTH * value;
|
|
var sourceY = 0;
|
|
|
|
var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;
|
|
var targetY = this.y;
|
|
var targetWidth = DistanceMeter.dimensions.WIDTH;
|
|
var targetHeight = DistanceMeter.dimensions.HEIGHT;
|
|
|
|
// For high DPI we 2x source values.
|
|
if (IS_HIDPI) {
|
|
sourceWidth *= 2;
|
|
sourceHeight *= 2;
|
|
sourceX *= 2;
|
|
}
|
|
|
|
sourceX += this.spritePos.x;
|
|
sourceY += this.spritePos.y;
|
|
|
|
this.canvasCtx.save();
|
|
|
|
if (opt_highScore) {
|
|
// Left of the current score.
|
|
var highScoreX = this.x - (this.maxScoreUnits * 2) *
|
|
DistanceMeter.dimensions.WIDTH;
|
|
this.canvasCtx.translate(highScoreX, this.y);
|
|
} else {
|
|
this.canvasCtx.translate(this.x, this.y);
|
|
}
|
|
|
|
this.canvasCtx.drawImage(this.image, sourceX, sourceY,
|
|
sourceWidth, sourceHeight,
|
|
targetX, targetY,
|
|
targetWidth, targetHeight
|
|
);
|
|
|
|
this.canvasCtx.restore();
|
|
},
|
|
|
|
/**
|
|
* Covert pixel distance to a 'real' distance.
|
|
* @param {number} distance Pixel distance ran.
|
|
* @return {number} The 'real' distance ran.
|
|
*/
|
|
getActualDistance: function (distance) {
|
|
return distance ? Math.round(distance * this.config.COEFFICIENT) : 0;
|
|
},
|
|
|
|
/**
|
|
* Update the distance meter.
|
|
* @param {number} distance
|
|
* @param {number} deltaTime
|
|
* @return {boolean} Whether the acheivement sound fx should be played.
|
|
*/
|
|
update: function (deltaTime, distance) {
|
|
var paint = true;
|
|
var playSound = false;
|
|
|
|
if (!this.acheivement) {
|
|
distance = this.getActualDistance(distance);
|
|
// Score has gone beyond the initial digit count.
|
|
if (distance > this.maxScore && this.maxScoreUnits ==
|
|
this.config.MAX_DISTANCE_UNITS) {
|
|
this.maxScoreUnits++;
|
|
this.maxScore = parseInt(this.maxScore + '9');
|
|
} else {
|
|
this.distance = 0;
|
|
}
|
|
|
|
if (distance > 0) {
|
|
// Acheivement unlocked
|
|
if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {
|
|
// Flash score and play sound.
|
|
this.acheivement = true;
|
|
this.flashTimer = 0;
|
|
playSound = true;
|
|
}
|
|
|
|
// Create a string representation of the distance with leading 0.
|
|
var distanceStr = (this.defaultString +
|
|
distance).substr(-this.maxScoreUnits);
|
|
this.digits = distanceStr.split('');
|
|
} else {
|
|
this.digits = this.defaultString.split('');
|
|
}
|
|
} else {
|
|
// Control flashing of the score on reaching acheivement.
|
|
if (this.flashIterations <= this.config.FLASH_ITERATIONS) {
|
|
this.flashTimer += deltaTime;
|
|
|
|
if (this.flashTimer < this.config.FLASH_DURATION) {
|
|
paint = false;
|
|
} else if (this.flashTimer >
|
|
this.config.FLASH_DURATION * 2) {
|
|
this.flashTimer = 0;
|
|
this.flashIterations++;
|
|
}
|
|
} else {
|
|
this.acheivement = false;
|
|
this.flashIterations = 0;
|
|
this.flashTimer = 0;
|
|
}
|
|
}
|
|
|
|
// Draw the digits if not flashing.
|
|
if (paint) {
|
|
for (var i = this.digits.length - 1; i >= 0; i--) {
|
|
this.draw(i, parseInt(this.digits[i]));
|
|
}
|
|
}
|
|
|
|
this.drawHighScore();
|
|
return playSound;
|
|
},
|
|
|
|
/**
|
|
* Draw the high score.
