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+// Copyright (c) 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+// extract from chromium source code by @liuwayong
+(function () {
+ 'use strict';
+ /**
+ * T-Rex runner.
+ * @param {string} outerContainerId Outer containing element id.
+ * @param {Object} opt_config
+ * @constructor
+ * @export
+ */
+ function Runner(outerContainerId, opt_config) {
+ // Singleton
+ if (Runner.instance_) {
+ return Runner.instance_;
+ }
+ Runner.instance_ = this;
+
+ this.outerContainerEl = document.querySelector(outerContainerId);
+ this.containerEl = null;
+ this.snackbarEl = null;
+ this.detailsButton = this.outerContainerEl.querySelector('#details-button');
+
+ this.config = opt_config || Runner.config;
+
+ this.dimensions = Runner.defaultDimensions;
+
+ this.canvas = null;
+ this.canvasCtx = null;
+
+ this.tRex = null;
+
+ this.distanceMeter = null;
+ this.distanceRan = 0;
+
+ this.highestScore = 0;
+
+ this.time = 0;
+ this.runningTime = 0;
+ this.msPerFrame = 1000 / FPS;
+ this.currentSpeed = this.config.SPEED;
+
+ this.obstacles = [];
+
+ this.activated = false; // Whether the easter egg has been activated.
+ this.playing = false; // Whether the game is currently in play state.
+ this.crashed = false;
+ this.paused = false;
+ this.inverted = false;
+ this.invertTimer = 0;
+ this.resizeTimerId_ = null;
+
+ this.playCount = 0;
+
+ // Sound FX.
+ this.audioBuffer = null;
+ this.soundFx = {};
+
+ // Global web audio context for playing sounds.
+ this.audioContext = null;
+
+ // Images.
+ this.images = {};
+ this.imagesLoaded = 0;
+
+ if (this.isDisabled()) {
+ this.setupDisabledRunner();
+ } else {
+ this.loadImages();
+ }
+ }
+ window['Runner'] = Runner;
+
+
+ /**
+ * Default game width.
+ * @const
+ */
+ var DEFAULT_WIDTH = 600;
+
+ /**
+ * Frames per second.
+ * @const
+ */
+ var FPS = 60;
+
+ /** @const */
+ var IS_HIDPI = window.devicePixelRatio > 1;
+
+ /** @const */
+ var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform);
+
+ /** @const */
+ var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS;
+
+ /** @const */
+ var IS_TOUCH_ENABLED = 'ontouchstart' in window;
+
+ /**
+ * Default game configuration.
+ * @enum {number}
+ */
+ Runner.config = {
+ ACCELERATION: 0.001,
+ BG_CLOUD_SPEED: 0.2,
+ BOTTOM_PAD: 10,
+ CLEAR_TIME: 3000,
+ CLOUD_FREQUENCY: 0.5,
+ GAMEOVER_CLEAR_TIME: 750,
+ GAP_COEFFICIENT: 0.6,
+ GRAVITY: 0.6,
+ INITIAL_JUMP_VELOCITY: 12,
+ INVERT_FADE_DURATION: 12000,
+ INVERT_DISTANCE: 700,
+ MAX_BLINK_COUNT: 3,
+ MAX_CLOUDS: 6,
+ MAX_OBSTACLE_LENGTH: 3,
+ MAX_OBSTACLE_DUPLICATION: 2,
+ MAX_SPEED: 13,
+ MIN_JUMP_HEIGHT: 35,
+ MOBILE_SPEED_COEFFICIENT: 1.2,
+ RESOURCE_TEMPLATE_ID: 'audio-resources',
+ SPEED: 6,
+ SPEED_DROP_COEFFICIENT: 3,
+ ARCADE_MODE_INITIAL_TOP_POSITION: 35,
+ ARCADE_MODE_TOP_POSITION_PERCENT: 0.1
+ };
+
+
+ /**
+ * Default dimensions.
+ * @enum {string}
+ */
+ Runner.defaultDimensions = {
+ WIDTH: DEFAULT_WIDTH,
+ HEIGHT: 150
+ };
+
+
+ /**
+ * CSS class names.
+ * @enum {string}
+ */
+ Runner.classes = {
+ ARCADE_MODE: 'arcade-mode',
+ CANVAS: 'runner-canvas',
+ CONTAINER: 'runner-container',
+ CRASHED: 'crashed',
+ ICON: 'icon-offline',
+ INVERTED: 'inverted',
+ SNACKBAR: 'snackbar',
+ SNACKBAR_SHOW: 'snackbar-show',
+ TOUCH_CONTROLLER: 'controller'
+ };
+
+
+ /**
+ * Sprite definition layout of the spritesheet.
+ * @enum {Object}
+ */
+ Runner.spriteDefinition = {
+ LDPI: {
+ CACTUS_LARGE: { x: 332, y: 2 },
+ CACTUS_SMALL: { x: 228, y: 2 },
+ CLOUD: { x: 86, y: 2 },
+ HORIZON: { x: 2, y: 54 },
+ MOON: { x: 484, y: 2 },
+ PTERODACTYL: { x: 134, y: 2 },
+ RESTART: { x: 2, y: 2 },
+ TEXT_SPRITE: { x: 655, y: 2 },
+ TREX: { x: 848, y: 2 },
+ STAR: { x: 645, y: 2 }
+ },
+ HDPI: {
+ CACTUS_LARGE: { x: 652, y: 2 },
+ CACTUS_SMALL: { x: 446, y: 2 },
+ CLOUD: { x: 166, y: 2 },
+ HORIZON: { x: 2, y: 104 },
+ MOON: { x: 954, y: 2 },
+ PTERODACTYL: { x: 260, y: 2 },
+ RESTART: { x: 2, y: 2 },
+ TEXT_SPRITE: { x: 1294, y: 2 },
+ TREX: { x: 1678, y: 2 },
+ STAR: { x: 1276, y: 2 }
+ }
+ };
+
+
+ /**
+ * Sound FX. Reference to the ID of the audio tag on interstitial page.
+ * @enum {string}
+ */
+ Runner.sounds = {
+ BUTTON_PRESS: 'offline-sound-press',
+ HIT: 'offline-sound-hit',
+ SCORE: 'offline-sound-reached'
+ };
+
+
+ /**
+ * Key code mapping.
+ * @enum {Object}
+ */
+ Runner.keycodes = {
+ JUMP: { '38': 1, '32': 1 }, // Up, spacebar
+ DUCK: { '40': 1 }, // Down
+ RESTART: { '13': 1 } // Enter
+ };
+
+
+ /**
+ * Runner event names.
