Chrome dino game code

Chrome dino game code
0
菜单 分享到 Twitter 发送邮件给好友 分享到 Facebook <html> <head> <title>T-Rex Game</title> <meta name="description" content="Ripped T-Rex/Dino game of Chromium"> <meta property="og:title" content="Play the hidden T-Rex Dinosaur game of Chromium ."> <meta property="og:type" content="article"> <meta property="og:url" content="http://www.thecodepost.org"> <meta property="og:image" content="http://img.thecodepost.org/2015/01/trex.png"> <meta property="og:site_name" content="The Code Post"> <meta property="og:description" content="Google Chrome has a hidden T-Rex game only for offline mode. But now, you can enjoy it any time and on any device, but you gotta stay online!!!"> <meta name="twitter:card" content="summary_large_image"> <meta name="twitter:site" content="@thecodepost"> <meta name="twitter:creator" content="@thecodepost"> <meta name="twitter:title" content="Check out the cool hidden game from Google Chrome!"> <meta name="twitter:description" content="Check out the cool hidden game from Google Chrome!"> <meta name="twitter:image:src" content="http://img.thecodepost.org/2015/01/trex.png"> <script src="https://apis.google.com/js/platform.js" async defer></script> <!--script type="text/javascript" src="a.js"></script--> <script type="text/javascript"> function hideClass(name) { var myClasses = document.querySelectorAll(name), i = 0, l = myClasses.length; for (i; i < l; i++) { myClasses[i].style.display = 'none'; } } // Copyright (c) 2014 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. (function() { 'use strict'; /** * T-Rex runner. * @param {string} outerContainerId Outer containing element id. * @param {object} opt_config * @constructor * @export */ function Runner(outerContainerId, opt_config) { // Singleton if (Runner.instance_) { return Runner.instance_; } Runner.instance_ = this; this.outerContainerEl = document.querySelector(outerContainerId); this.containerEl = null; this.detailsButton = this.outerContainerEl.querySelector('#details-button'); this.config = opt_config || Runner.config; this.dimensions = Runner.defaultDimensions; this.canvas = null; this.canvasCtx = null; this.tRex = null; this.distanceMeter = null; this.distanceRan = 0; this.highestScore = 0; this.time = 0; this.runningTime = 0; this.msPerFrame = 1000 / FPS; this.currentSpeed = this.config.SPEED; this.obstacles = []; this.started = false; this.activated = false; this.crashed = false; this.paused = false; this.resizeTimerId_ = null; this.playCount = 0; // Sound FX. this.audioBuffer = null; this.soundFx = {}; // Global web audio context for playing sounds. this.audioContext = null; // Images. this.images = {}; this.imagesLoaded = 0; this.loadImages(); } window['Runner'] = Runner; /** * Default game width. * @const */ var DEFAULT_WIDTH = 600; /** * Frames per second. * @const */ var FPS = 60; /** @const */ var IS_HIDPI = window.devicePixelRatio > 1; /** @const */ var IS_IOS = window.navigator.userAgent.indexOf('UIWebViewForStaticFileContent') > -1; /** @const */ var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1 || IS_IOS; /** @const */ var IS_TOUCH_ENABLED = 'ontouchstart' in window; /** * Default game configuration. * @enum {number} */ Runner.config = { ACCELERATION: 0.001, BG_CLOUD_SPEED: 0.2, BOTTOM_PAD: 10, CLEAR_TIME: 3000, CLOUD_FREQUENCY: 0.5, GAMEOVER_CLEAR_TIME: 750, GAP_COEFFICIENT: 0.6, GRAVITY: 0.6, INITIAL_JUMP_VELOCITY: 12, MAX_CLOUDS: 6, MAX_OBSTACLE_LENGTH: 3, MAX_SPEED: 12, MIN_JUMP_HEIGHT: 35, MOBILE_SPEED_COEFFICIENT: 1.2, RESOURCE_TEMPLATE_ID: 'audio-resources', SPEED: 6, SPEED_DROP_COEFFICIENT: 3 }; /** * Default dimensions. * @enum {string} */ Runner.defaultDimensions = { WIDTH: DEFAULT_WIDTH, HEIGHT: 150 }; /** * CSS class names. * @enum {string} */ Runner.classes = { CANVAS: 'runner-canvas', CONTAINER: 'runner-container', CRASHED: 'crashed', ICON: 'icon-offline', TOUCH_CONTROLLER: 'controller' }; /** * Image source urls. * @enum {array.<object>} */ Runner.imageSources = { LDPI: [ {name: 'CACTUS_LARGE', id: '1x-obstacle-large'}, {name: 'CACTUS_SMALL', id: '1x-obstacle-small'}, {name: 'CLOUD', id: '1x-cloud'}, {name: 'HORIZON', id: '1x-horizon'}, {name: 'RESTART', id: '1x-restart'}, {name: 'TEXT_SPRITE', id: '1x-text'}, {name: 'TREX', id: '1x-trex'} ], HDPI: [ {name: 'CACTUS_LARGE', id: '2x-obstacle-large'}, {name: 'CACTUS_SMALL', id: '2x-obstacle-small'}, {name: 'CLOUD', id: '2x-cloud'}, {name: 'HORIZON', id: '2x-horizon'}, {name: 'RESTART', id: '2x-restart'}, {name: 'TEXT_SPRITE', id: '2x-text'}, {name: 'TREX', id: '2x-trex'} ] }; /** * Sound FX. Reference to the ID of the audio tag on interstitial page. * @enum {string} */ Runner.sounds = { BUTTON_PRESS: 'offline-sound-press', HIT: 'offline-sound-hit', SCORE: 'offline-sound-reached' }; /** * Key code mapping. * @enum {object} */ Runner.keycodes = { JUMP: {'38': 1, '32': 1}, // Up, spacebar DUCK: {'40': 1}, // Down RESTART: {'13': 1} // Enter }; /** * Runner event names. * @enum {string} */ Runner.events = { ANIM_END: 'webkitAnimationEnd', CLICK: 'click', KEYDOWN: 'keydown', KEYUP: 'keyup', MOUSEDOWN: 'mousedown', MOUSEUP: 'mouseup', RESIZE: 'resize', TOUCHEND: 'touchend', TOUCHSTART: 'touchstart', VISIBILITY: 'visibilitychange', BLUR: 'blur', FOCUS: 'focus', LOAD: 'load' }; Runner.prototype = { /** * Setting individual settings for debugging. * @param {string} setting * @param {*} value */ updateConfigSetting: function(setting, value) { if (setting in this.config && value != undefined) { this.config[setting] = value; switch (setting) { case 'GRAVITY': case 'MIN_JUMP_HEIGHT': case 'SPEED_DROP_COEFFICIENT': this.tRex.config[setting] = value; break; case 'INITIAL_JUMP_VELOCITY': this.tRex.setJumpVelocity(value); break; case 'SPEED': this.setSpeed(value); break; } } }, /** * Load and cache the image assets from the page. */ loadImages: function() { var imageSources = IS_HIDPI ? Runner.imageSources.HDPI : Runner.imageSources.LDPI; var numImages = imageSources.length; for (var i = numImages - 1; i >= 0; i--) { var imgSource = imageSources[i]; this.images[imgSource.name] = document.getElementById(imgSource.id); } this.init(); }, /** * Load and decode base 64 encoded sounds. */ loadSounds: function() { if (!IS_IOS) { this.audioContext = new AudioContext(); var resourceTemplate = document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; for (var sound in Runner.sounds) { var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); var buffer = decodeBase64ToArrayBuffer(soundSrc); // Async, so no guarantee of order in array. this.audioContext.decodeAudioData(buffer, function(index, audioData) { this.soundFx[index] = audioData; }.bind(this, sound)); } } }, /** * Sets the game speed. Adjust the speed accordingly if on a smaller screen. * @param {number} opt_speed */ setSpeed: function(opt_speed) { var speed = opt_speed || this.currentSpeed; // Reduce the speed on smaller mobile screens. if (this.dimensions.WIDTH < DEFAULT_WIDTH) { var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH * this.config.MOBILE_SPEED_COEFFICIENT; this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; } else if (opt_speed) { this.currentSpeed = opt_speed; } }, /** * Game initialiser. */ init: function() { // Hide the static icon. //document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden'; this.adjustDimensions(); this.setSpeed(); this.containerEl = document.createElement('div'); this.containerEl.className = Runner.classes.CONTAINER; // Player canvas container. this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH, this.dimensions.HEIGHT, Runner.classes.PLAYER); this.canvasCtx = this.canvas.getContext('2d'); this.canvasCtx.fillStyle = '#f7f7f7'; this.canvasCtx.fill(); Runner.updateCanvasScaling(this.canvas); // Horizon contains clouds, obstacles and the ground. this.horizon = new Horizon(this.canvas, this.images, this.dimensions, this.config.GAP_COEFFICIENT); // Distance meter this.distanceMeter = new DistanceMeter(this.canvas, this.images.TEXT_SPRITE, this.dimensions.WIDTH); // Draw t-rex this.tRex = new Trex(this.canvas, this.images.TREX); this.outerContainerEl.appendChild(this.containerEl); if (IS_MOBILE) { this.createTouchController(); } this.startListening(); this.update(); window.addEventListener(Runner.events.RESIZE, this.debounceResize.bind(this)); }, /** * Create the touch controller. A div that covers whole screen. */ createTouchController: function() { this.touchController = document.createElement('div'); this.touchController.className = Runner.classes.TOUCH_CONTROLLER; }, /** * Debounce the resize event. */ debounceResize: function() { if (!this.resizeTimerId_) { this.resizeTimerId_ = setInterval(this.adjustDimensions.bind(this), 250); } }, /** * Adjust game space dimensions on resize. */ adjustDimensions: function() { clearInterval(this.resizeTimerId_); this.resizeTimerId_ = null; var boxStyles = window.getComputedStyle(this.outerContainerEl); var padding = Number(boxStyles.paddingLeft.substr(0, boxStyles.paddingLeft.length - 2)); this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; // 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.activated || this.crashed) { this.containerEl.style.width = this.dimensions.WIDTH + 'px'; this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; this.distanceMeter.update(0, Math.ceil(this.distanceRan)); this.stop(); } else { this.tRex.draw(0, 0); } // Game over panel. if (this.crashed && this.gameOverPanel) { this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); this.gameOverPanel.draw(); } } }, /** * Play the game intro. * Canvas container width expands out to the full width. */ playIntro: function() { if (!this.started && !this.crashed) { this.playingIntro = true; this.tRex.playingIntro = true; // CSS animation definition. var keyframes = '@-webkit-keyframes intro { ' + 'from { width:' + Trex.config.WIDTH + 'px }' + 'to { width: ' + this.dimensions.WIDTH + 'px }' + '}'; 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'; if (this.touchController) { this.outerContainerEl.appendChild(this.touchController); } this.activated = true; this.started = true; } else if (this.crashed) { this.restart(); } }, /** * Update the game status to started. */ startGame: function() { this.runningTime = 0; this.playingIntro = false; this.tRex.playingIntro = false; this.containerEl.style.webkitAnimation = ''; this.playCount++; // Handle tabbing off the page. Pause the current game. window.addEventListener(Runner.events.VISIBILITY, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.BLUR, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.FOCUS, this.onVisibilityChange.bind(this)); }, clearCanvas: function() { this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the game frame. */ update: function() { this.drawPending = false; var now = getTimeStamp(); var deltaTime = now - (this.time || now); this.time = now; if (this.activated) { this.clearCanvas(); if (this.tRex.jumping) { this.tRex.updateJump(deltaTime, this.config); } this.runningTime += deltaTime; var hasObstacles = this.runningTime > this.config.CLEAR_TIME; // First jump triggers the intro. if (this.tRex.jumpCount == 1 && !this.playingIntro) { this.playIntro(); } // The horizon doesn't move until the intro is over. if (this.playingIntro) { this.horizon.update(0, this.currentSpeed, hasObstacles); } else { deltaTime = !this.started ? 0 : deltaTime; this.horizon.update(deltaTime, this.currentSpeed, hasObstacles); } // Check for collisions. var collision = hasObstacles && checkForCollision(this.horizon.obstacles[0], this.tRex); if (!collision) { this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; if (this.currentSpeed < this.config.MAX_SPEED) { this.currentSpeed += this.config.ACCELERATION; } } else { this.gameOver(); } if (this.distanceMeter.getActualDistance(this.distanceRan) > this.distanceMeter.maxScore) { this.distanceRan = 0; } var playAcheivementSound = this.distanceMeter.update(deltaTime, Math.ceil(this.distanceRan)); if (playAcheivementSound) { this.playSound(this.soundFx.SCORE); } } if (!this.crashed) { this.tRex.update(deltaTime); this.raq(); } }, /** * Event handler. */ handleEvent: function(e) { return (function(evtType, events) { switch (evtType) { case events.KEYDOWN: case events.TOUCHSTART: case events.MOUSEDOWN: this.onKeyDown(e); break; case events.KEYUP: case events.TOUCHEND: case events.MOUSEUP: this.onKeyUp(e); break; } }.bind(this))(e.type, Runner.events); }, /** * Bind relevant key / mouse / touch listeners. */ startListening: function() { // Keys. document.addEventListener(Runner.events.KEYDOWN, this); document.addEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { // Mobile only touch devices. this.touchController.addEventListener(Runner.events.TOUCHSTART, this); this.touchController.addEventListener(Runner.events.TOUCHEND, this); this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); } else { // Mouse. document.addEventListener(Runner.events.MOUSEDOWN, this); document.addEventListener(Runner.events.MOUSEUP, this); } }, /** * Remove all listeners. */ stopListening: function() { document.removeEventListener(Runner.events.KEYDOWN, this); document.removeEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); this.touchController.removeEventListener(Runner.events.TOUCHEND, this); this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); } else { document.removeEventListener(Runner.events.MOUSEDOWN, this); document.removeEventListener(Runner.events.MOUSEUP, this); } }, /** * Process keydown. * @param {Event} e */ onKeyDown: function(e) { if (e.target != this.detailsButton) { if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] || e.type == Runner.events.TOUCHSTART)) { if (!this.activated) { this.loadSounds(); this.activated = true; } if (!this.tRex.jumping) { this.playSound(this.soundFx.BUTTON_PRESS); this.tRex.startJump(); } } if (this.crashed && e.type == Runner.events.TOUCHSTART && e.currentTarget == this.containerEl) { this.restart(); } } // Speed drop, activated only when jump key is not pressed. if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) { e.preventDefault(); this.tRex.setSpeedDrop(); } }, /** * Process key up. * @param {Event} e */ onKeyUp: function(e) { var keyCode = String(e.keyCode); var isjumpKey = Runner.keycodes.JUMP[keyCode] || e.type == Runner.events.TOUCHEND || e.type == Runner.events.MOUSEDOWN; if (this.isRunning() && isjumpKey) { this.tRex.endJump(); } else if (Runner.keycodes.DUCK[keyCode]) { this.tRex.speedDrop = false; } else if (this.crashed) { // Check that enough time has elapsed before allowing jump key to restart. var deltaTime = getTimeStamp() - this.time; if (Runner.keycodes.RESTART[keyCode] || (e.type == Runner.events.MOUSEUP && e.target == this.canvas) || (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && Runner.keycodes.JUMP[keyCode])) { this.restart(); } } else if (this.paused && isjumpKey) { this.play(); } }, /** * RequestAnimationFrame wrapper. */ raq: function() { if (!this.drawPending) { this.drawPending = true; this.raqId = requestAnimationFrame(this.update.bind(this)); } }, /** * Whether the game is running. * @return {boolean} */ isRunning: function() { return !!this.raqId; }, /** * Game over state. */ gameOver: function() { this.playSound(this.soundFx.HIT); vibrate(200); this.stop(); this.crashed = true; this.distanceMeter.acheivement = false; this.tRex.update(100, Trex.status.CRASHED); // Game over panel. if (!this.gameOverPanel) { this.gameOverPanel = new GameOverPanel(this.canvas, this.images.TEXT_SPRITE, this.images.RESTART, this.dimensions); } else { this.gameOverPanel.draw(); } // Update the high score. if (this.distanceRan > this.highestScore) { this.highestScore = Math.ceil(this.distanceRan); this.distanceMeter.setHighScore(this.highestScore); } // Reset the time clock. this.time = getTimeStamp(); }, stop: function() { this.activated = false; this.paused = true; cancelAnimationFrame(this.raqId); this.raqId = 0; }, play: function() { if (!this.crashed) { this.activated = true; this.paused = false; this.tRex.update(0, Trex.status.RUNNING); this.time = getTimeStamp(); this.update(); } }, restart: function() { if (!this.raqId) { this.playCount++; this.runningTime = 0; this.activated = true; this.crashed = false; this.distanceRan = 0; this.setSpeed(this.config.SPEED); this.time = getTimeStamp(); this.containerEl.classList.remove(Runner.classes.CRASHED); this.clearCanvas(); this.distanceMeter.reset(this.highestScore); this.horizon.reset(); this.tRex.reset(); this.playSound(this.soundFx.BUTTON_PRESS); this.update(); } }, /** * Pause the game if the tab is not in focus. */ onVisibilityChange: function(e) { if (document.hidden || document.webkitHidden || e.type == 'blur') { this.stop(); } else { this.play(); } }, /** * Play a sound. * @param {SoundBuffer} soundBuffer */ playSound: function(soundBuffer) { if (soundBuffer) { var sourceNode = this.audioContext.createBufferSource(); sourceNode.buffer = soundBuffer; sourceNode.connect(this.audioContext.destination); sourceNode.start(0); } } }; /** * Updates the canvas size taking into * account the backing store pixel ratio and * the device pixel ratio. * * See article by Paul Lewis: * https://www.html5rocks.com/en/tutorials/canvas/hidpi/ * * @param {HTMLCanvasElement} canvas * @param {number} opt_width * @param {number} opt_height * @return {boolean} Whether the canvas was scaled. */ Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) { var context = canvas.getContext('2d'); // Query the various pixel ratios var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; var ratio = devicePixelRatio / backingStoreRatio; // Upscale the canvas if the two ratios don't match if (devicePixelRatio !== backingStoreRatio) { var oldWidth = opt_width || canvas.width; var oldHeight = opt_height || canvas.height; canvas.width = oldWidth * ratio; canvas.height = oldHeight * ratio; canvas.style.width = oldWidth + 'px'; canvas.style.height = oldHeight + 'px'; // Scale the context to counter the fact that we've manually scaled // our canvas element. context.scale(ratio, ratio); return true; } return false; }; /** * Get random number. * @param {number} min * @param {number} max * @param {number} */ function getRandomNum(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } /** * Vibrate on mobile devices. * @param {number} duration Duration of the vibration in milliseconds. */ function vibrate(duration) { if (IS_MOBILE && window.navigator.vibrate) { window.navigator.vibrate(duration); } } /** * Create canvas element. * @param {HTMLElement} container Element to append canvas to. * @param {number} width * @param {number} height * @param {string} opt_classname * @return {HTMLCanvasElement} */ function createCanvas(container, width, height, opt_classname) { var canvas = document.createElement('canvas'); canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + opt_classname : Runner.classes.CANVAS; canvas.width = width; canvas.height = height; container.appendChild(canvas); return canvas; } /** * Decodes the base 64 audio to ArrayBuffer used by Web Audio. * @param {string} base64String */ function decodeBase64ToArrayBuffer(base64String) { var len = (base64String.length / 4) * 3; var str = atob(base64String); var arrayBuffer = new ArrayBuffer(len); var bytes = new Uint8Array(arrayBuffer); for (var i = 0; i < len; i++) { bytes[i] = str.charCodeAt(i); } return bytes.buffer; } /** * Return the current timestamp. * @return {number} */ function getTimeStamp() { return IS_IOS ? new Date().getTime() : performance.now(); } //****************************************************************************** /** * Game over panel. * @param {!HTMLCanvasElement} canvas * @param {!HTMLImage} textSprite * @param {!HTMLImage} restartImg * @param {!Object} dimensions Canvas dimensions. * @constructor */ function GameOverPanel(canvas, textSprite, restartImg, dimensions) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.canvasDimensions = dimensions; this.textSprite = textSprite; this.restartImg = restartImg; this.draw(); }; /** * Dimensions used in the panel. * @enum {number} */ GameOverPanel.dimensions = { TEXT_X: 0, TEXT_Y: 13, TEXT_WIDTH: 191, TEXT_HEIGHT: 11, RESTART_WIDTH: 36, RESTART_HEIGHT: 32 }; GameOverPanel.prototype = { /** * Update the panel dimensions. * @param {number} width New canvas width. * @param {number} opt_height Optional new canvas height. */ updateDimensions: function(width, opt_height) { this.canvasDimensions.WIDTH = width; if (opt_height) { this.canvasDimensions.HEIGHT = opt_height; } }, /** * Draw the panel. */ draw: function() { var dimensions = GameOverPanel.dimensions; var centerX = this.canvasDimensions.WIDTH / 2; // Game over text. var textSourceX = dimensions.TEXT_X; var textSourceY = dimensions.TEXT_Y; var textSourceWidth = dimensions.TEXT_WIDTH; var textSourceHeight = dimensions.TEXT_HEIGHT; var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); var textTargetWidth = dimensions.TEXT_WIDTH; var textTargetHeight = dimensions.TEXT_HEIGHT; var restartSourceWidth = dimensions.RESTART_WIDTH; var restartSourceHeight = dimensions.RESTART_HEIGHT; var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); var restartTargetY = this.canvasDimensions.HEIGHT / 2; if (IS_HIDPI) { textSourceY *= 2; textSourceX *= 2; textSourceWidth *= 2; textSourceHeight *= 2; restartSourceWidth *= 2; restartSourceHeight *= 2; } // Game over text from sprite. this.canvasCtx.drawImage(this.textSprite, textSourceX, textSourceY, textSourceWidth, textSourceHeight, textTargetX, textTargetY, textTargetWidth, textTargetHeight); // Restart button. this.canvasCtx.drawImage(this.restartImg, 0, 0, restartSourceWidth, restartSourceHeight, restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, dimensions.RESTART_HEIGHT); } }; //****************************************************************************** /** * Check for a collision. * @param {!Obstacle} obstacle * @param {!Trex} tRex T-rex object. * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing * collision boxes. * @return {Array.