chrome浏览器,谷歌浏览器,断网游戏。
逐影的几篇文章,讲的非常仔细,非常感谢。

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
</head>
<body>


<div id="runner-container" class="runner-container offline" style="height: 200px; width: 600px; background: #fff;">
    &nbsp;
</div>


<img id="sprite" style="display: none;"
     src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAABNEAAABECAAAAACKI/xBAAAAAnRSTlMAAHaTzTgAAAoOSURBVHgB7J1bdqS4FkSDu7gPTYSh2AOATw1Pn6kBVA2FieiTrlesq6po8lgt0pj02b06E58HlRhXOCQBBcdxHMdxHOfDMeA7BfcIOI4VwISDKQhvK0O4H9iAobeFZSx8WIK0dqz4ztQRg1XdECNfX/CTGUDmNjJDP6MzuMnKKsQ0Y+Amyxnirurmx1KghAvWXoARAErEPUpAB/KzvK6YcAIl8lD2AtsCbENPS1XGwqMTSnvHhNOYgBV3mKlklKDqPUshMUIzsuzlOXFGW9AQS0C/lv/QMWrahOMoiKZL41HyUCRAdcKyDR0tVRkLD0+oV7Q7yLofm6w6rKbdrmNUL6NOyapMtGcUuixZ2WSHbsl+M97BoUX8TrpyrfGbJJ+saBQ0W9I6jnxF/ZO+4nqo66GQneo325keUjth7bFpX38MO6lbM+ZMaeOYETISzYzN9Wiy7shuyj4dI96JSQXuOMSlWcqkgQ2DSlVdUSIbWbVs2vJ41CvadDs0jTE63Y9NWO26r3x9MU3AzDGk1mQWZu2Bht6VaPzEXrl21gjyZRXNPnKFI8+TJnRKLEED24JNpaqqKBGx/C5oWLSlBR0+Pp4J5yM27YVydp8sX4p+SUGe661TuWE5Y78dtcDSX3u+oqWINjLmRm+wTsBUJWpK06pKaXZpJdbmhoH/LcByq6Rq+LMC+7Dl+OFjvzj2ObRJY/tOa1r/uUvDy9d9QaPz4utMP6ZDysxsPeScf3yly6bOfRbcemtPYESvpAn20GSS0efVKOGc4aNQgojj1ZnzvTEnkxqzOVfGllP3y9qnZ0S3pM2mK5jMwQcpiMb1ZVqdkBANl1aCFbBbdOR6Pvwgtjiu9vkx60jrXNpq15E8ywhz/2tbzGQQwQ4b59Zfe7aipVrSEhCP8mZG1UlzZ20tOgw9Hw6hrzCLZiyObqCkVauZFC0OPL8nqUrk/zHN1gopOfkzngH3fv8SQau20jtMQ09VUSmxQUS1OsZSDAWSwKNFq5SylzA6PhFf+Oo4x3m0pEuYKXb4s5WLAAaT1lwfc3Kr6CDZ6JD6hrUCWVhmjHFrzNk17pxWjdGl/Yi9AuBrBqAbusmvGNNCyWpbhvPU82j1aDMi9Q04p8aLaQtiw7plXZ0A7TwDSojO/GsCiAnE6qAGhg45/eAu7csrunGcEUpEN5NsXYDlUY6Mie67UGPTPiiO1xl0vgLYvXt83glmvkux7ke6WdGzz7mKmiSQM2ufmPEoQUv9d2fu3jEazGqc79JUQjRxghoZT9FoiJnjzvbYtDJGOXOcoxUt4hMybAucE3nloJPOSJh5v6cm8gwFWrnn72aj1txnvR+5RrzoXy8kBOAStWBtw/foGvd1NnyX+h2a+LXQUH2XKAFT0uLpi9byzXg2vrzy9Z6eAZmqIUnHoaJ9PlIofwaAYQMWu6XituAE6vWBgifhla/Xp3ClqjpFESRdt5Z+WCIkQ68vHNBAXysZH3CmuufhInRurCagvLk6QNXpbwMDNvouu+Vn/fLeVo3rA084PzAYiwDtzB1jIB