// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import {loadTimeData} from 'chrome://resources/js/load_time_data.js';
import {HIDDEN_CLASS} from './constants.js';
import {CollisionBox, GAME_TYPE, spriteDefinitionByType} from './offline-sprite-definitions.js';
/**
* T-Rex runner.
* @param {string} outerContainerId Outer containing element id.
* @param {!Object=} opt_config
* @constructor
* @implements {EventListener}
* @export
*/
export function Runner(outerContainerId, opt_config) {
// Singleton
if (Runner.instance_) {
return Runner.instance_;
}
Runner.instance_ = this;
this.outerContainerEl = document.querySelector(outerContainerId);
this.containerEl = null;
this.snackbarEl = null;
// A div to intercept touch events. Only set while (playing && useTouch).
this.touchController = null;
this.config = opt_config || Object.assign(Runner.config, Runner.normalConfig);
// Logical dimensions of the container.
this.dimensions = Runner.defaultDimensions;
this.gameType = null;
Runner.spriteDefinition = spriteDefinitionByType['original'];
this.altGameImageSprite = null;
this.altGameModeActive = false;
this.altGameModeFlashTimer = null;
this.fadeInTimer = 0;
this.canvas = null;
this.canvasCtx = null;
this.tRex = null;
this.distanceMeter = null;
this.distanceRan = 0;
this.highestScore = 0;
this.syncHighestScore = false;
this.time = 0;
this.runningTime = 0;
this.msPerFrame = 1000 / FPS;
this.currentSpeed = this.config.SPEED;
Runner.slowDown = false;
this.obstacles = [];
this.activated = false; // Whether the easter egg has been activated.
this.playing = false; // Whether the game is currently in play state.
this.crashed = false;
this.paused = false;
this.inverted = false;
this.invertTimer = 0;
this.resizeTimerId_ = null;
this.playCount = 0;
// Sound FX.
this.audioBuffer = null;
/** @type {Object} */
this.soundFx = {};
this.generatedSoundFx = null;
// Global web audio context for playing sounds.
this.audioContext = null;
// Images.
this.images = {};
this.imagesLoaded = 0;
// Gamepad state.
this.pollingGamepads = false;
this.gamepadIndex = undefined;
this.previousGamepad = null;
if (this.isDisabled()) {
this.setupDisabledRunner();
} else {
if (Runner.isAltGameModeEnabled()) {
this.initAltGameType();
Runner.gameType = this.gameType;
}
this.loadImages();
window['initializeEasterEggHighScore'] =
this.initializeHighScore.bind(this);
}
}
/**
* Default game width.
* @const
*/
const DEFAULT_WIDTH = 600;
/**
* Frames per second.
* @const
*/
const FPS = 60;
/** @const */
const IS_HIDPI = window.devicePixelRatio > 1;
/** @const */
const IS_IOS = /CriOS/.test(window.navigator.userAgent);
/** @const */
const IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS;
/** @const */
const IS_RTL = document.querySelector('html').dir == 'rtl';
/** @const */
const ARCADE_MODE_URL = 'chrome://dino/';
/** @const */
const RESOURCE_POSTFIX = 'offline-resources-';
/** @const */
const A11Y_STRINGS = {
ariaLabel: 'dinoGameA11yAriaLabel',
description: 'dinoGameA11yDescription',
gameOver: 'dinoGameA11yGameOver',
highScore: 'dinoGameA11yHighScore',
jump: 'dinoGameA11yJump',
started: 'dinoGameA11yStartGame',
speedLabel: 'dinoGameA11ySpeedToggle',
};
/**
* Default game configuration.
* Shared config for all versions of the game. Additional parameters are
* defined in Runner.normalConfig and Runner.slowConfig.
*/
Runner.config = {
AUDIOCUE_PROXIMITY_THRESHOLD: 190,
AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 250,
BG_CLOUD_SPEED: 0.2,
BOTTOM_PAD: 10,
// Scroll Y threshold at which the game can be activated.