<CollisionBox>} */ function checkForCollision(obstacle, tRex, opt_canvasCtx) { var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; // Adjustments are made to the bounding box as there is a 1 pixel white // border around the t-rex and obstacles. var tRexBox = new CollisionBox( tRex.xPos + 1, tRex.yPos + 1, tRex.config.WIDTH - 2, tRex.config.HEIGHT - 2); var obstacleBox = new CollisionBox( obstacle.xPos + 1, obstacle.yPos + 1, obstacle.typeConfig.width * obstacle.size - 2, obstacle.typeConfig.height - 2); // Debug outer box if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); } // Simple outer bounds check. if (boxCompare(tRexBox, obstacleBox)) { var collisionBoxes = obstacle.collisionBoxes; var tRexCollisionBoxes = Trex.collisionBoxes; // Detailed axis aligned box check. for (var t = 0; t < tRexCollisionBoxes.length; t++) { for (var i = 0; i < collisionBoxes.length; i++) { // Adjust the box to actual positions. var adjTrexBox = createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox); var adjObstacleBox = createAdjustedCollisionBox(collisionBoxes[i], obstacleBox); var crashed = boxCompare(adjTrexBox, adjObstacleBox); // Draw boxes for debug. if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox); } if (crashed) { return [adjTrexBox, adjObstacleBox]; } } } } return false; }; /** * Adjust the collision box. * @param {!CollisionBox} box The original box. * @param {!CollisionBox} adjustment Adjustment box. * @return {CollisionBox} The adjusted collision box object. */ function createAdjustedCollisionBox(box, adjustment) { return new CollisionBox( box.x + adjustment.x, box.y + adjustment.y, box.width, box.height); }; /** * Draw the collision boxes for debug. */ function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) { canvasCtx.save(); canvasCtx.strokeStyle = '#f00'; canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height); canvasCtx.strokeStyle = '#0f0'; canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, obstacleBox.width, obstacleBox.height); canvasCtx.restore(); }; /** * Compare two collision boxes for a collision. * @param {CollisionBox} tRexBox * @param {CollisionBox} obstacleBox * @return {boolean} Whether the boxes intersected. */ function boxCompare(tRexBox, obstacleBox) { var crashed = false; var tRexBoxX = tRexBox.x; var tRexBoxY = tRexBox.y; var obstacleBoxX = obstacleBox.x; var obstacleBoxY = obstacleBox.y; // Axis-Aligned Bounding Box method. if (tRexBox.x < obstacleBoxX + obstacleBox.width && tRexBox.x + tRexBox.width > obstacleBoxX && tRexBox.y < obstacleBox.y + obstacleBox.height && tRexBox.height + tRexBox.y > obstacleBox.y) { crashed = true; } return crashed; }; //****************************************************************************** /** * Collision box object. * @param {number} x X position. * @param {number} y Y Position. * @param {number} w Width. * @param {number} h Height. */ function CollisionBox(x, y, w, h) { this.x = x; this.y = y; this.width = w; this.height = h; }; //****************************************************************************** /** * Obstacle. * @param {HTMLCanvasCtx} canvasCtx * @param {Obstacle.type} type * @param {image} obstacleImg Image sprite. * @param {Object} dimensions * @param {number} gapCoefficient Mutipler in determining the gap. * @param {number} speed */ function Obstacle(canvasCtx, type, obstacleImg, dimensions, gapCoefficient, speed) { this.canvasCtx = canvasCtx; this.image = obstacleImg; this.typeConfig = type; this.gapCoefficient = gapCoefficient; this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH); this.dimensions = dimensions; this.remove = false; this.xPos = 0; this.yPos = this.typeConfig.yPos; this.width = 0; this.collisionBoxes = []; this.gap = 0; this.init(speed); }; /** * Coefficient for calculating the maximum gap. * @const */ Obstacle.MAX_GAP_COEFFICIENT = 1.5; /** * Maximum obstacle grouping count. * @const */ Obstacle.MAX_OBSTACLE_LENGTH = 3, Obstacle.prototype = { /** * Initialise the DOM for the obstacle. * @param {number} speed */ init: function(speed) { this.cloneCollisionBoxes(); // Only allow sizing if we're at the right speed. if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { this.size = 1; } this.width = this.typeConfig.width * this.size; this.xPos = this.dimensions.WIDTH - this.width; 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; } this.gap = this.getGap(this.gapCoefficient, speed); }, /** * Draw and crop based on size. */ draw: function() { var sourceWidth = this.typeConfig.width; var sourceHeight = this.typeConfig.height; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } // Sprite var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)); this.canvasCtx.drawImage(this.image, sourceX, 0, sourceWidth * this.size, sourceHeight, this.xPos, this.yPos, this.typeConfig.width * this.size, this.typeConfig.height); }, /** * Obstacle frame update. * @param {number} deltaTime * @param {number} speed */ update: function(deltaTime, speed) { if (!this.remove) { this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); this.draw(); if (!this.isVisible()) { this.remove = true; } } }, /** * Calculate a random gap size. * - Minimum gap gets wider as speed increses * @param {number} gapCoefficient * @param {number} speed * @return {number} The gap size. */ getGap: function(gapCoefficient, speed) { var minGap = Math.round(this.width * speed + this.typeConfig.minGap * gapCoefficient); var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT); return getRandomNum(minGap, maxGap); }, /** * Check if obstacle is visible. * @return {boolean} Whether the obstacle is in the game area. */ isVisible: function() { return this.xPos + this.width > 0; }, /** * Make a copy of the collision boxes, since these will change based on * obstacle type and size. */ cloneCollisionBoxes: function() { var collisionBoxes = this.typeConfig.collisionBoxes; for (var i = collisionBoxes.length - 1; i >= 0; i--) { this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x, collisionBoxes[i].y, collisionBoxes[i].width, collisionBoxes[i].height); } } }; /** * Obstacle definitions. * minGap: minimum pixel space betweeen obstacles. * multipleSpeed: Speed at which multiples are allowed. */ Obstacle.types = [ { type: 'CACTUS_SMALL', className: ' cactus cactus-small ', width: 17, height: 35, yPos: 105, multipleSpeed: 3, minGap: 120, collisionBoxes: [ new CollisionBox(0, 7, 5, 27), new CollisionBox(4, 0, 6, 34), new CollisionBox(10, 4, 7, 14) ] }, { type: 'CACTUS_LARGE', className: ' cactus cactus-large ', width: 25, height: 50, yPos: 90, multipleSpeed: 6, minGap: 120, collisionBoxes: [ new CollisionBox(0, 12, 7, 38), new CollisionBox(8, 0, 7, 49), new CollisionBox(13, 10, 10, 38) ] } ]; //****************************************************************************** /** * T-rex game character. * @param {HTMLCanvas} canvas * @param {HTMLImage} image Character image. * @constructor */ function Trex(canvas, image) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.image = image; this.xPos = 0; this.yPos = 0; // Position when on the ground. this.groundYPos = 0; this.currentFrame = 0; this.currentAnimFrames = []; this.blinkDelay = 0; this.animStartTime = 0; this.timer = 0; this.msPerFrame = 1000 / FPS; this.config = Trex.config; // Current status. this.status = Trex.status.WAITING; this.jumping = false; this.jumpVelocity = 0; this.reachedMinHeight = false; this.speedDrop = false; this.jumpCount = 0; this.jumpspotX = 0; this.init(); }; /** * T-rex player config. * @enum {number} */ Trex.config = { DROP_VELOCITY: -5, GRAVITY: 0.6, HEIGHT: 47, INIITAL_JUMP_VELOCITY: -10, INTRO_DURATION: 1500, MAX_JUMP_HEIGHT: 30, MIN_JUMP_HEIGHT: 30, SPEED_DROP_COEFFICIENT: 3, SPRITE_WIDTH: 262, START_X_POS: 50, WIDTH: 44 }; /** * Used in collision detection. * @type {Array.