mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
synced 2025-06-15 18:12:08 -05:00
4197 lines
114 KiB
JavaScript
4197 lines
114 KiB
JavaScript
function _isIpad() {
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var isIpad = navigator.userAgent.toLowerCase().indexOf('ipad') !== -1;
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if (!isIpad && navigator.userAgent.match(/Mac/) && navigator.maxTouchPoints && navigator.maxTouchPoints > 2) {
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return true;
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}
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return isIpad;
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}
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// Copyright (c) 2014 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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/**
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* T-Rex runner.
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* @param {string} outerContainerId Outer containing element id.
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* @param {!Object=} opt_config
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* @constructor
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* @implements {EventListener}
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* @export
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*/
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function Runner(outerContainerId, opt_config) {
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// Singleton
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if (Runner.instance_) {
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return Runner.instance_;
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}
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Runner.instance_ = this;
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this.outerContainerEl = document.querySelector(outerContainerId);
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this.containerEl = null;
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this.snackbarEl = null;
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// A div to intercept touch events. Only set while (playing && useTouch).
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this.touchController = null;
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this.config = opt_config || Object.assign(Runner.config, Runner.normalConfig);
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// Logical dimensions of the container.
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this.dimensions = Runner.defaultDimensions;
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this.gameType = null;
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Runner.spriteDefinition = Runner.spriteDefinitionByType['original'];
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this.altGameImageSprite = null;
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this.altGameModeActive = false;
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this.altGameModeFlashTimer = null;
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this.fadeInTimer = 0;
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this.canvas = null;
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this.canvasCtx = null;
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this.tRex = null;
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this.distanceMeter = null;
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this.distanceRan = 0;
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this.highestScore = window.localStorage.getItem("chrome-dino");
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this.syncHighestScore = false;
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this.time = 0;
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this.runningTime = 0;
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this.msPerFrame = 1000 / FPS;
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this.currentSpeed = this.config.SPEED;
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Runner.slowDown = false;
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this.obstacles = [];
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this.activated = false; // Whether the easter egg has been activated.
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this.playing = false; // Whether the game is currently in play state.
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this.crashed = false;
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this.paused = false;
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this.inverted = false;
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this.invertTimer = 0;
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this.resizeTimerId_ = null;
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this.playCount = 0;
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// Sound FX.
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this.audioBuffer = null;
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/** @type {Object} */
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this.soundFx = {};
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this.generatedSoundFx = null;
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// Global web audio context for playing sounds.
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this.audioContext = null;
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// Images.
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this.images = {};
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this.imagesLoaded = 0;
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// Gamepad state.
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this.pollingGamepads = false;
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this.gamepadIndex = undefined;
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this.previousGamepad = null;
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if (this.isDisabled()) {
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this.setupDisabledRunner();
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} else {
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if (Runner.isAltGameModeEnabled()) {
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this.initAltGameType();
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Runner.gameType = this.gameType;
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}
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this.loadImages();
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window['initializeEasterEggHighScore'] =
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this.initializeHighScore.bind(this);
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}
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}
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/**
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* Default game width.
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* @const
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*/
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const DEFAULT_WIDTH = 600;
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/**
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* Frames per second.
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* @const
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*/
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const FPS = 60;
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/** @const */
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const IS_HIDPI = window.devicePixelRatio > 1;
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/** @const */
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const IS_IOS = !!window.navigator.userAgent.match(/iP(hone|ad|od)/i) && !!window.navigator.userAgent.match(/Safari/i) ||
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_isIpad() || /CriOS/.test(window.navigator.userAgent) || /FxiOS/.test(window.navigator.userAgent);
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/** @const */
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const IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS;
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/** @const */
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const IS_RTL = document.querySelector('html').dir == 'rtl';
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/** @const */
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const ARCADE_MODE_URL = 'chrome://dino/';
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/** @const */
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const RESOURCE_POSTFIX = 'offline-resources-';
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/** @const */
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const A11Y_STRINGS = {
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ariaLabel: 'dinoGameA11yAriaLabel',
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description: 'dinoGameA11yDescription',
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gameOver: 'dinoGameA11yGameOver',
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highScore: 'dinoGameA11yHighScore',
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jump: 'dinoGameA11yJump',
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started: 'dinoGameA11yStartGame',
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speedLabel: 'dinoGameA11ySpeedToggle',
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};
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/**
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* Default game configuration.
