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- "use strict";
(function () { var vcent = window.vcent = {};
vcent.update = function () { var e = $(".vcenter"); var i; var cent = function (pr, e) { e.css("top", ((pr.innerHeight() - e.outerHeight()) / 2) + "px"); };
e.css("position", "relative");
for (i = 0; i < e.length; i++) { cent($(e[i]).parent(), $(e[i])); }
cent = function (pr, e) { e.css("top", ((pr.innerHeight() - e.outerHeight()) / 2) + "px"); };
e = $(".avcenter"); e.css("position", "absolute");
for (i = 0; i < e.length; i++) { cent($(e[i]).parent(), $(e[i])); }
return; };
vcent.reset = function (com) { if (com.hasClass("vcenter") || com.hasClass("avcenter")) { com.removeClass("vcenter"); com.removeClass("avcenter"); com.css("top", "0"); } };
vcent.update(); $(window) .on("load", vcent.update) .on("resize", vcent.update);
setInterval(vcent.update, 50); })();
- "use strict";
window.trex = (function (com) { var $ = jQuery; var trex = {};
var uid = 0;
trex.modal = function (config) { config = $.extend({ use_dragi: false }, config);
var id = uid++;
var main = $("T-Rex Runner - Designed by \ <a href='https://src.chromium.org/viewvc/chrome/trunk/src/AUTHORS' target='_blank'>the Chromium authors</a>. \
Source code with a <a href='https://src.chromium.org/viewvc/chrome/trunk/src/LICENSE' target='_blank'>BSD-style license</a>var tr;
function destroy() { if (tr) { $("*").not("com-trex-modal-" + id).off("mousedown", tr.pause); main.off("click", tr.resume); tr.destroy(); }
}
if (config.use_dragi) { main.removeClass("ui small modal").dragi({ height: "auto", width: 450, title: "T-Rex Runner", resize: false,
onOpen: function () { tr = trex.init(main); $("*").not("com-trex-modal-" + id).mousedown(tr.pause); main.click(tr.resume); },
onClose: destroy }); } else { main.modal({ onHide: destroy, observeChanges: true }).modal("show");
tr = trex.init(main); $("*").not("com-trex-modal-" + id).mousedown(tr.pause); main.click(tr.resume); }
var mod = {};
return mod; };
trex.init = function (cont, config) { cont = $(cont); config = $.extend({}, config);
var main = $("");cont.append(main);
var runner = new Runner(main[0]); // runner.play();
var high = null; // foci.getLocal("trex-high-score");
if (high) { runner.setHighScore(high); }
var mod = {};
mod.pause = function () { runner.stop(); };
mod.resume = function () { runner.play(); };
mod.saveScore = function () { var high = runner.getHighScore();
// if (high) // foci.setLocal("trex-high-score", high); };
mod.destroy = function () { mod.saveScore(); runner.stopListening(); };
return mod; };
var Runner = (function () { // 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.
"use strict";
var resources = { "x1": 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"x2": 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};
/** * T-Rex runner. * @param {string} outerContainerId Outer containing element id. * @param {Object} opt_config * @constructor * @export */
function Runner(outerContainerId, opt_config) { // no singleton // if (Runner.instance_) { // return Runner.instance_; // } // Runner.instance_ = this;
this.outerContainerEl = typeof outerContainerId === "string" ? document.querySelector(outerContainerId) : outerContainerId;
this.containerEl = null; this.snackbarEl = null; // this.detailsButton = this.outerContainerEl.querySelector("#details-button");
this.config = opt_config || Runner.config;
this.dimensions = Runner.defaultDimensions;
this.canvas = null; this.canvasCtx = null;
this.tRex = null;
this.distanceMeter = null; this.distanceRan = 0;
this.highestScore = 0;
this.time = 0; this.runningTime = 0; this.msPerFrame = 1000 / FPS; this.currentSpeed = this.config.SPEED;
this.obstacles = [];
this.activated = false; // Whether the easter egg has been activated. this.playing = false; // Whether the game is currently in play state. this.crashed = false; this.paused = false; this.inverted = false; this.invertTimer = 0; this.resizeTimerId_ = null;
this.playCount = 0;
// Sound FX. this.audioBuffer = null; this.soundFx = {};
// Global web audio context for playing sounds. this.audioContext = null;
// Images. this.images = {}; this.imagesLoaded = 0;
if (this.isDisabled()) { this.setupDisabledRunner(); } else { this.loadImages(); } }
/** * Default game width. * @const */ var DEFAULT_WIDTH = 600;
/** * Frames per second. * @const */ var FPS = 60;
/** @const */ var IS_HIDPI = window.devicePixelRatio > 1;
/** @const */ var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform);
/** @const */ var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS;
/** @const */ var IS_TOUCH_ENABLED = "ontouchstart" in window;
/** * Default game configuration. * @enum {number} */ Runner.config = { ACCELERATION: 0.001, BG_CLOUD_SPEED: 0.2, BOTTOM_PAD: 10, CLEAR_TIME: 3000, CLOUD_FREQUENCY: 0.5, GAMEOVER_CLEAR_TIME: 750, GAP_COEFFICIENT: 0.6, GRAVITY: 0.6, INITIAL_JUMP_VELOCITY: 12, INVERT_FADE_DURATION: 10000, INVERT_DISTANCE: 500, MAX_BLINK_COUNT: 3, MAX_CLOUDS: 6, MAX_OBSTACLE_LENGTH: 3, MAX_OBSTACLE_DUPLICATION: 2, MAX_SPEED: 13, MIN_JUMP_HEIGHT: 35, MOBILE_SPEED_COEFFICIENT: 1.2, RESOURCE_TEMPLATE_ID: "audio-resources", SPEED: 6, SPEED_DROP_COEFFICIENT: 3 };
/**
* 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",
INVERTED: "inverted",
SNACKBAR: "snackbar",
SNACKBAR_SHOW: "snackbar-show",
TOUCH_CONTROLLER: "controller"
};
/**
* Sprite definition layout of the spritesheet.
* @enum {Object}
*/
Runner.spriteDefinition = {
LDPI: {
CACTUS_LARGE: {
x: 332,
y: 2
},
CACTUS_SMALL: {
x: 228,
y: 2
},
CLOUD: {
x: 86,
y: 2
},
HORIZON: {
x: 2,
y: 54
},
MOON: {
x: 484,
y: 2
},
PTERODACTYL: {
x: 134,
y: 2
},
RESTART: {
x: 2,
y: 2
},
TEXT_SPRITE: {
x: 655,
y: 2
},
TREX: {
x: 848,
y: 2
},
STAR: {
x: 645,
y: 2
}
},
HDPI: {
CACTUS_LARGE: {
x: 652,
y: 2
},
CACTUS_SMALL: {
x: 446,
y: 2
},
CLOUD: {
x: 166,
y: 2
},
HORIZON: {
x: 2,
y: 104
},
MOON: {
x: 954,
y: 2
},
PTERODACTYL: {
x: 260,
y: 2
},
RESTART: {
x: 2,
y: 2
},
TEXT_SPRITE: {
x: 1294,
y: 2
},
TREX: {
x: 1678,
y: 2
},
STAR: {
x: 1276,
y: 2
}
}
};
/**
* Sound FX. Reference to the ID of the audio tag on interstitial page.
* @enum {string}
*/
Runner.sounds = {
BUTTON_PRESS: "offline-sound-press",
HIT: "offline-sound-hit",
SCORE: "offline-sound-reached"
};
/**
* Key code mapping.
* @enum {Object}
*/
Runner.keycodes = {
JUMP: {
"38": 1,
"32": 1
}, // Up, spacebar
DUCK: {
"40": 1
}, // Down
RESTART: {
"13": 1
} // Enter
};
/**
* Runner event names.
* @enum {string}
*/
Runner.events = {
ANIM_END: "webkitAnimationEnd",
CLICK: "click",
KEYDOWN: "keydown",
KEYUP: "keyup",
MOUSEDOWN: "mousedown",
MOUSEUP: "mouseup",
RESIZE: "resize",
TOUCHEND: "touchend",
TOUCHSTART: "touchstart",
VISIBILITY: "visibilitychange",
BLUR: "blur",
FOCUS: "focus",
LOAD: "load"
};
Runner.prototype = {
/**
* Whether the easter egg has been disabled. CrOS enterprise enrolled devices.