|
|
*/
|
|
drawHighScore: function () {
|
|
this.canvasCtx.save();
|
|
this.canvasCtx.globalAlpha = .8;
|
|
for (var i = this.highScore.length - 1; i >= 0; i--) {
|
|
this.draw(i, parseInt(this.highScore[i], 10), true);
|
|
}
|
|
this.canvasCtx.restore();
|
|
},
|
|
|
|
/**
|
|
* Set the highscore as a array string.
|
|
* Position of char in the sprite: H - 10, I - 11.
|
|
* @param {number} distance Distance ran in pixels.
|
|
*/
|
|
setHighScore: function (distance) {
|
|
distance = this.getActualDistance(distance);
|
|
var highScoreStr = (this.defaultString +
|
|
distance).substr(-this.maxScoreUnits);
|
|
|
|
this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));
|
|
},
|
|
|
|
/**
|
|
* Reset the distance meter back to '00000'.
|
|
*/
|
|
reset: function () {
|
|
this.update(0);
|
|
this.acheivement = false;
|
|
}
|
|
};
|
|
|
|
function Sun(canvas) {
|
|
this.canvas = canvas;
|
|
this.canvasCtx = this.canvas.getContext('2d');
|
|
this.init();
|
|
}
|
|
|
|
Sun.config = {
|
|
X_POS: 120,
|
|
Y_POS: 15,
|
|
};
|
|
|
|
Sun.prototype = {
|
|
init: function() {
|
|
this.draw();
|
|
},
|
|
|
|
draw: function() {
|
|
this.canvasCtx.drawImage(Sun.imageSprite, Sun.config.X_POS, Sun.config.Y_POS);
|
|
},
|
|
|
|
update: function() {
|
|
this.draw();
|
|
}
|
|
};
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Cloud background item.
|
|
* Similar to an obstacle object but without collision boxes.
|
|
* @param {HTMLCanvasElement} canvas Canvas element.
|
|
* @param {Object} spritePos Position of image in sprite.
|
|
* @param {number} containerWidth
|
|
*/
|
|
function Cloud(canvas, spritePos, containerWidth) {
|
|
this.canvas = canvas;
|
|
this.canvasCtx = this.canvas.getContext('2d');
|
|
this.spritePos = spritePos;
|
|
this.containerWidth = containerWidth;
|
|
this.xPos = containerWidth;
|
|
this.yPos = 0;
|
|
this.remove = false;
|
|
this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP,
|
|
Cloud.config.MAX_CLOUD_GAP);
|
|
|
|
this.init();
|
|
};
|
|
|
|
|
|
/**
|
|
* Cloud object config.
|
|
* @enum {number}
|
|
*/
|
|
Cloud.config = {
|
|
HEIGHT: 14,
|
|
MAX_CLOUD_GAP: 400,
|
|
MAX_SKY_LEVEL: 30,
|
|
MIN_CLOUD_GAP: 100,
|
|
MIN_SKY_LEVEL: 71,
|
|
WIDTH: 46
|
|
};
|
|
|
|
|
|
Cloud.prototype = {
|
|
/**
|
|
* Initialise the cloud. Sets the Cloud height.
|
|
*/
|
|
init: function () {
|
|
this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,
|
|
Cloud.config.MIN_SKY_LEVEL);
|
|
this.draw();
|
|
},
|
|
|
|
/**
|
|
* Draw the cloud.
|
|
*/
|
|
draw: function () {
|
|
this.canvasCtx.save();
|
|
var sourceWidth = Cloud.config.WIDTH;
|
|
var sourceHeight = Cloud.config.HEIGHT;
|
|
|
|
if (IS_HIDPI) {
|
|
sourceWidth = sourceWidth * 2;
|
|
sourceHeight = sourceHeight * 2;
|
|
}
|
|
|
|
this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x,
|
|
this.spritePos.y,
|
|
sourceWidth, sourceHeight,
|
|
this.xPos, this.yPos,
|
|
Cloud.config.WIDTH, Cloud.config.HEIGHT);
|
|
|
|
this.canvasCtx.restore();
|
|
},
|
|
|
|
/**
|
|
* Update the cloud position.