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* Shared config for all versions of the game. Additional parameters are
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* defined in Runner.normalConfig and Runner.slowConfig.
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*/
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Runner.config = {
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AUDIOCUE_PROXIMITY_THRESHOLD: 190,
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AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 250,
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BG_CLOUD_SPEED: 0.2,
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BOTTOM_PAD: 10,
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// Scroll Y threshold at which the game can be activated.
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CANVAS_IN_VIEW_OFFSET: -10,
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CLEAR_TIME: 3000,
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CLOUD_FREQUENCY: 0.5,
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FADE_DURATION: 1,
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FLASH_DURATION: 1000,
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GAMEOVER_CLEAR_TIME: 1200,
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INITIAL_JUMP_VELOCITY: 12,
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INVERT_FADE_DURATION: 12000,
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MAX_BLINK_COUNT: 3,
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MAX_CLOUDS: 6,
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MAX_OBSTACLE_LENGTH: 3,
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MAX_OBSTACLE_DUPLICATION: 2,
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RESOURCE_TEMPLATE_ID: 'audio-resources',
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SPEED: 6,
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SPEED_DROP_COEFFICIENT: 3,
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ARCADE_MODE_INITIAL_TOP_POSITION: 35,
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ARCADE_MODE_TOP_POSITION_PERCENT: 0.1,
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};
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Runner.normalConfig = {
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ACCELERATION: 0.001,
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AUDIOCUE_PROXIMITY_THRESHOLD: 190,
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AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 250,
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GAP_COEFFICIENT: 0.6,
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INVERT_DISTANCE: 700,
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MAX_SPEED: 13,
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MOBILE_SPEED_COEFFICIENT: 1.2,
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SPEED: 6,
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};
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Runner.slowConfig = {
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ACCELERATION: 0.0005,
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AUDIOCUE_PROXIMITY_THRESHOLD: 170,
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AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 220,
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GAP_COEFFICIENT: 0.3,
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INVERT_DISTANCE: 350,
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MAX_SPEED: 9,
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MOBILE_SPEED_COEFFICIENT: 1.5,
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SPEED: 4.2,
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};
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/**
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* Default dimensions.
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*/
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Runner.defaultDimensions = {
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WIDTH: DEFAULT_WIDTH,
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HEIGHT: 150,
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};
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/**
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* CSS class names.
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* @enum {string}
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*/
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Runner.classes = {
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ARCADE_MODE: 'arcade-mode',
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CANVAS: 'runner-canvas',
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CONTAINER: 'runner-container',
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CRASHED: 'crashed',
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ICON: 'icon-offline',
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INVERTED: 'inverted',
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SNACKBAR: 'snackbar',
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SNACKBAR_SHOW: 'snackbar-show',
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TOUCH_CONTROLLER: 'controller',
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};
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/**
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* Sound FX. Reference to the ID of the audio tag on interstitial page.
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* @enum {string}
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*/
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Runner.sounds = {
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BUTTON_PRESS: 'offline-sound-press',
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HIT: 'offline-sound-hit',
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SCORE: 'offline-sound-reached',
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};
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/**
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* Key code mapping.
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* @enum {Object}
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*/
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Runner.keycodes = {
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JUMP: {'38': 1, '32': 1}, // Up, spacebar
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DUCK: {'40': 1}, // Down
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RESTART: {'13': 1}, // Enter
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};
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/**
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* Runner event names.