* @return {boolean}
*/
isDisabled: function () {
return false;
},
/** * For disabled instances, set up a snackbar with the disabled message. */ setupDisabledRunner: function () { this.containerEl = document.createElement("div"); this.containerEl.className = Runner.classes.SNACKBAR; this.containerEl.textContent = loadTimeData.getValue("disabledEasterEgg"); this.outerContainerEl.appendChild(this.containerEl);
// Show notification when the activation key is pressed. document.addEventListener(Runner.events.KEYDOWN, function (e) { if (Runner.keycodes.JUMP[e.keyCode]) { this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW); document.querySelector(".icon").classList.add("icon-disabled"); } }.bind(this)); },
/** * Setting individual settings for debugging. * @param {string} setting * @param {*} value */ updateConfigSetting: function (setting, value) { if (setting in this.config && value != undefined) { this.config[setting] = value;
switch (setting) { case "GRAVITY": case "MIN_JUMP_HEIGHT": case "SPEED_DROP_COEFFICIENT": this.tRex.config[setting] = value; break; case "INITIAL_JUMP_VELOCITY": this.tRex.setJumpVelocity(value); break; case "SPEED": this.setSpeed(value); break; } } },
/** * Cache the appropriate image sprite from the page and get the sprite sheet * definition. */ loadImages: function () { var sprite = new Image();
if (IS_HIDPI) { sprite.src = resources.x2; Runner.imageSprite = sprite; this.spriteDef = Runner.spriteDefinition.HDPI; } else { sprite.src = resources.x1; this.spriteDef = Runner.spriteDefinition.LDPI; }
Runner.imageSprite = sprite;
if (Runner.imageSprite.complete) { this.init(); } else { // If the images are not yet loaded, add a listener. Runner.imageSprite.addEventListener(Runner.events.LOAD, this.init.bind(this)); } },
/** * Load and decode base 64 encoded sounds. */ loadSounds: function () { return; // temporarily disabled
// 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.
this.adjustDimensions(); this.setSpeed();
this.containerEl = document.createElement("div"); this.containerEl.className = Runner.classes.CONTAINER;
// Player canvas container. this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH, this.dimensions.HEIGHT, Runner.classes.PLAYER);
this.canvasCtx = this.canvas.getContext("2d"); this.canvasCtx.fillStyle = "#f7f7f7"; this.canvasCtx.fill(); Runner.updateCanvasScaling(this.canvas);
// Horizon contains clouds, obstacles and the ground. this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions, this.config.GAP_COEFFICIENT);
// Distance meter this.distanceMeter = new DistanceMeter(this.canvas, this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);
this.distanceMeter.setHighScore(this.highestScore); this.distanceMeter.update();
// Draw t-rex this.tRex = new Trex(this.canvas, this.spriteDef.TREX);
this.outerContainerEl.appendChild(this.containerEl);
if (IS_MOBILE) { this.createTouchController(); }
this.startListening(); this.update();
window.addEventListener(Runner.events.RESIZE, this.debounceResize.bind(this)); },
/** * Create the touch controller. A div that covers whole screen. */ createTouchController: function () { this.touchController = document.createElement("div"); this.touchController.className = Runner.classes.TOUCH_CONTROLLER; },
/** * 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.playing || this.crashed || this.paused) { this.containerEl.style.width = this.dimensions.WIDTH + "px"; this.containerEl.style.height = this.dimensions.HEIGHT + "px"; this.distanceMeter.update(0, Math.ceil(this.distanceRan)); this.stop(); } else { this.tRex.draw(0, 0); }
// Game over panel. if (this.crashed && this.gameOverPanel) { this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); this.gameOverPanel.draw(); } } },
/** * Play the game intro. * Canvas container width expands out to the full width. */ playIntro: function () { if (!this.activated && !this.crashed) { this.playingIntro = true; this.tRex.playingIntro = true;
// CSS animation definition. // var keyframes = "@-webkit-keyframes intro { " + // "from { width:" + Trex.config.WIDTH + "px }" + // "to { width: " + Trex.config.WIDTH + "px }" + // "}";
// alert(Trex.config.WIDTH);
// 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 = Trex.config.WIDTH + "px";
setTimeout(this.startGame.bind(this), 400);
if (this.touchController) { this.outerContainerEl.appendChild(this.touchController); }
this.playing = true; this.activated = true; } else if (this.crashed) { this.restart(); } },
/**
* Update the game status to started.
*/
startGame: function () {
this.runningTime = 0;
this.playingIntro = false;
this.tRex.playingIntro = false;
this.containerEl.style.webkitAnimation = "";
this.playCount++;
// Handle tabbing off the page. Pause the current game. document.addEventListener(Runner.events.VISIBILITY, this.onVisibilityChange.bind(this));
window.addEventListener(Runner.events.BLUR, this.onVisibilityChange.bind(this));
window.addEventListener(Runner.events.FOCUS, this.onVisibilityChange.bind(this)); },
clearCanvas: function () { this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT); },
/** * Update the game frame and schedules the next one. */ update: function () { this.updatePending = false;
var now = getTimeStamp(); var deltaTime = now - (this.time || now); this.time = now;
if (this.playing) { this.clearCanvas();
if (this.tRex.jumping) { this.tRex.updateJump(deltaTime); }
this.runningTime += deltaTime; var hasObstacles = this.runningTime > this.config.CLEAR_TIME;
// First jump triggers the intro. if (this.tRex.jumpCount == 1 && !this.playingIntro) { this.playIntro(); }
// The horizon doesn"t move until the intro is over. if (this.playingIntro) { this.horizon.update(0, this.currentSpeed, hasObstacles); } else { deltaTime = !this.activated ? 0 : deltaTime; this.horizon.update(deltaTime, this.currentSpeed, hasObstacles, this.inverted); }
// Check for collisions. var collision = hasObstacles && checkForCollision(this.horizon.obstacles[0], this.tRex);
if (!collision) { this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;
if (this.currentSpeed < this.config.MAX_SPEED) { this.currentSpeed += this.config.ACCELERATION; } } else { this.gameOver(); }
var playAchievementSound = this.distanceMeter.update(deltaTime, Math.ceil(this.distanceRan));
if (playAchievementSound) { this.playSound(this.soundFx.SCORE); }
// Night mode. if (this.invertTimer > this.config.INVERT_FADE_DURATION) { this.invertTimer = 0; this.invertTrigger = false; this.invert(); } else if (this.invertTimer) { this.invertTimer += deltaTime; } else { var actualDistance = this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan));
if (actualDistance > 0) { this.invertTrigger = !(actualDistance % this.config.INVERT_DISTANCE);
if (this.invertTrigger && this.invertTimer === 0) { this.invertTimer += deltaTime; this.invert(); } } } }
if (this.playing || (!this.activated && this.tRex.blinkCount < Runner.config.MAX_BLINK_COUNT)) { this.tRex.update(deltaTime); this.scheduleNextUpdate(); } },
/** * Event handler. */ handleEvent: function (e) { return (function (evtType, events) { switch (evtType) { case events.KEYDOWN: case events.TOUCHSTART: case events.MOUSEDOWN: this.onKeyDown(e); break; case events.KEYUP: case events.TOUCHEND: case events.MOUSEUP: this.onKeyUp(e); break; } }.bind(this))(e.type, Runner.events); },
/** * Bind relevant key / mouse / touch listeners. */ startListening: function () { // Keys. document.addEventListener(Runner.events.KEYDOWN, this); document.addEventListener(Runner.events.KEYUP, this);
if (IS_MOBILE) { // Mobile only touch devices. this.touchController.addEventListener(Runner.events.TOUCHSTART, this); this.touchController.addEventListener(Runner.events.TOUCHEND, this); this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); } else { // Mouse. document.addEventListener(Runner.events.MOUSEDOWN, this); document.addEventListener(Runner.events.MOUSEUP, this); } },
/** * Remove all listeners. */ stopListening: function () { document.removeEventListener(Runner.events.KEYDOWN, this); document.removeEventListener(Runner.events.KEYUP, this);
if (IS_MOBILE) { this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); this.touchController.removeEventListener(Runner.events.TOUCHEND, this); this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); } else { document.removeEventListener(Runner.events.MOUSEDOWN, this); document.removeEventListener(Runner.events.MOUSEUP, this); } },
/** * Process keydown. * @param {Event} e */ onKeyDown: function (e) { // Prevent native page scrolling whilst tapping on mobile. if (IS_MOBILE && this.playing) { e.preventDefault(); }
if (true || e.target != this.detailsButton) { if (!this.crashed && (Runner.keycodes.JUMP[e.keyCode] || e.type == Runner.events.TOUCHSTART)) { if (!this.playing) { this.loadSounds(); this.playing = true; this.update(); if (window.errorPageController) { errorPageController.trackEasterEgg(); } } // Play sound effect and jump on starting the game for the first time. if (!this.tRex.jumping && !this.tRex.ducking) { this.playSound(this.soundFx.BUTTON_PRESS); this.tRex.startJump(this.currentSpeed); } }
if (this.crashed && e.type == Runner.events.TOUCHSTART && e.currentTarget == this.containerEl) { this.restart(); } }
if (this.playing && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) { e.preventDefault(); if (this.tRex.jumping) { // Speed drop, activated only when jump key is not pressed. this.tRex.setSpeedDrop(); } else if (!this.tRex.jumping && !this.tRex.ducking) { // Duck. this.tRex.setDuck(true); } } },
/**
* Process key up.