+ * @enum {string}
+ */
+ Runner.events = {
+ ANIM_END: 'webkitAnimationEnd',
+ CLICK: 'click',
+ KEYDOWN: 'keydown',
+ KEYUP: 'keyup',
+ MOUSEDOWN: 'mousedown',
+ MOUSEUP: 'mouseup',
+ RESIZE: 'resize',
+ TOUCHEND: 'touchend',
+ TOUCHSTART: 'touchstart',
+ VISIBILITY: 'visibilitychange',
+ BLUR: 'blur',
+ FOCUS: 'focus',
+ LOAD: 'load'
+ };
+
+
+ Runner.prototype = {
+ /**
+ * Whether the easter egg has been disabled. CrOS enterprise enrolled devices.
+ * @return {boolean}
+ */
+ isDisabled: function () {
+ // return loadTimeData && loadTimeData.valueExists('disabledEasterEgg');
+ return false;
+ },
+
+ /**
+ * For disabled instances, set up a snackbar with the disabled message.
+ */
+ setupDisabledRunner: function () {
+ this.containerEl = document.createElement('div');
+ this.containerEl.className = Runner.classes.SNACKBAR;
+ this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg');
+ this.outerContainerEl.appendChild(this.containerEl);
+
+ // Show notification when the activation key is pressed.
+ document.addEventListener(Runner.events.KEYDOWN, function (e) {
+ if (Runner.keycodes.JUMP[e.keyCode]) {
+ this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW);
+ document.querySelector('.icon').classList.add('icon-disabled');
+ }
+ }.bind(this));
+ },
+
+ /**
+ * Setting individual settings for debugging.
+ * @param {string} setting
+ * @param {*} value
+ */
+ updateConfigSetting: function (setting, value) {
+ if (setting in this.config && value != undefined) {
+ this.config[setting] = value;
+
+ switch (setting) {
+ case 'GRAVITY':
+ case 'MIN_JUMP_HEIGHT':
+ case 'SPEED_DROP_COEFFICIENT':
+ this.tRex.config[setting] = value;
+ break;
+ case 'INITIAL_JUMP_VELOCITY':
+ this.tRex.setJumpVelocity(value);
+ break;
+ case 'SPEED':
+ this.setSpeed(value);
+ break;
+ }
+ }
+ },
+
+ /**
+ * Cache the appropriate image sprite from the page and get the sprite sheet
+ * definition.
+ */
+ loadImages: function () {
+ if (IS_HIDPI) {
+ Runner.imageSprite = document.getElementById('offline-resources-2x');
+ this.spriteDef = Runner.spriteDefinition.HDPI;
+ } else {
+ Runner.imageSprite = document.getElementById('offline-resources-1x');
+ this.spriteDef = Runner.spriteDefinition.LDPI;
+ }
+
+ if (Runner.imageSprite.complete) {
+ this.init();
+ } else {
+ // If the images are not yet loaded, add a listener.
+ Runner.imageSprite.addEventListener(Runner.events.LOAD,
+ this.init.bind(this));
+ }
+ },
+
+ /**
+ * Load and decode base 64 encoded sounds.
+ */
+ loadSounds: function () {
+ if (!IS_IOS) {
+ this.audioContext = new AudioContext();
+
+ var resourceTemplate =
+ document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
+
+ for (var sound in Runner.sounds) {
+ var soundSrc =
+ resourceTemplate.getElementById(Runner.sounds[sound]).src;
+ soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
+ var buffer = decodeBase64ToArrayBuffer(soundSrc);
+
+ // Async, so no guarantee of order in array.
+ this.audioContext.decodeAudioData(buffer, function (index, audioData) {
+ this.soundFx[index] = audioData;
+ }.bind(this, sound));
+ }
+ }
+ },
+
+ /**
+ * Sets the game speed. Adjust the speed accordingly if on a smaller screen.
+ * @param {number} opt_speed
+ */
+ setSpeed: function (opt_speed) {
+ var speed = opt_speed || this.currentSpeed;
+
+ // Reduce the speed on smaller mobile screens.
+ // if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
+ // var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH *
+ // this.config.MOBILE_SPEED_COEFFICIENT;
+ // this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
+ // } else if (opt_speed) {
+ // this.currentSpeed = opt_speed;
+ // }
+ this.currentSpeed=speed;
+ },
+
+ /**
+ * Game initialiser.
+ */
+ init: function () {
+ // Hide the static icon.
+ document.querySelector('.' + Runner.classes.ICON).style.visibility =
+ 'hidden';
+
+ this.adjustDimensions();
+ this.setSpeed();
+
+ this.containerEl = document.createElement('div');
+ this.containerEl.className = Runner.classes.CONTAINER;
+
+ // Player canvas container.
+ this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
+ this.dimensions.HEIGHT, Runner.classes.PLAYER);
+
+ this.canvasCtx = this.canvas.getContext('2d');
+ this.canvasCtx.fillStyle = '#f7f7f7';
+ this.canvasCtx.fill();
+ Runner.updateCanvasScaling(this.canvas);
+
+ // Horizon contains clouds, obstacles and the ground.
+ this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
+ this.config.GAP_COEFFICIENT);
+
+ // Distance meter
+ this.distanceMeter = new DistanceMeter(this.canvas,
+ this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);
+
+ // Draw t-rex
+ this.tRex = new Trex(this.canvas, this.spriteDef.TREX);
+
+ this.outerContainerEl.appendChild(this.containerEl);
+
+ if (IS_MOBILE) {
+ this.createTouchController();
+ }
+
+ this.startListening();
+ this.update();
+
+ window.addEventListener(Runner.events.RESIZE,
+ this.debounceResize.bind(this));
+ },
+
+ /**
+ * Create the touch controller. A div that covers whole screen.
+ */
+ createTouchController: function () {
+ this.touchController = document.createElement('div');
+ this.touchController.className = Runner.classes.TOUCH_CONTROLLER;
+ this.outerContainerEl.appendChild(this.touchController);
+ },
+
+ /**
+ * Debounce the resize event.
+ */
+ debounceResize: function () {
+ if (!this.resizeTimerId_) {
+ this.resizeTimerId_ =
+ setInterval(this.adjustDimensions.bind(this), 250);
+ }
+ },
+
+ /**
+ * Adjust game space dimensions on resize.
