function _isIpad() { var isIpad = navigator.userAgent.toLowerCase().indexOf('ipad') !== -1; if (!isIpad && navigator.userAgent.match(/Mac/) && navigator.maxTouchPoints && navigator.maxTouchPoints > 2) { return true; } return isIpad; } // 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. /** * T-Rex runner. * @param {string} outerContainerId Outer containing element id. * @param {!Object=} opt_config * @constructor * @implements {EventListener} * @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; // A div to intercept touch events. Only set while (playing && useTouch). this.touchController = null; this.config = opt_config || Object.assign(Runner.config, Runner.normalConfig); // Logical dimensions of the container. this.dimensions = Runner.defaultDimensions; this.gameType = null; Runner.spriteDefinition = Runner.spriteDefinitionByType['original']; this.altGameImageSprite = null; this.altGameModeActive = false; this.altGameModeFlashTimer = null; this.fadeInTimer = 0; this.canvas = null; this.canvasCtx = null; this.tRex = null; this.distanceMeter = null; this.distanceRan = 0; this.highestScore = window.localStorage.getItem("chrome-dino"); this.syncHighestScore = false; this.time = 0; this.runningTime = 0; this.msPerFrame = 1000 / FPS; this.currentSpeed = this.config.SPEED; Runner.slowDown = false; 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; /** @type {Object} */ this.soundFx = {}; this.generatedSoundFx = null; // Global web audio context for playing sounds. this.audioContext = null; // Images. this.images = {}; this.imagesLoaded = 0; // Gamepad state. this.pollingGamepads = false; this.gamepadIndex = undefined; this.previousGamepad = null; if (this.isDisabled()) { this.setupDisabledRunner(); } else { if (Runner.isAltGameModeEnabled()) { this.initAltGameType(); Runner.gameType = this.gameType; } this.loadImages(); window['initializeEasterEggHighScore'] = this.initializeHighScore.bind(this); } } /** * Default game width. * @const */ const DEFAULT_WIDTH = 600; /** * Frames per second. * @const */ const FPS = 60; /** @const */ const IS_HIDPI = window.devicePixelRatio > 1; /** @const */ const IS_IOS = !!window.navigator.userAgent.match(/iP(hone|ad|od)/i) && !!window.navigator.userAgent.match(/Safari/i) || _isIpad() || /CriOS/.test(window.navigator.userAgent) || /FxiOS/.test(window.navigator.userAgent); /** @const */ const IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS; /** @const */ const IS_RTL = document.querySelector('html').dir == 'rtl'; /** @const */ const ARCADE_MODE_URL = 'chrome://dino/'; /** @const */ const RESOURCE_POSTFIX = 'offline-resources-'; /** @const */ const A11Y_STRINGS = { ariaLabel: 'dinoGameA11yAriaLabel', description: 'dinoGameA11yDescription', gameOver: 'dinoGameA11yGameOver', highScore: 'dinoGameA11yHighScore', jump: 'dinoGameA11yJump', started: 'dinoGameA11yStartGame', speedLabel: 'dinoGameA11ySpeedToggle', }; /** * Default game configuration. * Shared config for all versions of the game. Additional parameters are * defined in Runner.normalConfig and Runner.slowConfig. */ Runner.config = { AUDIOCUE_PROXIMITY_THRESHOLD: 190, AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 250, BG_CLOUD_SPEED: 0.2, BOTTOM_PAD: 10, // Scroll Y threshold at which the game can be activated. CANVAS_IN_VIEW_OFFSET: -10, CLEAR_TIME: 3000, CLOUD_FREQUENCY: 0.5, FADE_DURATION: 1, FLASH_DURATION: 1000, GAMEOVER_CLEAR_TIME: 1200, INITIAL_JUMP_VELOCITY: 12, INVERT_FADE_DURATION: 12000, MAX_BLINK_COUNT: 3, MAX_CLOUDS: 6, MAX_OBSTACLE_LENGTH: 3, MAX_OBSTACLE_DUPLICATION: 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, }; Runner.normalConfig = { ACCELERATION: 0.001, AUDIOCUE_PROXIMITY_THRESHOLD: 190, AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 250, GAP_COEFFICIENT: 0.6, INVERT_DISTANCE: 700, MAX_SPEED: 13, MOBILE_SPEED_COEFFICIENT: 1.2, SPEED: 6, }; Runner.slowConfig = { ACCELERATION: 0.0005, AUDIOCUE_PROXIMITY_THRESHOLD: 170, AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 220, GAP_COEFFICIENT: 0.3, INVERT_DISTANCE: 350, MAX_SPEED: 9, MOBILE_SPEED_COEFFICIENT: 1.5, SPEED: 4.2, }; /** * Default dimensions. */ 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', }; /** * 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', POINTERDOWN: 'pointerdown', POINTERUP: 'pointerup', RESIZE: 'resize', TOUCHEND: 'touchend', TOUCHSTART: 'touchstart', VISIBILITY: 'visibilitychange', BLUR: 'blur', FOCUS: 'focus', LOAD: 'load', GAMEPADCONNECTED: 'gamepadconnected', }; Runner.prototype = { /** * Initialize alternative game type. */ initAltGameType() { if (GAME_TYPE.length > 0) { this.gameType = loadTimeData && loadTimeData.valueExists('altGameType') ? GAME_TYPE[parseInt(loadTimeData.getValue('altGameType'), 10) - 1] : ''; } }, /** * Whether the easter egg has been disabled. CrOS enterprise enrolled devices. * @return {boolean} */ isDisabled() { return loadTimeData && loadTimeData.valueExists('disabledEasterEgg'); }, /** * For disabled instances, set up a snackbar with the disabled message. */ setupDisabledRunner() { 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 {number|string} value */ updateConfigSetting(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(/** @type {number} */ (value)); break; } } }, /** * Creates an on page image element from the base 64 encoded string source. * @param {string} resourceName Name in data object, * @return {HTMLImageElement} The created element. */ createImageElement(resourceName) { const imgSrc = loadTimeData && loadTimeData.valueExists(resourceName) ? loadTimeData.getString(resourceName) : null; if (imgSrc) { const el = /** @type {HTMLImageElement} */ (document.createElement('img')); el.id = resourceName; el.src = imgSrc; document.getElementById('offline-resources').appendChild(el); return el; } return null; }, /** * Cache the appropriate image sprite from the page and get the sprite sheet * definition. */ loadImages() { let scale = '1x'; this.spriteDef = Runner.spriteDefinition.LDPI; if (IS_HIDPI) { scale = '2x'; this.spriteDef = Runner.spriteDefinition.HDPI; } Runner.imageSprite = /** @type {HTMLImageElement} */ (document.getElementById(RESOURCE_POSTFIX + scale)); if (this.gameType) { Runner.altGameImageSprite = /** @type {HTMLImageElement} */ (this.createImageElement('altGameSpecificImage' + scale)); Runner.altCommonImageSprite = /** @type {HTMLImageElement} */ (this.createImageElement('altGameCommonImage' + scale)); } Runner.origImageSprite = Runner.imageSprite; // Disable the alt game mode if the sprites can't be loaded. if (!Runner.altGameImageSprite || !Runner.altCommonImageSprite) { Runner.isAltGameModeEnabled = () => false; this.altGameModeActive = false; } 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() { if (!IS_IOS) { this.audioContext = new AudioContext(); const resourceTemplate = document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; for (const sound in Runner.sounds) { let soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); const 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(opt_speed) { const speed = opt_speed || this.currentSpeed; // Reduce the speed on smaller mobile screens. if (this.dimensions.WIDTH < DEFAULT_WIDTH) { const mobileSpeed = Runner.slowDown ? speed : speed * this.dimensions.WIDTH / DEFAULT_WIDTH * this.config.MOBILE_SPEED_COEFFICIENT; this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; } else if (opt_speed) { this.currentSpeed = opt_speed; } }, /** * Game initialiser. */ init() { // Hide the static icon. document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden'; this.adjustDimensions(); this.setSpeed(); const ariaLabel = getA11yString(A11Y_STRINGS.ariaLabel); this.containerEl = document.createElement('div'); this.containerEl.setAttribute('role', IS_MOBILE ? 'button' : 'application'); this.containerEl.setAttribute('tabindex', '0'); this.containerEl.setAttribute('title', ariaLabel); this.containerEl.className = Runner.classes.CONTAINER; // Player canvas container. this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH, this.dimensions.HEIGHT); // Live region for game status updates. this.a11yStatusEl = document.createElement('span'); this.a11yStatusEl.className = 'offline-runner-live-region'; this.a11yStatusEl.setAttribute('aria-live', 'assertive'); this.a11yStatusEl.textContent = ''; Runner.a11yStatusEl = this.a11yStatusEl; // Add checkbox to slow down the game. this.slowSpeedCheckboxLabel = document.createElement('label'); this.slowSpeedCheckboxLabel.className = 'slow-speed-option hidden'; this.slowSpeedCheckboxLabel.textContent = getA11yString(A11Y_STRINGS.speedLabel); this.slowSpeedCheckbox = document.createElement('input'); this.slowSpeedCheckbox.setAttribute('type', 'checkbox'); this.slowSpeedCheckbox.setAttribute( 'title', getA11yString(A11Y_STRINGS.speedLabel)); this.slowSpeedCheckbox.setAttribute('tabindex', '0'); this.slowSpeedCheckbox.setAttribute('checked', 'checked'); this.slowSpeedToggleEl = document.createElement('span'); this.slowSpeedToggleEl.className = 'slow-speed-toggle'; this.slowSpeedCheckboxLabel.appendChild(this.slowSpeedCheckbox); this.slowSpeedCheckboxLabel.appendChild(this.slowSpeedToggleEl); if (IS_IOS) { this.outerContainerEl.appendChild(this.a11yStatusEl); } else { this.containerEl.appendChild(this.a11yStatusEl); } announcePhrase(getA11yString(A11Y_STRINGS.description)); this.generatedSoundFx = new GeneratedSoundFx(); this.canvasCtx = /** @type {CanvasRenderingContext2D} */ (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); this.outerContainerEl.appendChild(this.slowSpeedCheckboxLabel); this.startListening(); this.update(); window.addEventListener(Runner.events.RESIZE, this.debounceResize.bind(this)); // Handle dark mode const darkModeMediaQuery = window.matchMedia('(prefers-color-scheme: dark)'); this.isDarkMode = darkModeMediaQuery && darkModeMediaQuery.matches; darkModeMediaQuery.addListener((e) => { this.isDarkMode = e.matches; }); }, /** * Create the touch controller. A div that covers whole screen. */ createTouchController() { this.touchController = document.createElement('div'); this.touchController.className = Runner.classes.TOUCH_CONTROLLER; this.touchController.addEventListener(Runner.events.TOUCHSTART, this); this.touchController.addEventListener(Runner.events.TOUCHEND, this); this.outerContainerEl.appendChild(this.touchController); }, /** * Debounce the resize event. */ debounceResize() { if (!this.resizeTimerId_) { this.resizeTimerId_ = setInterval(this.adjustDimensions.bind(this), 250); } }, /** * Adjust game space dimensions on resize. */ adjustDimensions() { clearInterval(this.resizeTimerId_); this.resizeTimerId_ = null; const boxStyles = window.getComputedStyle(this.outerContainerEl); const padding = Number(boxStyles.paddingLeft.substr(0, boxStyles.paddingLeft.length - 2)); this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; if (this.isArcadeMode()) { this.dimensions.WIDTH = Math.min(DEFAULT_WIDTH, this.dimensions.WIDTH); 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(this.altGameModeActive, this.tRex); } } }, /** * Play the game intro. * Canvas container width expands out to the full width. */ playIntro() { if (!this.activated && !this.crashed) { this.playingIntro = true; this.tRex.playingIntro = true; if (window.localStorage.getItem("chrome-dino") !== null) { this.distanceMeter.setHighScore(window.localStorage.getItem("chrome-dino")); } // CSS animation definition. const keyframes = '@-webkit-keyframes intro { ' + 'from { width:' + Trex.config.WIDTH + 'px }' + 'to { width: ' + this.dimensions.WIDTH + 'px }' + '}'; // document.styleSheets[0].insertRule(keyframes, 0); // 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'; this.setPlayStatus(true); this.activated = true; } else if (this.crashed) { this.restart(); } }, /** * Update the game status to started. */ startGame() { if (this.isArcadeMode()) { this.setArcadeMode(); } this.toggleSpeed(); this.runningTime = 0; this.playingIntro = false; this.tRex.playingIntro = false; this.containerEl.style.webkitAnimation = ''; this.playCount++; this.generatedSoundFx.background(); announcePhrase(getA11yString(A11Y_STRINGS.started)); if (Runner.audioCues) { this.containerEl.setAttribute('title', getA11yString(A11Y_STRINGS.jump)); } // 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() { this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Checks whether the canvas area is in the viewport of the browser * through the current scroll position. * @return boolean. */ isCanvasInView() { return this.containerEl.getBoundingClientRect().top > Runner.config.CANVAS_IN_VIEW_OFFSET; }, /** * Enable the alt game mode. Switching out the sprites. */ enableAltGameMode() { Runner.imageSprite = Runner.altGameImageSprite; Runner.spriteDefinition = Runner.spriteDefinitionByType[Runner.gameType]; if (IS_HIDPI) { this.spriteDef = Runner.spriteDefinition.HDPI; } else { this.spriteDef = Runner.spriteDefinition.LDPI; } this.altGameModeActive = true; this.tRex.enableAltGameMode(this.spriteDef.TREX); this.horizon.enableAltGameMode(this.spriteDef); this.generatedSoundFx.background(); }, /** * Update the game frame and schedules the next one. */ update() { this.updatePending = false; const now = getTimeStamp(); let deltaTime = now - (this.time || now); // Flashing when switching game modes. if (this.altGameModeFlashTimer < 0 || this.altGameModeFlashTimer === 0) { this.altGameModeFlashTimer = null; this.tRex.setFlashing(false); this.enableAltGameMode(); } else if (this.altGameModeFlashTimer > 0) { this.altGameModeFlashTimer -= deltaTime; this.tRex.update(deltaTime); deltaTime = 0; } this.time = now; if (this.playing) { this.clearCanvas(); // Additional fade in - Prevents jump when switching sprites if (this.altGameModeActive && this.fadeInTimer <= this.config.FADE_DURATION) { this.fadeInTimer += deltaTime / 1000; this.canvasCtx.globalAlpha = this.fadeInTimer; } else { this.canvasCtx.globalAlpha = 1; } if (this.tRex.jumping) { this.tRex.updateJump(deltaTime); } this.runningTime += deltaTime; const 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 if (!this.crashed) { const showNightMode = this.isDarkMode ^ this.inverted; deltaTime = !this.activated ? 0 : deltaTime; this.horizon.update( deltaTime, this.currentSpeed, hasObstacles, showNightMode); } // Check for collisions. let collision = hasObstacles && checkForCollision(this.horizon.obstacles[0], this.tRex); // For a11y, audio cues. if (Runner.audioCues && hasObstacles) { const jumpObstacle = this.horizon.obstacles[0].typeConfig.type != 'COLLECTABLE'; if (!this.horizon.obstacles[0].jumpAlerted) { const threshold = Runner.isMobileMouseInput ? Runner.config.AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y : Runner.config.AUDIOCUE_PROXIMITY_THRESHOLD; const adjProximityThreshold = threshold + (threshold * Math.log10(this.currentSpeed / Runner.config.SPEED)); if (this.horizon.obstacles[0].xPos < adjProximityThreshold) { if (jumpObstacle) { this.generatedSoundFx.jump(); } this.horizon.obstacles[0].jumpAlerted = true; } } } // Activated alt game mode. if (Runner.isAltGameModeEnabled() && collision && this.horizon.obstacles[0].typeConfig.type == 'COLLECTABLE') { this.horizon.removeFirstObstacle(); this.tRex.setFlashing(true); collision = false; this.altGameModeFlashTimer = this.config.FLASH_DURATION; this.runningTime = 0; this.generatedSoundFx.collect(); } if (!collision) { this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; if (this.currentSpeed < this.config.MAX_SPEED) { this.currentSpeed += this.config.ACCELERATION; } } else { this.gameOver(); } const playAchievementSound = this.distanceMeter.update(deltaTime, Math.ceil(this.distanceRan)); if (!Runner.audioCues && playAchievementSound) { this.playSound(this.soundFx.SCORE); } // Night mode. if (!Runner.isAltGameModeEnabled()) { if (this.invertTimer > this.config.INVERT_FADE_DURATION) { this.invertTimer = 0; this.invertTrigger = false; this.invert(false); } else if (this.invertTimer) { this.invertTimer += deltaTime; } else { const 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(false); } } } } } if (this.playing || (!this.activated && this.tRex.blinkCount < Runner.config.MAX_BLINK_COUNT)) { this.tRex.update(deltaTime); this.scheduleNextUpdate(); } }, /** * Event handler. * @param {Event} e */ handleEvent(e) { return (function(evtType, events) { switch (evtType) { case events.KEYDOWN: case events.TOUCHSTART: case events.POINTERDOWN: this.onKeyDown(e); break; case events.KEYUP: case events.TOUCHEND: case events.POINTERUP: this.onKeyUp(e); break; case events.GAMEPADCONNECTED: this.onGamepadConnected(e); break; } }.bind(this))(e.type, Runner.events); }, /** * Initialize audio cues if activated by focus on the canvas element. * @param {Event} e */ handleCanvasKeyPress(e) { if (!this.activated && !Runner.audioCues) { this.toggleSpeed(); Runner.audioCues = true; this.generatedSoundFx.init(); Runner.generatedSoundFx = this.generatedSoundFx; Runner.config.CLEAR_TIME *= 1.2; } else if (e.keyCode && Runner.keycodes.JUMP[e.keyCode]) { this.onKeyDown(e); } }, /** * Prevent space key press from scrolling. * @param {Event} e */ preventScrolling(e) { if (e.keyCode === 32) { e.preventDefault(); } }, /** * Toggle speed setting if toggle is shown. */ toggleSpeed() { if (Runner.audioCues) { const speedChange = Runner.slowDown != this.slowSpeedCheckbox.checked; if (speedChange) { Runner.slowDown = this.slowSpeedCheckbox.checked; const updatedConfig = Runner.slowDown ? Runner.slowConfig : Runner.normalConfig; Runner.config = Object.assign(Runner.config, updatedConfig); this.currentSpeed = updatedConfig.SPEED; this.tRex.enableSlowConfig(); this.horizon.adjustObstacleSpeed(); } if (this.playing) { this.disableSpeedToggle(true); } } }, /** * Show the speed toggle. * From focus event or when audio cues are activated. * @param {Event=} e */ showSpeedToggle(e) { const isFocusEvent = e && e.type == 'focus'; if (Runner.audioCues || isFocusEvent) { this.slowSpeedCheckboxLabel.classList.toggle( HIDDEN_CLASS, isFocusEvent ? false : !this.crashed); } }, /** * Disable the speed toggle. * @param {boolean} disable */ disableSpeedToggle(disable) { if (disable) { this.slowSpeedCheckbox.setAttribute('disabled', 'disabled'); } else { this.slowSpeedCheckbox.removeAttribute('disabled'); } }, /** * Bind relevant key / mouse / touch listeners. */ startListening() { // A11y keyboard / screen reader activation. this.containerEl.addEventListener( Runner.events.KEYDOWN, this.handleCanvasKeyPress.bind(this)); if (!IS_MOBILE) { this.containerEl.addEventListener( Runner.events.FOCUS, this.showSpeedToggle.bind(this)); } this.canvas.addEventListener( Runner.events.KEYDOWN, this.preventScrolling.bind(this)); this.canvas.addEventListener( Runner.events.KEYUP, this.preventScrolling.bind(this)); // Keys. document.addEventListener(Runner.events.KEYDOWN, this); document.addEventListener(Runner.events.KEYUP, this); // Touch / pointer. this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); document.addEventListener(Runner.events.POINTERDOWN, this); document.addEventListener(Runner.events.POINTERUP, this); if (this.isArcadeMode()) { // Gamepad window.addEventListener(Runner.events.GAMEPADCONNECTED, this); } }, /** * Remove all listeners. */ stopListening() { document.removeEventListener(Runner.events.KEYDOWN, this); document.removeEventListener(Runner.events.KEYUP, this); if (this.touchController) { this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); this.touchController.removeEventListener(Runner.events.TOUCHEND, this); } this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); document.removeEventListener(Runner.events.POINTERDOWN, this); document.removeEventListener(Runner.events.POINTERUP, this); if (this.isArcadeMode()) { window.removeEventListener(Runner.events.GAMEPADCONNECTED, this); } }, /** * Process keydown. * @param {Event} e */ onKeyDown(e) { // Prevent native page scrolling whilst tapping on mobile. if (IS_MOBILE && this.playing) { e.preventDefault(); } if (this.isCanvasInView()) { // Allow toggling of speed toggle. if (Runner.keycodes.JUMP[e.keyCode] && e.target == this.slowSpeedCheckbox) { return; } if (!this.crashed && !this.paused) { // For a11y, screen reader activation. const isMobileMouseInput = IS_MOBILE && e.type === Runner.events.POINTERDOWN && e.pointerType == 'mouse' && e.target == this.containerEl || (IS_IOS && e.pointerType == 'touch' && document.activeElement == this.containerEl); if (Runner.keycodes.JUMP[e.keyCode] || e.type === Runner.events.TOUCHSTART || isMobileMouseInput || (Runner.keycodes.DUCK[e.keyCode] && this.altGameModeActive)) { e.preventDefault(); // Starting the game for the first time. if (!this.playing) { // Started by touch so create a touch controller. if (!this.touchController && e.type === Runner.events.TOUCHSTART) { this.createTouchController(); } if (isMobileMouseInput) { this.handleCanvasKeyPress(e); } this.loadSounds(); this.setPlayStatus(true); this.update(); if (window.errorPageController) { errorPageController.trackEasterEgg(); } } // Start jump. if (!this.tRex.jumping && !this.tRex.ducking) { if (Runner.audioCues) { this.generatedSoundFx.cancelFootSteps(); } else { this.playSound(this.soundFx.BUTTON_PRESS); } this.tRex.startJump(this.currentSpeed); } // Ducking is disabled on alt game modes. } else if ( !this.altGameModeActive && this.playing && 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(e) { const keyCode = String(e.keyCode); const isjumpKey = Runner.keycodes.JUMP[keyCode] || e.type === Runner.events.TOUCHEND || e.type === Runner.events.POINTERUP; 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. const deltaTime = getTimeStamp() - this.time; if (this.isCanvasInView() && (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) || (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && Runner.keycodes.JUMP[keyCode]))) { this.handleGameOverClicks(e); } } else if (this.paused && isjumpKey) { // Reset the jump state this.tRex.reset(); this.play(); } }, /** * Process gamepad connected event. * @param {Event} e */ onGamepadConnected(e) { if (!this.pollingGamepads) { this.pollGamepadState(); } }, /** * rAF loop for gamepad polling. */ pollGamepadState() { const gamepads = navigator.getGamepads(); this.pollActiveGamepad(gamepads); this.pollingGamepads = true; requestAnimationFrame(this.pollGamepadState.bind(this)); }, /** * Polls for a gamepad with the jump button pressed. If one is found this * becomes the "active" gamepad and all others are ignored. * @param {!Array} gamepads */ pollForActiveGamepad(gamepads) { for (let i = 0; i < gamepads.length; ++i) { if (gamepads[i] && gamepads[i].buttons.length > 0 && gamepads[i].buttons[0].pressed) { this.gamepadIndex = i; this.pollActiveGamepad(gamepads); return; } } }, /** * Polls the chosen gamepad for button presses and generates KeyboardEvents * to integrate with the rest of the game logic. * @param {!Array} gamepads */ pollActiveGamepad(gamepads) { if (this.gamepadIndex === undefined) { this.pollForActiveGamepad(gamepads); return; } const gamepad = gamepads[this.gamepadIndex]; if (!gamepad) { this.gamepadIndex = undefined; this.pollForActiveGamepad(gamepads); return; } // The gamepad specification defines the typical mapping of physical buttons // to button indicies: https://w3c.github.io/gamepad/#remapping this.pollGamepadButton(gamepad, 0, 38); // Jump if (gamepad.buttons.length >= 2) { this.pollGamepadButton(gamepad, 1, 40); // Duck } if (gamepad.buttons.length >= 10) { this.pollGamepadButton(gamepad, 9, 13); // Restart } this.previousGamepad = gamepad; }, /** * Generates a key event based on a gamepad button. * @param {!Gamepad} gamepad * @param {number} buttonIndex * @param {number} keyCode */ pollGamepadButton(gamepad, buttonIndex, keyCode) { const state = gamepad.buttons[buttonIndex].pressed; let previousState = false; if (this.previousGamepad) { previousState = this.previousGamepad.buttons[buttonIndex].pressed; } // Generate key events on the rising and falling edge of a button press. if (state !== previousState) { const e = new KeyboardEvent(state ? Runner.events.KEYDOWN : Runner.events.KEYUP, { keyCode: keyCode }); document.dispatchEvent(e); } }, /** * Handle interactions on the game over screen state. * A user is able to tap the high score twice to reset it. * @param {Event} e */ handleGameOverClicks(e) { if (e.target != this.slowSpeedCheckbox) { e.preventDefault(); if (this.distanceMeter.hasClickedOnHighScore(e) && this.highestScore) { if (this.distanceMeter.isHighScoreFlashing()) { // Subsequent click, reset the high score. this.saveHighScore(0, true); this.distanceMeter.resetHighScore(); this.distanceMeter.setHighScore(window.localStorage.removeItem('chrome-dino')); } else { // First click, flash the high score. this.distanceMeter.startHighScoreFlashing(); } } else { this.distanceMeter.cancelHighScoreFlashing(); this.restart(); } } }, /** * 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(e) { return e.button != null && e.button < 2 && e.type === Runner.events.POINTERUP && (e.target === this.canvas || (IS_MOBILE && Runner.audioCues && e.target === this.containerEl)); }, /** * RequestAnimationFrame wrapper. */ scheduleNextUpdate() { if (!this.updatePending) { this.updatePending = true; this.raqId = requestAnimationFrame(this.update.bind(this)); } }, /** * Whether the game is running. * @return {boolean} */ isRunning() { return !!this.raqId; }, /** * Set the initial high score as stored in the user's profile. * @param {number} highScore */ initializeHighScore(highScore) { this.syncHighestScore = true; highScore = Math.ceil(highScore); if (highScore < this.highestScore) { if (window.errorPageController) { errorPageController.updateEasterEggHighScore(this.highestScore); } return; } this.highestScore = highScore; this.distanceMeter.setHighScore(this.highestScore); }, /** * Sets the current high score and saves to the profile if available. * @param {number} distanceRan Total distance ran. * @param {boolean=} opt_resetScore Whether to reset the score. */ saveHighScore(distanceRan, opt_resetScore) { this.highestScore = Math.ceil(distanceRan); this.distanceMeter.setHighScore(this.highestScore); // Store the new high score in the profile. if (this.syncHighestScore && window.errorPageController) { if (opt_resetScore) { errorPageController.resetEasterEggHighScore(); } else { errorPageController.updateEasterEggHighScore(this.highestScore); } } }, /** * Game over state. */ gameOver() { this.playSound(this.soundFx.HIT); vibrate(200); this.stop(); this.crashed = true; this.distanceMeter.achievement = false; this.tRex.update(100, Trex.status.CRASHED); // Game over panel. if (!this.gameOverPanel) { const origSpriteDef = IS_HIDPI ? Runner.spriteDefinitionByType.original.HDPI : Runner.spriteDefinitionByType.original.LDPI; if (this.canvas) { if (Runner.isAltGameModeEnabled) { this.gameOverPanel = new GameOverPanel( this.canvas, origSpriteDef.TEXT_SPRITE, origSpriteDef.RESTART, this.dimensions, origSpriteDef.ALT_GAME_END, this.altGameModeActive); } else { this.gameOverPanel = new GameOverPanel( this.canvas, origSpriteDef.TEXT_SPRITE, origSpriteDef.RESTART, this.dimensions); } } } this.gameOverPanel.draw(this.altGameModeActive, this.tRex); // Update the high score. if (this.distanceRan > this.highestScore) { this.saveHighScore(this.distanceRan); window.localStorage.setItem('chrome-dino', this.distanceRan); } // Reset the time clock. this.time = getTimeStamp(); if (Runner.audioCues) { this.generatedSoundFx.stopAll(); announcePhrase( getA11yString(A11Y_STRINGS.gameOver) .replace( '$1', this.distanceMeter.getActualDistance(this.distanceRan) .toString()) + ' ' + getA11yString(A11Y_STRINGS.highScore) .replace( '$1', this.distanceMeter.getActualDistance(this.highestScore) .toString())); this.containerEl.setAttribute( 'title', getA11yString(A11Y_STRINGS.ariaLabel)); } this.showSpeedToggle(); this.disableSpeedToggle(false); }, stop() { this.setPlayStatus(false); this.paused = true; cancelAnimationFrame(this.raqId); this.raqId = 0; this.generatedSoundFx.stopAll(); }, play() { if (!this.crashed) { this.setPlayStatus(true); this.paused = false; this.tRex.update(0, Trex.status.RUNNING); this.time = getTimeStamp(); this.update(); this.generatedSoundFx.background(); } }, restart() { if (!this.raqId) { this.playCount++; this.runningTime = 0; this.setPlayStatus(true); this.toggleSpeed(); this.paused = false; 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.horizon.reset(); this.tRex.reset(); this.playSound(this.soundFx.BUTTON_PRESS); this.invert(true); this.flashTimer = null; this.update(); this.gameOverPanel.reset(); this.generatedSoundFx.background(); this.containerEl.setAttribute('title', getA11yString(A11Y_STRINGS.jump)); announcePhrase(getA11yString(A11Y_STRINGS.started)); } }, setPlayStatus(isPlaying) { if (this.touchController) { this.touchController.classList.toggle(HIDDEN_CLASS, !isPlaying); } this.playing = isPlaying; }, /** * Whether the game should go into arcade mode. * @return {boolean} */ isArcadeMode() { // In RTL languages the title is wrapped with the left to right mark // control characters ‪ and ‬ but are invisible. /* return IS_RTL ? document.title.indexOf(ARCADE_MODE_URL) == 1 : document.title === ARCADE_MODE_URL; */ return true; }, /** * 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 = IS_RTL ? -scale + ',' + scale : scale; this.containerEl.style.transform = 'scale(' + cssScale + ') translateY(' + translateY + 'px)'; }, /** * Pause the game if the tab is not in focus. */ onVisibilityChange(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 {AudioBuffer} soundBuffer */ playSound(soundBuffer) { if (soundBuffer) { const sourceNode = this.audioContext.createBufferSource(); sourceNode.buffer = soundBuffer; sourceNode.connect(this.audioContext.destination); sourceNode.start(0); } }, /** * Inverts the current page / canvas colors. * @param {boolean} reset Whether to reset colors. */ invert(reset) { const htmlEl = document.firstElementChild; if (reset) { htmlEl.classList.toggle(Runner.classes.INVERTED, false); this.invertTimer = 0; this.inverted = false; } else { this.inverted = htmlEl.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) { const context = /** @type {CanvasRenderingContext2D} */ (canvas.getContext('2d')); // Query the various pixel ratios const devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; /** @suppress {missingProperties} */ const backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; const ratio = devicePixelRatio / backingStoreRatio; // Upscale the canvas if the two ratios don't match if (devicePixelRatio !== backingStoreRatio) { const oldWidth = opt_width || canvas.width; const 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; }; /** * Whether events are enabled. * @return {boolean} */ Runner.isAltGameModeEnabled = function() { return loadTimeData && loadTimeData.valueExists('enableAltGameMode'); }; /** * Generated sound FX class for audio cues. * @constructor */ function GeneratedSoundFx() { this.audioCues = false; this.context = null; this.panner = null; } GeneratedSoundFx.prototype = { init() { this.audioCues = true; if (!this.context) { // iOS only supports the webkit version. this.context = window.webkitAudioContext ? new webkitAudioContext() : new AudioContext(); if (IS_IOS) { this.context.onstatechange = (function() { if (this.context.state != 'running') { this.context.resume(); } }).bind(this); this.context.resume(); } this.panner = this.context.createStereoPanner ? this.context.createStereoPanner() : null; } }, stopAll() { this.cancelFootSteps(); }, /** * Play oscillators at certain frequency and for a certain time. * @param {number} frequency * @param {number} startTime * @param {number} duration * @param {?number=} opt_vol * @param {number=} opt_pan */ playNote(frequency, startTime, duration, opt_vol, opt_pan) { const osc1 = this.context.createOscillator(); const osc2 = this.context.createOscillator(); const volume = this.context.createGain(); // Set oscillator wave type osc1.type = 'triangle'; osc2.type = 'triangle'; volume.gain.value = 0.1; // Set up node routing if (this.panner) { this.panner.pan.value = opt_pan || 0; osc1.connect(volume).connect(this.panner); osc2.connect(volume).connect(this.panner); this.panner.connect(this.context.destination); } else { osc1.connect(volume); osc2.connect(volume); volume.connect(this.context.destination); } // Detune oscillators for chorus effect osc1.frequency.value = frequency + 1; osc2.frequency.value = frequency - 2; // Fade out volume.gain.setValueAtTime(opt_vol || 0.01, startTime + duration - 0.05); volume.gain.linearRampToValueAtTime(0.00001, startTime + duration); // Start oscillators osc1.start(startTime); osc2.start(startTime); // Stop oscillators osc1.stop(startTime + duration); osc2.stop(startTime + duration); }, background() { if (this.audioCues) { const now = this.context.currentTime; this.playNote(493.883, now, 0.116); this.playNote(659.255, now + 0.116, 0.232); this.loopFootSteps(); } }, loopFootSteps() { if (this.audioCues && !this.bgSoundIntervalId) { this.bgSoundIntervalId = setInterval(function() { this.playNote(73.42, this.context.currentTime, 0.05, 0.16); this.playNote(69.30, this.context.currentTime + 0.116, 0.116, 0.16); }.bind(this), 280); } }, cancelFootSteps() { if (this.audioCues && this.bgSoundIntervalId) { clearInterval(this.bgSoundIntervalId); this.bgSoundIntervalId = null; this.playNote(103.83, this.context.currentTime, 0.232, 0.02); this.playNote(116.54, this.context.currentTime + 0.116, 0.232, 0.02); } }, collect() { if (this.audioCues) { this.cancelFootSteps(); const now = this.context.currentTime; this.playNote(830.61, now, 0.116); this.playNote(1318.51, now + 0.116, 0.232); } }, jump() { if (this.audioCues) { const now = this.context.currentTime; this.playNote(659.25, now, 0.116, 0.3, -0.6); this.playNote(880, now + 0.116, 0.232, 0.3, -0.6); } }, }; /** * Speak a phrase using Speech Synthesis API for a11y. * @param {string} phrase Sentence to speak. */ function speakPhrase(phrase) { if ('speechSynthesis' in window) { const msg = new SpeechSynthesisUtterance(phrase); const voices = window.speechSynthesis.getVoices(); msg.text = phrase; speechSynthesis.speak(msg); } } /** * For screen readers make an announcement to the live region. * @param {string} phrase Sentence to speak. */ function announcePhrase(phrase) { if (Runner.a11yStatusEl) { Runner.a11yStatusEl.textContent = ''; Runner.a11yStatusEl.textContent = phrase; } } /** * Returns a string from loadTimeData data object. * @param {string} stringName * @return {string} */ function getA11yString(stringName) { return loadTimeData && loadTimeData.valueExists(stringName) ? loadTimeData.getString(stringName) : ''; } /** * Get random number. * @param {number} min * @param {number} max */ 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 {Element} 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) { const canvas = /** @type {!HTMLCanvasElement} */ (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) { const len = (base64String.length / 4) * 3; const str = atob(base64String); const arrayBuffer = new ArrayBuffer(len); const bytes = new Uint8Array(arrayBuffer); for (let 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. * @param {Object=} opt_altGameEndImgPos * @param {boolean=} opt_altGameActive * @constructor */ function GameOverPanel( canvas, textImgPos, restartImgPos, dimensions, opt_altGameEndImgPos, opt_altGameActive) { this.canvas = canvas; this.canvasCtx = /** @type {CanvasRenderingContext2D} */ (canvas.getContext('2d')); this.canvasDimensions = dimensions; this.textImgPos = textImgPos; this.restartImgPos = restartImgPos; this.altGameEndImgPos = opt_altGameEndImgPos; this.altGameModeActive = opt_altGameActive; // Retry animation. this.frameTimeStamp = 0; this.animTimer = 0; this.currentFrame = 0; this.gameOverRafId = null; this.flashTimer = 0; this.flashCounter = 0; this.originalText = true; } GameOverPanel.RESTART_ANIM_DURATION = 875; GameOverPanel.LOGO_PAUSE_DURATION = 875; GameOverPanel.FLASH_ITERATIONS = 5; /** * Animation frames spec. */ GameOverPanel.animConfig = { frames: [0, 36, 72, 108, 144, 180, 216, 252], msPerFrame: GameOverPanel.RESTART_ANIM_DURATION / 8, }; /** * 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(width, opt_height) { this.canvasDimensions.WIDTH = width; if (opt_height) { this.canvasDimensions.HEIGHT = opt_height; } this.currentFrame = GameOverPanel.animConfig.frames.length - 1; }, drawGameOverText(dimensions, opt_useAltText) { const centerX = this.canvasDimensions.WIDTH / 2; let textSourceX = dimensions.TEXT_X; let textSourceY = dimensions.TEXT_Y; let textSourceWidth = dimensions.TEXT_WIDTH; let textSourceHeight = dimensions.TEXT_HEIGHT; const textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); const textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); const textTargetWidth = dimensions.TEXT_WIDTH; const textTargetHeight = dimensions.TEXT_HEIGHT; if (IS_HIDPI) { textSourceY *= 2; textSourceX *= 2; textSourceWidth *= 2; textSourceHeight *= 2; } if (!opt_useAltText) { textSourceX += this.textImgPos.x; textSourceY += this.textImgPos.y; } const spriteSource = opt_useAltText ? Runner.altCommonImageSprite : Runner.origImageSprite; this.canvasCtx.save(); if (IS_RTL) { this.canvasCtx.translate(this.canvasDimensions.WIDTH, 0); this.canvasCtx.scale(-1, 1); } // Game over text from sprite. this.canvasCtx.drawImage( spriteSource, textSourceX, textSourceY, textSourceWidth, textSourceHeight, textTargetX, textTargetY, textTargetWidth, textTargetHeight); this.canvasCtx.restore(); }, /** * Draw additional adornments for alternative game types. */ drawAltGameElements(tRex) { // Additional adornments. if (this.altGameModeActive && Runner.spriteDefinition.ALT_GAME_END_CONFIG) { const altGameEndConfig = Runner.spriteDefinition.ALT_GAME_END_CONFIG; let altGameEndSourceWidth = altGameEndConfig.WIDTH; let altGameEndSourceHeight = altGameEndConfig.HEIGHT; const altGameEndTargetX = tRex.xPos + altGameEndConfig.X_OFFSET; const altGameEndTargetY = tRex.yPos + altGameEndConfig.Y_OFFSET; if (IS_HIDPI) { altGameEndSourceWidth *= 2; altGameEndSourceHeight *= 2; } this.canvasCtx.drawImage( Runner.altCommonImageSprite, this.altGameEndImgPos.x, this.altGameEndImgPos.y, altGameEndSourceWidth, altGameEndSourceHeight, altGameEndTargetX, altGameEndTargetY, altGameEndConfig.WIDTH, altGameEndConfig.HEIGHT); } }, /** * Draw restart button. */ drawRestartButton() { const dimensions = GameOverPanel.dimensions; let framePosX = GameOverPanel.animConfig.frames[this.currentFrame]; let restartSourceWidth = dimensions.RESTART_WIDTH; let restartSourceHeight = dimensions.RESTART_HEIGHT; const restartTargetX = (this.canvasDimensions.WIDTH / 2) - (dimensions.RESTART_WIDTH / 2); const restartTargetY = this.canvasDimensions.HEIGHT / 2; if (IS_HIDPI) { restartSourceWidth *= 2; restartSourceHeight *= 2; framePosX *= 2; } this.canvasCtx.save(); if (IS_RTL) { this.canvasCtx.translate(this.canvasDimensions.WIDTH, 0); this.canvasCtx.scale(-1, 1); } this.canvasCtx.drawImage( Runner.origImageSprite, this.restartImgPos.x + framePosX, this.restartImgPos.y, restartSourceWidth, restartSourceHeight, restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, dimensions.RESTART_HEIGHT); this.canvasCtx.restore(); }, /** * Draw the panel. * @param {boolean} opt_altGameModeActive * @param {!Trex} opt_tRex */ draw(opt_altGameModeActive, opt_tRex) { if (opt_altGameModeActive) { this.altGameModeActive = opt_altGameModeActive; } this.drawGameOverText(GameOverPanel.dimensions, false); this.drawRestartButton(); this.drawAltGameElements(opt_tRex); this.update(); }, /** * Update animation frames. */ update() { const now = getTimeStamp(); const deltaTime = now - (this.frameTimeStamp || now); this.frameTimeStamp = now; this.animTimer += deltaTime; this.flashTimer += deltaTime; // Restart Button if (this.currentFrame == 0 && this.animTimer > GameOverPanel.LOGO_PAUSE_DURATION) { this.animTimer = 0; this.currentFrame++; this.drawRestartButton(); } else if ( this.currentFrame > 0 && this.currentFrame < GameOverPanel.animConfig.frames.length) { if (this.animTimer >= GameOverPanel.animConfig.msPerFrame) { this.currentFrame++; this.drawRestartButton(); } } else if ( !this.altGameModeActive && this.currentFrame == GameOverPanel.animConfig.frames.length) { this.reset(); return; } // Game over text if (this.altGameModeActive && Runner.spriteDefinitionByType.original.ALT_GAME_OVER_TEXT_CONFIG) { const altTextConfig = Runner.spriteDefinitionByType.original.ALT_GAME_OVER_TEXT_CONFIG; if (this.flashCounter < GameOverPanel.FLASH_ITERATIONS && this.flashTimer > altTextConfig.FLASH_DURATION) { this.flashTimer = 0; this.originalText = !this.originalText; this.clearGameOverTextBounds(); if (this.originalText) { this.drawGameOverText(GameOverPanel.dimensions, false); this.flashCounter++; } else { this.drawGameOverText(altTextConfig, true); } } else if (this.flashCounter >= GameOverPanel.FLASH_ITERATIONS) { this.reset(); return; } } this.gameOverRafId = requestAnimationFrame(this.update.bind(this)); }, /** * Clear game over text. */ clearGameOverTextBounds() { this.canvasCtx.save(); this.canvasCtx.clearRect( Math.round( this.canvasDimensions.WIDTH / 2 - (GameOverPanel.dimensions.TEXT_WIDTH / 2)), Math.round((this.canvasDimensions.HEIGHT - 25) / 3), GameOverPanel.dimensions.TEXT_WIDTH, GameOverPanel.dimensions.TEXT_HEIGHT + 4); this.canvasCtx.restore(); }, reset() { if (this.gameOverRafId) { cancelAnimationFrame(this.gameOverRafId); this.gameOverRafId = null; } this.animTimer = 0; this.frameTimeStamp = 0; this.currentFrame = 0; this.flashTimer = 0; this.flashCounter = 0; this.originalText = true; }, }; //****************************************************************************** /** * Check for a collision. * @param {!Obstacle} obstacle * @param {!Trex} tRex T-rex object. * @param {CanvasRenderingContext2D=} opt_canvasCtx Optional canvas context for * drawing collision boxes. * @return {Array|undefined} */ function checkForCollision(obstacle, tRex, opt_canvasCtx) { const 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. const tRexBox = new CollisionBox( tRex.xPos + 1, tRex.yPos + 1, tRex.config.WIDTH - 2, tRex.config.HEIGHT - 2); const 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)) { const collisionBoxes = obstacle.collisionBoxes; let tRexCollisionBoxes = []; if (Runner.isAltGameModeEnabled()) { tRexCollisionBoxes = Runner.spriteDefinition.TREX.COLLISION_BOXES; } else { tRexCollisionBoxes = tRex.ducking ? Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING; } // Detailed axis aligned box check. for (let t = 0; t < tRexCollisionBoxes.length; t++) { for (let i = 0; i < collisionBoxes.length; i++) { // Adjust the box to actual positions. const adjTrexBox = createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox); const adjObstacleBox = createAdjustedCollisionBox(collisionBoxes[i], obstacleBox); const crashed = boxCompare(adjTrexBox, adjObstacleBox); // Draw boxes for debug. if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox); } if (crashed) { return [adjTrexBox, adjObstacleBox]; } } } } } /** * 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) { let crashed = false; const tRexBoxX = tRexBox.x; const tRexBoxY = tRexBox.y; const obstacleBoxX = obstacleBox.x; const 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. * @constructor */ function CollisionBox(x, y, w, h) { this.x = x; this.y = y; this.width = w; this.height = h; } //****************************************************************************** /** * Obstacle. * @param {CanvasRenderingContext2D} canvasCtx * @param {ObstacleType} type * @param {Object} spriteImgPos Obstacle position in sprite. * @param {Object} dimensions * @param {number} gapCoefficient Mutipler in determining the gap. * @param {number} speed * @param {number=} opt_xOffset * @param {boolean=} opt_isAltGameMode * @constructor */ function Obstacle( canvasCtx, type, spriteImgPos, dimensions, gapCoefficient, speed, opt_xOffset, opt_isAltGameMode) { this.canvasCtx = canvasCtx; this.spritePos = spriteImgPos; this.typeConfig = type; this.gapCoefficient = Runner.slowDown ? gapCoefficient * 2 : 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; this.altGameModeActive = opt_isAltGameMode; this.imageSprite = this.typeConfig.type == 'COLLECTABLE' ? Runner.altCommonImageSprite : this.altGameModeActive ? Runner.altGameImageSprite : Runner.imageSprite; // For animated obstacles. this.currentFrame = 0; this.timer = 0; this.init(speed); } /** * Coefficient for calculating the maximum gap. */ Obstacle.MAX_GAP_COEFFICIENT = 1.5; /** * Maximum obstacle grouping count. */ Obstacle.MAX_OBSTACLE_LENGTH = 3; Obstacle.prototype = { /** * Initialise the DOM for the obstacle. * @param {number} speed */ init(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)) { const 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); // Increase gap for audio cues enabled. if (Runner.audioCues) { this.gap *= 2; } }, /** * Draw and crop based on size. */ draw() { let sourceWidth = this.typeConfig.width; let sourceHeight = this.typeConfig.height; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } // X position in sprite. let 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( this.