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* @enum {string}
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*/
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Runner.events = {
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ANIM_END: 'webkitAnimationEnd',
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CLICK: 'click',
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KEYDOWN: 'keydown',
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KEYUP: 'keyup',
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POINTERDOWN: 'pointerdown',
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POINTERUP: 'pointerup',
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RESIZE: 'resize',
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TOUCHEND: 'touchend',
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TOUCHSTART: 'touchstart',
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VISIBILITY: 'visibilitychange',
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BLUR: 'blur',
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FOCUS: 'focus',
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LOAD: 'load',
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GAMEPADCONNECTED: 'gamepadconnected',
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};
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Runner.prototype = {
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/**
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* Initialize alternative game type.
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*/
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initAltGameType() {
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if (GAME_TYPE.length > 0) {
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this.gameType = loadTimeData && loadTimeData.valueExists('altGameType') ?
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GAME_TYPE[parseInt(loadTimeData.getValue('altGameType'), 10) - 1] :
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'';
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}
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},
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/**
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* Whether the easter egg has been disabled. CrOS enterprise enrolled devices.
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* @return {boolean}
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*/
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isDisabled() {
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return loadTimeData && loadTimeData.valueExists('disabledEasterEgg');
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},
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/**
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* For disabled instances, set up a snackbar with the disabled message.
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*/
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setupDisabledRunner() {
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this.containerEl = document.createElement('div');
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this.containerEl.className = Runner.classes.SNACKBAR;
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this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg');
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this.outerContainerEl.appendChild(this.containerEl);
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// Show notification when the activation key is pressed.
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document.addEventListener(Runner.events.KEYDOWN, function(e) {
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if (Runner.keycodes.JUMP[e.keyCode]) {
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this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW);
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document.querySelector('.icon').classList.add('icon-disabled');
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}
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}.bind(this));
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},
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/**
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* Setting individual settings for debugging.
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* @param {string} setting
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* @param {number|string} value
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*/
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updateConfigSetting(setting, value) {
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if (setting in this.config && value !== undefined) {
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this.config[setting] = value;
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switch (setting) {
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case 'GRAVITY':
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case 'MIN_JUMP_HEIGHT':
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case 'SPEED_DROP_COEFFICIENT':
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this.tRex.config[setting] = value;
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break;
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case 'INITIAL_JUMP_VELOCITY':
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this.tRex.setJumpVelocity(value);
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break;
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case 'SPEED':
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this.setSpeed(/** @type {number} */ (value));
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break;
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}
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}
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},
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/**
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* Creates an on page image element from the base 64 encoded string source.
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* @param {string} resourceName Name in data object,
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* @return {HTMLImageElement} The created element.
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*/
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createImageElement(resourceName) {
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const imgSrc = loadTimeData && loadTimeData.valueExists(resourceName) ?
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loadTimeData.getString(resourceName) :
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null;
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if (imgSrc) {
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const el =
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/** @type {HTMLImageElement} */ (document.createElement('img'));
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el.id = resourceName;
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el.src = imgSrc;
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document.getElementById('offline-resources').appendChild(el);
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return el;
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}
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return null;
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},
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/**
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* Cache the appropriate image sprite from the page and get the sprite sheet
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* definition.
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*/
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loadImages() {
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let scale = '1x';
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this.spriteDef = Runner.spriteDefinition.LDPI;
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if (IS_HIDPI) {
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scale = '2x';
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this.spriteDef = Runner.spriteDefinition.HDPI;
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}
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Runner.imageSprite = /** @type {HTMLImageElement} */
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(document.getElementById(RESOURCE_POSTFIX + scale));
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if (this.gameType) {
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Runner.altGameImageSprite = /** @type {HTMLImageElement} */
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(this.createImageElement('altGameSpecificImage' + scale));
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Runner.altCommonImageSprite = /** @type {HTMLImageElement} */
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(this.createImageElement('altGameCommonImage' + scale));
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}
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Runner.origImageSprite = Runner.imageSprite;
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// Disable the alt game mode if the sprites can't be loaded.
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if (!Runner.altGameImageSprite || !Runner.altCommonImageSprite) {
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Runner.isAltGameModeEnabled = () => false;
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this.altGameModeActive = false;
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}
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if (Runner.imageSprite.complete) {
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this.init();
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} else {
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// If the images are not yet loaded, add a listener.