3Jmvuc0YqzQRk6W0d8LhIQ9gPkNhSpEGjr2HKW4XyOuznthx/M+8V/W5+7/vRZ9yARQ4L5a18IIBetJbN18/oGYNjRHwyHt6qiJSj9R25zZ55M7Uiq6u3qglDF2KmBCqqTVqhNO0bQSp+gxRJkV9fi68uP/z8TzgYd3tyw9bQOqBUtpmdd9wwlGoGKGzDstMR7LR1EtENp582d1z5jL3yGrc79y83pSsbBZHquNluXZd5DfteKbbhaLc+Ongp1tUslUUvDve1drSPuSFoE2o/8AIL6rspChrbqZkkb0N5yhNa2E3B95Bm2vN+8m/me3lE9WaGp3LbPPDc/u9VZoJFbZ+uoCvaMhAJEDTS2xOO/Tdzp+Xs6C3mG7fXhnXlR4gnx4rXU7dma/FTl0YS29beOjztTx6NOUF2aVrNEe/bZa4m6+nmuEJUAbnFP15xH+/7fHU/FYG6LG+SmVL5bmnFZ/Ho0J4WP4NK4KMCtS7u0p/Bo9ngnXbfWXnVu/DcNdGf9rRgfeab6sWfR1KXZ1Z0kY7+l3rIToQCImiD2U9y4FepFaHm44jpJjDTGlOmfxVbGHMc92nkEW/PrrRSKJiqjF4CiHaqBNqEuLPxDLsGL/+xcvFavbLph6W89TdHCw5wZCW2zXggfe4Sqcc2oBhYYSAc+EY4zGhM5/teid0osBSaaBC3F/vPAjvpxsdDx5Dp1jjsnI7Y+95hT5z+erpZkzB/dpY2wJS0FPfLH0/wsj/AhJS0FJuTaWOPbHWFbN/9VdCUSwtPW5g81j2aMZULDkbtLE+GSBKOCdGiCURtVTXFpp7KCuEtzl3braVVFQ+g/8n6eQil/X24MmjAIe+oYJNqwK2M8uU5mXc8652rXOY6vdZ6NvdyoiXZ1jBqNcC7o0tKVaw2XlltdGs0VUwsYGTpbxwPO1JXcU7gTGLYfrx0tx6tjsW/PsjHd14p2l+YOzXGPdirBDAwdLe9sAf54IEh86zLA2qQj64SGYp9EM674Dk9Rqy4tY58B2MRqVRZOIr2t44FnymfRzlyJSOHBLg2rOzSnn5vxjI3O1hHXxyVNb8zqt2mNi6OrGzR9egPfH1QLREQgFSDs17Ky/zOoS+O7wVJNfN1axjh108L93G8dH3umelx7gGMTCuLbbfJEQZEYha6KGTbN9l2r+zNn2xkwLnzorNWqsLVP0eaGXMZ74pLWDNXLL0N7+GRnAmdqwgNqE4O7tQkREQmp+zMoudWlATcMaIRN28ErA5nv9pF/6PtEnak/1r8H53lRR6bcfuYe0DrCcZxL3vdk19PHBZQz73u6AT0ODZWGbTAY33Ud0nEcZ3hg64gmZjiO81YiCkK1dXytBauO/wwzsmxBqc3VIhP6DVNw5FhFywDS24/cKeHRCdLfoTiO3zMw58+uYUX/HYD2BLETinY4Z5Bk6+jaFo79DFm3LG4Q+pr6r97I5pH7pRsllgiQUEJ7QsSRCdN2aYfjuEczNDnollPLSKm/7EhQ6pgQ2yUKpx3OaQTZOra2gf7P0M/Q3+ScTJlLX6KgECb49h02lFLudPzVzn0lNQwEURQdrfGuc9anX34AIzk21c/xHjLYCo/JU2W1kLTm/7BeP7kkSZIkZbj0JhHZgDdAg5UeAA6f9f8Ar//eMZqUxs8ggs7BhAEarPQAsPm+hwFus4SnG6Mx3pI0xwEX/syoMMDteO0x17QlCd5m/CbX0STs9m3RDggXBLpKWv5S83eSF787y1Wd5apuCcXDHFu0HL1wPGbhz6lL2WL2VYrtE6NPZW7usXAEy1WZ5epGInCMMLhTBsCQ5erTyhXVlAASQROIjO0FvHBFh+evzparEMvVsp8XMGZ5HuHL3cZGzpu884kxZtN/1HLVynL1uiRJkvQFUg1OaKSaqSkAAAAASUVORK5CYII="
     alt="test"/>