CANVAS_IN_VIEW_OFFSET: -10,
CLEAR_TIME: 3000,
CLOUD_FREQUENCY: 0.5,
FADE_DURATION: 1,
FLASH_DURATION: 1000,
GAMEOVER_CLEAR_TIME: 1200,
INITIAL_JUMP_VELOCITY: 12,
INVERT_FADE_DURATION: 12000,
MAX_BLINK_COUNT: 3,
MAX_CLOUDS: 6,
MAX_OBSTACLE_LENGTH: 3,
MAX_OBSTACLE_DUPLICATION: 2,
RESOURCE_TEMPLATE_ID: 'audio-resources',
SPEED: 6,
SPEED_DROP_COEFFICIENT: 3,
ARCADE_MODE_INITIAL_TOP_POSITION: 35,
ARCADE_MODE_TOP_POSITION_PERCENT: 0.1,
};
Runner.normalConfig = {
ACCELERATION: 0.001,
AUDIOCUE_PROXIMITY_THRESHOLD: 190,
AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 250,
GAP_COEFFICIENT: 0.6,
INVERT_DISTANCE: 700,
MAX_SPEED: 13,
MOBILE_SPEED_COEFFICIENT: 1.2,
SPEED: 6,
};
Runner.slowConfig = {
ACCELERATION: 0.0005,
AUDIOCUE_PROXIMITY_THRESHOLD: 170,
AUDIOCUE_PROXIMITY_THRESHOLD_MOBILE_A11Y: 220,
GAP_COEFFICIENT: 0.3,
INVERT_DISTANCE: 350,
MAX_SPEED: 9,
MOBILE_SPEED_COEFFICIENT: 1.5,
SPEED: 4.2,
};
/**
* Default dimensions.
*/
Runner.defaultDimensions = {
WIDTH: DEFAULT_WIDTH,
HEIGHT: 150,
};
/**
* CSS class names.
* @enum {string}
*/
Runner.classes = {
ARCADE_MODE: 'arcade-mode',
CANVAS: 'runner-canvas',
CONTAINER: 'runner-container',
CRASHED: 'crashed',
ICON: 'icon-offline',
INVERTED: 'inverted',
SNACKBAR: 'snackbar',
SNACKBAR_SHOW: 'snackbar-show',
TOUCH_CONTROLLER: 'controller',
};
/**
* Sound FX. Reference to the ID of the audio tag on interstitial page.
* @enum {string}
*/
Runner.sounds = {
BUTTON_PRESS: 'offline-sound-press',
HIT: 'offline-sound-hit',
SCORE: 'offline-sound-reached',
};
/**
* Key code mapping.
* @enum {Object}
*/
Runner.keycodes = {
JUMP: {'38': 1, '32': 1}, // Up, spacebar
DUCK: {'40': 1}, // Down
RESTART: {'13': 1}, // Enter
};
/**
* Runner event names.
* @enum {string}
*/
Runner.events = {
ANIM_END: 'webkitAnimationEnd',
CLICK: 'click',
KEYDOWN: 'keydown',
KEYUP: 'keyup',
POINTERDOWN: 'pointerdown',
POINTERUP: 'pointerup',
RESIZE: 'resize',
TOUCHEND: 'touchend',
TOUCHSTART: 'touchstart',
VISIBILITY: 'visibilitychange',
BLUR: 'blur',
FOCUS: 'focus',
LOAD: 'load',
GAMEPADCONNECTED: 'gamepadconnected',
};
Runner.prototype = {
/**
* Initialize alternative game type.
*/
initAltGameType() {
if (GAME_TYPE.length > 0) {
this.gameType = loadTimeData && loadTimeData.valueExists('altGameType') ?
GAME_TYPE[parseInt(loadTimeData.getValue('altGameType'), 10) - 1] :
'';
}
},
/**
* Whether the easter egg has been disabled. CrOS enterprise enrolled devices.
* @return {boolean}
*/
isDisabled() {
return loadTimeData && loadTimeData.valueExists('disabledEasterEgg');
},
/**
* For disabled instances, set up a snackbar with the disabled message.
*/
setupDisabledRunner() {
this.containerEl = document.createElement('div');
this.containerEl.className = Runner.classes.SNACKBAR;
this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg');
this.outerContainerEl.appendChild(this.containerEl);
// Show notification when the activation key is pressed.
document.addEventListener(Runner.events.KEYDOWN, function(e) {
if (Runner.keycodes.JUMP[e.keyCode]) {
this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW);
document.querySelector('.icon').classList.add('icon-disabled');
}
}.bind(this));
},
/**
* Setting individual settings for debugging.