<CollisionBox>} */ Trex.collisionBoxes = [ new CollisionBox(1, -1, 30, 26), new CollisionBox(32, 0, 8, 16), 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', 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 } }; Trex.prototype = { /** * T-rex player initaliser. * Sets the t-rex to blink at random intervals. */ init: function() { this.blinkDelay = this.setBlinkDelay(); this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - Runner.config.BOTTOM_PAD; this.yPos = this.groundYPos; this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT; this.draw(0, 0); this.update(0, Trex.status.WAITING); }, /** * Setter for the jump velocity. * The approriate drop velocity is also set. */ setJumpVelocity: function(setting) { this.config.INIITAL_JUMP_VELOCITY = -setting; this.config.DROP_VELOCITY = -setting / 2; }, /** * Set the animation status. * @param {!number} deltaTime * @param {Trex.status} status Optional status to switch to. */ update: function(deltaTime, opt_status) { this.timer += deltaTime; // Update the status. if (opt_status) { this.status = opt_status; this.currentFrame = 0; this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; this.currentAnimFrames = Trex.animFrames[opt_status].frames; if (opt_status == Trex.status.WAITING) { this.animStartTime = getTimeStamp(); this.setBlinkDelay(); } } // Game intro animation, T-rex moves in from the left. if (this.playingIntro && this.xPos < this.config.START_X_POS) { this.xPos += Math.round((this.config.START_X_POS / this.config.INTRO_DURATION) * deltaTime); } if (this.status == Trex.status.WAITING) { this.blink(getTimeStamp()); } else { this.draw(this.currentAnimFrames[this.currentFrame], 0); } // Update the frame position. if (this.timer >= this.msPerFrame) { this.currentFrame = this.currentFrame == this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; this.timer = 0; } }, /** * Draw the t-rex to a particular position. * @param {number} x * @param {number} y */ draw: function(x, y) { var sourceX = x; var sourceY = y; var sourceWidth = this.config.WIDTH; var sourceHeight = this.config.HEIGHT; if (IS_HIDPI) { sourceX *= 2; sourceY *= 2; sourceWidth *= 2; sourceHeight *= 2; } this.canvasCtx.drawImage(this.image, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH, this.config.HEIGHT); }, /** * Sets a random time for the blink to happen. */ setBlinkDelay: function() { this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); }, /** * Make t-rex blink at random intervals. * @param {number} time Current time in milliseconds. */ blink: function(time) { var deltaTime = time - this.animStartTime; if (deltaTime >= this.blinkDelay) { this.draw(this.currentAnimFrames[this.currentFrame], 0); if (this.currentFrame == 1) { // Set new random delay to blink. this.setBlinkDelay(); this.animStartTime = time; } } }, /** * Initialise a jump. */ startJump: function() { if (!this.jumping) { this.update(0, Trex.status.JUMPING); this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY; this.jumping = true; this.reachedMinHeight = false; this.speedDrop = false; } }, /** * Jump is complete, falling down. */ endJump: function() { if (this.reachedMinHeight && this.jumpVelocity < this.config.DROP_VELOCITY) { this.jumpVelocity = this.config.DROP_VELOCITY; } }, /** * Update frame for a jump. * @param {number} deltaTime */ updateJump: function(deltaTime) { var msPerFrame = Trex.animFrames[this.status].msPerFrame; var framesElapsed = deltaTime / msPerFrame; // Speed drop makes Trex fall faster. if (this.speedDrop) { this.yPos += Math.round(this.jumpVelocity * this.config.SPEED_DROP_COEFFICIENT * framesElapsed); } else { this.yPos += Math.round(this.jumpVelocity * framesElapsed); } this.jumpVelocity += this.config.GRAVITY * framesElapsed; // Minimum height has been reached. if (this.yPos < this.minJumpHeight || this.speedDrop) { this.reachedMinHeight = true; } // Reached max height if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { this.endJump(); } // Back down at ground level. Jump completed. if (this.yPos > this.groundYPos) { this.reset(); this.jumpCount++; } this.update(deltaTime); }, /** * Set the speed drop. Immediately cancels the current jump. */ setSpeedDrop: function() { this.speedDrop = true; this.jumpVelocity = 1; }, /** * Reset the t-rex to running at start of game. */ reset: function() { this.yPos = this.groundYPos; this.jumpVelocity = 0; this.jumping = 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 {!HTMLImage} spriteSheet Image sprite. * @param {number} canvasWidth * @constructor */ function DistanceMeter(canvas, spriteSheet, canvasWidth) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.image = spriteSheet; this.x = 0; this.y = 5; this.currentDistance = 0; this.maxScore = 0; this.highScore = 0; this.container = null; this.digits = []; this.acheivement = false; this.defaultString = ''; this.flashTimer = 0; this.flashIterations = 0; this.config = DistanceMeter.config; this.init(canvasWidth); }; /** * @enum {number} */ DistanceMeter.dimensions = { WIDTH: 10, HEIGHT: 13, DEST_WIDTH: 11 }; /** * Y positioning of the digits in the sprite sheet. * X position is always 0. * @type {array.<number>} */ DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; /** * Distance meter config. * @enum {number} */ DistanceMeter.config = { // Number of digits. MAX_DISTANCE_UNITS: 5, // Distance that causes achievement animation. ACHIEVEMENT_DISTANCE: 100, // Used for conversion from pixel distance to a scaled unit. COEFFICIENT: 0.025, // Flash duration in milliseconds. FLASH_DURATION: 1000 / 4, // Flash iterations for achievement animation. FLASH_ITERATIONS: 3 }; DistanceMeter.prototype = { /** * Initialise the distance meter to '00000'. * @param {number} width Canvas width in px. */ init: function(width) { var maxDistanceStr = ''; this.calcXPos(width); this.maxScore = this.config.MAX_DISTANCE_UNITS; for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) { this.draw(i, 0); this.defaultString += '0'; maxDistanceStr += '9'; } this.maxScore = parseInt(maxDistanceStr); }, /** * Calculate the xPos in the canvas. * @param {number} canvasWidth */ calcXPos: function(canvasWidth) { this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * (this.config.MAX_DISTANCE_UNITS + 1)); }, /** * Draw a digit to canvas. * @param {number} digitPos Position of the digit. * @param {number} value Digit value 0-9. * @param {boolean} opt_highScore Whether drawing the high score. */ draw: function(digitPos, value, opt_highScore) { var sourceWidth = DistanceMeter.dimensions.WIDTH; var sourceHeight = DistanceMeter.dimensions.HEIGHT; var sourceX = DistanceMeter.dimensions.WIDTH * value; var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; var targetY = this.y; var targetWidth = DistanceMeter.dimensions.WIDTH; var targetHeight = DistanceMeter.dimensions.HEIGHT; // For high DPI we 2x source values. if (IS_HIDPI) { sourceWidth *= 2; sourceHeight *= 2; sourceX *= 2; } this.canvasCtx.save(); if (opt_highScore) { // Left of the current score. var highScoreX = this.x - (this.config.MAX_DISTANCE_UNITS * 2) * DistanceMeter.dimensions.WIDTH; this.canvasCtx.translate(highScoreX, this.y); } else { this.canvasCtx.translate(this.x, this.y); } this.canvasCtx.drawImage(this.image, sourceX, 0, sourceWidth, sourceHeight, targetX, targetY, targetWidth, targetHeight ); this.canvasCtx.restore(); }, /** * Covert pixel distance to a 'real' distance. * @param {number} distance Pixel distance ran. * @return {number} The 'real' distance ran. */ getActualDistance: function(distance) { return distance ? Math.round(distance * this.config.COEFFICIENT) : 0; }, /** * Update the distance meter. * @param {number} deltaTime * @param {number} distance * @return {boolean} Whether the acheivement sound fx should be played. */ update: function(deltaTime, distance) { var paint = true; var playSound = false; if (!this.acheivement) { distance = this.getActualDistance(distance); if (distance > 0) { // Acheivement unlocked if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) { // Flash score and play sound. this.acheivement = true; this.flashTimer = 0; playSound = true; } // Create a string representation of the distance with leading 0. var distanceStr = (this.defaultString + distance).substr(-this.config.MAX_DISTANCE_UNITS); this.digits = distanceStr.split(''); } else { this.digits = this.defaultString.split(''); } } else { // Control flashing of the score on reaching acheivement. if (this.flashIterations <= this.config.FLASH_ITERATIONS) { this.flashTimer += deltaTime; if (this.flashTimer < this.config.FLASH_DURATION) { paint = false; } else if (this.flashTimer > this.config.FLASH_DURATION * 2) { this.flashTimer = 0; this.flashIterations++; } } else { this.acheivement = false; this.flashIterations = 0; this.flashTimer = 0; } } // Draw the digits if not flashing. if (paint) { for (var i = this.digits.