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Runner.imageSprite.addEventListener(Runner.events.LOAD,
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this.init.bind(this));
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}
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},
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/**
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* Load and decode base 64 encoded sounds.
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*/
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loadSounds() {
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if (!IS_IOS) {
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this.audioContext = new AudioContext();
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const resourceTemplate =
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document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
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for (const sound in Runner.sounds) {
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let soundSrc =
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resourceTemplate.getElementById(Runner.sounds[sound]).src;
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soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
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const buffer = decodeBase64ToArrayBuffer(soundSrc);
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// Async, so no guarantee of order in array.
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this.audioContext.decodeAudioData(buffer, function(index, audioData) {
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this.soundFx[index] = audioData;
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}.bind(this, sound));
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}
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}
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},
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/**
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* Sets the game speed. Adjust the speed accordingly if on a smaller screen.
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* @param {number=} opt_speed
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*/
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setSpeed(opt_speed) {
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const speed = opt_speed || this.currentSpeed;
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// Reduce the speed on smaller mobile screens.
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if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
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const mobileSpeed = Runner.slowDown ? speed :
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speed * this.dimensions.WIDTH /
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DEFAULT_WIDTH * this.config.MOBILE_SPEED_COEFFICIENT;
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this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
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} else if (opt_speed) {
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this.currentSpeed = opt_speed;
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}
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},
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/**
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* Game initialiser.
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*/
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init() {
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// Hide the static icon.
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document.querySelector('.' + Runner.classes.ICON).style.visibility =
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'hidden';
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this.adjustDimensions();
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this.setSpeed();
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const ariaLabel = getA11yString(A11Y_STRINGS.ariaLabel);
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this.containerEl = document.createElement('div');
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this.containerEl.setAttribute('role', IS_MOBILE ? 'button' : 'application');
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this.containerEl.setAttribute('tabindex', '0');
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this.containerEl.setAttribute('title', ariaLabel);
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this.containerEl.className = Runner.classes.CONTAINER;
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// Player canvas container.
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this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
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this.dimensions.HEIGHT);
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// Live region for game status updates.
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this.a11yStatusEl = document.createElement('span');
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this.a11yStatusEl.className = 'offline-runner-live-region';
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this.a11yStatusEl.setAttribute('aria-live', 'assertive');
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this.a11yStatusEl.textContent = '';
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Runner.a11yStatusEl = this.a11yStatusEl;
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// Add checkbox to slow down the game.
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this.slowSpeedCheckboxLabel = document.createElement('label');
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this.slowSpeedCheckboxLabel.className = 'slow-speed-option hidden';
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this.slowSpeedCheckboxLabel.textContent =
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getA11yString(A11Y_STRINGS.speedLabel);
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this.slowSpeedCheckbox = document.createElement('input');
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this.slowSpeedCheckbox.setAttribute('type', 'checkbox');
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this.slowSpeedCheckbox.setAttribute(
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'title', getA11yString(A11Y_STRINGS.speedLabel));
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this.slowSpeedCheckbox.setAttribute('tabindex', '0');
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this.slowSpeedCheckbox.setAttribute('checked', 'checked');
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this.slowSpeedToggleEl = document.createElement('span');
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this.slowSpeedToggleEl.className = 'slow-speed-toggle';
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this.slowSpeedCheckboxLabel.appendChild(this.slowSpeedCheckbox);
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this.slowSpeedCheckboxLabel.appendChild(this.slowSpeedToggleEl);
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if (IS_IOS) {
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this.outerContainerEl.appendChild(this.a11yStatusEl);
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} else {
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this.containerEl.appendChild(this.a11yStatusEl);
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}
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announcePhrase(getA11yString(A11Y_STRINGS.description));
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this.generatedSoundFx = new GeneratedSoundFx();
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this.canvasCtx =
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/** @type {CanvasRenderingContext2D} */ (this.canvas.getContext('2d'));
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this.canvasCtx.fillStyle = '#f7f7f7';
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this.canvasCtx.fill();
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Runner.updateCanvasScaling(this.canvas);
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// Horizon contains clouds, obstacles and the ground.