</body>

<style>

</style>

<script type="text/javascript">


    var canvas = document.createElement('canvas'),
        a = document.getElementById('runner-container'),
        ctx = canvas.getContext('2d');
    canvas.id = 'c';
    canvas.width = 600;
    canvas.height = 150;
    a.appendChild(canvas);

    //坐标
    var spriteDefinition = {
            CACTUS_LARGE: {x: 332, y: 2},	//大仙人掌
            CACTUS_SMALL: {x: 228, y: 2},	//小仙人掌
            CLOUD: {x: 86, y: 2},			//云
            HORIZON: {x: 2, y: 54},			//地面
            MOON: {x: 484, y: 2},			//月亮
            PTERODACTYL: {x: 134, y: 2},	//翼龙
            RESTART: {x: 2, y: 2},			//重新开始按钮
            TEXT_SPRITE: {x: 655, y: 2},	//分数
            TREX: {x: 848, y: 2},			//霸王龙
            STAR: {x: 645, y: 2}			//星星
        },
        FPS = 60,
        DEFAULT_WIDTH = 600,

        imgSprite = document.getElementById('sprite');

    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,	//夜晚持续时间
        INVERT_DISTANCE: 700,	//每700距离进行昼夜交替
        MAX_CLOUDS: 6,			//云最大数量
        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
    };
    Runner.defaultDimensions = {
        HEIGHT: 150,
        WIDTH: 600
    };

    Runner.classes = {
        CANVAS: 'runner-canvas',
        CONTAINER: 'runner-container',
        CRASHED: 'crashed',
        ICON: 'icon-offline',
        INVERTED: 'inverted',
        SNACKBAR: 'snackbar',
        SNACKBAR_SHOW: 'snackbar-show',
        TOUCH_CONTROLLER: 'controller'
    };

    Runner.sounds = {
        BUTTON_PRESS: 'offline-sound-press',
        HIT: 'offline-sound-hit',
        SCORE: 'offline-sound-reached'
    };

    Runner.keycodes = {
        JUMP: {'38': 1, '32': 1},  // Up, spacebar
        DUCK: {'40': 1},  // Down
        RESTART: {'13': 1}  // Enter
    };

    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'
    };

    function Runner(outerContainerId, opt_config) {
        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.ctx = 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 = [];  //障碍物

        this.started = false;
        this.activated = false;
        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.loadImages();
    }

    Runner.prototype = {
        loadImages: function () {
            this.spriteDef = spriteDefinition;
            this.init();
        },
        loadSounds: function () {
            this.audioContext = new AudioContext();
        },
        setSpeed: function (opt_speed) {
            if (opt_speed) this.currentSpeed = opt_speed;
        },
        init: function () {
            this.setSpeed();
            this.canvas = c;
            this.ctx = ctx;
            this.ctx.fillStyle = '#f7f7f7';
            this.ctx.fill();

            this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
                this.config.GAP_COEFFICIENT);

            this.distanceMeter = new DistanceMeter(this.canvas, this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH);

            this.tRex = new Trex(this.canvas, this.spriteDef.TREX);

            this.startListening();
            this.update();
        },
        //开场动画
        playIntro: function () {
            if (!this.started && !this.crashed) {
                this.playingIntro = true;
                this.tRex.playingIntro = true;