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.digits[i])); } } this.drawHighScore(); return playSound; }, /** * Draw the high score. */ drawHighScore: function() { this.canvasCtx.save(); this.canvasCtx.globalAlpha = .8; for (var i = this.highScore.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.highScore[i], 10), true); } this.canvasCtx.restore(); }, /** * Set the highscore as a array string. * Position of char in the sprite: H - 10, I - 11. * @param {number} distance Distance ran in pixels. */ setHighScore: function(distance) { distance = this.getActualDistance(distance); var highScoreStr = (this.defaultString + distance).substr(-this.config.MAX_DISTANCE_UNITS); this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); }, /** * Reset the distance meter back to '00000'. */ reset: function() { this.update(0); this.acheivement = false; } }; //****************************************************************************** /** * Cloud background item. * Similar to an obstacle object but without collision boxes. * @param {HTMLCanvasElement} canvas Canvas element. * @param {Image} cloudImg * @param {number} containerWidth */ function Cloud(canvas, cloudImg, containerWidth) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext('2d'); this.image = cloudImg; this.containerWidth = containerWidth; this.xPos = containerWidth; this.yPos = 0; this.remove = false; this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP, Cloud.config.MAX_CLOUD_GAP); this.init(); }; /** * Cloud object config. * @enum {number} */ Cloud.config = { HEIGHT: 14, MAX_CLOUD_GAP: 400, MAX_SKY_LEVEL: 30, MIN_CLOUD_GAP: 100, MIN_SKY_LEVEL: 71, WIDTH: 46 }; Cloud.prototype = { /** * Initialise the cloud. Sets the Cloud height. */ init: function() { this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL, Cloud.config.MIN_SKY_LEVEL); this.draw(); }, /** * Draw the cloud. */ draw: function() { this.canvasCtx.save(); var sourceWidth = Cloud.config.WIDTH; var sourceHeight = Cloud.config.HEIGHT; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } this.canvasCtx.drawImage(this.image, 0, 0, sourceWidth, sourceHeight, this.xPos, this.yPos, Cloud.config.WIDTH, Cloud.config.HEIGHT); this.canvasCtx.restore(); }, /** * Update the cloud position. * @param {number} speed */ update: function(speed) { if (!this.remove) { this.xPos -= Math.ceil(speed); this.draw(); // Mark as removeable if no longer in the canvas. if (!this.isVisible()) { this.remove = true; } } }, /** * Check if the cloud is visible on the stage. * @return {boolean} */ isVisible: function() { return this.xPos + Cloud.config.WIDTH > 0; } }; //****************************************************************************** /** * Horizon Line. * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. * @param {HTMLCanvasElement} canvas * @param {HTMLImage} bgImg Horizon line sprite. * @constructor */ function HorizonLine(canvas, bgImg) { this.image = bgImg; this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.sourceDimensions = {}; this.dimensions = HorizonLine.dimensions; this.sourceXPos = [0, this.dimensions.WIDTH]; this.xPos = []; this.yPos = 0; this.bumpThreshold = 0.5; this.setSourceDimensions(); this.draw(); }; /** * Horizon line dimensions. * @enum {number} */ HorizonLine.dimensions = { WIDTH: 600, HEIGHT: 12, YPOS: 127 }; HorizonLine.prototype = { /** * Set the source dimensions of the horizon line. */ setSourceDimensions: function() { for (var dimension in HorizonLine.dimensions) { if (IS_HIDPI) { if (dimension != 'YPOS') { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension] * 2; } } else { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension]; } this.dimensions[dimension] = HorizonLine.dimensions[dimension]; } this.xPos = [0, HorizonLine.dimensions.WIDTH]; this.yPos = HorizonLine.dimensions.YPOS; }, /** * Return the crop x position of a type. */ getRandomType: function() { return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; }, /** * Draw the horizon line. */ draw: function() { this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[0], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[1], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the x position of an indivdual piece of the line. * @param {number} pos Line position. * @param {number} increment */ updateXPos: function(pos, increment) { var line1 = pos; var line2 = pos == 0 ? 1 : 0; this.xPos[line1] -= increment; this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH; if (this.xPos[line1] <= -this.dimensions.WIDTH) { this.xPos[line1] += this.dimensions.WIDTH * 2; this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH; this.sourceXPos[line1] = this.getRandomType(); } }, /** * Update the horizon line. * @param {number} deltaTime * @param {number} speed */ update: function(deltaTime, speed) { var increment = Math.floor(speed * (FPS / 1000) * deltaTime); if (this.xPos[0] <= 0) { this.updateXPos(0, increment); } else { this.updateXPos(1, increment); } this.draw(); }, /** * Reset horizon to the starting position. */ reset: function() { this.xPos[0] = 0; this.xPos[1] = HorizonLine.dimensions.WIDTH; } }; //****************************************************************************** /** * Horizon background class. * @param {HTMLCanvasElement} canvas * @param {Array.<HTMLImageElement>} images * @param {object} dimensions Canvas dimensions. * @param {number} gapCoefficient * @constructor */ function Horizon(canvas, images, dimensions, gapCoefficient) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext('2d'); this.config = Horizon.config; this.dimensions = dimensions; this.gapCoefficient = gapCoefficient; this.obstacles = []; this.horizonOffsets = [0, 0]; this.cloudFrequency = this.config.CLOUD_FREQUENCY; // Cloud this.clouds = []; this.cloudImg = images.CLOUD; this.cloudSpeed = this.config.BG_CLOUD_SPEED; // Horizon this.horizonImg = images.HORIZON; this.horizonLine = null; // Obstacles this.obstacleImgs = { CACTUS_SMALL: images.CACTUS_SMALL, CACTUS_LARGE: images.CACTUS_LARGE }; this.init(); }; /** * Horizon config. * @enum {number} */ Horizon.config = { BG_CLOUD_SPEED: 0.2, BUMPY_THRESHOLD: .3, CLOUD_FREQUENCY: .5, HORIZON_HEIGHT: 16, MAX_CLOUDS: 6 }; Horizon.prototype = { /** * Initialise the horizon. Just add the line and a cloud. No obstacles. */ init: function() { this.addCloud(); this.horizonLine = new HorizonLine(this.canvas, this.horizonImg); }, /** * @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. */ update: function(deltaTime, currentSpeed, updateObstacles) { this.runningTime += deltaTime; this.horizonLine.update(deltaTime, currentSpeed); this.updateClouds(deltaTime, currentSpeed); if (updateObstacles) { this.updateObstacles(deltaTime, currentSpeed); } }, /** * Update the cloud positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateClouds: function(deltaTime, speed) { var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; var numClouds = this.clouds.length; if (numClouds) { for (var i = numClouds - 1; i >= 0; i--) { this.clouds[i].update(cloudSpeed); } var lastCloud = this.clouds[numClouds - 1]; // Check for adding a new cloud. if (numClouds < this.config.MAX_CLOUDS && (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && this.cloudFrequency > Math.random()) { this.addCloud(); } // Remove expired clouds. this.clouds = this.clouds.filter(function(obj) { return !obj.remove; }); } }, /** * Update the obstacle positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateObstacles: function(deltaTime, currentSpeed) { // Obstacles, move to Horizon layer. var updatedObstacles = this.obstacles.slice(0); for (var i = 0; i < this.obstacles.length; i++) { var obstacle = this.obstacles[i]; obstacle.update(deltaTime, currentSpeed); // Clean up existing obstacles. if (obstacle.remove) { updatedObstacles.shift(); } } this.obstacles = updatedObstacles; if (this.obstacles.length > 0) { var lastObstacle = this.obstacles[this.obstacles.length - 1]; if (lastObstacle && !lastObstacle.followingObstacleCreated && lastObstacle.isVisible() && (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) < this.dimensions.WIDTH) { this.addNewObstacle(currentSpeed); lastObstacle.followingObstacleCreated = true; } } else { // Create new obstacles. this.addNewObstacle(currentSpeed); } }, /** * Add a new obstacle. * @param {number} currentSpeed */ addNewObstacle: function(currentSpeed) { var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1); var obstacleType = Obstacle.types[obstacleTypeIndex]; var obstacleImg = this.obstacleImgs[obstacleType.type]; this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType, obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed)); }, /** * Reset the horizon layer. * Remove existing obstacles and reposition the horizon line. */ reset: function() { this.obstacles = []; this.horizonLine.reset(); }, /** * Update the canvas width and scaling. * @param {number} width Canvas width. * @param {number} height Canvas height. */ resize: function(width, height) { this.canvas.width = width; this.canvas.height = height; }, /** * Add a new cloud to the horizon. */ addCloud: function() { this.clouds.push(new Cloud(this.canvas, this.cloudImg, this.dimensions.WIDTH)); } }; })(); </script> <style>/* Copyright 2014 The Chromium Authors. All rights reserved. Use of this source code is governed by a BSD-style license that can be found in the LICENSE file. */ a { color: #585858; } body { background-color: #f7f7f7; color: #585858; font-size: 125%; } body.safe-browsing { background-color: rgb(206, 52, 38); color: white; } button { background: rgb(76, 142, 250); border: 0; border-radius: 2px; box-sizing: border-box; color: #fff; cursor: pointer; float: right; font-size: .875em; height: 36px; margin: -6px 0 0; padding: 8px 24px; transition: box-shadow 200ms cubic-bezier(0.4, 0, 0.2, 1); } [dir='rtl'] button { float: left; } button:active { background: rgb(50, 102, 213); outline: 0; } button:hover { box-shadow: 0 1px 3px rgba(0, 0, 0, .50); } .debugging-content { line-height: 1em; margin-bottom: 0; margin-top: 0; } .debugging-title { font-weight: bold; } #details { color: #696969; margin: 45px 0 50px; } #details p:not(:first-of-type) { margin-top: 20px; } #error-code { color: black; opacity: .35; text-transform: uppercase; } #error-debugging-info 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2x); } .styled-checkbox { float: left; height: 16px; margin-top: .36em; position: relative; width: 16px; } [dir='rtl'] .styled-checkbox { float: right; } .styled-checkbox label { background: transparent; border: white solid 1px; border-radius: 2px; height: 14px; left: 0; position: absolute; right: 0; top: 0; width: 14px; } .styled-checkbox label::after { background: transparent; border: 2px solid white; border-right-width: 0; border-top-width: 0; content: ''; height: 4px; left: 2px; opacity: 0.3; position: absolute; top: 3px; transform: rotate(-45deg); width: 9px; } .styled-checkbox input[type=checkbox]:checked + label::after { opacity: 1; } @media (max-width: 700px) { .interstitial-wrapper { padding: 0 10%; } } @media (max-height: 600px) { .interstitial-wrapper { margin-top: 5px; } } @media (max-width: 400px) { button, [dir='rtl'] button { float: none; font-size: 1em; width: 100%; } #details { margin: 20px 0 20px 0; } #details p:not(:first-of-type) { margin-top: 10px; } #details-button { display: block; padding-top: 14px; text-align: center; width: 100%; } .interstitial-wrapper { padding: 0 5%; } #malware-opt-in { margin-top: 24px; } .nav-wrapper { margin-top: 30px; } .small-link { font-size: 1em; } } </style> <style>/* Copyright 2013 The Chromium Authors. All rights reserved. * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ /* Don't use the main frame div when the error is in a subframe. */ html[subframe] #main-frame-error { display: none; } /* Don't use the subframe error div when the error is in a main frame. */ html:not([subframe]) #sub-frame-error { display: none; } #diagnose-button { -webkit-margin-start: 0; float: none; margin-bottom: 10px; margin-top: 20px; } h1 { -webkit-margin-before: 0; } h2 { color: #666; font-size: 1.2em; font-weight: normal; margin: 10px 0; } a { color: rgb(17, 85, 204); text-decoration: none; } .icon { -webkit-user-select: none; } .icon-generic { /** * Can't access chrome://theme/IDR_ERROR_NETWORK_GENERIC from an untrusted * renderer process, so embed the resource manually. */ content: -webkit-image-set( url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACkAAAAyCAAAAADkGq1yAAAAAnRSTlMA/1uRIrUAAABLSURBVHhe7dOxDQAgCERRdrza/ScwscNYSKIhWAror9+VR7BjKZbkrSpKeA45K8PQuoYqcUNKbmUzpNkD8kvM/ErlkVFk8necCyU7IotT35DVJRIAAAAASUVORK5CYII=') 1x, url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAABkCAAAAAAwZDj3AAAAAnRSTlMA/1uRIrUAAABiSURBVHhe7cy7CYAwFABAd8z+HyewskkTW+EFA3kgSu4GuK2ktI71SqWyjeyxirlS2aeMQczfKcuNUjny/1KpPCbKjA+WSqVSqVQqawmy5TlZKpVPQciVSuUEpVKZtVypVF5DHE3/NzR+1AAAAABJRU5ErkJggg==') 2x); height: 50px; padding-top: 20px; width: 41px; } .icon-offline { content: -webkit-image-set( url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACwAAAAvAgMAAADlfsA8AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAAB6SURBVHherc2xDUIxDIThE6UbVmEZ9nN9TUZgJWo3Ju8UhGIrHX/1FScdnr82K+PMoZizbozLsfw+OP9mkpvNARuabB6OG6fIZr4uozi4noqTYrcKHoxi63ZodLBG0a0R0c2M5Uw5Z3rzoavqwNf3CGybKH4gYXTq6wPqOghb2tvIFQAAAABJRU5ErkJggg==') 1x, url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFgAAABeAgMAAADaoju6AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAACDSURBVHhe7dIhDgQhAEPR6jV7urnkN3PEbkIIICCQSdfNl8/UVNe0DA/R0p7BtTzjFkesLO8nX6YUYpj8IcO48Ie+GGa4XSqYYwO4lWUPSpjH4I8s5Vg8Z7RhkeeZE2fRNc/Y5oRtu7NrC26bCKNWktEp2xueT5on/F2yLQlAQGWt+AcZixZ9AfIcYgAAAABJRU5ErkJggg==') 2x); height: 47px; margin: 0 0 40px; position: relative; width: 44px; } #content-top { margin: 20px; } #help-box-outer { -webkit-transition: height ease-in 218ms; overflow: hidden; } #help-box-inner { background-color: #f9f9f9; border-top: 1px solid #EEE; color: #444; padding: 20px; text-align: start; } #suggestion { margin-top: 15px; } #short-suggestion { margin-top: 5px; } #sub-frame-error-details { color: #8F8F8F; /* Not done on mobile for performance reasons. */ text-shadow: 0 1px 0 rgba(255,255,255,0.3); } [jscontent=failedUrl] { overflow-wrap: break-word; } #search-container { /* Prevents a space between controls. */ display: flex; margin-top: 20px; } #search-box { border: 1px solid #cdcdcd; flex-grow: 1; font-size: 16px; height: 26px; margin-right: 0; padding: 1px 9px; } #search-box:focus { border: 1px solid rgb(93, 154, 255); outline: none; } #search-button { border: none; border-bottom-left-radius: 0; border-top-left-radius: 0; box-shadow: none; display: flex; height: 30px; margin: 0; padding: 