|
|
* @param {number} speed
|
|
*/
|
|
update: function (speed) {
|
|
if (!this.remove) {
|
|
this.xPos -= Math.ceil(speed);
|
|
this.draw();
|
|
|
|
// Mark as removeable if no longer in the canvas.
|
|
if (!this.isVisible()) {
|
|
this.remove = true;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Check if the cloud is visible on the stage.
|
|
* @return {boolean}
|
|
*/
|
|
isVisible: function () {
|
|
return this.xPos + Cloud.config.WIDTH > 0;
|
|
}
|
|
};
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Nightmode shows a moon and stars on the horizon.
|
|
*/
|
|
function NightMode(canvas, spritePos, containerWidth) {
|
|
this.spritePos = spritePos;
|
|
this.canvas = canvas;
|
|
this.canvasCtx = canvas.getContext('2d');
|
|
this.xPos = containerWidth - 50;
|
|
this.yPos = 30;
|
|
this.currentPhase = 0;
|
|
this.opacity = 0;
|
|
this.containerWidth = containerWidth;
|
|
this.stars = [];
|
|
this.drawStars = false;
|
|
this.placeStars();
|
|
};
|
|
|
|
/**
|
|
* @enum {number}
|
|
*/
|
|
NightMode.config = {
|
|
FADE_SPEED: 0.035,
|
|
HEIGHT: 40,
|
|
MOON_SPEED: 0.25,
|
|
NUM_STARS: 2,
|
|
STAR_SIZE: 9,
|
|
STAR_SPEED: 0.3,
|
|
STAR_MAX_Y: 70,
|
|
WIDTH: 20
|
|
};
|
|
|
|
NightMode.phases = [140, 120, 100, 60, 40, 20, 0];
|
|
|
|
NightMode.prototype = {
|
|
/**
|
|
* Update moving moon, changing phases.
|
|
* @param {boolean} activated Whether night mode is activated.
|
|
* @param {number} delta
|
|
*/
|
|
update: function (activated, delta) {
|
|
// Moon phase.
|
|
if (activated && this.opacity == 0) {
|
|
this.currentPhase++;
|
|
|
|
if (this.currentPhase >= NightMode.phases.length) {
|
|
this.currentPhase = 0;
|
|
}
|
|
}
|
|
|
|
// Fade in / out.
|
|
if (activated && (this.opacity < 1 || this.opacity == 0)) {
|
|
this.opacity += NightMode.config.FADE_SPEED;
|
|
} else if (this.opacity > 0) {
|
|
this.opacity -= NightMode.config.FADE_SPEED;
|
|
}
|
|
|
|
// Set moon positioning.
|
|
if (this.opacity > 0) {
|
|
this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED);
|
|
|
|
// Update stars.
|
|
if (this.drawStars) {
|
|
for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
|
|
this.stars[i].x = this.updateXPos(this.stars[i].x,
|
|
NightMode.config.STAR_SPEED);
|
|
}
|
|
}
|
|
this.draw();
|
|
} else {
|
|
this.opacity = 0;
|
|
this.placeStars();
|
|
}
|
|
this.drawStars = true;
|
|
},
|
|
|
|
updateXPos: function (currentPos, speed) {
|
|
if (currentPos < -NightMode.config.WIDTH) {
|
|
currentPos = this.containerWidth;
|
|
} else {
|
|
currentPos -= speed;
|
|
}
|
|
return currentPos;
|
|
},
|
|
|
|
draw: function () {
|
|
var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 :
|
|
NightMode.config.WIDTH;
|
|
var moonSourceHeight = NightMode.config.HEIGHT;
|
|
var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase];
|
|
var moonOutputWidth = moonSourceWidth;
|
|
var starSize = NightMode.config.STAR_SIZE;
|
|
var starSourceX = Runner.spriteDefinition.LDPI.STAR.x;
|
|
|
|
if (IS_HIDPI) {
|
|
moonSourceWidth *= 2;
|
|
moonSourceHeight *= 2;
|
|
moonSourceX = this.spritePos.x +
|
|
(NightMode.phases[this.currentPhase] * 2);
|
|
starSize *= 2;
|
|
starSourceX = Runner.spriteDefinition.HDPI.STAR.x;
|
|
}
|
|
|
|
this.canvasCtx.save();
|
|
this.canvasCtx.globalAlpha = this.opacity;
|
|
|
|
// Stars.