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(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(gapCoefficient, speed) { const minGap = Math.round( this.width * speed + this.typeConfig.minGap * gapCoefficient); const 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() { return this.xPos + this.width > 0; }, /** * Make a copy of the collision boxes, since these will change based on * obstacle type and size. */ cloneCollisionBoxes() { const collisionBoxes = this.typeConfig.collisionBoxes; for (let i = collisionBoxes.length - 1; i >= 0; i--) { this.collisionBoxes[i] = new CollisionBox( collisionBoxes[i].x, collisionBoxes[i].y, collisionBoxes[i].width, collisionBoxes[i].height); } }, }; //****************************************************************************** /** * T-rex game character. * @param {HTMLCanvasElement} canvas * @param {Object} spritePos Positioning within image sprite. * @constructor */ function Trex(canvas, spritePos) { this.canvas = canvas; this.canvasCtx = /** @type {CanvasRenderingContext2D} */ (canvas.getContext('2d')); this.spritePos = spritePos; this.xPos = 0; this.yPos = 0; this.xInitialPos = 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 = Object.assign(Trex.config, Trex.normalJumpConfig); // 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.altGameModeEnabled = false; this.flashing = false; this.init(); } /** * T-rex player config. */ Trex.config = { DROP_VELOCITY: -5, FLASH_OFF: 175, FLASH_ON: 100, HEIGHT: 47, HEIGHT_DUCK: 25, INTRO_DURATION: 1500, SPEED_DROP_COEFFICIENT: 3, SPRITE_WIDTH: 262, START_X_POS: 50, WIDTH: 44, WIDTH_DUCK: 59, }; Trex.slowJumpConfig = { GRAVITY: 0.25, MAX_JUMP_HEIGHT: 50, MIN_JUMP_HEIGHT: 45, INITIAL_JUMP_VELOCITY: -20, }; Trex.normalJumpConfig = { GRAVITY: 0.6, MAX_JUMP_HEIGHT: 30, MIN_JUMP_HEIGHT: 30, INITIAL_JUMP_VELOCITY: -10, }; /** * Used in collision detection. * @enum {Array} */ 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() { 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); }, /** * Assign the appropriate jump parameters based on the game speed. */ enableSlowConfig: function() { const jumpConfig = Runner.slowDown ? Trex.slowJumpConfig : Trex.normalJumpConfig; Trex.config = Object.assign(Trex.config, jumpConfig); this.adjustAltGameConfigForSlowSpeed(); }, /** * Enables the alternative game. Redefines the dino config. * @param {Object} spritePos New positioning within image sprite. */ enableAltGameMode: function(spritePos) { this.altGameModeEnabled = true; this.spritePos = spritePos; const spriteDefinition = Runner.spriteDefinition['TREX']; // Update animation frames. Trex.animFrames.RUNNING.frames = [spriteDefinition.RUNNING_1.x, spriteDefinition.RUNNING_2.x]; Trex.animFrames.CRASHED.frames = [spriteDefinition.CRASHED.x]; if (typeof spriteDefinition.JUMPING.x == 'object') { Trex.animFrames.JUMPING.frames = spriteDefinition.JUMPING.x; } else { Trex.animFrames.JUMPING.frames = [spriteDefinition.JUMPING.x]; } Trex.animFrames.DUCKING.frames = [spriteDefinition.RUNNING_1.x, spriteDefinition.RUNNING_2.x]; // Update Trex config Trex.config.GRAVITY = spriteDefinition.GRAVITY || Trex.config.GRAVITY; Trex.config.HEIGHT = spriteDefinition.RUNNING_1.h, Trex.config.INITIAL_JUMP_VELOCITY = spriteDefinition.INITIAL_JUMP_VELOCITY; Trex.config.MAX_JUMP_HEIGHT = spriteDefinition.MAX_JUMP_HEIGHT; Trex.config.MIN_JUMP_HEIGHT = spriteDefinition.MIN_JUMP_HEIGHT; Trex.config.WIDTH = spriteDefinition.RUNNING_1.w; Trex.config.WIDTH_JUMP = spriteDefinition.JUMPING.w; Trex.config.INVERT_JUMP = spriteDefinition.INVERT_JUMP; this.adjustAltGameConfigForSlowSpeed(spriteDefinition.GRAVITY); this.config = Trex.config; // Adjust bottom horizon placement. this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - Runner.spriteDefinition['BOTTOM_PAD']; this.yPos = this.groundYPos; this.reset(); }, /** * Slow speeds adjustments for the alt game modes. * @param {number=} opt_gravityValue */ adjustAltGameConfigForSlowSpeed: function(opt_gravityValue) { if (Runner.slowDown) { if (opt_gravityValue) { Trex.config.GRAVITY = opt_gravityValue / 1.5; } Trex.config.MIN_JUMP_HEIGHT *= 1.5; Trex.config.MAX_JUMP_HEIGHT *= 1.5; Trex.config.INITIAL_JUMP_VELOCITY = Trex.config.INITIAL_JUMP_VELOCITY * 1.5; } }, /** * Setter whether dino is flashing. * @param {boolean} status */ setFlashing: function(status) { this.flashing = status; }, /** * Setter for the jump velocity. * The approriate drop velocity is also set. * @param {number} setting */ setJumpVelocity(setting) { this.config.INITIAL_JUMP_VELOCITY = -setting; this.config.DROP_VELOCITY = -setting / 2; }, /** * Set the animation status. * @param {!number} deltaTime * @param {Trex.status=} opt_status Optional status to switch to. */ update(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); this.xInitialPos = this.xPos; } if (this.status === Trex.status.WAITING) { this.blink(getTimeStamp()); } else { this.draw(this.currentAnimFrames[this.currentFrame], 0); } // Update the frame position. if (!this.flashing && this.timer >= this.msPerFrame) { this.currentFrame = this.currentFrame == this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; this.timer = 0; } if (!this.altGameModeEnabled) { // 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(x, y) { let sourceX = x; let sourceY = y; let sourceWidth = this.ducking && this.status !== Trex.status.CRASHED ? this.config.WIDTH_DUCK : this.config.WIDTH; let sourceHeight = this.config.HEIGHT; const outputHeight = sourceHeight; let jumpOffset = Runner.spriteDefinition.TREX.JUMPING.xOffset; // Width of sprite changes on jump. if (this.altGameModeEnabled && this.jumping && this.status !== Trex.status.CRASHED) { sourceWidth = this.config.WIDTH_JUMP; } if (IS_HIDPI) { sourceX *= 2; sourceY *= 2; sourceWidth *= 2; sourceHeight *= 2; jumpOffset *= 2; } // Adjustments for sprite sheet position. sourceX += this.spritePos.x; sourceY += this.spritePos.y; // Flashing. if (this.flashing) { if (this.timer < this.config.FLASH_ON) { this.canvasCtx.globalAlpha = 0.5; } else if (this.timer > this.config.FLASH_OFF) { this.timer = 0; } } // Ducking. if (!this.altGameModeEnabled && this.ducking && this.status !== Trex.status.CRASHED) { this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH_DUCK, outputHeight); } else if ( this.altGameModeEnabled && this.jumping && this.status !== Trex.status.CRASHED) { // Jumping with adjustments. this.canvasCtx.drawImage( Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos - jumpOffset, this.yPos, this.config.WIDTH_JUMP, outputHeight); } 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, outputHeight); } this.canvasCtx.globalAlpha = 1; }, /** * Sets a random time for the blink to happen. */ setBlinkDelay() { this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); }, /** * Make t-rex blink at random intervals. * @param {number} time Current time in milliseconds. */ blink(time) { const 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(speed) { if (!this.jumping) { this.update(0, Trex.status.JUMPING); // Tweak the jump velocity based on the speed. this.jumpVelocity = this.config.INITIAL_JUMP_VELOCITY - (speed / 10); this.jumping = true; this.reachedMinHeight = false; this.speedDrop = false; if (this.config.INVERT_JUMP) { this.minJumpHeight = this.groundYPos + this.config.MIN_JUMP_HEIGHT; } } }, /** * Jump is complete, falling down. */ endJump() { if (this.reachedMinHeight && this.jumpVelocity < this.config.DROP_VELOCITY) { this.jumpVelocity = this.config.DROP_VELOCITY; } }, /** * Update frame for a jump. * @param {number} deltaTime */ updateJump(deltaTime) { const msPerFrame = Trex.animFrames[this.status].msPerFrame; const 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 if (this.config.INVERT_JUMP) { this.yPos -= Math.round(this.jumpVelocity * framesElapsed); } else { this.yPos += Math.round(this.jumpVelocity * framesElapsed); } this.jumpVelocity += this.config.GRAVITY * framesElapsed; // Minimum height has been reached. if (this.config.INVERT_JUMP && (this.yPos > this.minJumpHeight) || !this.config.INVERT_JUMP && (this.yPos < this.minJumpHeight) || this.speedDrop) { this.reachedMinHeight = true; } // Reached max height. if (this.config.INVERT_JUMP && (this.yPos > -this.config.MAX_JUMP_HEIGHT) || !this.config.INVERT_JUMP && (this.yPos < this.config.MAX_JUMP_HEIGHT) || this.speedDrop) { this.endJump(); } // Back down at ground level. Jump completed. if ((this.config.INVERT_JUMP && this.yPos) < this.groundYPos || (!this.config.INVERT_JUMP && this.yPos) > this.groundYPos) { this.reset(); this.jumpCount++; if (Runner.audioCues) { Runner.generatedSoundFx.loopFootSteps(); } } }, /** * Set the speed drop. Immediately cancels the current jump. */ setSpeedDrop() { this.speedDrop = true; this.jumpVelocity = 1; }, /** * @param {boolean} isDucking */ setDuck(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() { this.xPos = this.xInitialPos; 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 = /** @type {CanvasRenderingContext2D} */ (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.achievement = false; this.defaultString = ''; this.flashTimer = 0; this.flashIterations = 0; this.invertTrigger = false; this.flashingRafId = null; this.highScoreBounds = {}; this.highScoreFlashing = false; this.config = DistanceMeter.config; this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS; this.canvasWidth = canvasWidth; 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} */ 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, // Padding around the high score hit area. HIGH_SCORE_HIT_AREA_PADDING: 4, }; DistanceMeter.prototype = { /** * Initialise the distance meter to '00000'. * @param {number} width Canvas width in px. */ init(width) { let maxDistanceStr = ''; this.calcXPos(width); this.maxScore = this.maxScoreUnits; for (let i = 0; i < this.maxScoreUnits; i++) { this.draw(i, 0); this.defaultString += '0'; maxDistanceStr += '9'; } this.maxScore = parseInt(maxDistanceStr, 10); }, /** * Calculate the xPos in the canvas. * @param {number} canvasWidth */ calcXPos(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(digitPos, value, opt_highScore) { let sourceWidth = DistanceMeter.dimensions.WIDTH; let sourceHeight = DistanceMeter.dimensions.HEIGHT; let sourceX = DistanceMeter.dimensions.WIDTH * value; let sourceY = 0; const targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; const targetY = this.y; const targetWidth = DistanceMeter.dimensions.WIDTH; const 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 (IS_RTL) { if (opt_highScore) { this.canvasCtx.translate( this.canvasWidth - (DistanceMeter.dimensions.WIDTH * (this.maxScoreUnits + 3)), this.y); } else { this.canvasCtx.translate( this.canvasWidth - DistanceMeter.dimensions.WIDTH, this.y); } this.canvasCtx.scale(-1, 1); } else { const highScoreX = this.x - (this.maxScoreUnits * 2) * DistanceMeter.dimensions.WIDTH; if (opt_highScore) { 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(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(deltaTime, distance) { let paint = true; let playSound = false; if (!this.achievement) { 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', 10); } else { this.distance = 0; } if (distance > 0) { // Achievement unlocked. if (distance % this.config.ACHIEVEMENT_DISTANCE === 0) { // Flash score and play sound. this.achievement = true; this.flashTimer = 0; playSound = true; } // Create a string representation of the distance with leading 0. const 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.achievement = false; this.flashIterations = 0; this.flashTimer = 0; } } // Draw the digits if not flashing. if (paint) { for (let i = this.digits.