+ */
+ adjustDimensions: function () {
+ clearInterval(this.resizeTimerId_);
+ this.resizeTimerId_ = null;
+
+ var boxStyles = window.getComputedStyle(this.outerContainerEl);
+ var padding = Number(boxStyles.paddingLeft.substr(0,
+ boxStyles.paddingLeft.length - 2));
+
+ this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;
+ this.dimensions.WIDTH = Math.min(DEFAULT_WIDTH, this.dimensions.WIDTH); //Arcade Mode
+ if (this.activated) {
+ this.setArcadeModeContainerScale();
+ }
+
+ // Redraw the elements back onto the canvas.
+ if (this.canvas) {
+ this.canvas.width = this.dimensions.WIDTH;
+ this.canvas.height = this.dimensions.HEIGHT;
+
+ Runner.updateCanvasScaling(this.canvas);
+
+ this.distanceMeter.calcXPos(this.dimensions.WIDTH);
+ this.clearCanvas();
+ this.horizon.update(0, 0, true);
+ this.tRex.update(0);
+
+ // Outer container and distance meter.
+ if (this.playing || this.crashed || this.paused) {
+ this.containerEl.style.width = this.dimensions.WIDTH + 'px';
+ this.containerEl.style.height = this.dimensions.HEIGHT + 'px';
+ this.distanceMeter.update(0, Math.ceil(this.distanceRan));
+ this.stop();
+ } else {
+ this.tRex.draw(0, 0);
+ }
+
+ // Game over panel.
+ if (this.crashed && this.gameOverPanel) {
+ this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);
+ this.gameOverPanel.draw();
+ }
+ }
+ },
+
+ /**
+ * Play the game intro.
+ * Canvas container width expands out to the full width.
+ */
+ playIntro: function () {
+ if (!this.activated && !this.crashed) {
+ this.playingIntro = true;
+ this.tRex.playingIntro = true;
+
+ // CSS animation definition.
+ var keyframes = '@-webkit-keyframes intro { ' +
+ 'from { width:' + Trex.config.WIDTH + 'px }' +
+ 'to { width: ' + this.dimensions.WIDTH + 'px }' +
+ '}';
+
+ // create a style sheet to put the keyframe rule in
+ // and then place the style sheet in the html head
+ var sheet = document.createElement('style');
+ sheet.innerHTML = keyframes;
+ document.head.appendChild(sheet);
+
+ this.containerEl.addEventListener(Runner.events.ANIM_END,
+ this.startGame.bind(this));
+
+ this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';
+ this.containerEl.style.width = this.dimensions.WIDTH + 'px';
+
+ // if (this.touchController) {
+ // this.outerContainerEl.appendChild(this.touchController);
+ // }
+ this.playing = true;
+ this.activated = true;
+ } else if (this.crashed) {
+ this.restart();
+ }
+ },
+
+
+ /**
+ * Update the game status to started.
+ */
+ startGame: function () {
+ this.setArcadeMode();
+ this.runningTime = 0;
+ this.playingIntro = false;
+ this.tRex.playingIntro = false;
+ this.containerEl.style.webkitAnimation = '';
+ this.playCount++;
+
+ // Handle tabbing off the page. Pause the current game.
+ document.addEventListener(Runner.events.VISIBILITY,
+ this.onVisibilityChange.bind(this));
+
+ window.addEventListener(Runner.events.BLUR,
+ this.onVisibilityChange.bind(this));
+
+ window.addEventListener(Runner.events.FOCUS,
+ this.onVisibilityChange.bind(this));
+ },
+
+ clearCanvas: function () {
+ this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH,
+ this.dimensions.HEIGHT);
+ },
+
+ /**
+ * Update the game frame and schedules the next one.
+ */
+ update: function () {
+ this.updatePending = false;
+
+ var now = getTimeStamp();
+ var deltaTime = now - (this.time || now);
+ this.time = now;
+
+ if (this.playing) {
+ this.clearCanvas();
+
+ if (this.tRex.jumping) {
+ this.tRex.updateJump(deltaTime);
+ }
+
+ this.runningTime += deltaTime;
+ var hasObstacles = this.runningTime > this.config.CLEAR_TIME;
+
+ // First jump triggers the intro.
+ if (this.tRex.jumpCount == 1 && !this.playingIntro) {
+ this.playIntro();
+ }
+
+ // The horizon doesn't move until the intro is over.
+ if (this.playingIntro) {
+ this.horizon.update(0, this.currentSpeed, hasObstacles);
+ } else {
+ deltaTime = !this.activated ? 0 : deltaTime;
+ this.horizon.update(deltaTime, this.currentSpeed, hasObstacles,
+ this.inverted);
+ }
+
+ // Check for collisions.
+ var collision = hasObstacles &&
+ checkForCollision(this.horizon.obstacles[0], this.tRex);
+
+ //if (!collision) {
+ //this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
+
+ // if (this.currentSpeed < this.config.MAX_SPEED) {
+ // this.currentSpeed += this.config.ACCELERATION;
+ // }
+ //} else {
+ //this.gameOver();
+ //}
+
+ this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
+
+ 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();
+ }
+ },
+
+ /**
+ * Hides offline messaging for a fullscreen game only experience.
+ */
+ setArcadeMode() {
+ document.body.classList.add(Runner.classes.ARCADE_MODE);
+ this.setArcadeModeContainerScale();
+ },
+
+ /**
+ * Sets the scaling for arcade mode.
+ */
+ setArcadeModeContainerScale() {
+ const windowHeight = window.innerHeight;
+ const scaleHeight = windowHeight / this.dimensions.HEIGHT;
+ const scaleWidth = window.innerWidth / this.dimensions.WIDTH;
+ const scale = Math.max(1, Math.min(scaleHeight, scaleWidth));
+ const scaledCanvasHeight = this.dimensions.HEIGHT * scale;
+ // Positions the game container at 10% of the available vertical window
+ // height minus the game container height.
+ const translateY = Math.ceil(Math.max(0, (windowHeight - scaledCanvasHeight -
+ Runner.config.ARCADE_MODE_INITIAL_TOP_POSITION) *
+ Runner.config.ARCADE_MODE_TOP_POSITION_PERCENT)) *
+ window.devicePixelRatio;
+
+ const cssScale = scale;
+ this.containerEl.style.transform =
+ 'scale(' + cssScale + ') translateY(' + translateY + 'px)';
+ },
+
+ /**
+ * 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);
+ }
+ },
+ };
+
+ var socket = new WebSocket("ws://localhost:4200");
+ socket.onmessage = function(event) {
+ var data = JSON.parse(event.data);
+ var currentSpeed=data.x * 12;
+ window['Runner'].instance_.currentSpeed=currentSpeed;
+ window['Runner'].instance_.tRex.updateMSPerFrame(currentSpeed);
+ };
+
+
+ /**
+ * 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: [264, 323],
+ 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;
+ },
+
+ updateMSPerFrame: function (currentSpeed) {
+ if (this.status === Trex.status.RUNNING) {
+ //this.msPerFrame = 2000 - 550 * Math.sqrt(currentSpeed);
+ this.msPerFrame = 2000 * Math.exp(-0.268 * currentSpeed);
+ }
+ },
+
+ /**
+ * Set the animation status.