* @param {string} setting
* @param {number|string} value
*/
updateConfigSetting(setting, value) {
if (setting in this.config && value !== undefined) {
this.config[setting] = value;
switch (setting) {
case 'GRAVITY':
case 'MIN_JUMP_HEIGHT':
case 'SPEED_DROP_COEFFICIENT':
this.tRex.config[setting] = value;
break;
case 'INITIAL_JUMP_VELOCITY':
this.tRex.setJumpVelocity(value);
break;
case 'SPEED':
this.setSpeed(/** @type {number} */ (value));
break;
}
}
},
/**
* Creates an on page image element from the base 64 encoded string source.
* @param {string} resourceName Name in data object,
* @return {HTMLImageElement} The created element.
*/
createImageElement(resourceName) {
const imgSrc = loadTimeData && loadTimeData.valueExists(resourceName) ?
loadTimeData.getString(resourceName) :
null;
if (imgSrc) {
const el =
/** @type {HTMLImageElement} */ (document.createElement('img'));
el.id = resourceName;
el.src = imgSrc;
document.getElementById('offline-resources').appendChild(el);
return el;
}
return null;
},
/**
* Cache the appropriate image sprite from the page and get the sprite sheet
* definition.
*/
loadImages() {
let scale = '1x';
this.spriteDef = Runner.spriteDefinition.LDPI;
if (IS_HIDPI) {
scale = '2x';
this.spriteDef = Runner.spriteDefinition.HDPI;
}
Runner.imageSprite = /** @type {HTMLImageElement} */
(document.getElementById(RESOURCE_POSTFIX + scale));
if (this.gameType) {
Runner.altGameImageSprite = /** @type {HTMLImageElement} */
(this.createImageElement('altGameSpecificImage' + scale));
Runner.altCommonImageSprite = /** @type {HTMLImageElement} */
(this.createImageElement('altGameCommonImage' + scale));
}
Runner.origImageSprite = Runner.imageSprite;
// Disable the alt game mode if the sprites can't be loaded.
if (!Runner.altGameImageSprite || !Runner.altCommonImageSprite) {
Runner.isAltGameModeEnabled = () => false;
this.altGameModeActive = false;
}
if (Runner.imageSprite.complete) {
this.init();
} else {
// If the images are not yet loaded, add a listener.
Runner.imageSprite.addEventListener(Runner.events.LOAD,
this.init.bind(this));
}
},
/**
* Load and decode base 64 encoded sounds.
*/
loadSounds() {
if (!IS_IOS) {
this.audioContext = new AudioContext();
const resourceTemplate =
document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content;
for (const sound in Runner.sounds) {
let soundSrc =
resourceTemplate.getElementById(Runner.sounds[sound]).src;
soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1);
const buffer = decodeBase64ToArrayBuffer(soundSrc);
// Async, so no guarantee of order in array.
this.audioContext.decodeAudioData(buffer, function(index, audioData) {
this.soundFx[index] = audioData;
}.bind(this, sound));
}
}
},
/**
* Sets the game speed. Adjust the speed accordingly if on a smaller screen.
* @param {number=} opt_speed
*/
setSpeed(opt_speed) {
const speed = opt_speed || this.currentSpeed;
// Reduce the speed on smaller mobile screens.
if (this.dimensions.WIDTH < DEFAULT_WIDTH) {
const mobileSpeed = Runner.slowDown ? speed :
speed * this.dimensions.WIDTH /
DEFAULT_WIDTH * this.config.MOBILE_SPEED_COEFFICIENT;
this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed;
} else if (opt_speed) {
this.currentSpeed = opt_speed;
}
},
/**
* Game initialiser.