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.digits[i], 10)); } } this.drawHighScore(); return playSound; }, /** * Draw the high score. */ drawHighScore() { if (parseInt(this.highScore, 10) > 0) { this.canvasCtx.save(); this.canvasCtx.globalAlpha = .8; for (let 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(distance) { distance = this.getActualDistance(distance); const highScoreStr = (this.defaultString + distance).substr(-this.maxScoreUnits); this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); }, /** * Whether a clicked is in the high score area. * @param {Event} e Event object. * @return {boolean} Whether the click was in the high score bounds. */ hasClickedOnHighScore(e) { let x = 0; let y = 0; if (e.touches) { // Bounds for touch differ from pointer. const canvasBounds = this.canvas.getBoundingClientRect(); x = e.touches[0].clientX - canvasBounds.left; y = e.touches[0].clientY - canvasBounds.top; } else { x = e.offsetX; y = e.offsetY; } this.highScoreBounds = this.getHighScoreBounds(); return x >= this.highScoreBounds.x && x <= this.highScoreBounds.x + this.highScoreBounds.width && y >= this.highScoreBounds.y && y <= this.highScoreBounds.y + this.highScoreBounds.height; }, /** * Get the bounding box for the high score. * @return {Object} Object with x, y, width and height properties. */ getHighScoreBounds() { return { x: (this.x - (this.maxScoreUnits * 2) * DistanceMeter.dimensions.WIDTH) - DistanceMeter.config.HIGH_SCORE_HIT_AREA_PADDING, y: this.y, width: DistanceMeter.dimensions.WIDTH * (this.highScore.length + 1) + DistanceMeter.config.HIGH_SCORE_HIT_AREA_PADDING, height: DistanceMeter.dimensions.HEIGHT + (DistanceMeter.config.HIGH_SCORE_HIT_AREA_PADDING * 2), }; }, /** * Animate flashing the high score to indicate ready for resetting. * The flashing stops following this.config.FLASH_ITERATIONS x 2 flashes. */ flashHighScore() { const now = getTimeStamp(); const deltaTime = now - (this.frameTimeStamp || now); let paint = true; this.frameTimeStamp = now; // Reached the max number of flashes. if (this.flashIterations > this.config.FLASH_ITERATIONS * 2) { this.cancelHighScoreFlashing(); return; } 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++; } if (paint) { this.drawHighScore(); } else { this.clearHighScoreBounds(); } // Frame update. this.flashingRafId = requestAnimationFrame(this.flashHighScore.bind(this)); }, /** * Draw empty rectangle over high score. */ clearHighScoreBounds() { this.canvasCtx.save(); this.canvasCtx.fillStyle = '#fff'; this.canvasCtx.rect(this.highScoreBounds.x, this.highScoreBounds.y, this.highScoreBounds.width, this.highScoreBounds.height); this.canvasCtx.fill(); this.canvasCtx.restore(); }, /** * Starts the flashing of the high score. */ startHighScoreFlashing() { this.highScoreFlashing = true; this.flashHighScore(); }, /** * Whether high score is flashing. * @return {boolean} */ isHighScoreFlashing() { return this.highScoreFlashing; }, /** * Stop flashing the high score. */ cancelHighScoreFlashing() { if (this.flashingRafId) { cancelAnimationFrame(this.flashingRafId); } this.flashIterations = 0; this.flashTimer = 0; this.highScoreFlashing = false; this.clearHighScoreBounds(); this.drawHighScore(); }, /** * Clear the high score. */ resetHighScore() { this.setHighScore(0); this.cancelHighScoreFlashing(); }, /** * Reset the distance meter back to '00000'. */ reset() { this.update(0, 0); this.achievement = 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 * @constructor */ function Cloud(canvas, spritePos, containerWidth) { this.canvas = canvas; this.canvasCtx = /** @type {CanvasRenderingContext2D} */ (this.canvas.getContext('2d')); this.spritePos = spritePos; this.containerWidth = containerWidth; this.xPos = containerWidth; this.yPos = 0; this.remove = false; this.gap = 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() { this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL, Cloud.config.MIN_SKY_LEVEL); this.draw(); }, /** * Draw the cloud. */ draw() { this.canvasCtx.save(); let sourceWidth = Cloud.config.WIDTH; let sourceHeight = Cloud.config.HEIGHT; const outputWidth = sourceWidth; const outputHeight = sourceHeight; 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, outputWidth, outputHeight); this.canvasCtx.restore(); }, /** * Update the cloud position. * @param {number} speed */ update(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() { return this.xPos + Cloud.config.WIDTH > 0; }, }; /** * Background item. * Similar to cloud, without random y position. * @param {HTMLCanvasElement} canvas Canvas element. * @param {Object} spritePos Position of image in sprite. * @param {number} containerWidth * @param {string} type Element type. * @constructor */ function BackgroundEl(canvas, spritePos, containerWidth, type) { this.canvas = canvas; this.canvasCtx = /** @type {CanvasRenderingContext2D} */ (this.canvas.getContext('2d')); this.spritePos = spritePos; this.containerWidth = containerWidth; this.xPos = containerWidth; this.yPos = 0; this.remove = false; this.type = type; this.gap = getRandomNum(BackgroundEl.config.MIN_GAP, BackgroundEl.config.MAX_GAP); this.animTimer = 0; this.switchFrames = false; this.spriteConfig = {}; this.init(); } /** * Background element object config. * Real values assigned when game type changes. * @enum {number} */ BackgroundEl.config = { MAX_BG_ELS: 0, MAX_GAP: 0, MIN_GAP: 0, POS: 0, SPEED: 0, Y_POS: 0, MS_PER_FRAME: 0, // only needed when BACKGROUND_EL.FIXED is true }; BackgroundEl.prototype = { /** * Initialise the element setting the y position. */ init() { this.spriteConfig = Runner.spriteDefinition.BACKGROUND_EL[this.type]; if (this.spriteConfig.FIXED) { this.xPos = this.spriteConfig.FIXED_X_POS; } this.yPos = BackgroundEl.config.Y_POS - this.spriteConfig.HEIGHT + this.spriteConfig.OFFSET; this.draw(); }, /** * Draw the element. */ draw() { this.canvasCtx.save(); let sourceWidth = this.spriteConfig.WIDTH; let sourceHeight = this.spriteConfig.HEIGHT; let sourceX = this.spriteConfig.X_POS; const outputWidth = sourceWidth; const outputHeight = sourceHeight; if (IS_HIDPI) { sourceWidth *= 2; sourceHeight *= 2; sourceX *= 2; } this.canvasCtx.drawImage( Runner.imageSprite, sourceX, this.spritePos.y, sourceWidth, sourceHeight, this.xPos, this.yPos, outputWidth, outputHeight); this.canvasCtx.restore(); }, /** * Update the background element position. * @param {number} speed */ update(speed) { if (!this.remove) { if (this.spriteConfig.FIXED) { this.animTimer += speed; if (this.animTimer > BackgroundEl.config.MS_PER_FRAME) { this.animTimer = 0; this.switchFrames = !this.switchFrames; } if (this.spriteConfig.FIXED_Y_POS_1 && this.spriteConfig.FIXED_Y_POS_2) { this.yPos = this.switchFrames ? this.spriteConfig.FIXED_Y_POS_1 : this.spriteConfig.FIXED_Y_POS_2; } } else { // Fixed speed, regardless of actual game speed. this.xPos -= BackgroundEl.config.SPEED; } this.draw(); // Mark as removable if no longer in the canvas. if (!this.isVisible()) { this.remove = true; } } }, /** * Check if the element is visible on the stage. * @return {boolean} */ isVisible() { return this.xPos + this.spriteConfig.WIDTH > 0; }, }; //****************************************************************************** /** * Nightmode shows a moon and stars on the horizon. * @param {HTMLCanvasElement} canvas * @param {number} spritePos * @param {number} containerWidth * @constructor */ function NightMode(canvas, spritePos, containerWidth) { this.spritePos = spritePos; this.canvas = canvas; this.canvasCtx = /** @type {CanvasRenderingContext2D} */ (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. */ update(activated) { // 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 (let 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(currentPos, speed) { if (currentPos < -NightMode.config.WIDTH) { currentPos = this.containerWidth; } else { currentPos -= speed; } return currentPos; }, draw() { let moonSourceWidth = this.currentPhase === 3 ? NightMode.config.WIDTH * 2 : NightMode.config.WIDTH; let moonSourceHeight = NightMode.config.HEIGHT; let moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase]; const moonOutputWidth = moonSourceWidth; let starSize = NightMode.config.STAR_SIZE; let starSourceX = Runner.spriteDefinitionByType.original.LDPI.STAR.x; if (IS_HIDPI) { moonSourceWidth *= 2; moonSourceHeight *= 2; moonSourceX = this.spritePos.x + (NightMode.phases[this.currentPhase] * 2); starSize *= 2; starSourceX = Runner.spriteDefinitionByType.original.HDPI.STAR.x; } this.canvasCtx.save(); this.canvasCtx.globalAlpha = this.opacity; // Stars. if (this.drawStars) { for (let i = 0; i < NightMode.config.NUM_STARS; i++) { this.canvasCtx.drawImage( Runner.origImageSprite, 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.origImageSprite, 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() { const segmentSize = Math.round(this.containerWidth / NightMode.config.NUM_STARS); for (let 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.spriteDefinitionByType.original.HDPI.STAR.y + NightMode.config.STAR_SIZE * 2 * i; } else { this.stars[i].sourceY = Runner.spriteDefinitionByType.original.LDPI.STAR.y + NightMode.config.STAR_SIZE * i; } } }, reset() { 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} lineConfig Configuration object. * @constructor */ function HorizonLine(canvas, lineConfig) { let sourceX = lineConfig.SOURCE_X; let sourceY = lineConfig.SOURCE_Y; if (IS_HIDPI) { sourceX *= 2; sourceY *= 2; } this.spritePos = {x: sourceX, y: sourceY}; this.canvas = canvas; this.canvasCtx = /** @type {CanvasRenderingContext2D} */ (canvas.getContext('2d')); this.sourceDimensions = {}; this.dimensions = lineConfig; this.sourceXPos = [this.spritePos.x, this.spritePos.x + this.dimensions.WIDTH]; this.xPos = []; this.yPos = 0; this.bumpThreshold = 0.5; this.setSourceDimensions(lineConfig); 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(newDimensions) { for (const dimension in newDimensions) { if (dimension !== 'SOURCE_X' && dimension !== 'SOURCE_Y') { if (IS_HIDPI) { if (dimension !== 'YPOS') { this.sourceDimensions[dimension] = newDimensions[dimension] * 2; } } else { this.sourceDimensions[dimension] = newDimensions[dimension]; } this.dimensions[dimension] = newDimensions[dimension]; } } this.xPos = [0, newDimensions.WIDTH]; this.yPos = newDimensions.YPOS; }, /** * Return the crop x position of a type. */ getRandomType() { return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; }, /** * Draw the horizon line. */ draw() { 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(pos, increment) { const line1 = pos; const 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(deltaTime, speed) { const 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() { this.xPos[0] = 0; this.xPos[1] = this.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 = /** @type {CanvasRenderingContext2D} */ (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; this.altGameModeActive = false; // Cloud this.clouds = []; this.cloudSpeed = this.config.BG_CLOUD_SPEED; // Background elements this.backgroundEls = []; this.lastEl = null; this.backgroundSpeed = this.config.BG_CLOUD_SPEED; // Horizon this.horizonLine = null; this.horizonLines = []; 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() { Obstacle.types = Runner.spriteDefinitionByType.original.OBSTACLES; this.addCloud(); // Multiple Horizon lines for (let i = 0; i < Runner.spriteDefinition.LINES.length; i++) { this.horizonLines.push( new HorizonLine(this.canvas, Runner.spriteDefinition.LINES[i])); } this.nightMode = new NightMode(this.canvas, this.spritePos.MOON, this.dimensions.WIDTH); }, /** * Update obstacle definitions based on the speed of the game. */ adjustObstacleSpeed: function() { for (let i = 0; i < Obstacle.types.length; i++) { if (Runner.slowDown) { Obstacle.types[i].multipleSpeed = Obstacle.types[i].multipleSpeed / 2; Obstacle.types[i].minGap *= 1.5; Obstacle.types[i].minSpeed = Obstacle.types[i].minSpeed / 2; // Convert variable y position obstacles to fixed. if (typeof (Obstacle.types[i].yPos) == 'object') { Obstacle.types[i].yPos = Obstacle.types[i].yPos[0]; Obstacle.types[i].yPosMobile = Obstacle.types[i].yPos[0]; } } } }, /** * Update sprites to correspond to change in sprite sheet. * @param {number} spritePos */ enableAltGameMode: function(spritePos) { // Clear existing horizon objects. this.clouds = []; this.backgroundEls = []; this.altGameModeActive = true; this.spritePos = spritePos; Obstacle.types = Runner.spriteDefinition.OBSTACLES; this.adjustObstacleSpeed(); Obstacle.MAX_GAP_COEFFICIENT = Runner.spriteDefinition.MAX_GAP_COEFFICIENT; Obstacle.MAX_OBSTACLE_LENGTH = Runner.spriteDefinition.MAX_OBSTACLE_LENGTH; BackgroundEl.config = Runner.spriteDefinition.BACKGROUND_EL_CONFIG; this.horizonLines = []; for (let i = 0; i < Runner.spriteDefinition.LINES.length; i++) { this.horizonLines.push( new HorizonLine(this.canvas, Runner.spriteDefinition.LINES[i])); } this.reset(); }, /** * @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(deltaTime, currentSpeed, updateObstacles, showNightMode) { this.runningTime += deltaTime; if (this.altGameModeActive) { this.updateBackgroundEls(deltaTime, currentSpeed); } for (let i = 0; i < this.horizonLines.length; i++) { this.horizonLines[i].update(deltaTime, currentSpeed); } if (!this.altGameModeActive || Runner.spriteDefinition.HAS_CLOUDS) { this.nightMode.update(showNightMode); this.updateClouds(deltaTime, currentSpeed); } if (updateObstacles) { this.updateObstacles(deltaTime, currentSpeed); } }, /** * Update background element positions. Also handles creating new elements. * @param {number} elSpeed * @param {Array} bgElArray * @param {number} maxBgEl * @param {Function} bgElAddFunction * @param {number} frequency */ updateBackgroundEl(elSpeed, bgElArray, maxBgEl, bgElAddFunction, frequency) { const numElements = bgElArray.length; if (numElements) { for (let i = numElements - 1; i >= 0; i--) { bgElArray[i].update(elSpeed); } const lastEl = bgElArray[numElements - 1]; // Check for adding a new element. if (numElements < maxBgEl && (this.dimensions.WIDTH - lastEl.xPos) > lastEl.gap && frequency > Math.random()) { bgElAddFunction(); } } else { bgElAddFunction(); } }, /** * Update the cloud positions. * @param {number} deltaTime * @param {number} speed */ updateClouds(deltaTime, speed) { const elSpeed = this.cloudSpeed / 1000 * deltaTime * speed; this.updateBackgroundEl( elSpeed, this.clouds, this.config.MAX_CLOUDS, this.addCloud.bind(this), this.cloudFrequency); // Remove expired elements. this.clouds = this.clouds.filter((obj) => !obj.remove); }, /** * Update the background element positions. * @param {number} deltaTime * @param {number} speed */ updateBackgroundEls(deltaTime, speed) { this.updateBackgroundEl( deltaTime, this.backgroundEls, BackgroundEl.config.MAX_BG_ELS, this.addBackgroundEl.bind(this), this.cloudFrequency); // Remove expired elements. this.backgroundEls = this.backgroundEls.filter((obj) => !obj.remove); }, /** * Update the obstacle positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateObstacles(deltaTime, currentSpeed) { const updatedObstacles = this.obstacles.slice(0); for (let i = 0; i < this.obstacles.length; i++) { const 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) { const 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() { this.obstacles.shift(); }, /** * Add a new obstacle. * @param {number} currentSpeed */ addNewObstacle(currentSpeed) { const obstacleCount = Obstacle.types[Obstacle.types.length - 1].type != 'COLLECTABLE' || (Runner.isAltGameModeEnabled() && !this.altGameModeActive || this.altGameModeActive) ? Obstacle.types.length - 1 : Obstacle.types.length - 2; const obstacleTypeIndex = obstacleCount > 0 ? getRandomNum(0, obstacleCount) : 0; const obstacleType = Obstacle.types[obstacleTypeIndex]; // Check for multiples of the same type of obstacle. // Also check obstacle is available at current speed. if ((obstacleCount > 0 && this.duplicateObstacleCheck(obstacleType.type)) || currentSpeed < obstacleType.minSpeed) { this.addNewObstacle(currentSpeed); } else { const obstacleSpritePos = this.spritePos[obstacleType.type]; this.obstacles.push(new Obstacle( this.canvasCtx, obstacleType, obstacleSpritePos, this.dimensions, this.gapCoefficient, currentSpeed, obstacleType.width, this.altGameModeActive)); 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(nextObstacleType) { let duplicateCount = 0; for (let 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() { this.obstacles = []; for (let l = 0; l < this.horizonLines.length; l++) { this.horizonLines[l].reset(); } this.nightMode.reset(); }, /** * Update the canvas width and scaling. * @param {number} width Canvas width. * @param {number} height Canvas height. */ resize(width, height) { this.canvas.width = width; this.canvas.height = height; }, /** * Add a new cloud to the horizon. */ addCloud() { this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD, this.dimensions.WIDTH)); }, /** * Add a random background element to the horizon. */ addBackgroundEl() { const backgroundElTypes = Object.keys(Runner.spriteDefinition.BACKGROUND_EL); if (backgroundElTypes.length > 0) { let index = getRandomNum(0, backgroundElTypes.length - 1); let type = backgroundElTypes[index]; // Add variation if available. while (type == this.lastEl && backgroundElTypes.length > 1) { index = getRandomNum(0, backgroundElTypes.length - 1); type = backgroundElTypes[index]; } this.lastEl = type; this.backgroundEls.push(new BackgroundEl( this.canvas, this.spritePos.BACKGROUND_EL, this.dimensions.WIDTH, type)); } }, };