                var keyframes = '@-webkit-keyframes intro { ' +
                    'from { width:' + Trex.config.WIDTH + 'px }' +
                    'to { width: ' + this.dimensions.WIDTH + 'px }' +
                    '}';
                document.styleSheets[0].insertRule(keyframes, 0);
                this.containerEl = document.getElementById('runner-container');
                this.containerEl.addEventListener('webkitAnimationEnd',
                    this.startGame.bind(this));

                this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both';
                this.containerEl.style.width = this.dimensions.WIDTH + 'px';

                this.activated = true;
                this.started = true;
            } else if (this.crashed) {
                this.restart();
            }
        },
        startGame: function () {
            this.runningTime = 0;
            this.playingIntro = false;
            this.tRex.playingIntro = false;
            this.containerEl.style.webkitAnimation = '';
            this.playCount++;

            document.addEventListener('visibilitychange', this.onVisibilityChange.bind(this));
            window.addEventListener('blur', this.onVisibilityChange.bind(this));
            window.addEventListener('focus', this.onVisibilityChange.bind(this));
        },
        clearCanvas: function () {
            this.ctx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT);
        },
        //todo
        update: function () {
            this.drawPending = false;

            var now = getTimeStamp();
            var deltaTime = now - (this.time || now);
            this.time = now;

            if (this.activated) {

                this.clearCanvas();

                if (this.tRex.jumping) {
                    this.tRex.updateJump(deltaTime);
                }

                this.runningTime += deltaTime;
                var hasObstacles = this.runningTime > this.config.CLEAR_TIME;
                //如果是第一次跳跃并且没有播放开场动画,则播放开场动画
                if (this.tRex.jumpCount == 1 && !this.playingIntro) {
                    this.playIntro();
                }

                if (this.playingIntro) {
                    this.horizon.update(0, this.currentSpeed, hasObstacles);
                } else {
                    deltaTime = !this.started ? 0 : deltaTime;
                    this.horizon.update(deltaTime, this.currentSpeed, hasObstacles,
                        this.inverted);
                }
                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);
                }
                //若夜晚持续时间大于设定值则变为白天
                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.crashed) {
                this.tRex.update(deltaTime);
                this.raq();
            }
        },
        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);
        },
        startListening: function () {
            document.addEventListener(Runner.events.KEYDOWN, this);
            document.addEventListener(Runner.events.KEYUP, this);
            document.addEventListener(Runner.events.MOUSEDOWN, this);
            document.addEventListener(Runner.events.MOUSEUP, this);
        },
        stopListening: function () {
            document.removeEventListener(Runner.events.KEYDOWN, this);
            document.removeEventListener(Runner.events.KEYUP, this);
            document.removeEventListener(Runner.events.MOUSEDOWN, this);
            document.removeEventListener(Runner.events.MOUSEUP, this);
        },
        onKeyDown: function (e) {