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this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
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this.config.GAP_COEFFICIENT);
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// Distance meter
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this.distanceMeter = new DistanceMeter(this.canvas,
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this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);
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// Draw t-rex
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this.tRex = new Trex(this.canvas, this.spriteDef.TREX);
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this.outerContainerEl.appendChild(this.containerEl);
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this.outerContainerEl.appendChild(this.slowSpeedCheckboxLabel);
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this.startListening();
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this.update();
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window.addEventListener(Runner.events.RESIZE,
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this.debounceResize.bind(this));
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// Handle dark mode
|
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const darkModeMediaQuery =
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window.matchMedia('(prefers-color-scheme: dark)');
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this.isDarkMode = darkModeMediaQuery && darkModeMediaQuery.matches;
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darkModeMediaQuery.addListener((e) => {
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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<Gamepad>} 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<Gamepad>} 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<CollisionBox>|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<CollisionBox>}
|
|
*/
|
|
Trex.collisionBoxes = {
|
|
DUCKING: [new CollisionBox(1, 18, 55, 25)],
|
|
RUNNING: [
|
|
new CollisionBox(22, 0, 17, 16),
|
|
new CollisionBox(1, 18, 30, 9),
|
|
new CollisionBox(10, 35, 14, 8),
|
|
new CollisionBox(1, 24, 29, 5),
|
|
new CollisionBox(5, 30, 21, 4),
|
|
new CollisionBox(9, 34, 15, 4),
|
|
],
|
|
};
|
|
|
|
|
|
/**
|
|
* Animation states.
|
|
* @enum {string}
|
|
*/
|
|
Trex.status = {
|
|
CRASHED: 'CRASHED',
|
|
DUCKING: 'DUCKING',
|
|
JUMPING: 'JUMPING',
|
|
RUNNING: 'RUNNING',
|
|
WAITING: 'WAITING',
|
|
};
|
|
|
|
/**
|
|
* Blinking coefficient.
|
|
* @const
|
|
*/
|
|
Trex.BLINK_TIMING = 7000;
|
|
|
|
|
|
/**
|
|
* Animation config for different states.
|
|
* @enum {Object}
|
|
*/
|
|
Trex.animFrames = {
|
|
WAITING: {
|
|
frames: [44, 0],
|
|
msPerFrame: 1000 / 3,
|
|
},
|
|
RUNNING: {
|
|
frames: [88, 132],
|
|
msPerFrame: 1000 / 12,
|
|
},
|
|
CRASHED: {
|
|
frames: [220],
|
|
msPerFrame: 1000 / 60,
|
|
},
|
|
JUMPING: {
|
|
frames: [0],
|
|
msPerFrame: 1000 / 60,
|
|
},
|
|
DUCKING: {
|
|
frames: [264, 323],
|
|
msPerFrame: 1000 / 8,
|
|
},
|
|
};
|
|
|
|
|
|
Trex.prototype = {
|
|
/**
|
|
* T-rex player initaliser.
|
|
* Sets the t-rex to blink at random intervals.
|
|
*/
|
|
init() {
|
|
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<number>}
|
|
*/
|
|
DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
|
|
|
|
|
|
/**
|
|
* Distance meter config.
|
|
* @enum {number}
|
|
*/
|
|
DistanceMeter.config = {
|
|
// Number of digits.
|
|
MAX_DISTANCE_UNITS: 5,
|
|
|
|
// Distance that causes achievement animation.
|
|
ACHIEVEMENT_DISTANCE: 100,
|
|
|
|
// Used for conversion from pixel distance to a scaled unit.
|
|
COEFFICIENT: 0.025,
|
|
|
|
// Flash duration in milliseconds.
|
|
FLASH_DURATION: 1000 / 4,
|
|
|
|
// Flash iterations for achievement animation.
|
|
FLASH_ITERATIONS: 3,
|
|
|
|
// 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<Object>} 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));
|
|
}
|
|
},
|
|
};
|