|
|
if (this.drawStars) {
|
|
for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
|
|
this.canvasCtx.drawImage(Runner.imageSprite,
|
|
starSourceX, this.stars[i].sourceY, starSize, starSize,
|
|
Math.round(this.stars[i].x), this.stars[i].y,
|
|
NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE);
|
|
}
|
|
}
|
|
|
|
// Moon.
|
|
this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX,
|
|
this.spritePos.y, moonSourceWidth, moonSourceHeight,
|
|
Math.round(this.xPos), this.yPos,
|
|
moonOutputWidth, NightMode.config.HEIGHT);
|
|
|
|
this.canvasCtx.globalAlpha = 1;
|
|
this.canvasCtx.restore();
|
|
},
|
|
|
|
// Do star placement.
|
|
placeStars: function () {
|
|
var segmentSize = Math.round(this.containerWidth /
|
|
NightMode.config.NUM_STARS);
|
|
|
|
for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
|
|
this.stars[i] = {};
|
|
this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1));
|
|
this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y);
|
|
|
|
if (IS_HIDPI) {
|
|
this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y +
|
|
NightMode.config.STAR_SIZE * 2 * i;
|
|
} else {
|
|
this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y +
|
|
NightMode.config.STAR_SIZE * i;
|
|
}
|
|
}
|
|
},
|
|
|
|
reset: function () {
|
|
this.currentPhase = 0;
|
|
this.opacity = 0;
|
|
this.update(false);
|
|
}
|
|
|
|
};
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Horizon Line.
|
|
* Consists of two connecting lines. Randomly assigns a flat / bumpy horizon.
|
|
* @param {HTMLCanvasElement} canvas
|
|
* @param {Object} spritePos Horizon position in sprite.
|
|
* @constructor
|
|
*/
|
|
function HorizonLine(canvas, spritePos) {
|
|
this.spritePos = spritePos;
|
|
this.canvas = canvas;
|
|
this.canvasCtx = canvas.getContext('2d');
|
|
this.sourceDimensions = {};
|
|
this.dimensions = HorizonLine.dimensions;
|
|
this.sourceXPos = [this.spritePos.x, this.spritePos.x +
|
|
this.dimensions.WIDTH];
|
|
this.xPos = [];
|
|
this.yPos = 0;
|
|
this.bumpThreshold = 0.5;
|
|
|
|
this.setSourceDimensions();
|
|
this.draw();
|
|
};
|
|
|
|
|
|
/**
|
|
* Horizon line dimensions.
|
|
* @enum {number}
|
|
*/
|
|
HorizonLine.dimensions = {
|
|
WIDTH: 600,
|
|
HEIGHT: 12,
|
|
YPOS: 127
|
|
};
|
|
|
|
|
|
HorizonLine.prototype = {
|
|
/**
|
|
* Set the source dimensions of the horizon line.
|
|
*/
|
|
setSourceDimensions: function () {
|
|
|
|
for (var dimension in HorizonLine.dimensions) {
|
|
if (IS_HIDPI) {
|
|
if (dimension != 'YPOS') {
|
|
this.sourceDimensions[dimension] =
|
|
HorizonLine.dimensions[dimension] * 2;
|
|
}
|
|
} else {
|
|
this.sourceDimensions[dimension] =
|
|
HorizonLine.dimensions[dimension];
|
|
}
|
|
this.dimensions[dimension] = HorizonLine.dimensions[dimension];
|
|
}
|
|
|
|
this.xPos = [0, HorizonLine.dimensions.WIDTH];
|
|
this.yPos = HorizonLine.dimensions.YPOS;
|
|
},
|
|
|
|
/**
|
|
* Return the crop x position of a type.
|
|
*/
|
|
getRandomType: function () {
|
|
return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;
|
|
},
|
|
|
|
/**
|
|
* Draw the horizon line.