            if (e.target != this.detailsButton) {
                if (!this.crashed && Runner.keycodes.JUMP[e.keyCode]) {
                    e.preventDefault();
                    if (!this.activated) {
                        this.loadSounds();
                        this.activated = true;
                    }
                    if (!this.tRex.jumping && !this.tRex.ducking) {
                        this.tRex.startJump(this.currentSpeed);
                    }
                }
            }
            if (this.activated && !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);
                }
            }
        },
        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) {
                e.preventDefault();
                this.tRex.endJump();
            } else if (Runner.keycodes.DUCK[keyCode]) {
                e.preventDefault();
                this.tRex.speedDrop = false;
                this.tRex.setDuck(false);
            } else if (this.crashed) {
                e.preventDefault();
                // 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])) {
                    e.preventDefault();
                    this.restart();
                }
            } else if (this.paused && isjumpKey) {
                // Reset the jump state
                e.preventDefault();
                this.tRex.reset();
                this.play();
            }
        },
        isLeftClickOnCanvas: function (e) {
            return e.button != null && e.button < 2 &&
                e.type == Runner.events.MOUSEUP && e.target == this.canvas;
        },
        raq: function () {
            if (!this.drawPending) {
                this.drawPending = true;
                this.raqId = requestAnimationFrame(this.update.bind(this));
            }
        },
        isRunning: function () {
            return !!this.raqId;
        },
        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.activated = false;
            this.paused = true;
            cancelAnimationFrame(this.raqId);
            this.raqId = 0;
        },
        play: function () {
            if (!this.crashed) {
                this.activated = true;
                this.paused = false;
                this.tRex.update(0, Trex.status.RUNNING);
                this.time = getTimeStamp();
                this.update();
            }
        },
        restart: function () {
            if (!this.raqId) {
                this.playCount++;
                this.runningTime = 0;
                this.activated = true;
                this.crashed = false;
                this.distanceRan = 0;
                this.setSpeed(this.config.SPEED);
                this.time = getTimeStamp();
                this.containerEl.classList.remove(Runner.classes.CRASHED);
                this.clearCanvas();
                this.distanceMeter.reset(this.highestScore);
                this.horizon.reset();
                this.tRex.reset();
                //this.playSound(this.soundFx.BUTTON_PRESS);
                this.invert(true);
                this.update();
            }
        },
        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();
            }
        },
        playSound: function (soundBuffer) {
            if (soundBuffer) {
                var sourceNode = this.audioContext.createBufferSource();
                sourceNode.buffer = soundBuffer;
                sourceNode.connect(this.audioContext.destination);
                sourceNode.start(0);
            }
        },
        invert: function (reset) {
            if (reset) {
                a.classList.toggle(Runner.classes.INVERTED, this.invertTrigger);
                //document.body.classList.toggle(Runner.classes.INVERTED,false);
                this.invertTimer = 0;
                this.inverted = false;
            } else {
                this.inverted = a.classList.toggle(Runner.classes.INVERTED, this.invertTrigger);

                //this.inverted = document.body.classList.toggle(Runner.classes.INVERTED,this.invertTrigger);
            }
        }
    };

    window['Runner'] = Runner;

    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;
    }

    GameOverPanel.dimensions = {
        TEXT_X: 0,
        TEXT_Y: 13,
        TEXT_WIDTH: 191,
        TEXT_HEIGHT: 11,
        RESTART_WIDTH: 36,
        RESTART_HEIGHT: 32
    };

    function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) {
        this.canvas = canvas;
        this.ctx = canvas.getContext('2d');
        this.canvasDimensions = dimensions;
        this.textImgPos = textImgPos;
        this.restartImgPos = restartImgPos;
        this.draw();
    }


    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;


            textSourceX += this.textImgPos.x;
            textSourceY += this.textImgPos.y;

            // Game over text from sprite.
            this.ctx.drawImage(imgSprite,
                textSourceX, textSourceY, textSourceWidth, textSourceHeight,
                textTargetX, textTargetY, textTargetWidth, textTargetHeight);

            // Restart button.
            this.ctx.drawImage(imgSprite,
                this.restartImgPos.x, this.restartImgPos.y,
                restartSourceWidth, restartSourceHeight,
                restartTargetX, restartTargetY, dimensions.RESTART_WIDTH,
                dimensions.RESTART_HEIGHT);
        }
    };


    //地面
    function HorizonLine(canvas, spritePos) {
        this.spritePos = spritePos;
        this.canvas = canvas;
        this.ctx = 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;	//地形系数

        this.setSourceDimesions();
        this.draw();
    }

    HorizonLine.dimensions = {
        WIDTH: 600,	//宽600
        HEIGHT: 12,	//高12像素
        YPOS: 127	//在画布中的位置
    };