*/
init() {
// Hide the static icon.
document.querySelector('.' + Runner.classes.ICON).style.visibility =
'hidden';
if (this.isArcadeMode()) {
document.title =
document.title + ' - ' + getA11yString(A11Y_STRINGS.ariaLabel);
}
this.adjustDimensions();
this.setSpeed();
const ariaLabel = getA11yString(A11Y_STRINGS.ariaLabel);
this.containerEl = document.createElement('div');
this.containerEl.setAttribute('role', IS_MOBILE ? 'button' : 'application');
this.containerEl.setAttribute('tabindex', '0');
this.containerEl.setAttribute(
'title', getA11yString(A11Y_STRINGS.description));
this.containerEl.setAttribute('aria-label', ariaLabel);
this.containerEl.className = Runner.classes.CONTAINER;
// Player canvas container.
this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH,
this.dimensions.HEIGHT);
// Live region for game status updates.
this.a11yStatusEl = document.createElement('span');
this.a11yStatusEl.className = 'offline-runner-live-region';
this.a11yStatusEl.setAttribute('aria-live', 'assertive');
this.a11yStatusEl.textContent = '';
Runner.a11yStatusEl = this.a11yStatusEl;
// Add checkbox to slow down the game.
this.slowSpeedCheckboxLabel = document.createElement('label');
this.slowSpeedCheckboxLabel.className = 'slow-speed-option hidden';
this.slowSpeedCheckboxLabel.textContent =
getA11yString(A11Y_STRINGS.speedLabel);
this.slowSpeedCheckbox = document.createElement('input');
this.slowSpeedCheckbox.setAttribute('type', 'checkbox');
this.slowSpeedCheckbox.setAttribute(
'title', getA11yString(A11Y_STRINGS.speedLabel));
this.slowSpeedCheckbox.setAttribute('tabindex', '0');
this.slowSpeedCheckbox.setAttribute('checked', 'checked');
this.slowSpeedToggleEl = document.createElement('span');
this.slowSpeedToggleEl.className = 'slow-speed-toggle';
this.slowSpeedCheckboxLabel.appendChild(this.slowSpeedCheckbox);
this.slowSpeedCheckboxLabel.appendChild(this.slowSpeedToggleEl);
if (IS_IOS) {
this.outerContainerEl.appendChild(this.a11yStatusEl);
} else {
this.containerEl.appendChild(this.a11yStatusEl);
}
this.generatedSoundFx = new GeneratedSoundFx();
this.canvasCtx =
/** @type {CanvasRenderingContext2D} */ (this.canvas.getContext('2d'));
this.canvasCtx.fillStyle = '#f7f7f7';
this.canvasCtx.fill();
Runner.updateCanvasScaling(this.canvas);
// Horizon contains clouds, obstacles and the ground.
this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
this.config.GAP_COEFFICIENT);
// Distance meter
this.distanceMeter = new DistanceMeter(this.canvas,
this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);
// Draw t-rex
this.tRex = new Trex(this.canvas, this.spriteDef.TREX);
this.outerContainerEl.appendChild(this.containerEl);
this.outerContainerEl.appendChild(this.slowSpeedCheckboxLabel);
this.startListening();
this.update();
window.addEventListener(Runner.events.RESIZE,
this.debounceResize.bind(this));
// Handle dark mode
const darkModeMediaQuery =
window.matchMedia('(prefers-color-scheme: dark)');
this.isDarkMode = darkModeMediaQuery && darkModeMediaQuery.matches;
darkModeMediaQuery.addListener((e) => {
this.isDarkMode = e.matches;
});
},
/**
* Create the touch controller. A div that covers whole screen.
*/
createTouchController() {
this.touchController = document.createElement('div');
this.touchController.className = Runner.classes.TOUCH_CONTROLLER;
this.touchController.addEventListener(Runner.events.TOUCHSTART, this);
this.touchController.addEventListener(Runner.events.TOUCHEND, this);
this.outerContainerEl.appendChild(this.touchController);
},
/**
* Debounce the resize event.
*/
debounceResize() {
if (!this.resizeTimerId_) {
this.resizeTimerId_ =
setInterval(this.adjustDimensions.bind(this), 250);
}
},
/**
* Adjust game space dimensions on resize.