|
|
*/
|
|
draw: function () {
|
|
this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[0],
|
|
this.spritePos.y,
|
|
this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
|
|
this.xPos[0], this.yPos,
|
|
this.dimensions.WIDTH, this.dimensions.HEIGHT);
|
|
|
|
this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1],
|
|
this.spritePos.y,
|
|
this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
|
|
this.xPos[1], this.yPos,
|
|
this.dimensions.WIDTH, this.dimensions.HEIGHT);
|
|
},
|
|
|
|
/**
|
|
* Update the x position of an indivdual piece of the line.
|
|
* @param {number} pos Line position.
|
|
* @param {number} increment
|
|
*/
|
|
updateXPos: function (pos, increment) {
|
|
var line1 = pos;
|
|
var line2 = pos == 0 ? 1 : 0;
|
|
|
|
this.xPos[line1] -= increment;
|
|
this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;
|
|
|
|
if (this.xPos[line1] <= -this.dimensions.WIDTH) {
|
|
this.xPos[line1] += this.dimensions.WIDTH * 2;
|
|
this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;
|
|
this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Update the horizon line.
|
|
* @param {number} deltaTime
|
|
* @param {number} speed
|
|
*/
|
|
update: function (deltaTime, speed) {
|
|
var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
|
|
|
|
if (this.xPos[0] <= 0) {
|
|
this.updateXPos(0, increment);
|
|
} else {
|
|
this.updateXPos(1, increment);
|
|
}
|
|
this.draw();
|
|
},
|
|
|
|
/**
|
|
* Reset horizon to the starting position.
|
|
*/
|
|
reset: function () {
|
|
this.xPos[0] = 0;
|
|
this.xPos[1] = HorizonLine.dimensions.WIDTH;
|
|
}
|
|
};
|
|
|
|
|
|
//******************************************************************************
|
|
|
|
/**
|
|
* Horizon background class.
|
|
* @param {HTMLCanvasElement} canvas
|
|
* @param {Object} spritePos Sprite positioning.
|
|
* @param {Object} dimensions Canvas dimensions.
|
|
* @param {number} gapCoefficient
|
|
* @constructor
|
|
*/
|
|
function Horizon(canvas, spritePos, dimensions, gapCoefficient) {
|
|
this.canvas = canvas;
|
|
this.canvasCtx = this.canvas.getContext('2d');
|
|
this.config = Horizon.config;
|
|
this.dimensions = dimensions;
|
|
this.gapCoefficient = gapCoefficient;
|
|
this.obstacles = [];
|
|
this.obstacleHistory = [];
|
|
this.horizonOffsets = [0, 0];
|
|
this.cloudFrequency = this.config.CLOUD_FREQUENCY;
|
|
this.spritePos = spritePos;
|
|
this.nightMode = null;
|
|
|
|
// Cloud
|
|
this.clouds = [];
|
|
this.cloudSpeed = this.config.BG_CLOUD_SPEED;
|
|
|
|
// Horizon
|
|
this.horizonLine = null;
|
|
this.init();
|
|
};
|
|
|
|
|
|
/**
|
|
* Horizon config.
|
|
* @enum {number}
|
|
*/
|
|
Horizon.config = {
|
|
BG_CLOUD_SPEED: 0.2,
|
|
BUMPY_THRESHOLD: .3,
|
|
CLOUD_FREQUENCY: .5,
|
|
HORIZON_HEIGHT: 16,
|
|
MAX_CLOUDS: 6
|
|
};
|
|
|
|
|
|
Horizon.prototype = {
|
|
/**
|
|
* Initialise the horizon. Just add the line and a cloud. No obstacles.
|
|
*/
|
|
init: function () {
|
|
this.addCloud();
|
|
this.horizonLine = new HorizonLine(this.canvas, this.spritePos.HORIZON);
|
|
this.nightMode = new NightMode(this.canvas, this.spritePos.MOON,
|
|
this.dimensions.WIDTH);
|
|
this.sun = new Sun(this.canvas);
|
|
},
|
|
|
|
/**
|
|
* @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.sun.update();
|
|
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);
|