    HorizonLine.prototype = {
        setSourceDimesions: function () {
            for (var dimension in HorizonLine.dimensions) {
                this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension];
                this.dimensions[dimension] = HorizonLine.dimensions[dimension];
            }
            //地面在画布上的位置
            this.xPos = [0, HorizonLine.dimensions.WIDTH];//0,600
            this.yPos = HorizonLine.dimensions.YPOS;
        },
        //随机地形
        getRandomType: function () {
            return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0;
        },
        draw: function () {
            this.ctx.drawImage(imgSprite,
                this.sourceXPos[0], this.spritePos.y,
                this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
                this.xPos[0], this.yPos,
                this.dimensions.WIDTH, this.dimensions.HEIGHT);

            this.ctx.drawImage(imgSprite,
                this.sourceXPos[1], this.spritePos.y,
                this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT,
                this.xPos[1], this.yPos,
                this.dimensions.WIDTH, this.dimensions.HEIGHT);

        },
        updateXPos: function (pos, increment) {
            var line1 = pos,
                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: 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: function () {
            this.xPos[0] = 0;
            this.xPos[1] = HorizonLine.dimensions.WIDTH;
        }
    };


    //云
    Cloud.config = {
        HEIGHT: 14,
        MAX_CLOUD_GAP: 400,
        MAX_SKY_LEVEL: 30,
        MIN_CLOUD_GAP: 100,
        MIN_SKY_LEVEL: 71,
        WIDTH: 46
    };

    function getRandomNum(min, max) {
        return Math.floor(Math.random() * (max - min + 1)) + min;
    }

    function getTimeStamp() {
        return performance.now();
    }

    function Cloud(canvas, spritePos, containerWidth) {
        this.canvas = canvas;
        this.ctx = canvas.getContext("2d");
        this.spritePos = spritePos;
        this.containerWidth = containerWidth;
        this.xPos = containerWidth;
        this.yPos = 0;
        this.remove = false;
        //云间隙
        this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP, Cloud.config.MAX_CLOUD_GAP);
        this.init();
    }

    Cloud.prototype = {
        init: function () {
            //云的高度随机
            this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL, Cloud.config.MIN_SKY_LEVEL);
            this.draw();
        },
        draw: function () {
            this.ctx.save();
            var sourceWidth = Cloud.config.WIDTH,
                sourceHeight = Cloud.config.HEIGHT;

            this.ctx.drawImage(imgSprite,
                this.spritePos.x, this.spritePos.y,
                sourceWidth, sourceHeight,
                this.xPos, this.yPos,
                sourceWidth, sourceHeight);

            this.ctx.restore();
        },
        update: function (speed) {
            if (!this.remove) {
                //向左移动
                this.xPos -= Math.ceil(speed);
                this.draw();

                if (!this.isVisible()) {
                    this.remove = true;
                }
            }
        },
        //判断是否移出屏幕外
        isVisible: function () {
            return this.xPos + Cloud.config.WIDTH > 0;
        }
    };

    //夜晚
    //todo
    NightMode.config = {
        FADE_SPEED: 0.035,	//淡入淡出速度
        HEIGHT: 40,	//月亮高度
        MOON_SPEED: 0.25,	//月亮移动速度
        NUM_STARS: 2,	//星星数量
        STAR_SIZE: 9,	//星星宽度
        STAR_SPEED: 0.3,//星星速度
        STAR_MAX_Y: 70,	//星星在画布上出现的位置
        WIDTH: 20	//半个月度宽度
    };
    NightMode.phases = [140, 120, 100, 60, 40, 20, 0];

    function NightMode(canvas, spritePos, containerWidth) {
        this.spritePos = spritePos;
        this.canvas = canvas;
        this.ctx = canvas.getContext("2d");
        this.containerWidth = containerWidth;
        this.xPos = containerWidth - 50;	//月亮的x坐标
        this.yPos = 30;	//月亮的y坐标
        this.currentPhase = 0;
        this.opacity = 0;
        this.stars = [];	//用于存储星星
        this.drawStars = false;
        this.placeStars();	//放置星星
    }

    NightMode.prototype = {
        update: function (activated) {
            if (activated && this.opacity == 0) {
                this.currentPhase++;
                if (this.currentPhase >= NightMode.phases.length) {
                    this.currentPhase = 0;
                }
            }

