diff --git a/configs/app/features/easterEggBadge.ts b/configs/app/features/easterEggBadge.ts new file mode 100644 index 0000000000..d8ce02926b --- /dev/null +++ b/configs/app/features/easterEggBadge.ts @@ -0,0 +1,24 @@ +import type { Feature } from './types'; + +import { getEnvValue } from '../utils'; + +const badgeClaimLink = getEnvValue('NEXT_PUBLIC_GAME_BADGE_CLAIM_LINK'); + +const title = 'Easter egg badge'; + +const config: Feature<{ badgeClaimLink: string }> = (() => { + if (badgeClaimLink) { + return Object.freeze({ + title, + isEnabled: true, + badgeClaimLink, + }); + } + + return Object.freeze({ + title, + isEnabled: false, + }); +})(); + +export default config; diff --git a/configs/app/features/index.ts b/configs/app/features/index.ts index c5815c2330..2652c0b480 100644 --- a/configs/app/features/index.ts +++ b/configs/app/features/index.ts @@ -11,6 +11,7 @@ export { default as celo } from './celo'; export { default as csvExport } from './csvExport'; export { default as dataAvailability } from './dataAvailability'; export { default as deFiDropdown } from './deFiDropdown'; +export { default as easterEggBadge } from './easterEggBadge'; export { default as faultProofSystem } from './faultProofSystem'; export { default as gasTracker } from './gasTracker'; export { default as getGasButton } from './getGasButton'; diff --git a/configs/envs/.env.eth b/configs/envs/.env.eth index ebb31e36ea..215b86e5d1 100644 --- a/configs/envs/.env.eth +++ b/configs/envs/.env.eth @@ -66,4 +66,5 @@ NEXT_PUBLIC_STATS_API_HOST=https://stats-eth-main.k8s-prod-1.blockscout.com NEXT_PUBLIC_TRANSACTION_INTERPRETATION_PROVIDER=blockscout NEXT_PUBLIC_VIEWS_CONTRACT_SOLIDITYSCAN_ENABLED=true NEXT_PUBLIC_VISUALIZE_API_HOST=https://visualizer.services.blockscout.com -NEXT_PUBLIC_XSTAR_SCORE_URL=https://docs.xname.app/the-solution-adaptive-proof-of-humanity-on-blockchain/xhs-scoring-algorithm?utm_source=blockscout&utm_medium=address \ No newline at end of file +NEXT_PUBLIC_XSTAR_SCORE_URL=https://docs.xname.app/the-solution-adaptive-proof-of-humanity-on-blockchain/xhs-scoring-algorithm?utm_source=blockscout&utm_medium=address +NEXT_PUBLIC_GAME_BADGE_CLAIM_LINK=https://badges.blockscout.com/mint/hiddenBlockBadge \ No newline at end of file diff --git a/deploy/tools/envs-validator/schema.ts b/deploy/tools/envs-validator/schema.ts index 072daff4a7..6ed8487d94 100644 --- a/deploy/tools/envs-validator/schema.ts +++ b/deploy/tools/envs-validator/schema.ts @@ -897,6 +897,7 @@ const schema = yup }), NEXT_PUBLIC_REWARDS_SERVICE_API_HOST: yup.string().test(urlTest), NEXT_PUBLIC_XSTAR_SCORE_URL: yup.string().test(urlTest), + NEXT_PUBLIC_GAME_BADGE_CLAIM_LINK: yup.string().test(urlTest), // 6. External services envs NEXT_PUBLIC_WALLET_CONNECT_PROJECT_ID: yup.string(), diff --git a/docs/ENVS.md b/docs/ENVS.md index b2842c2e73..c96fd7a319 100644 --- a/docs/ENVS.md +++ b/docs/ENVS.md @@ -862,6 +862,16 @@ This feature enables Blockscout Merits program. It requires that the [My account | NEXT_PUBLIC_DEX_POOLS_ENABLED | `boolean` | Set to true to enable the feature | Required | - | `true` | v1.37.0+ | | NEXT_PUBLIC_CONTRACT_INFO_API_HOST | `string` | Contract Info API endpoint url | Required | - | `https://contracts-info.services.blockscout.com` | v1.0.x+ | +  + +### Badge claim link + +| Variable | Type| Description | Compulsoriness | Default value | Example value | Version | +| --- | --- | --- | --- | --- | --- | --- | +| NEXT_PUBLIC_GAME_BADGE_CLAIM_LINK | `string` | Provide to enable the easter egg badge feature | - | - | `https://example.com` | v1.37.0+ | + +  + ## External services configuration ### Google ReCaptcha diff --git a/nextjs/csp/policies/app.ts b/nextjs/csp/policies/app.ts index 6f366d5ec2..2ba5f68f5d 100644 --- a/nextjs/csp/policies/app.ts +++ b/nextjs/csp/policies/app.ts @@ -72,6 +72,9 @@ export function app(): CspDev.DirectiveDescriptor { // hash of ColorModeScript: system + dark '\'sha256-e7MRMmTzLsLQvIy1iizO1lXf7VWYoQ6ysj5fuUzvRwE=\'', '\'sha256-9A7qFFHmxdWjZMQmfzYD2XWaNHLu1ZmQB0Ds4Go764k=\'', + + // CapybaraRunner + '\'sha256-5+YTmTcBwCYdJ8Jetbr6kyjGp0Ry/H7ptpoun6CrSwQ=\'', ], 'style-src': [ diff --git a/public/static/capibara/capybaraSprite.png b/public/static/capibara/capybaraSprite.png new file mode 100644 index 0000000000..a5d6a07ce0 Binary files /dev/null and b/public/static/capibara/capybaraSprite.png differ diff --git a/public/static/capibara/capybaraSpriteX2.png b/public/static/capibara/capybaraSpriteX2.png new file mode 100644 index 0000000000..0455a2997f Binary files /dev/null and b/public/static/capibara/capybaraSpriteX2.png differ diff --git a/public/static/capibara/index.js b/public/static/capibara/index.js new file mode 100644 index 0000000000..00d5d13dc7 --- /dev/null +++ b/public/static/capibara/index.js @@ -0,0 +1,2648 @@ +// 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. +// extract from chromium source code by @liuwayong +(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.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; + + this.highScoreReached = false; // Add this new flag + + if (this.isDisabled()) { + this.setupDisabledRunner(); + } else { + this.loadImages(); + } + } + window['Runner'] = Runner; + + + /** + * Default game width. + * @const + */ + var DEFAULT_WIDTH = 600; + + /** + * Frames per second. + * @const + */ + var FPS = 60; + + /** @const */ + var IS_HIDPI = 2; + + /** @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: 12000, + INVERT_DISTANCE: 700, + 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', + 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 }, + 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 }, + RESTART: { x: 2, y: 2 }, + TEXT_SPRITE: { x: 1292, y: 2 }, + TREX: { x: 1678, y: 2 }, + STAR: { x: 1276, y: 2 } + } + }; + + + /** + * 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 loadTimeData && loadTimeData.valueExists('disabledEasterEgg'); + 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 () { + if (IS_HIDPI) { + Runner.imageSprite = document.getElementById('offline-resources-2x'); + this.spriteDef = Runner.spriteDefinition.HDPI; + } else { + Runner.imageSprite = document.getElementById('offline-resources-2x'); + this.spriteDef = Runner.spriteDefinition.LDPI; + } + + 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 () { + // 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 () { + + 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); + + // 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; + this.outerContainerEl.appendChild(this.touchController); + }, + + /** + * 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: ' + this.dimensions.WIDTH + 'px }' + + '}'; + + // create a style sheet to put the keyframe rule in + // and then place the style sheet in the html head + var sheet = document.createElement('style'); + sheet.innerHTML = keyframes; + document.head.appendChild(sheet); + + this.containerEl.addEventListener(Runner.events.ANIM_END, + this.startGame.bind(this)); + + this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; + this.containerEl.style.width = this.dimensions.WIDTH + 'px'; + + // 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.highScoreReached && this.distanceMeter.getActualDistance(this.distanceRan) >= 1000) { + this.highScoreReached = true; + window.dispatchEvent(new CustomEvent('reachedHighScore', { + detail: { score: this.distanceRan } + })); + } + + if (this.currentSpeed < this.config.MAX_SPEED) { + this.currentSpeed += this.config.ACCELERATION; + } + } else { + this.gameOver(); + } + + this.distanceMeter.update(deltaTime, + Math.ceil(this.distanceRan)); + + // 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.