+ * @param {!number} deltaTime
+ * @param {Trex.status} status Optional status to switch to.
+ */
+ update: function (deltaTime, opt_status) {
+ this.timer += deltaTime;
+
+ // Update the status.
+ if (opt_status) {
+ this.status = opt_status;
+ this.currentFrame = 0;
+ this.msPerFrame = Trex.animFrames[opt_status].msPerFrame;
+ this.currentAnimFrames = Trex.animFrames[opt_status].frames;
+
+ if (opt_status == Trex.status.WAITING) {
+ this.animStartTime = getTimeStamp();
+ this.setBlinkDelay();
+ }
+ }
+
+ // Game intro animation, T-rex moves in from the left.
+ if (this.playingIntro && this.xPos < this.config.START_X_POS) {
+ this.xPos += Math.round((this.config.START_X_POS /
+ this.config.INTRO_DURATION) * deltaTime);
+ }
+
+ if (this.status == Trex.status.WAITING) {
+ this.blink(getTimeStamp());
+ } else {
+ this.draw(this.currentAnimFrames[this.currentFrame], 0);
+ }
+
+ // Update the frame position.
+ if (this.timer >= this.msPerFrame) {
+ this.currentFrame = this.currentFrame ==
+ this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;
+ this.timer = 0;
+ }
+
+ // Speed drop becomes duck if the down key is still being pressed.
+ if (this.speedDrop && this.yPos == this.groundYPos) {
+ this.speedDrop = false;
+ this.setDuck(true);
+ }
+ },
+
+ /**
+ * Draw the t-rex to a particular position.
+ * @param {number} x
+ * @param {number} y
+ */
+ draw: function (x, y) {
+ var sourceX = x;
+ var sourceY = y;
+ var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ?
+ this.config.WIDTH_DUCK : this.config.WIDTH;
+ var sourceHeight = this.config.HEIGHT;
+
+ if (IS_HIDPI) {
+ sourceX *= 2;
+ sourceY *= 2;
+ sourceWidth *= 2;
+ sourceHeight *= 2;
+ }
+
+ // Adjustments for sprite sheet position.
+ sourceX += this.spritePos.x;
+ sourceY += this.spritePos.y;
+
+ // Ducking.
+ if (this.ducking && this.status != Trex.status.CRASHED) {
+ this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
+ sourceWidth, sourceHeight,
+ this.xPos, this.yPos,
+ this.config.WIDTH_DUCK, this.config.HEIGHT);
+ } else {
+ // Crashed whilst ducking. Trex is standing up so needs adjustment.
+ if (this.ducking && this.status == Trex.status.CRASHED) {
+ this.xPos++;
+ }
+ // Standing / running
+ this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY,
+ sourceWidth, sourceHeight,
+ this.xPos, this.yPos,
+ this.config.WIDTH, this.config.HEIGHT);
+ }
+ },
+
+ /**
+ * Sets a random time for the blink to happen.
+ */
+ setBlinkDelay: function () {
+ this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);
+ },
+
+ /**
+ * Make t-rex blink at random intervals.
+ * @param {number} time Current time in milliseconds.
+ */
+ blink: function (time) {
+ var deltaTime = time - this.animStartTime;
+
+ if (deltaTime >= this.blinkDelay) {
+ this.draw(this.currentAnimFrames[this.currentFrame], 0);
+
+ if (this.currentFrame == 1) {
+ // Set new random delay to blink.
+ this.setBlinkDelay();
+ this.animStartTime = time;
+ this.blinkCount++;
+ }
+ }
+ },
+
+ /**
+ * Initialise a jump.
+ * @param {number} speed
+ */
+ startJump: function (speed) {
+ if (!this.jumping) {
+ this.update(0, Trex.status.JUMPING);
+ // Tweak the jump velocity based on the speed.
+ this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10);
+ this.jumping = true;
+ this.reachedMinHeight = false;
+ this.speedDrop = false;
+ }
+ },
+
+ /**
+ * Jump is complete, falling down.
+ */
+ endJump: function () {
+ if (this.reachedMinHeight &&
+ this.jumpVelocity < this.config.DROP_VELOCITY) {
+ this.jumpVelocity = this.config.DROP_VELOCITY;
+ }
+ },
+
+ /**
+ * Update frame for a jump.
+ * @param {number} deltaTime
+ * @param {number} speed
+ */
+ updateJump: function (deltaTime, speed) {
+ var msPerFrame = Trex.animFrames[this.status].msPerFrame;
+ var framesElapsed = deltaTime / msPerFrame;
+
+ // Speed drop makes Trex fall faster.
+ if (this.speedDrop) {
+ this.yPos += Math.round(this.jumpVelocity *
+ this.config.SPEED_DROP_COEFFICIENT * framesElapsed);
+ } else {
+ this.yPos += Math.round(this.jumpVelocity * framesElapsed);
+ }
+
+ this.jumpVelocity += this.config.GRAVITY * framesElapsed;
+
+ // Minimum height has been reached.
+ if (this.yPos < this.minJumpHeight || this.speedDrop) {
+ this.reachedMinHeight = true;
+ }
+
+ // Reached max height
+ if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {
+ this.endJump();
+ }
+
+ // Back down at ground level. Jump completed.
+ if (this.yPos > this.groundYPos) {
+ this.reset();
+ this.jumpCount++;
+ }
+
+ this.update(deltaTime);
+ },
+
+ /**
+ * Set the speed drop. Immediately cancels the current jump.
+ */
+ setSpeedDrop: function () {
+ this.speedDrop = true;
+ this.jumpVelocity = 1;
+ },
+
+ /**
+ * @param {boolean} isDucking.