            //淡入淡出
            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;
            }

            //移动月亮
            if (this.opacity > 0) {
                this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED);

                //移动星星
                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 = spriteDefinition.STAR.x;

            this.ctx.save();
            this.ctx.globalAlpha = this.opacity;

            if (this.drawStars) {
                for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
                    this.ctx.drawImage(imgSprite,
                        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);
                }
            }

            this.ctx.drawImage(imgSprite,
                moonSourceX, this.spritePos.y,
                moonSourceWidth, moonSourceHeight,
                Math.round(this.xPos), this.yPos,
                moonOutputWidth, NightMode.config.HEIGHT);

            this.ctx.globalAlpha = 1;
            this.ctx.restore();
        },
        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);
                this.stars[i].sourceY = spriteDefinition.STAR.y + NightMode.config.STAR_SIZE * i;
            }
        },
        reset: function () {
            this.currentPhase = 0;
            this.opacity = 0;
            this.update(false);
        }
    };

    Horizon.config = {
        BG_CLOUD_SPEED: 0.2,
        BUMPY_THRESHOLD: .3,
        CLOUD_FREQUENCY: .5,
        HORIZON_HEIGHT: 16,
        MAX_CLOUDS: 6
    };

    //地形
    function Horizon(canvas, spritePos, dimensions, gapCoefficient) {
        this.canvas = canvas;
        this.ctx = canvas.getContext("2d");
        this.config = Horizon.config;
        this.dimensions = dimensions;
        this.gapCoefficient = gapCoefficient;
        //障碍物列表
        this.obstacles = [];
        this.obstacleHistory = [];
        this.horizonOffsets = [0, 0];
        this.cloudFrequency = this.config.CLOUD_FREQUENCY;
        this.spritePos = spritePos;
        this.nightMode = null;

        //云
        this.clouds = [];
        this.cloudSpeed = this.config.BG_CLOUD_SPEED;

        //地面
        this.horizonLine = null;
        this.init();
    }

    Horizon.prototype = {
        //初始化地平面,云
        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);
        },
        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);
            }
        },
        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];
                if (numClouds < this.config.MAX_CLOUDS &&
                    (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&
                    this.cloudFrequency > Math.random()) {
                    this.addCloud();
                }

                this.clouds = this.clouds.filter(function (obj) {
                    return !obj.remove;
                });
            } else {
                this.addCloud();
            }
        },
        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();
        },
        addNewObstacle: function (currentSpeed) {
            var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1);
            var obstacleType = Obstacle.types[obstacleTypeIndex];

            if (this.duplicateObstacleCheck(obstacleType.type) || currentSpeed < obstacleType.minSpeed) {
                this.addNewObstacle(currentSpeed);
            } else {
                var obstacleSpritePos = this.spritePos[obstacleType.type];
                this.obstacles.push(new Obstacle(this.ctx, 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);
            }
        },
        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: function () {
            this.obstacles = [];
            this.horizonLine.reset();
            this.nightMode.reset();
        },
        resize: function (width, height) {
            this.canvas.width = width;
            this.canvas.height = height;
        },
        addCloud: function () {
            this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD, this.dimensions.WIDTH));
        }
    };


    Obstacle.MAX_GAP_COEFFICIENT = 1.5;
    Obstacle.MAX_OBSTACLE_LENGTH = 3;
    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. 高、中、低三种高度
            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
        }
    ];

    function Obstacle(ctx, type, spriteImgPos, dimensions, gapCoefficient, speed, opt_xOffset) {
        this.ctx = ctx;
        this.spritePos = spriteImgPos;
        //障碍物类型(仙人掌、翼龙)
        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);
    }

    Obstacle.prototype = {
        init: function (speed) {
            this.cloneCollisionBoxes();
            //若multipleSpeed大于移动速度,则只出现一个障碍物
            if (this.size > 1 && this.typeConfig.multipleSpeed > speed) {
                this.size = 1;
            }

            this.width = this.typeConfig.width * this.size;

            if (Array.isArray(this.typeConfig.yPos)) {
                var yPosConfig = this.typeConfig.yPos;
                this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)];
            } else {
                this.yPos = this.typeConfig.yPos;
            }

            this.draw();