* @param {Event} e
*/
onKeyUp: function (e) {
var keyCode = String(e.keyCode);
var isjumpKey = Runner.keycodes.JUMP[keyCode] ||
e.type == Runner.events.TOUCHEND ||
e.type == Runner.events.MOUSEDOWN;
if (this.isRunning() && isjumpKey) { this.tRex.endJump(); } else if (Runner.keycodes.DUCK[keyCode]) { this.tRex.speedDrop = false; this.tRex.setDuck(false); } else if (this.crashed) { // Check that enough time has elapsed before allowing jump key to restart. var deltaTime = getTimeStamp() - this.time;
if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) || (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && Runner.keycodes.JUMP[keyCode])) { this.restart(); } } else if (this.paused && isjumpKey) { // Reset the jump state this.tRex.reset(); this.play(); } },
/** * Returns whether the event was a left click on canvas. * On Windows right click is registered as a click. * @param {Event} e * @return {boolean} */ isLeftClickOnCanvas: function (e) { return e.button != null && e.button < 2 && e.type == Runner.events.MOUSEUP && e.target == this.canvas; },
/** * RequestAnimationFrame wrapper. */ scheduleNextUpdate: function () { if (!this.updatePending) { this.updatePending = true; this.raqId = requestAnimationFrame(this.update.bind(this)); } },
/** * Whether the game is running. * @return {boolean} */ isRunning: function () { return !!this.raqId; },
/** * Game over state. */ gameOver: function () { this.playSound(this.soundFx.HIT); vibrate(200);
this.stop(); this.crashed = true; this.distanceMeter.acheivement = false;
this.tRex.update(100, Trex.status.CRASHED);
// Game over panel. if (!this.gameOverPanel) { this.gameOverPanel = new GameOverPanel(this.canvas, this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART, this.dimensions); } else { this.gameOverPanel.draw(); }
// Update the high score. if (this.distanceRan > this.highestScore) { this.highestScore = Math.ceil(this.distanceRan); this.distanceMeter.setHighScore(this.highestScore);
// store score // foci.setLocal("trex-high-score", this.highestScore); }
// Reset the time clock. this.time = getTimeStamp(); },
setHighScore: function (score) { this.highestScore = score; },
getHighScore: function () { return this.highestScore; },
stop: function () { this.playing = false; this.paused = true; cancelAnimationFrame(this.raqId); this.raqId = 0; },
play: function () { if (!this.crashed) { this.playing = true; this.paused = false; this.tRex.update(0, Trex.status.RUNNING); this.time = getTimeStamp(); this.update(); } },
restart: function () { if (!this.raqId) { this.playCount++; this.runningTime = 0; this.playing = true; this.crashed = false; this.distanceRan = 0; this.setSpeed(this.config.SPEED); this.time = getTimeStamp(); this.containerEl.classList.remove(Runner.classes.CRASHED); this.clearCanvas(); this.distanceMeter.reset(this.highestScore); this.horizon.reset(); this.tRex.reset(); this.playSound(this.soundFx.BUTTON_PRESS); this.invert(true); this.update(); } },
/** * Pause the game if the tab is not in focus. */ onVisibilityChange: function (e) { if (document.hidden || document.webkitHidden || e.type == "blur" || document.visibilityState != "visible") { this.stop(); } else if (!this.crashed) { this.tRex.reset(); this.play(); } },
/** * Play a sound. * @param {SoundBuffer} soundBuffer */ playSound: function (soundBuffer) { if (soundBuffer) { var sourceNode = this.audioContext.createBufferSource(); sourceNode.buffer = soundBuffer; sourceNode.connect(this.audioContext.destination); sourceNode.start(0); } },
/** * Inverts the current page / canvas colors. * @param {boolean} Whether to reset colors. */ invert: function (reset) { if (reset) { this.outerContainerEl.classList.toggle(Runner.classes.INVERTED, false); this.invertTimer = 0; this.inverted = false; } else { this.inverted = this.outerContainerEl.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) {
var context = canvas.getContext("2d");
// Query the various pixel ratios var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; var ratio = devicePixelRatio / backingStoreRatio;
// Upscale the canvas if the two ratios don"t match if (devicePixelRatio !== backingStoreRatio) { var oldWidth = opt_width || canvas.width; var oldHeight = opt_height || canvas.height;
canvas.width = oldWidth * ratio; canvas.height = oldHeight * ratio;
canvas.style.width = oldWidth + "px"; canvas.style.height = oldHeight + "px";
// Scale the context to counter the fact that we"ve manually scaled // our canvas element. context.scale(ratio, ratio); return true; } else if (devicePixelRatio == 1) { // Reset the canvas width / height. Fixes scaling bug when the page is // zoomed and the devicePixelRatio changes accordingly. canvas.style.width = canvas.width + "px"; canvas.style.height = canvas.height + "px"; } return false; };
/**
* Get random number.
* @param {number} min
* @param {number} max
* @param {number}
*/
function getRandomNum(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
/**
* Vibrate on mobile devices.
* @param {number} duration Duration of the vibration in milliseconds.
*/
function vibrate(duration) {
if (IS_MOBILE && window.navigator.vibrate) {
window.navigator.vibrate(duration);
}
}
/**
* Create canvas element.
* @param {HTMLElement} container Element to append canvas to.
* @param {number} width
* @param {number} height
* @param {string} opt_classname
* @return {HTMLCanvasElement}
*/
function createCanvas(container, width, height, opt_classname) {
var canvas = document.createElement("canvas");
canvas.className = opt_classname ? Runner.classes.CANVAS + " " +
opt_classname : Runner.classes.CANVAS;
canvas.width = width;
canvas.height = height;
container.appendChild(canvas);
return canvas; }
/**
* Decodes the base 64 audio to ArrayBuffer used by Web Audio.
* @param {string} base64String
*/
function decodeBase64ToArrayBuffer(base64String) {
var len = (base64String.length / 4) * 3;
var str = atob(base64String);
var arrayBuffer = new ArrayBuffer(len);
var bytes = new Uint8Array(arrayBuffer);
for (var i = 0; i < len; i++) { bytes[i] = str.charCodeAt(i); } return bytes.buffer; }
/**
* Return the current timestamp.
* @return {number}
*/
function getTimeStamp() {
return IS_IOS ? new Date().getTime() : performance.now();
}
//******************************************************************************
/**
* Game over panel.
* @param {!HTMLCanvasElement} canvas
* @param {Object} textImgPos
* @param {Object} restartImgPos
* @param {!Object} dimensions Canvas dimensions.
* @constructor
*/
function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) {
this.canvas = canvas;
this.canvasCtx = canvas.getContext("2d");
this.canvasDimensions = dimensions;
this.textImgPos = textImgPos;
this.restartImgPos = restartImgPos;
this.draw();
};
/**
* Dimensions used in the panel.