+ */
+ setDuck: function (isDucking) {
+ if (isDucking && this.status != Trex.status.DUCKING) {
+ this.update(0, Trex.status.DUCKING);
+ this.ducking = true;
+ } else if (this.status == Trex.status.DUCKING) {
+ this.update(0, Trex.status.RUNNING);
+ this.ducking = false;
+ }
+ },
+
+ /**
+ * Reset the t-rex to running at start of game.
+ */
+ reset: function () {
+ this.yPos = this.groundYPos;
+ this.jumpVelocity = 0;
+ this.jumping = false;
+ this.ducking = false;
+ this.update(0, Trex.status.RUNNING);
+ this.midair = false;
+ this.speedDrop = false;
+ this.jumpCount = 0;
+ }
+ };
+
+
+ //******************************************************************************
+
+ /**
+ * Handles displaying the distance meter.
+ * @param {!HTMLCanvasElement} canvas
+ * @param {Object} spritePos Image position in sprite.
+ * @param {number} canvasWidth
+ * @constructor
+ */
+ function DistanceMeter(canvas, spritePos, canvasWidth) {
+ this.canvas = canvas;
+ this.canvasCtx = canvas.getContext('2d');
+ this.image = Runner.imageSprite;
+ this.spritePos = spritePos;
+ this.x = 0;
+ this.y = 5;
+
+ this.currentDistance = 0;
+ this.maxScore = 0;
+ this.highScore = 0;
+ this.container = null;
+
+ this.digits = [];
+ this.acheivement = false;
+ this.defaultString = '';
+ this.flashTimer = 0;
+ this.flashIterations = 0;
+ this.invertTrigger = false;
+
+ this.config = DistanceMeter.config;
+ this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS;
+ this.init(canvasWidth);
+ };
+
+
+ /**
+ * @enum {number}
+ */
+ DistanceMeter.dimensions = {
+ WIDTH: 10,
+ HEIGHT: 13,
+ DEST_WIDTH: 11
+ };
+
+
+ /**
+ * Y positioning of the digits in the sprite sheet.
+ * X position is always 0.
+ * @type {Array<number>}
+ */
+ DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
+
+
+ /**
+ * Distance meter config.
+ * @enum {number}
+ */
+ DistanceMeter.config = {
+ // Number of digits.
+ MAX_DISTANCE_UNITS: 5,
+
+ // Distance that causes achievement animation.
+ ACHIEVEMENT_DISTANCE: 100,
+
+ // Used for conversion from pixel distance to a scaled unit.
+ COEFFICIENT: 0.025,
+
+ // Flash duration in milliseconds.
+ FLASH_DURATION: 1000 / 4,
+
+ // Flash iterations for achievement animation.
+ FLASH_ITERATIONS: 3
+ };
+
+
+ DistanceMeter.prototype = {
+ /**
+ * Initialise the distance meter to '00000'.
+ * @param {number} width Canvas width in px.
+ */
+ init: function (width) {
+ var maxDistanceStr = '';
+
+ this.calcXPos(width);
+ this.maxScore = this.maxScoreUnits;
+ for (var i = 0; i < this.maxScoreUnits; i++) {
+ this.draw(i, 0);
+ this.defaultString += '0';
+ maxDistanceStr += '9';
+ }
+
+ this.maxScore = parseInt(maxDistanceStr);
+ },
+
+ /**
+ * Calculate the xPos in the canvas.
+ * @param {number} canvasWidth
+ */
+ calcXPos: function (canvasWidth) {
+ this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *
+ (this.maxScoreUnits + 1));
+ },
+
+ /**
+ * Draw a digit to canvas.
+ * @param {number} digitPos Position of the digit.
+ * @param {number} value Digit value 0-9.
+ * @param {boolean} opt_highScore Whether drawing the high score.
+ */
+ draw: function (digitPos, value, opt_highScore) {
+ var sourceWidth = DistanceMeter.dimensions.WIDTH;
+ var sourceHeight = DistanceMeter.dimensions.HEIGHT;
+ var sourceX = DistanceMeter.dimensions.WIDTH * value;
+ var sourceY = 0;
+
+ var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;
+ var targetY = this.y;
+ var targetWidth = DistanceMeter.dimensions.WIDTH;
+ var targetHeight = DistanceMeter.dimensions.HEIGHT;
+
+ // For high DPI we 2x source values.
+ if (IS_HIDPI) {
+ sourceWidth *= 2;
+ sourceHeight *= 2;
+ sourceX *= 2;
+ }
+
+ sourceX += this.spritePos.x;
+ sourceY += this.spritePos.y;
+
+ this.canvasCtx.save();
+
+ if (opt_highScore) {
+ // Left of the current score.
+ var highScoreX = this.x - (this.maxScoreUnits * 2) *
+ DistanceMeter.dimensions.WIDTH;
+ this.canvasCtx.translate(highScoreX, this.y);
+ } else {
+ this.canvasCtx.translate(this.x, this.y);
+ }
+
+ this.canvasCtx.drawImage(this.image, sourceX, sourceY,
+ sourceWidth, sourceHeight,
+ targetX, targetY,
+ targetWidth, targetHeight
+ );
+
+ this.canvasCtx.restore();
+ },
+
+ /**
+ * Covert pixel distance to a 'real' distance.
+ * @param {number} distance Pixel distance ran.
+ * @return {number} The 'real' distance ran.
+ */
+ getActualDistance: function (distance) {
+ return distance ? Math.round(distance * this.config.COEFFICIENT) : 0;
+ },
+
+ /**
+ * Update the distance meter.
+ * @param {number} distance
+ * @param {number} deltaTime
+ * @return {boolean} Whether the acheivement sound fx should be played.
+ */
+ update: function (deltaTime, distance) {
+ var paint = true;
+ var playSound = false;
+
+ if (!this.acheivement) {
+ distance = this.getActualDistance(distance);
+ // Score has gone beyond the initial digit count.
+ if (distance > this.maxScore && this.maxScoreUnits ==
+ this.config.MAX_DISTANCE_UNITS) {
+ this.maxScoreUnits++;
+ this.maxScore = parseInt(this.maxScore + '9');
+ } else {
+ this.distance = 0;
+ }
+
+ if (distance > 0) {
+ // Acheivement unlocked
+ if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {
+ // Flash score and play sound.
+ this.acheivement = true;
+ this.flashTimer = 0;
+ playSound = true;
+ }
+
+ // Create a string representation of the distance with leading 0.
+ var distanceStr = (this.defaultString +
+ distance).substr(-this.maxScoreUnits);
+ this.digits = distanceStr.split('');
+ } else {
+ this.digits = this.defaultString.split('');
+ }
+ } else {
+ // Control flashing of the score on reaching acheivement.