*/
adjustDimensions() {
clearInterval(this.resizeTimerId_);
this.resizeTimerId_ = null;
const boxStyles = window.getComputedStyle(this.outerContainerEl);
const padding = Number(boxStyles.paddingLeft.substr(0,
boxStyles.paddingLeft.length - 2));
this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2;
if (this.isArcadeMode()) {
this.dimensions.WIDTH = Math.min(DEFAULT_WIDTH, this.dimensions.WIDTH);
if (this.activated) {
this.setArcadeModeContainerScale();
}
}
// Redraw the elements back onto the canvas.
if (this.canvas) {
this.canvas.width = this.dimensions.WIDTH;
this.canvas.height = this.dimensions.HEIGHT;
Runner.updateCanvasScaling(this.canvas);
this.distanceMeter.calcXPos(this.dimensions.WIDTH);
this.clearCanvas();
this.horizon.update(0, 0, true);
this.tRex.update(0);
// Outer container and distance meter.
if (this.playing || this.crashed || this.paused) {
this.containerEl.style.width = this.dimensions.WIDTH + 'px';
this.containerEl.style.height = this.dimensions.HEIGHT + 'px';
this.distanceMeter.update(0, Math.ceil(this.distanceRan));
this.stop();
} else {
this.tRex.draw(0, 0);
}
// Game over panel.
if (this.crashed && this.gameOverPanel) {
this.gameOverPanel.updateDimensions(this.dimensions.WIDTH);
this.gameOverPanel.draw(this.altGameModeActive, this.tRex);
}
}
},
/**
* Play the game intro.
* Canvas container width expands out to the full width.
*/
playIntro() {
if (!this.activated && !this.crashed) {
this.playingIntro = true;
this.tRex.playingIntro = true;
// 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);
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();
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 = 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.target == this.touchController || e.target == this.canvas)));
if (Runner.keycodes.JUMP[e.keyCode] ||
e.type === Runner.events.TOUCHSTART || isMobileMouseInput) {
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);
}
} else if (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();
} 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 ? spriteDefinitionByType.original.HDPI :
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);
}
// 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;
},
/**
* 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 &&
spriteDefinitionByType.original.ALT_GAME_OVER_TEXT_CONFIG) {
const altTextConfig =
spriteDefinitionByType.original.ALT_GAME_OVER_TEXT_CONFIG;
if (altTextConfig.FLASHING) {
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;
}
} else {
this.clearGameOverTextBounds(altTextConfig);
this.drawGameOverText(altTextConfig, true);
}
}
this.gameOverRafId = requestAnimationFrame(this.update.bind(this));
},
/**
* Clear game over text.
* @param {Object} dimensions Game over text config.
*/
clearGameOverTextBounds(dimensions) {
this.canvasCtx.save();
this.canvasCtx.clearRect(
Math.round(
this.canvasDimensions.WIDTH / 2 - (dimensions.TEXT_WIDTH / 2)),
Math.round((this.canvasDimensions.HEIGHT - 25) / 3),
dimensions.TEXT_WIDTH, 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;
}
//******************************************************************************
/**
* 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.DUCKING_1.x, spriteDefinition.DUCKING_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_CRASHED = spriteDefinition.CRASHED.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;
}
// 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;
const outputWidth =
this.altGameModeEnabled && this.status == Trex.status.CRASHED ?
this.config.WIDTH_CRASHED :
this.config.WIDTH;
let jumpOffset = Runner.spriteDefinition.TREX.JUMPING.xOffset;
// Width of sprite can change on jump or crashed.
if (this.altGameModeEnabled) {
if (this.jumping && this.status !== Trex.status.CRASHED) {
sourceWidth = this.config.WIDTH_JUMP;
} else if (this.status == Trex.status.CRASHED) {
sourceWidth = this.config.WIDTH_CRASHED;
}
}
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.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, outputWidth, 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 = spriteDefinitionByType.original.LDPI.STAR.x;
if (IS_HIDPI) {
moonSourceWidth *= 2;
moonSourceHeight *= 2;
moonSourceX = this.spritePos.x +
(NightMode.phases[this.currentPhase] * 2);
starSize *= 2;
starSourceX = 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 = spriteDefinitionByType.original.HDPI.STAR.y +
NightMode.config.STAR_SIZE * 2 * i;
} else {
this.stars[i].sourceY = 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 = 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));
}
},
};