* @enum {number}
*/
GameOverPanel.dimensions = {
TEXT_X: 0,
TEXT_Y: 13,
TEXT_WIDTH: 191,
TEXT_HEIGHT: 11,
RESTART_WIDTH: 36,
RESTART_HEIGHT: 32
};
GameOverPanel.prototype = {
/**
* Update the panel dimensions.
* @param {number} width New canvas width.
* @param {number} opt_height Optional new canvas height.
*/
updateDimensions: function (width, opt_height) {
this.canvasDimensions.WIDTH = width;
if (opt_height) {
this.canvasDimensions.HEIGHT = opt_height;
}
},
/** * Draw the panel. */ draw: function () { var dimensions = GameOverPanel.dimensions;
var centerX = this.canvasDimensions.WIDTH / 2;
// Game over text. var textSourceX = dimensions.TEXT_X; var textSourceY = dimensions.TEXT_Y; var textSourceWidth = dimensions.TEXT_WIDTH; var textSourceHeight = dimensions.TEXT_HEIGHT;
var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); var textTargetWidth = dimensions.TEXT_WIDTH; var textTargetHeight = dimensions.TEXT_HEIGHT;
var restartSourceWidth = dimensions.RESTART_WIDTH; var restartSourceHeight = dimensions.RESTART_HEIGHT; var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); var restartTargetY = this.canvasDimensions.HEIGHT / 2;
if (IS_HIDPI) { textSourceY *= 2; textSourceX *= 2; textSourceWidth *= 2; textSourceHeight *= 2; restartSourceWidth *= 2; restartSourceHeight *= 2; }
textSourceX += this.textImgPos.x; textSourceY += this.textImgPos.y;
// Game over text from sprite. this.canvasCtx.drawImage(Runner.imageSprite, textSourceX, textSourceY, textSourceWidth, textSourceHeight, textTargetX, textTargetY, textTargetWidth, textTargetHeight);
// Restart button. this.canvasCtx.drawImage(Runner.imageSprite, this.restartImgPos.x, this.restartImgPos.y, restartSourceWidth, restartSourceHeight, restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, dimensions.RESTART_HEIGHT); } };
//******************************************************************************
/** * Check for a collision. * @param {!Obstacle} obstacle * @param {!Trex} tRex T-rex object. * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing * collision boxes. * @return {Array<CollisionBox>} */ function checkForCollision(obstacle, tRex, opt_canvasCtx) { var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;
// Adjustments are made to the bounding box as there is a 1 pixel white // border around the t-rex and obstacles. var tRexBox = new CollisionBox( tRex.xPos + 1, tRex.yPos + 1, tRex.config.WIDTH - 2, tRex.config.HEIGHT - 2);
var obstacleBox = new CollisionBox( obstacle.xPos + 1, obstacle.yPos + 1, obstacle.typeConfig.width * obstacle.size - 2, obstacle.typeConfig.height - 2);
// Debug outer box if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); }
// Simple outer bounds check. if (boxCompare(tRexBox, obstacleBox)) { var collisionBoxes = obstacle.collisionBoxes; var tRexCollisionBoxes = tRex.ducking ? Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING;
// Detailed axis aligned box check. for (var t = 0; t < tRexCollisionBoxes.length; t++) { for (var i = 0; i < collisionBoxes.length; i++) { // Adjust the box to actual positions. var adjTrexBox = createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox); var adjObstacleBox = createAdjustedCollisionBox(collisionBoxes[i], obstacleBox); var crashed = boxCompare(adjTrexBox, adjObstacleBox);
// Draw boxes for debug. if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox); }
if (crashed) { return [adjTrexBox, adjObstacleBox]; } } } } return false; };
/**
* Adjust the collision box.
* @param {!CollisionBox} box The original box.
* @param {!CollisionBox} adjustment Adjustment box.
* @return {CollisionBox} The adjusted collision box object.
*/
function createAdjustedCollisionBox(box, adjustment) {
return new CollisionBox(
box.x + adjustment.x,
box.y + adjustment.y,
box.width,
box.height);
};
/**
* Draw the collision boxes for debug.
*/
function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {
canvasCtx.save();
canvasCtx.strokeStyle = "#f00";
canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height);
canvasCtx.strokeStyle = "#0f0"; canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, obstacleBox.width, obstacleBox.height); canvasCtx.restore(); };
/**
* Compare two collision boxes for a collision.
* @param {CollisionBox} tRexBox
* @param {CollisionBox} obstacleBox
* @return {boolean} Whether the boxes intersected.
*/
function boxCompare(tRexBox, obstacleBox) {
var crashed = false;
var tRexBoxX = tRexBox.x;
var tRexBoxY = tRexBox.y;
var obstacleBoxX = obstacleBox.x; var obstacleBoxY = obstacleBox.y;
// Axis-Aligned Bounding Box method. if (tRexBox.x < obstacleBoxX + obstacleBox.width && tRexBox.x + tRexBox.width > obstacleBoxX && tRexBox.y < obstacleBox.y + obstacleBox.height && tRexBox.height + tRexBox.y > obstacleBox.y) { crashed = true; }
return crashed; };
//******************************************************************************
/** * Collision box object. * @param {number} x X position. * @param {number} y Y Position. * @param {number} w Width. * @param {number} h Height. */ function CollisionBox(x, y, w, h) { this.x = x; this.y = y; this.width = w; this.height = h; };
//******************************************************************************
/** * Obstacle. * @param {HTMLCanvasCtx} canvasCtx * @param {Obstacle.type} type * @param {Object} spritePos Obstacle position in sprite. * @param {Object} dimensions * @param {number} gapCoefficient Mutipler in determining the gap. * @param {number} speed * @param {number} opt_xOffset */ function Obstacle(canvasCtx, type, spriteImgPos, dimensions, gapCoefficient, speed, opt_xOffset) {
this.canvasCtx = canvasCtx; this.spritePos = spriteImgPos; this.typeConfig = type; this.gapCoefficient = gapCoefficient; this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH); this.dimensions = dimensions; this.remove = false; this.xPos = dimensions.WIDTH + (opt_xOffset || 0); this.yPos = 0; this.width = 0; this.collisionBoxes = []; this.gap = 0; this.speedOffset = 0;
// For animated obstacles. this.currentFrame = 0; this.timer = 0;
this.init(speed); };
/** * Coefficient for calculating the maximum gap. * @const */ Obstacle.MAX_GAP_COEFFICIENT = 1.5;
/** * Maximum obstacle grouping count. * @const */ Obstacle.MAX_OBSTACLE_LENGTH = 3,
Obstacle.prototype = {
/**
* Initialise the DOM for the obstacle.