+ if (this.flashIterations <= this.config.FLASH_ITERATIONS) {
+ this.flashTimer += deltaTime;
+
+ if (this.flashTimer < this.config.FLASH_DURATION) {
+ paint = false;
+ } else if (this.flashTimer >
+ this.config.FLASH_DURATION * 2) {
+ this.flashTimer = 0;
+ this.flashIterations++;
+ }
+ } else {
+ this.acheivement = false;
+ this.flashIterations = 0;
+ this.flashTimer = 0;
+ }
+ }
+
+ // Draw the digits if not flashing.
+ if (paint) {
+ for (var i = this.digits.length - 1; i >= 0; i--) {
+ this.draw(i, parseInt(this.digits[i]));
+ }
+ }
+
+ this.drawHighScore();
+ return playSound;
+ },
+
+ /**
+ * Draw the high score.
+ */
+ drawHighScore: function () {
+ this.canvasCtx.save();
+ this.canvasCtx.globalAlpha = .8;
+ for (var i = this.highScore.length - 1; i >= 0; i--) {
+ this.draw(i, parseInt(this.highScore[i], 10), true);
+ }
+ this.canvasCtx.restore();
+ },
+
+ /**
+ * Set the highscore as a array string.
+ * Position of char in the sprite: H - 10, I - 11.
+ * @param {number} distance Distance ran in pixels.
+ */
+ setHighScore: function (distance) {
+ distance = this.getActualDistance(distance);
+ var highScoreStr = (this.defaultString +
+ distance).substr(-this.maxScoreUnits);
+
+ this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));
+ },
+
+ /**
+ * Reset the distance meter back to '00000'.
+ */
+ reset: function () {
+ this.update(0);
+ this.acheivement = false;
+ }
+ };
+
+
+ //******************************************************************************
+
+ /**
+ * Cloud background item.
+ * Similar to an obstacle object but without collision boxes.
+ * @param {HTMLCanvasElement} canvas Canvas element.
+ * @param {Object} spritePos Position of image in sprite.
+ * @param {number} containerWidth
+ */
+ function Cloud(canvas, spritePos, containerWidth) {
+ this.canvas = canvas;
+ this.canvasCtx = this.canvas.getContext('2d');
+ this.spritePos = spritePos;
+ this.containerWidth = containerWidth;
+ this.xPos = containerWidth;
+ this.yPos = 0;
+ this.remove = false;
+ this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP,
+ Cloud.config.MAX_CLOUD_GAP);
+
+ this.init();
+ };
+
+
+ /**
+ * Cloud object config.
+ * @enum {number}
+ */
+ Cloud.config = {
+ HEIGHT: 14,
+ MAX_CLOUD_GAP: 400,
+ MAX_SKY_LEVEL: 30,
+ MIN_CLOUD_GAP: 100,
+ MIN_SKY_LEVEL: 71,
+ WIDTH: 46
+ };
+
+
+ Cloud.prototype = {
+ /**
+ * Initialise the cloud. Sets the Cloud height.
+ */
+ init: function () {
+ this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,
+ Cloud.config.MIN_SKY_LEVEL);
+ this.draw();
+ },
+
+ /**
+ * Draw the cloud.
+ */
+ draw: function () {
+ this.canvasCtx.save();
+ var sourceWidth = Cloud.config.WIDTH;
+ var sourceHeight = Cloud.config.HEIGHT;
+
+ if (IS_HIDPI) {
+ sourceWidth = sourceWidth * 2;
+ sourceHeight = sourceHeight * 2;
+ }
+
+ this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x,
+ this.spritePos.y,
+ sourceWidth, sourceHeight,
+ this.xPos, this.yPos,
+ Cloud.config.WIDTH, Cloud.config.HEIGHT);
+
+ this.canvasCtx.restore();
+ },
+
+ /**
+ * Update the cloud position.
+ * @param {number} speed
+ */
+ update: function (speed) {
+ if (!this.remove) {
+ this.xPos -= Math.ceil(speed);
+ this.draw();
+
+ // Mark as removeable if no longer in the canvas.
+ if (!this.isVisible()) {
+ this.remove = true;
+ }
+ }
+ },
+
+ /**
+ * Check if the cloud is visible on the stage.
+ * @return {boolean}
+ */
+ isVisible: function () {
+ return this.xPos + Cloud.config.WIDTH > 0;
+ }
+ };
+
+
+ //******************************************************************************
+
+ /**
+ * Nightmode shows a moon and stars on the horizon.
+ */
+ function NightMode(canvas, spritePos, containerWidth) {
+ this.spritePos = spritePos;
+ this.canvas = canvas;
+ this.canvasCtx = canvas.getContext('2d');
+ this.xPos = containerWidth - 50;
+ this.yPos = 30;
+ this.currentPhase = 0;
+ this.opacity = 0;
+ this.containerWidth = containerWidth;
+ this.stars = [];
+ this.drawStars = false;
+ this.placeStars();
+ };
+
+ /**
+ * @enum {number}
+ */
+ NightMode.config = {
+ FADE_SPEED: 0.035,
+ HEIGHT: 40,
+ MOON_SPEED: 0.25,
+ NUM_STARS: 2,
+ STAR_SIZE: 9,
+ STAR_SPEED: 0.3,
+ STAR_MAX_Y: 70,
+ WIDTH: 20
+ };
+
+ NightMode.phases = [140, 120, 100, 60, 40, 20, 0];
+
+ NightMode.prototype = {
+ /**
+ * Update moving moon, changing phases.
+ * @param {boolean} activated Whether night mode is activated.
+ * @param {number} delta
+ */
+ update: function (activated, delta) {
+ // Moon phase.
+ if (activated && this.opacity == 0) {
+ this.currentPhase++;
+
+ if (this.currentPhase >= NightMode.phases.length) {
+ this.currentPhase = 0;
+ }
+ }
+
+ // Fade in / out.
+ if (activated && (this.opacity < 1 || this.opacity == 0)) {
+ this.opacity += NightMode.config.FADE_SPEED;
+ } else if (this.opacity > 0) {
+ this.opacity -= NightMode.config.FADE_SPEED;
+ }
+
+ // Set moon positioning.
+ if (this.opacity > 0) {
+ this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED);
+
+ // Update stars.