0; width: 60px; } #search-image { content: -webkit-image-set( url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAPCAQAAAB+HTb/AAAArElEQVR4Xn3NsUoCUBzG0XvB3U0chR4geo5qihpt6gkCx0bXFsMERWj2KWqIanAvmlUUoQapwU6g4l8H5bd9Z/iSPS0hu/RqZqrncBuzLl7U3Rn4cSpQFTeroejJl1Lgs7f4ceDPdeBMXYp86gaONYJkY83AnqHiGk9wHnjk16PKgo5N9BUCkzPf5j6M0PfuVg5MymoetFwoaKAlB26WdXAvJ7u5mezitqtkT//7Sv/u96CaLQAAAABJRU5ErkJggg==') 1x, url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAeCAQAAACVzLYUAAABYElEQVR4Xr3VMUuVURzH8XO98jgkGikENkRD0KRGDUVDQy0h2SiC4IuIiktL4AvQt1CDBJUJwo1KXXS6cWdHw7tcjWwoC5Hrx+UZgnNO5CXiO/75jD/+QZf9MzjskVU7DrU1zRv9G9ir5hsA4Nii83+GA9ZI1nI1D6tWAE1TRlQMuuuFDthzMQefgo4nKr+f3dIGDdUUHPYD1ISoMQdgJgUfgqaKEOcxWE/BVTArJBvwC0cGY7gNLgiZNsD1GP4EPVn4EtyLYRuczcJ34HYMP4E7GdajDS7FcB48z8AJ8FmI4TjouBkzZ2yBuRQMlsButIZ+dfDVUBqOaIHvavpLVHXfFmAqv45r9gEHNr3y3hcAfLSgSMPgiiZR+6Z9AMuKNAwqpjUcA2h55pxgAfBWkYRlQ254YMJloaxPHbCkiGCymL5RlLA7GnRDXyuC7uhicLoKdRyaDE5Pl00K//93nABqPgBDK8sfWgAAAABJRU5ErkJggg==') 2x); margin: auto; } .hidden { display: none; } .suggestions { margin-top: 18px; } .suggestion-header { font-weight: bold; margin-bottom: 4px; } .suggestion-body { color: #777; } .error-code { color: #A0A0A0; margin-top: 15px; } /* Increase line height at higher resolutions. */ @media (min-width: 641px) and (min-height: 641px) { #help-box-inner { line-height: 18px; } } /* Decrease padding at low sizes. */ @media (max-width: 640px), (max-height: 640px) { body { margin: 15px; } h1 { margin: 10px 0 15px; } #content-top { margin: 15px; } #help-box-inner { padding: 20px; } .suggestions { margin-top: 10px; } .suggestion-header { margin-bottom: 0; } .error-code { margin-top: 10px; } } /* Don't allow overflow when in a subframe. */ html[subframe] body { overflow: hidden; } #sub-frame-error { -webkit-align-items: center; background-color: #DDD; display: -webkit-flex; -webkit-flex-flow: column; height: 100%; -webkit-justify-content: center; left: 0; position: absolute; top: 0; width: 100%; } #sub-frame-error:hover { background-color: #EEE; } #sub-frame-error-details { margin: 0 10px; visibility: hidden; } /* Show details only when hovering. */ #sub-frame-error:hover #sub-frame-error-details { visibility: visible; } /* If the iframe is too small, always hide the error code. */ /* TODO(mmenke): See if overflow: no-display works better, once supported. */ @media (max-width: 200px), (max-height: 95px) { #sub-frame-error-details { display: none; } } /* details-button is special; it's a <button> element that looks like a link. */ #details-button { background-color: inherit; background-image: none; border: none; box-shadow: none; min-width: 0; padding: 0; text-decoration: underline; } /* Styles for platform dependent separation of controls and details button. */ .suggested-left > #control-buttons, .suggested-right > #details-button { float: left; } .suggested-right > #control-buttons, .suggested-left > #details-button { float: right; } #details-button.singular { float: none; } #buttons::after { clear: both; content: ''; display: block; width: 100%; } /* Offline page */ .offline .interstitial-wrapper { color: #2b2b2b; font-size: 1em; line-height: 1.55; margin: 100px auto 0; max-width: 600px; width: 100%; } .offline .runner-container { height: 150px; max-width: 600px; overflow: hidden; position: absolute; top: 10px; width: 44px; z-index: 2; } .offline .runner-canvas { height: 150px; max-width: 600px; opacity: 1; overflow: hidden; position: absolute; top: 0; } .offline .controller { background: rgba(247,247,247, .1); height: 100vh; left: 0; position: absolute; top: 0; width: 100vw; z-index: 1; } #offline-resources { display: none; } @media (max-width: 400px) { .suggested-left > #control-buttons, .suggested-right > #control-buttons { float: none; margin: 50px 0 20px; } } @media (max-height: 350px) { h1 { margin: 0 0 15px; } .icon-offline { margin: 0 0 10px; } .interstitial-wrapper { margin-top: 5%; } .nav-wrapper { margin-top: 30px; } } </style> </head> <body id="t"> <script> window.fbAsyncInit = function() { FB.init({ appId : '576553495813787', xfbml : true, version : 'v2.2' }); }; (function(d, s, id){ var js, fjs = d.getElementsByTagName(s)[0]; if (d.getElementById(id)) {return;} js = d.createElement(s); js.id = id; js.src = "//connect.facebook.net/en_US/sdk.js"; fjs.parentNode.insertBefore(js, fjs); }(document, 'script', 'facebook-jssdk')); </script> <div id="main-frame-error" class="interstitial-wrapper" jstcache="0"> <div class="onlyforchrome" style="font-size: 30px;text-align: center;font-family: Helvetica;">Running T-Rex</div> <div class="onlyforchrome" style="margin-top:5px;text-align:center;color:#8a8a8a;margin-bottom:80px; font-size:.8em;line-height:1.2em;font-family: Georgia;"><a href="http://www.thecodepost.org/internet/play-hidden-t-rex-game-offline-chrome/" target="_blank"><strong>T-Rex Dino game</strong></a> from Google Chrome offline mode ripped by <a href="https://www.twitter.com/thecodepost" target="_blank"><strong>@thecodepost</strong></a>.<br/> Press "Space" to jump your Dino and start the game.</div> <div id="main-frame-notchrome" style="display:none; margin-top:50px;">Sorry, this game only runs on the Google Chrome! You can download it free <a href="https://www.google.com/chrome">here</a></div> <div id="offline-resources" jstcache="0"> <div id="offline-resources-1x" jstcache="0"> <img id="1x-obstacle-large" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJYAAAAyCAMAAACJUtIoAAAACVBMVEX////39/dTU1OabbyfAAAAAXRSTlMAQObYZgAAAXhJREFUeF7t2NGqAjEMANGM///RlwvaYQndULuFPJgHUYaEI6IPhgNAOA8HZ+3U6384F5y1U6YzAZTWG+dZamnFEstBFtCKJZSHWMADLJ18z+JqpQeLdKoDC8siC5iFCQs4znIxB5B1t6F3lQWkL4N0JsF+u6GXJdbI+FKW+yWr3lhgCZ2VSag3Nlk/FnRkIRbasLCO0oulikMsvmGpeiGLZ1jOMgtIP5bODivYYUXEIVbwFCt4khVssRgsgidZwQaLd2A8m7MYLGTl4KeQQs2y4kMAMGGlmQViDIb5O6xZnnLD485dIBzqDSE1yyFdL4Iqu4XJqUUWl/NVAFSZq1P6a5aqbAUM2epQbBioWflUBABiUyhYyZoCBev8XyMAObDNOhOAfiyxmHU0YNlldGAphGjFCjA3YkUn1o/1Y3EkZFZ5isCC6NUgwDBn1RuXH96doNfAhDXfsIyJ2AnolcCVhay0kcYbW0HvCO8OwIcJ3GzkORpkFuUP/1Ec8FW1qJkAAAAASUVORK5CYII=" jstcache="0"> <img id="1x-obstacle-small" 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</template> </div> <script type="text/javascript"> if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { new Runner('.interstitial-wrapper'); } else { document.getElementById("main-frame-notchrome").style.display=""; } </script> <div class="onlyforchrome"> <div id="socialbutts" class="addthis_toolbox addthis_default_style" style="text-align:center; padding-top:65px;"> <table border="0" style="margin:0 auto;"><tr> <td><div class="fb-like" data-share="false" data-width="150" data-show-faces="false"> </div></td> <td style="padding-left:15px;"><div class="g-plusone" data-size="medium" data-href="http://apps.thecodepost.org/trex/trex.html"></div></td> <td><a href="https://twitter.com/share" class="twitter-share-button" data-url="http://apps.thecodepost.org/trex/trex.html" data-text="Cool Hidden T-Rex game" data-via="thecodepost" data-hashtags="trexgame">Tweet</a> <script>!function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],p=/^http:/.test(d.location)?'http':'https';if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src=p+'://platform.twitter.com/widgets.js';fjs.parentNode.insertBefore(js,fjs);}}(document, 'script', 'twitter-wjs');</script></td> </tr></table> </div> </div> <script type="text/javascript"> if (navigator.userAgent.toLowerCase().indexOf('chrome') <= -1) { hideClass(".onlyforchrome"); } </script> </body> </html>代码来自 CodePen,作者:Ben 分享到 Twitter 发送邮件给好友 分享到 Facebook

这是一个已从原 https://chinese.freecodecamp.org/news/p/705ec485-121e-407b-bc0b-670fe13b6e67/ 中分离的主题