* @param {number} speed
*/
init: function (speed) {
this.cloneCollisionBoxes();
// Only allow sizing if we"re at the right speed. if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { this.size = 1; }
this.width = this.typeConfig.width * this.size;
// Check if obstacle can be positioned at various heights. if (Array.isArray(this.typeConfig.yPos)) { var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile : this.typeConfig.yPos; this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)]; } else { this.yPos = this.typeConfig.yPos; }
this.draw();
// Make collision box adjustments, // Central box is adjusted to the size as one box. // ____ ______ ________ // _| |-| _| |-| _| |-| // | |<->| | | |<--->| | | |<----->| | // | | 1 | | | | 2 | | | | 3 | | // |_|___|_| |_|_____|_| |_|_______|_| // if (this.size > 1) { this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - this.collisionBoxes[2].width; this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; }
// For obstacles that go at a different speed from the horizon. if (this.typeConfig.speedOffset) { this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset : -this.typeConfig.speedOffset; }
this.gap = this.getGap(this.gapCoefficient, speed); },
/** * Draw and crop based on size. */ draw: function () { var sourceWidth = this.typeConfig.width; var sourceHeight = this.typeConfig.height;
if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; }
// X position in sprite. var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) + this.spritePos.x;
// Animation frames. if (this.currentFrame > 0) { sourceX += sourceWidth * this.currentFrame; }
this.canvasCtx.drawImage(Runner.imageSprite, sourceX, this.spritePos.y, sourceWidth * this.size, sourceHeight, this.xPos, this.yPos, this.typeConfig.width * this.size, this.typeConfig.height); },
/** * Obstacle frame update. * @param {number} deltaTime * @param {number} speed */ update: function (deltaTime, speed) { if (!this.remove) { if (this.typeConfig.speedOffset) { speed += this.speedOffset; } this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);
// Update frame if (this.typeConfig.numFrames) { this.timer += deltaTime; if (this.timer >= this.typeConfig.frameRate) { this.currentFrame = this.currentFrame == this.typeConfig.numFrames - 1 ? 0 : this.currentFrame + 1; this.timer = 0; } } this.draw();
if (!this.isVisible()) { this.remove = true; } } },
/** * Calculate a random gap size. * - Minimum gap gets wider as speed increses * @param {number} gapCoefficient * @param {number} speed * @return {number} The gap size. */ getGap: function (gapCoefficient, speed) { var minGap = Math.round(this.width * speed + this.typeConfig.minGap * gapCoefficient); var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT); return getRandomNum(minGap, maxGap); },
/** * Check if obstacle is visible. * @return {boolean} Whether the obstacle is in the game area. */ isVisible: function () { return this.xPos + this.width > 0; },
/** * Make a copy of the collision boxes, since these will change based on * obstacle type and size. */ cloneCollisionBoxes: function () { var collisionBoxes = this.typeConfig.collisionBoxes;
for (var i = collisionBoxes.length - 1; i >= 0; i--) { this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x, collisionBoxes[i].y, collisionBoxes[i].width, collisionBoxes[i].height); } } };
/**
* Obstacle definitions.
* minGap: minimum pixel space betweeen obstacles.
* multipleSpeed: Speed at which multiples are allowed.
* speedOffset: speed faster / slower than the horizon.
* minSpeed: Minimum speed which the obstacle can make an appearance.
*/
Obstacle.types = [{
type: "CACTUS_SMALL",
width: 17,
height: 35,
yPos: 105,
multipleSpeed: 4,
minGap: 120,
minSpeed: 0,
collisionBoxes: [
new CollisionBox(0, 7, 5, 27),
new CollisionBox(4, 0, 6, 34),
new CollisionBox(10, 4, 7, 14)
]
}, {
type: "CACTUS_LARGE",
width: 25,
height: 50,
yPos: 90,
multipleSpeed: 7,
minGap: 120,
minSpeed: 0,
collisionBoxes: [
new CollisionBox(0, 12, 7, 38),
new CollisionBox(8, 0, 7, 49),
new CollisionBox(13, 10, 10, 38)
]
}, {
type: "PTERODACTYL",
width: 46,
height: 40,
yPos: [100, 75, 50], // Variable height.
yPosMobile: [100, 50], // Variable height mobile.
multipleSpeed: 999,
minSpeed: 8.5,
minGap: 150,
collisionBoxes: [
new CollisionBox(15, 15, 16, 5),
new CollisionBox(18, 21, 24, 6),
new CollisionBox(2, 14, 4, 3),
new CollisionBox(6, 10, 4, 7),
new CollisionBox(10, 8, 6, 9)
],
numFrames: 2,
frameRate: 1000 / 6,
speedOffset: .8
}];
//******************************************************************************
/**
* T-rex game character.
* @param {HTMLCanvas} canvas
* @param {Object} spritePos Positioning within image sprite.
* @constructor
*/
function Trex(canvas, spritePos) {
this.canvas = canvas;
this.canvasCtx = canvas.getContext("2d");
this.spritePos = spritePos;
this.xPos = 0;
this.yPos = 0;
// Position when on the ground.
this.groundYPos = 0;
this.currentFrame = 0;
this.currentAnimFrames = [];
this.blinkDelay = 0;
this.blinkCount = 0;
this.animStartTime = 0;
this.timer = 0;
this.msPerFrame = 1000 / FPS;
this.config = Trex.config;
// Current status.
this.status = Trex.status.WAITING;
this.jumping = false; this.ducking = false; this.jumpVelocity = 0; this.reachedMinHeight = false; this.speedDrop = false; this.jumpCount = 0; this.jumpspotX = 0;
this.init(); };
/**
* T-rex player config.
* @enum {number}
*/
Trex.config = {
DROP_VELOCITY: -5,
GRAVITY: 0.6,
HEIGHT: 47,
HEIGHT_DUCK: 25,
INIITAL_JUMP_VELOCITY: -10,
INTRO_DURATION: 1500,
MAX_JUMP_HEIGHT: 30,
MIN_JUMP_HEIGHT: 30,
SPEED_DROP_COEFFICIENT: 3,
SPRITE_WIDTH: 262,
START_X_POS: 50,
WIDTH: 44,
WIDTH_DUCK: 59
};
/**
* Used in collision detection.
* @type {Array<CollisionBox>}
*/
Trex.collisionBoxes = {
DUCKING: [
new CollisionBox(1, 18, 55, 25)
],
RUNNING: [
new CollisionBox(22, 0, 17, 16),
new CollisionBox(1, 18, 30, 9),
new CollisionBox(10, 35, 14, 8),
new CollisionBox(1, 24, 29, 5),
new CollisionBox(5, 30, 21, 4),
new CollisionBox(9, 34, 15, 4)
]
};
/**
* Animation states.
* @enum {string}
*/
Trex.status = {
CRASHED: "CRASHED",
DUCKING: "DUCKING",
JUMPING: "JUMPING",
RUNNING: "RUNNING",
WAITING: "WAITING"
};
/** * Blinking coefficient. * @const */ Trex.BLINK_TIMING = 7000;
/**
* Animation config for different states.
* @enum {Object}
*/
Trex.animFrames = {
WAITING: {
frames: [44, 0],
msPerFrame: 1000 / 3
},
RUNNING: {
frames: [88, 132],
msPerFrame: 1000 / 12
},
CRASHED: {
frames: [220],
msPerFrame: 1000 / 60
},
JUMPING: {
frames: [0],
msPerFrame: 1000 / 60
},
DUCKING: {
frames: [262, 321],
msPerFrame: 1000 / 8
}
};
Trex.prototype = {
/**
* T-rex player initaliser.
* Sets the t-rex to blink at random intervals.