+ if (this.drawStars) {
+ for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
+ this.stars[i].x = this.updateXPos(this.stars[i].x,
+ NightMode.config.STAR_SPEED);
+ }
+ }
+ this.draw();
+ } else {
+ this.opacity = 0;
+ this.placeStars();
+ }
+ this.drawStars = true;
+ },
+
+ updateXPos: function (currentPos, speed) {
+ if (currentPos < -NightMode.config.WIDTH) {
+ currentPos = this.containerWidth;
+ } else {
+ currentPos -= speed;
+ }
+ return currentPos;
+ },
+
+ draw: function () {
+ var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 :
+ NightMode.config.WIDTH;
+ var moonSourceHeight = NightMode.config.HEIGHT;
+ var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase];
+ var moonOutputWidth = moonSourceWidth;
+ var starSize = NightMode.config.STAR_SIZE;
+ var starSourceX = Runner.spriteDefinition.LDPI.STAR.x;
+
+ if (IS_HIDPI) {
+ moonSourceWidth *= 2;
+ moonSourceHeight *= 2;
+ moonSourceX = this.spritePos.x +
+ (NightMode.phases[this.currentPhase] * 2);
+ starSize *= 2;
+ starSourceX = Runner.spriteDefinition.HDPI.STAR.x;
+ }
+
+ this.canvasCtx.save();
+ this.canvasCtx.globalAlpha = this.opacity;
+
+ // Stars.
+ if (this.drawStars) {
+ for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
+ this.canvasCtx.drawImage(Runner.imageSprite,
+ starSourceX, this.stars[i].sourceY, starSize, starSize,
+ Math.round(this.stars[i].x), this.stars[i].y,
+ NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE);
+ }
+ }
+
+ // Moon.
+ this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX,
+ this.spritePos.y, moonSourceWidth, moonSourceHeight,
+ Math.round(this.xPos), this.yPos,
+ moonOutputWidth, NightMode.config.HEIGHT);
+
+ this.canvasCtx.globalAlpha = 1;
+ this.canvasCtx.restore();
+ },
+
+ // Do star placement.
+ placeStars: function () {
+ var segmentSize = Math.round(this.containerWidth /
+ NightMode.config.NUM_STARS);
+
+ for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
+ this.stars[i] = {};
+ this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1));
+ this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y);
+
+ if (IS_HIDPI) {
+ this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y +
+ NightMode.config.STAR_SIZE * 2 * i;
+ } else {
+ this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y +
+ NightMode.config.STAR_SIZE * i;
+ }
+ }
+ },
+
+ reset: function () {
+ this.currentPhase = 0;
+ this.opacity = 0;
+ this.update(false);
+ }
+
+ };
+
+
+ //******************************************************************************
+
+ /**
+ * Horizon Line.
+ * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon.
+ * @param {HTMLCanvasElement} canvas
+ * @param {Object} spritePos Horizon position in sprite.
+ * @constructor
+ */
+ function HorizonLine(canvas, spritePos) {
+ this.spritePos = spritePos;
+ this.canvas = canvas;
+ this.canvasCtx = canvas.getContext('2d');
+ this.sourceDimensions = {};
+ this.dimensions = HorizonLine.dimensions;
+ this.sourceXPos = [this.spritePos.x, this.spritePos.x +
+ this.dimensions.WIDTH];
+ this.xPos = [];
+ this.yPos = 0;
+ this.bumpThreshold = 0.5;
+
+ this.setSourceDimensions();
+ this.draw();
+ };
+
+
+ /**
+ * Horizon line dimensions.
+ * @enum {number}
+ */
+ HorizonLine.dimensions = {
+ WIDTH: 600,
+ HEIGHT: 12,
+ YPOS: 127
+ };
+
+
+ HorizonLine.prototype = {
+ /**
+ * Set the source dimensions of the horizon line.
+ */
+ setSourceDimensions: function () {
+
+ for (var dimension in HorizonLine.dimensions) {
+ if (IS_HIDPI) {
+ if (dimension != 'YPOS') {
+ this.sourceDimensions[dimension] =
+ HorizonLine.dimensions[dimension] * 2;
+ }
+ } else {
+ this.sourceDimensions[dimension] =
+ HorizonLine.dimensions[dimension];
+ }
+ this.dimensions[dimension] = HorizonLine.dimensions[dimension];
+ }
+
+ this.xPos = [0, HorizonLine.dimensions.WIDTH];
+ this.yPos = HorizonLine.dimensions.YPOS;
+ },
+
+ /**
+ * Return the crop x position of a type.
+ */
+ getRandomType: function () {
+ return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;
+ },
+
+ /**
+ * Draw the horizon line.
+ */
+ draw: function () {
+ this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[0],
+ this.spritePos.y,
+ this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
+ this.xPos[0], this.yPos,
+ this.dimensions.WIDTH, this.dimensions.HEIGHT);
+
+ this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1],
+ this.spritePos.y,
+ this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
+ this.xPos[1], this.yPos,
+ this.dimensions.WIDTH, this.dimensions.HEIGHT);
+ },
+
+ /**
+ * Update the x position of an indivdual piece of the line.
+ * @param {number} pos Line position.
+ * @param {number} increment
+ */
+ updateXPos: function (pos, increment) {
+ var line1 = pos;
+ var line2 = pos == 0 ? 1 : 0;
+
+ this.xPos[line1] -= increment;
+ this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;
+
+ if (this.xPos[line1] <= -this.dimensions.WIDTH) {
+ this.xPos[line1] += this.dimensions.WIDTH * 2;
+ this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;
+ this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x;
+ }
+ },
+
+ /**
+ * Update the horizon line.
+ * @param {number} deltaTime
+ * @param {number} speed
+ */
+ update: function (deltaTime, speed) {
+ var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
+
+ if (this.xPos[0] <= 0) {
+ this.updateXPos(0, increment);
+ } else {
+ this.updateXPos(1, increment);
+ }
+ this.draw();
+ },
+
+ /**
+ * Reset horizon to the starting position.
+ */
+ reset: function () {
+ this.xPos[0] = 0;
+ this.xPos[1] = HorizonLine.dimensions.WIDTH;
+ }
+ };
+
+
+ //******************************************************************************
+
+ /**
+ * Horizon background class.
+ * @param {HTMLCanvasElement} canvas
+ * @param {Object} spritePos Sprite positioning.
+ * @param {Object} dimensions Canvas dimensions.