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 (this.playing) { + e.preventDefault(); + } + + if (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(); + } + } + }, + + + /** + * 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] || 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); + } + + // Reset the time clock. + this.time = getTimeStamp(); + }, + + 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) { + document.body.classList.toggle(Runner.classes.INVERTED, false); + this.invertTimer = 0; + this.inverted = false; + } else { + this.inverted = document.body.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} + */ + 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.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) + ] + }, + ]; + + + //****************************************************************************** + /** + * 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.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: 42, + WIDTH_RUNNING: 50 + }; + + + /** + * Used in collision detection. + * @type {Array} + */ + Trex.collisionBoxes = { + 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', + JUMPING: 'JUMPING', + RUNNING: 'RUNNING', + WAITING: 'WAITING' + }; + + /** + * Blinking coefficient. + * @const + */ + Trex.BLINK_TIMING = 500; + + + /** + * Animation config for different states. + * @enum {Object} + */ + Trex.animFrames = { + WAITING: { + frames: [43.5, 0], + msPerFrame: 1000 / 3 + }, + RUNNING: { + frames: [88, 140], + msPerFrame: 1000 / 12 + }, + CRASHED: { + frames: [190, 234], + msPerFrame: 1000 / 60 + }, + JUMPING: { + frames: [88], + msPerFrame: 1000 / 60 + }, + }; + + + 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; + } + }, + + /** + * 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.status === Trex.status.RUNNING || this.status === Trex.status.JUMPING ? + this.config.WIDTH_RUNNING : 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; + + // 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; + this.highScoreReached = false; + } + }; + + + //****************************************************************************** + + /** + * 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: 12, + DEST_WIDTH: 11 + }; + + + /** + * Y positioning of the digits in the sprite sheet. + * X position is always 0. + * @type {Array} + */ + DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; + + + /** + * Distance meter config. + * @enum {number} + */ + DistanceMeter.config = { + // Number of digits. + MAX_DISTANCE_UNITS: 5, + + // Distance that causes achievement animation. + ACHIEVEMENT_DISTANCE: 100, + + // Used for conversion from pixel distance to a scaled unit. + COEFFICIENT: 0.025, + + // Flash duration in milliseconds. + FLASH_DURATION: 1000 / 4, + + // Flash iterations for achievement animation. + FLASH_ITERATIONS: 3 + }; + + + 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; + + 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 false; + }, + + /** + * 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)); + } + }; +})(); + +new Runner('.interstitial-wrapper'); \ No newline at end of file diff --git a/ui/games/CapybaraRunner.tsx b/ui/games/CapybaraRunner.tsx new file mode 100644 index 0000000000..dc23d40de2 --- /dev/null +++ b/ui/games/CapybaraRunner.tsx @@ -0,0 +1,56 @@ +/* eslint-disable @next/next/no-img-element */ +import { Box, Text, Button, Flex } from '@chakra-ui/react'; +import Script from 'next/script'; +import React from 'react'; + +import config from 'configs/app'; + +const easterEggBadgeFeature = config.features.easterEggBadge; + +const CapybaraRunner = () => { + const [ hasReachedHighScore, setHasReachedHighScore ] = React.useState(false); + + React.useEffect(() => { + const preventDefaultKeys = (e: KeyboardEvent) => { + if (e.code === 'Space' || e.code === 'ArrowUp' || e.code === 'ArrowDown') { + e.preventDefault(); + } + }; + + const handleHighScore = () => { + setHasReachedHighScore(true); + }; + + window.addEventListener('reachedHighScore', handleHighScore); + window.addEventListener('keydown', preventDefaultKeys); + + return () => { + window.removeEventListener('keydown', preventDefaultKeys); + window.removeEventListener('reachedHighScore', handleHighScore); + }; + }, []); + + return ( + <> +