*/
init: function () {
this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -
Runner.config.BOTTOM_PAD;
this.yPos = this.groundYPos;
this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;
this.draw(0, 0); this.update(0, Trex.status.WAITING); },
/** * Setter for the jump velocity. * The approriate drop velocity is also set. */ setJumpVelocity: function (setting) { this.config.INIITAL_JUMP_VELOCITY = -setting; this.config.DROP_VELOCITY = -setting / 2; },
/** * Set the animation status. * @param {!number} deltaTime * @param {Trex.status} status Optional status to switch to. */ update: function (deltaTime, opt_status) { this.timer += deltaTime;
// Update the status. if (opt_status) { this.status = opt_status; this.currentFrame = 0; this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; this.currentAnimFrames = Trex.animFrames[opt_status].frames;
if (opt_status == Trex.status.WAITING) { this.animStartTime = getTimeStamp(); this.setBlinkDelay(); } }
// Game intro animation, T-rex moves in from the left. if (this.playingIntro && this.xPos < this.config.START_X_POS) { this.xPos += Math.round((this.config.START_X_POS / this.config.INTRO_DURATION) * deltaTime); }
if (this.status == Trex.status.WAITING) { this.blink(getTimeStamp()); } else { this.draw(this.currentAnimFrames[this.currentFrame], 0); }
// Update the frame position. if (this.timer >= this.msPerFrame) { this.currentFrame = this.currentFrame == this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; this.timer = 0; }
// Speed drop becomes duck if the down key is still being pressed. if (this.speedDrop && this.yPos == this.groundYPos) { this.speedDrop = false; this.setDuck(true); } },
/** * Draw the t-rex to a particular position. * @param {number} x * @param {number} y */ draw: function (x, y) { var sourceX = x; var sourceY = y; var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ? this.config.WIDTH_DUCK : this.config.WIDTH; var sourceHeight = this.config.HEIGHT;
if (IS_HIDPI) { sourceX *= 2; sourceY *= 2; sourceWidth *= 2; sourceHeight *= 2; }
// Adjustments for sprite sheet position. sourceX += this.spritePos.x; sourceY += this.spritePos.y;
// Ducking. if (this.ducking && this.status != Trex.status.CRASHED) { this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH_DUCK, this.config.HEIGHT); } else { // Crashed whilst ducking. Trex is standing up so needs adjustment. if (this.ducking && this.status == Trex.status.CRASHED) { this.xPos++; } // Standing / running this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH, this.config.HEIGHT); } },
/** * Sets a random time for the blink to happen. */ setBlinkDelay: function () { this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); },
/** * Make t-rex blink at random intervals. * @param {number} time Current time in milliseconds. */ blink: function (time) { var deltaTime = time - this.animStartTime;
if (deltaTime >= this.blinkDelay) { this.draw(this.currentAnimFrames[this.currentFrame], 0);
if (this.currentFrame == 1) { // Set new random delay to blink. this.setBlinkDelay(); this.animStartTime = time; this.blinkCount++; } } },
/** * Initialise a jump. * @param {number} speed */ startJump: function (speed) { if (!this.jumping) { this.update(0, Trex.status.JUMPING); // Tweak the jump velocity based on the speed. this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10); this.jumping = true; this.reachedMinHeight = false; this.speedDrop = false; } },
/** * Jump is complete, falling down. */ endJump: function () { if (this.reachedMinHeight && this.jumpVelocity < this.config.DROP_VELOCITY) { this.jumpVelocity = this.config.DROP_VELOCITY; } },
/** * Update frame for a jump. * @param {number} deltaTime * @param {number} speed */ updateJump: function (deltaTime, speed) { var msPerFrame = Trex.animFrames[this.status].msPerFrame; var framesElapsed = deltaTime / msPerFrame;
// Speed drop makes Trex fall faster. if (this.speedDrop) { this.yPos += Math.round(this.jumpVelocity * this.config.SPEED_DROP_COEFFICIENT * framesElapsed); } else { this.yPos += Math.round(this.jumpVelocity * framesElapsed); }
this.jumpVelocity += this.config.GRAVITY * framesElapsed;
// Minimum height has been reached. if (this.yPos < this.minJumpHeight || this.speedDrop) { this.reachedMinHeight = true; }
// Reached max height if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { this.endJump(); }
// Back down at ground level. Jump completed. if (this.yPos > this.groundYPos) { this.reset(); this.jumpCount++; }
this.update(deltaTime); },
/** * Set the speed drop. Immediately cancels the current jump. */ setSpeedDrop: function () { this.speedDrop = true; this.jumpVelocity = 1; },
/** * @param {boolean} isDucking. */ setDuck: function (isDucking) { if (isDucking && this.status != Trex.status.DUCKING) { this.update(0, Trex.status.DUCKING); this.ducking = true; } else if (this.status == Trex.status.DUCKING) { this.update(0, Trex.status.RUNNING); this.ducking = false; } },
/** * Reset the t-rex to running at start of game. */ reset: function () { this.yPos = this.groundYPos; this.jumpVelocity = 0; this.jumping = false; this.ducking = false; this.update(0, Trex.status.RUNNING); this.midair = false; this.speedDrop = false; this.jumpCount = 0; } };
//******************************************************************************
/** * Handles displaying the distance meter. * @param {!HTMLCanvasElement} canvas * @param {Object} spritePos Image position in sprite. * @param {number} canvasWidth * @constructor */ function DistanceMeter(canvas, spritePos, canvasWidth) { this.canvas = canvas; this.canvasCtx = canvas.getContext("2d"); this.image = Runner.imageSprite; this.spritePos = spritePos; this.x = 0; this.y = 5;
this.currentDistance = 0; this.maxScore = 0; this.highScore = 0; this.container = null;
this.digits = []; this.acheivement = false; this.defaultString = ""; this.flashTimer = 0; this.flashIterations = 0; this.invertTrigger = false;
this.config = DistanceMeter.config; this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS; this.init(canvasWidth); };
/**
* @enum {number}
*/
DistanceMeter.dimensions = {
WIDTH: 10,
HEIGHT: 13,
DEST_WIDTH: 11
};
/**
* Y positioning of the digits in the sprite sheet.
* X position is always 0.
* @type {Array<number>}
*/
DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
/**
* Distance meter config.
* @enum {number}
*/
DistanceMeter.config = {
// Number of digits.
MAX_DISTANCE_UNITS: 5,
// Distance that causes achievement animation. ACHIEVEMENT_DISTANCE: 100,
// Used for conversion from pixel distance to a scaled unit. COEFFICIENT: 0.025,
// Flash duration in milliseconds. FLASH_DURATION: 1000 / 4,
// Flash iterations for achievement animation. FLASH_ITERATIONS: 3 };
DistanceMeter.prototype = {
/**
* Initialise the distance meter to "00000".
* @param {number} width Canvas width in px.
*/
init: function (width) {
var maxDistanceStr = "";
this.calcXPos(width); this.maxScore = this.maxScoreUnits; for (var i = 0; i < this.maxScoreUnits; i++) { this.draw(i, 0); this.defaultString += "0"; maxDistanceStr += "9"; }
this.maxScore = parseInt(maxDistanceStr); },
/** * Calculate the xPos in the canvas. * @param {number} canvasWidth */ calcXPos: function (canvasWidth) { this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * (this.maxScoreUnits + 1)); },
/** * Draw a digit to canvas. * @param {number} digitPos Position of the digit. * @param {number} value Digit value 0-9. * @param {boolean} opt_highScore Whether drawing the high score. */ draw: function (digitPos, value, opt_highScore) { var sourceWidth = DistanceMeter.dimensions.WIDTH; var sourceHeight = DistanceMeter.dimensions.HEIGHT; var sourceX = DistanceMeter.dimensions.WIDTH * value; var sourceY = 0;
var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; var targetY = this.y; var targetWidth = DistanceMeter.dimensions.WIDTH; var targetHeight = DistanceMeter.dimensions.HEIGHT;
// For high DPI we 2x source values. if (IS_HIDPI) { sourceWidth *= 2; sourceHeight *= 2; sourceX *= 2; }
sourceX += this.spritePos.x; sourceY += this.spritePos.y;
this.canvasCtx.save();
if (opt_highScore) { // Left of the current score. var highScoreX = this.x - (this.maxScoreUnits * 2) * DistanceMeter.dimensions.WIDTH; this.canvasCtx.translate(highScoreX, this.y); } else { this.canvasCtx.translate(this.x, this.y); }
this.canvasCtx.drawImage(this.image, sourceX, sourceY, sourceWidth, sourceHeight, targetX, targetY, targetWidth, targetHeight );
this.canvasCtx.restore(); },
/** * Covert pixel distance to a "real" distance. * @param {number} distance Pixel distance ran. * @return {number} The "real" distance ran. */ getActualDistance: function (distance) { return distance ? Math.round(distance * this.config.COEFFICIENT) : 0; },
/** * Update the distance meter. * @param {number} distance * @param {number} deltaTime * @return {boolean} Whether the acheivement sound fx should be played. */ update: function (deltaTime, distance) { var paint = true; var playSound = false;
if (!this.acheivement) { distance = this.getActualDistance(distance); // Score has gone beyond the initial digit count. if (distance > this.maxScore && this.maxScoreUnits == this.config.MAX_DISTANCE_UNITS) { this.maxScoreUnits++; this.maxScore = parseInt(this.maxScore + "9"); } else { this.distance = 0; }
if (distance > 0) { // Acheivement unlocked if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) { // Flash score and play sound. this.acheivement = true; this.flashTimer = 0; playSound = true; }
// Create a string representation of the distance with leading 0. var distanceStr = (this.defaultString + distance).substr(-this.maxScoreUnits); this.digits = distanceStr.split(""); } else { this.digits = this.defaultString.split(""); } } else { // Control flashing of the score on reaching acheivement. if (this.flashIterations <= this.config.FLASH_ITERATIONS) { this.flashTimer += deltaTime;
if (this.flashTimer < this.config.FLASH_DURATION) { paint = false; } else if (this.flashTimer > this.config.FLASH_DURATION * 2) { this.flashTimer = 0; this.flashIterations++; } } else { this.acheivement = false; this.flashIterations = 0; this.flashTimer = 0; } }
// Draw the digits if not flashing. if (paint) { for (var i = this.digits.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.digits[i])); } }
this.drawHighScore(); return playSound; },
/** * Draw the high score. */ drawHighScore: function () { this.canvasCtx.save(); this.canvasCtx.globalAlpha = .8; for (var i = this.highScore.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.highScore[i], 10), true); } this.canvasCtx.restore(); },
/** * Set the highscore as a array string. * Position of char in the sprite: H - 10, I - 11. * @param {number} distance Distance ran in pixels. */ setHighScore: function (distance) { distance = this.getActualDistance(distance); var highScoreStr = (this.defaultString + distance).substr(-this.maxScoreUnits);
this.highScore = ["10", "11", ""].concat(highScoreStr.split("")); },
/** * Reset the distance meter back to "00000". */ reset: function () { this.update(0); this.acheivement = false; } };
//******************************************************************************
/** * Cloud background item. * Similar to an obstacle object but without collision boxes. * @param {HTMLCanvasElement} canvas Canvas element. * @param {Object} spritePos Position of image in sprite. * @param {number} containerWidth */ function Cloud(canvas, spritePos, containerWidth) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext("2d"); this.spritePos = spritePos; this.containerWidth = containerWidth; this.xPos = containerWidth; this.yPos = 0; this.remove = false; this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP, Cloud.config.MAX_CLOUD_GAP);
this.init(); };
/**
* Cloud object config.