+ * @param {number} gapCoefficient
+ * @constructor
+ */
+ function Horizon(canvas, spritePos, dimensions, gapCoefficient) {
+ this.canvas = canvas;
+ this.canvasCtx = this.canvas.getContext('2d');
+ this.config = Horizon.config;
+ this.dimensions = dimensions;
+ this.gapCoefficient = gapCoefficient;
+ this.obstacles = [];
+ this.obstacleHistory = [];
+ this.horizonOffsets = [0, 0];
+ this.cloudFrequency = this.config.CLOUD_FREQUENCY;
+ this.spritePos = spritePos;
+ this.nightMode = null;
+
+ // Cloud
+ this.clouds = [];
+ this.cloudSpeed = this.config.BG_CLOUD_SPEED;
+
+ // Horizon
+ this.horizonLine = null;
+ this.init();
+ };
+
+
+ /**
+ * Horizon config.
+ * @enum {number}
+ */
+ Horizon.config = {
+ BG_CLOUD_SPEED: 0.2,
+ BUMPY_THRESHOLD: .3,
+ CLOUD_FREQUENCY: .5,
+ HORIZON_HEIGHT: 16,
+ MAX_CLOUDS: 6
+ };
+
+
+ Horizon.prototype = {
+ /**
+ * Initialise the horizon. Just add the line and a cloud. No obstacles.
+ */
+ init: function () {
+ this.addCloud();
+ this.horizonLine = new HorizonLine(this.canvas, this.spritePos.HORIZON);
+ this.nightMode = new NightMode(this.canvas, this.spritePos.MOON,
+ this.dimensions.WIDTH);
+ },
+
+ /**
+ * @param {number} deltaTime
+ * @param {number} currentSpeed
+ * @param {boolean} updateObstacles Used as an override to prevent
+ * the obstacles from being updated / added. This happens in the
+ * ease in section.
+ * @param {boolean} showNightMode Night mode activated.
+ */
+ update: function (deltaTime, currentSpeed, updateObstacles, showNightMode) {
+ this.runningTime += deltaTime;
+ this.horizonLine.update(deltaTime, currentSpeed);
+ this.nightMode.update(showNightMode);
+ this.updateClouds(deltaTime, currentSpeed);
+
+ if (updateObstacles) {
+ this.updateObstacles(deltaTime, currentSpeed);
+ }
+ },
+
+ /**
+ * Update the cloud positions.
+ * @param {number} deltaTime
+ * @param {number} currentSpeed
+ */
+ updateClouds: function (deltaTime, speed) {
+ var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed;
+ var numClouds = this.clouds.length;
+
+ if (numClouds) {
+ for (var i = numClouds - 1; i >= 0; i--) {
+ this.clouds[i].update(cloudSpeed);
+ }
+
+ var lastCloud = this.clouds[numClouds - 1];
+
+ // Check for adding a new cloud.
+ if (numClouds < this.config.MAX_CLOUDS &&
+ (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&
+ this.cloudFrequency > Math.random()) {
+ this.addCloud();
+ }
+
+ // Remove expired clouds.
+ this.clouds = this.clouds.filter(function (obj) {
+ return !obj.remove;
+ });
+ } else {
+ this.addCloud();
+ }
+ },
+
+ /**
+ * Update the obstacle positions.
+ * @param {number} deltaTime
+ * @param {number} currentSpeed
+ */
+ updateObstacles: function (deltaTime, currentSpeed) {
+ // Obstacles, move to Horizon layer.
+ var updatedObstacles = this.obstacles.slice(0);
+
+ for (var i = 0; i < this.obstacles.length; i++) {
+ var obstacle = this.obstacles[i];
+ obstacle.update(deltaTime, currentSpeed);
+
+ // Clean up existing obstacles.
+ if (obstacle.remove) {
+ updatedObstacles.shift();
+ }
+ }
+ this.obstacles = updatedObstacles;
+
+ if (this.obstacles.length > 0) {
+ var lastObstacle = this.obstacles[this.obstacles.length - 1];
+
+ if (lastObstacle && !lastObstacle.followingObstacleCreated &&
+ lastObstacle.isVisible() &&
+ (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) <
+ this.dimensions.WIDTH) {
+ this.addNewObstacle(currentSpeed);
+ lastObstacle.followingObstacleCreated = true;
+ }
+ } else {
+ // Create new obstacles.
+ this.addNewObstacle(currentSpeed);
+ }
+ },
+
+ removeFirstObstacle: function () {
+ this.obstacles.shift();
+ },
+
+ /**
+ * Add a new obstacle.
+ * @param {number} currentSpeed
+ */
+ addNewObstacle: function (currentSpeed) {
+ var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1);
+ var obstacleType = Obstacle.types[obstacleTypeIndex];
+
+ // Check for multiples of the same type of obstacle.
+ // Also check obstacle is available at current speed.
+ if (this.duplicateObstacleCheck(obstacleType.type) ||
+ currentSpeed < obstacleType.minSpeed) {
+ this.addNewObstacle(currentSpeed);
+ } else {
+ var obstacleSpritePos = this.spritePos[obstacleType.type];
+
+ this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType,
+ obstacleSpritePos, this.dimensions,
+ this.gapCoefficient, currentSpeed, obstacleType.width));
+
+ this.obstacleHistory.unshift(obstacleType.type);
+
+ if (this.obstacleHistory.length > 1) {
+ this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION);
+ }
+ }
+ },
+
+ /**
+ * Returns whether the previous two obstacles are the same as the next one.
+ * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION.
+ * @return {boolean}
+ */
+ duplicateObstacleCheck: function (nextObstacleType) {
+ var duplicateCount = 0;
+
+ for (var i = 0; i < this.obstacleHistory.length; i++) {
+ duplicateCount = this.obstacleHistory[i] == nextObstacleType ?
+ duplicateCount + 1 : 0;
+ }
+ return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION;
+ },
+
+ /**
+ * Reset the horizon layer.
+ * Remove existing obstacles and reposition the horizon line.
+ */
+ reset: function () {
+ this.obstacles = [];
+ this.horizonLine.reset();
+ this.nightMode.reset();
+ },
+
+ /**
+ * Update the canvas width and scaling.
+ * @param {number} width Canvas width.
+ * @param {number} height Canvas height.
+ */
+ resize: function (width, height) {
+ this.canvas.width = width;
+ this.canvas.height = height;
+ },
+
+ /**
+ * Add a new cloud to the horizon.
+ */
+ addCloud: function () {
+ this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD,
+ this.dimensions.WIDTH));
+ }
+ };
+})();
+
+
+function onDocumentLoad() {
+ new Runner('.interstitial-wrapper');
+}
+
+document.addEventListener('DOMContentLoaded', onDocumentLoad);