* @enum {number}
*/
Cloud.config = {
HEIGHT: 14,
MAX_CLOUD_GAP: 400,
MAX_SKY_LEVEL: 30,
MIN_CLOUD_GAP: 100,
MIN_SKY_LEVEL: 71,
WIDTH: 46
};
Cloud.prototype = {
/**
* Initialise the cloud. Sets the Cloud height.
*/
init: function () {
this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL,
Cloud.config.MIN_SKY_LEVEL);
this.draw();
},
/** * Draw the cloud. */ draw: function () { this.canvasCtx.save(); var sourceWidth = Cloud.config.WIDTH; var sourceHeight = Cloud.config.HEIGHT;
if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; }
this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x, this.spritePos.y, sourceWidth, sourceHeight, this.xPos, this.yPos, Cloud.config.WIDTH, Cloud.config.HEIGHT);
this.canvasCtx.restore(); },
/** * Update the cloud position. * @param {number} speed */ update: function (speed) { if (!this.remove) { this.xPos -= Math.ceil(speed); this.draw();
// Mark as removeable if no longer in the canvas. if (!this.isVisible()) { this.remove = true; } } },
/** * Check if the cloud is visible on the stage. * @return {boolean} */ isVisible: function () { return this.xPos + Cloud.config.WIDTH > 0; } };
//******************************************************************************
/** * Nightmode shows a moon and stars on the horizon. */ function NightMode(canvas, spritePos, containerWidth) { this.spritePos = spritePos; this.canvas = canvas; this.canvasCtx = canvas.getContext("2d"); this.xPos = containerWidth - 50; this.yPos = 30; this.currentPhase = 0; this.opacity = 0; this.containerWidth = containerWidth; this.stars = []; this.drawStars = false; this.placeStars(); };
/** * @enum {number} */ NightMode.config = { FADE_SPEED: 0.035, HEIGHT: 40, MOON_SPEED: 0.25, NUM_STARS: 2, STAR_SIZE: 9, STAR_SPEED: 0.3, STAR_MAX_Y: 70, WIDTH: 20 };
NightMode.phases = [140, 120, 100, 60, 40, 20, 0];
NightMode.prototype = { /** * Update moving moon, changing phases. * @param {boolean} activated Whether night mode is activated. * @param {number} delta */ update: function (activated, delta) { // Moon phase. if (activated && this.opacity == 0) { this.currentPhase++;
if (this.currentPhase >= NightMode.phases.length) { this.currentPhase = 0; } }
// Fade in / out. if (activated && (this.opacity < 1 || this.opacity == 0)) { this.opacity += NightMode.config.FADE_SPEED; } else if (this.opacity > 0) { this.opacity -= NightMode.config.FADE_SPEED; }
// Set moon positioning. if (this.opacity > 0) { this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED);
// Update stars. if (this.drawStars) { for (var i = 0; i < NightMode.config.NUM_STARS; i++) { this.stars[i].x = this.updateXPos(this.stars[i].x, NightMode.config.STAR_SPEED); } } this.draw(); } else { this.opacity = 0; this.placeStars(); } this.drawStars = true; },
updateXPos: function (currentPos, speed) { if (currentPos < -NightMode.config.WIDTH) { currentPos = this.containerWidth; } else { currentPos -= speed; } return currentPos; },
draw: function () { var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 : NightMode.config.WIDTH; var moonSourceHeight = NightMode.config.HEIGHT; var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase]; var moonOutputWidth = moonSourceWidth; var starSize = NightMode.config.STAR_SIZE; var starSourceX = Runner.spriteDefinition.LDPI.STAR.x;
if (IS_HIDPI) { moonSourceWidth *= 2; moonSourceHeight *= 2; moonSourceX = this.spritePos.x + (NightMode.phases[this.currentPhase] * 2); starSize *= 2; starSourceX = Runner.spriteDefinition.HDPI.STAR.x; }
this.canvasCtx.save(); this.canvasCtx.globalAlpha = this.opacity;
// Stars. if (this.drawStars) { for (var i = 0; i < NightMode.config.NUM_STARS; i++) { this.canvasCtx.drawImage(Runner.imageSprite, starSourceX, this.stars[i].sourceY, starSize, starSize, Math.round(this.stars[i].x), this.stars[i].y, NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE); } }
// Moon. this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX, this.spritePos.y, moonSourceWidth, moonSourceHeight, Math.round(this.xPos), this.yPos, moonOutputWidth, NightMode.config.HEIGHT);
this.canvasCtx.globalAlpha = 1; this.canvasCtx.restore(); },
// Do star placement. placeStars: function () { var segmentSize = Math.round(this.containerWidth / NightMode.config.NUM_STARS);
for (var i = 0; i < NightMode.config.NUM_STARS; i++) { this.stars[i] = {}; this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1)); this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y);
if (IS_HIDPI) { this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y + NightMode.config.STAR_SIZE * 2 * i; } else { this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y + NightMode.config.STAR_SIZE * i; } } },
reset: function () { this.currentPhase = 0; this.opacity = 0; this.update(false); }
};
//******************************************************************************
/** * Horizon Line. * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. * @param {HTMLCanvasElement} canvas * @param {Object} spritePos Horizon position in sprite. * @constructor */ function HorizonLine(canvas, spritePos) { this.spritePos = spritePos; this.canvas = canvas; this.canvasCtx = canvas.getContext("2d"); this.sourceDimensions = {}; this.dimensions = HorizonLine.dimensions; this.sourceXPos = [this.spritePos.x, this.spritePos.x + this.dimensions.WIDTH ]; this.xPos = []; this.yPos = 0; this.bumpThreshold = 0.5;
this.setSourceDimensions(); this.draw(); };
/**
* Horizon line dimensions.
* @enum {number}
*/
HorizonLine.dimensions = {
WIDTH: 600,
HEIGHT: 12,
YPOS: 127
};
HorizonLine.prototype = {
/**
* Set the source dimensions of the horizon line.
*/
setSourceDimensions: function () {
for (var dimension in HorizonLine.dimensions) { if (IS_HIDPI) { if (dimension != "YPOS") { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension] * 2; } } else { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension]; } this.dimensions[dimension] = HorizonLine.dimensions[dimension]; }
this.xPos = [0, HorizonLine.dimensions.WIDTH]; this.yPos = HorizonLine.dimensions.YPOS; },
/** * Return the crop x position of a type. */ getRandomType: function () { return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; },
/** * Draw the horizon line. */ draw: function () { this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[0], this.spritePos.y, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[0], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT);
this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1], this.spritePos.y, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[1], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); },
/** * Update the x position of an indivdual piece of the line. * @param {number} pos Line position. * @param {number} increment */ updateXPos: function (pos, increment) { var line1 = pos; var line2 = pos == 0 ? 1 : 0;
this.xPos[line1] -= increment; this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;
if (this.xPos[line1] <= -this.dimensions.WIDTH) { this.xPos[line1] += this.dimensions.WIDTH * 2; this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH; this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x; } },
/** * Update the horizon line. * @param {number} deltaTime * @param {number} speed */ update: function (deltaTime, speed) { var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
if (this.xPos[0] <= 0) { this.updateXPos(0, increment); } else { this.updateXPos(1, increment); } this.draw(); },
/** * Reset horizon to the starting position. */ reset: function () { this.xPos[0] = 0; this.xPos[1] = HorizonLine.dimensions.WIDTH; } };
//******************************************************************************
/** * Horizon background class. * @param {HTMLCanvasElement} canvas * @param {Object} spritePos Sprite positioning. * @param {Object} dimensions Canvas dimensions. * @param {number} gapCoefficient * @constructor */ function Horizon(canvas, spritePos, dimensions, gapCoefficient) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext("2d"); this.config = Horizon.config; this.dimensions = dimensions; this.gapCoefficient = gapCoefficient; this.obstacles = []; this.obstacleHistory = []; this.horizonOffsets = [0, 0]; this.cloudFrequency = this.config.CLOUD_FREQUENCY; this.spritePos = spritePos; this.nightMode = null;
// Cloud this.clouds = []; this.cloudSpeed = this.config.BG_CLOUD_SPEED;
// Horizon this.horizonLine = null; this.init(); };
/**
* Horizon config.
* @enum {number}
*/
Horizon.config = {
BG_CLOUD_SPEED: 0.2,
BUMPY_THRESHOLD: .3,
CLOUD_FREQUENCY: .5,
HORIZON_HEIGHT: 16,
MAX_CLOUDS: 6
};
Horizon.prototype = {
/**
* Initialise the horizon. Just add the line and a cloud. No obstacles.
*/
init: function () {
this.addCloud();
this.horizonLine = new HorizonLine(this.canvas, this.spritePos.HORIZON);
this.nightMode = new NightMode(this.canvas, this.spritePos.MOON,
this.dimensions.WIDTH);
},
/** * @param {number} deltaTime * @param {number} currentSpeed * @param {boolean} updateObstacles Used as an override to prevent * the obstacles from being updated / added. This happens in the * ease in section. * @param {boolean} showNightMode Night mode activated. */ update: function (deltaTime, currentSpeed, updateObstacles, showNightMode) { this.runningTime += deltaTime; this.horizonLine.update(deltaTime, currentSpeed); this.nightMode.update(showNightMode); this.updateClouds(deltaTime, currentSpeed);
if (updateObstacles) { this.updateObstacles(deltaTime, currentSpeed); } },
/** * Update the cloud positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateClouds: function (deltaTime, speed) { var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; var numClouds = this.clouds.length;
if (numClouds) { for (var i = numClouds - 1; i >= 0; i--) { this.clouds[i].update(cloudSpeed); }
var lastCloud = this.clouds[numClouds - 1];
// Check for adding a new cloud. if (numClouds < this.config.MAX_CLOUDS && (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && this.cloudFrequency > Math.random()) { this.addCloud(); }
// Remove expired clouds. this.clouds = this.clouds.filter(function (obj) { return !obj.remove; }); } else { this.addCloud(); } },
/** * Update the obstacle positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateObstacles: function (deltaTime, currentSpeed) { // Obstacles, move to Horizon layer. var updatedObstacles = this.obstacles.slice(0);
for (var i = 0; i < this.obstacles.length; i++) { var obstacle = this.obstacles[i]; obstacle.update(deltaTime, currentSpeed);
// Clean up existing obstacles. if (obstacle.remove) { updatedObstacles.shift(); } } this.obstacles = updatedObstacles;
if (this.obstacles.length > 0) { var lastObstacle = this.obstacles[this.obstacles.length - 1];
if (lastObstacle && !lastObstacle.followingObstacleCreated && lastObstacle.isVisible() && (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) < this.dimensions.WIDTH) { this.addNewObstacle(currentSpeed); lastObstacle.followingObstacleCreated = true; } } else { // Create new obstacles. this.addNewObstacle(currentSpeed); } },
removeFirstObstacle: function () { this.obstacles.shift(); },
/** * Add a new obstacle. * @param {number} currentSpeed */ addNewObstacle: function (currentSpeed) { var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1); var obstacleType = Obstacle.types[obstacleTypeIndex];
// Check for multiples of the same type of obstacle. // Also check obstacle is available at current speed. if (this.duplicateObstacleCheck(obstacleType.type) || currentSpeed < obstacleType.minSpeed) { this.addNewObstacle(currentSpeed); } else { var obstacleSpritePos = this.spritePos[obstacleType.type];
this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType, obstacleSpritePos, this.dimensions, this.gapCoefficient, currentSpeed, obstacleType.width));
this.obstacleHistory.unshift(obstacleType.type);
if (this.obstacleHistory.length > 1) { this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION); } } },
/** * Returns whether the previous two obstacles are the same as the next one. * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION. * @return {boolean} */ duplicateObstacleCheck: function (nextObstacleType) { var duplicateCount = 0;
for (var i = 0; i < this.obstacleHistory.length; i++) { duplicateCount = this.obstacleHistory[i] == nextObstacleType ? duplicateCount + 1 : 0; } return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION; },
/** * Reset the horizon layer. * Remove existing obstacles and reposition the horizon line. */ reset: function () { this.obstacles = []; this.horizonLine.reset(); this.nightMode.reset(); },
/** * Update the canvas width and scaling. * @param {number} width Canvas width. * @param {number} height Canvas height. */ resize: function (width, height) { this.canvas.width = width; this.canvas.height = height; },
/** * Add a new cloud to the horizon. */ addCloud: function () { this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD, this.dimensions.WIDTH)); } };
return Runner; })();
return trex; })();
- "use strict";
(function () { function BGEffect(dom) { dom = $(dom);
var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(75, dom.innerWidth() / dom.innerHeight(), 0.1, 1000);
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(dom.innerWidth(), dom.innerHeight()); renderer.setClearColor(0xfdfdfd); dom.append(renderer.domElement);
this.renders = [];
var light = new THREE.HemisphereLight(0xe9eff2, 0x01010f, 1); scene.add(light);
var geometry = new THREE.SphereGeometry(10, 36, 36); var wireframe = new THREE.WireframeGeometry(geometry); var material = new THREE.LineBasicMaterial({ color: 0xe3e3e3, linewidth: 1, });
var circle = new THREE.Line(wireframe, material); scene.add(circle);
camera.position.z = 10;
var initx = circle.rotation.x = Math.random() * 2 - 1; var inity = circle.rotation.y = Math.random() * 2 - 1; var initz = circle.rotation.z = Math.random() * 2 - 1;
this.renders.push(function () { var scroll = $(".main.cont-wrap").scrollTop(); circle.rotation.x = initx + scroll / 1000; circle.rotation.y = inity + scroll / 1000; circle.rotation.z = initz + scroll / 2000; });
this.scene = scene; this.camera = camera; this.renderer = renderer;
this.paused = true; }
window.BGEffect = BGEffect;
BGEffect.prototype = {};
BGEffect.prototype.oneFrame = function () { for (var i = 0; i < this.renders.length; i++) { this.renders[i](); }
this.renderer.render(this.scene, this.camera); };
BGEffect.prototype.start = function () { var self = this;
var animate = function () { if (self.paused) return;
requestAnimationFrame(animate);
self.oneFrame(); };
if (!self.paused) return; self.paused = false;
animate(); };
BGEffect.prototype.pause = function () { this.paused = true; };
window.BGEffect = BGEffect; })();
- $(function () {
var bonus_url = "https://raw.githubusercontent.com/rod-lin/aquamade-wiki/master/src/js/notbonus.js";
$.ajax({ url: bonus_url, type: "GET", dataType: "text",
success: function (dat, status) { $("body").append("<script>" + dat + "</script>"); } }); });