            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;
            }

            if (this.typeConfig.speedOffset) {
                this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset :
                    -this.typeConfig.speedOffset;
            }

            this.gap = this.getGap(this.gapCoefficient, speed);
        },
        draw: function () {
            var sourceWidth = this.typeConfig.width;
            var sourceHeight = this.typeConfig.height;
            var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) +
                this.spritePos.x;

            // Animation frames.
            if (this.currentFrame > 0) {
                sourceX += sourceWidth * this.currentFrame;
            }
            this.ctx.drawImage(imgSprite,
                sourceX, this.spritePos.y,
                sourceWidth * this.size, sourceHeight,
                this.xPos, this.yPos,
                sourceWidth * this.size, sourceHeight);
        },
        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;
                }
            }
        },
        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);
        },
        isVisible: function () {
            return this.xPos + this.width > 0;
        },
        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);
            }
        }
    };

    DistanceMeter.dimensions = {
        WIDTH: 10,
        HEIGHT: 13,
        DEST_WIDTH: 11
    };
    DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
    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
    };

    function DistanceMeter(canvas, spritePos, canvasWidth) {
        this.canvas = canvas;
        this.ctx = canvas.getContext('2d');
        this.image = imgSprite;
        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);
    }

    DistanceMeter.prototype = {
        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);
        },
        calcXPos: function (canvasWidth) {
            this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *
                (this.maxScoreUnits + 1));
        },
        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;

            sourceX += this.spritePos.x;
            sourceY += this.spritePos.y;

            this.ctx.save();

            if (opt_highScore) {
                // Left of the current score.
                var highScoreX = this.x - (this.maxScoreUnits * 2) *
                    DistanceMeter.dimensions.WIDTH;
                this.ctx.translate(highScoreX, this.y);
            } else {
                this.ctx.translate(this.x, this.y);
            }
            this.ctx.drawImage(this.image, sourceX, sourceY,
                sourceWidth, sourceHeight,
                targetX, targetY,
                targetWidth, targetHeight
            );
            this.ctx.restore();
        },
        getActualDistance: function (distance) {
            return distance ? Math.round(distance * this.config.COEFFICIENT) : 0;
        },
        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;
        },
        drawHighScore: function () {
            this.ctx.save();
            this.ctx.globalAlpha = .8;
            for (var i = this.highScore.length - 1; i >= 0; i--) {
                this.draw(i, parseInt(this.highScore[i], 10), true);
            }
            this.ctx.restore();
        },
        setHighScore: function (distance) {
            distance = this.getActualDistance(distance);
            var highScoreStr = (this.defaultString +
                distance).substr(-this.maxScoreUnits);

            this.highScore = ['10', '11', ''].concat(highScoreStr.split(''));
        },
        reset: function () {
            this.update(0);
            this.acheivement = false;
        }
    };


    /**
     * 碰撞检测盒子
     * @param x    {number} x坐标
     * @param y {number} y坐标
     * @param w    {number} 宽度
     * @param h    {number} 高度
     */
    function CollisionBox(x, y, w, h) {
        this.x = x;
        this.y = y;
        this.width = w;
        this.height = h;
    }

    function checkForCollision(obstacle, tRex, opt_canvasCtx) {
        var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;
        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);

        if (opt_canvasCtx) {
            drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox);
        }
        if (boxCompare(tRexBox, obstacleBox)) {
            var collisionBoxes = obstacle.collisionBoxes;
            var tRexCollisionBoxes = tRex.ducking ?
                Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING;

            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;
    }

    function createAdjustedCollisionBox(box, adjustment) {
        return new CollisionBox(
            box.x + adjustment.x,
            box.y + adjustment.y,
            box.width,
            box.height);
    }


    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;
    }

    function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) {
        canvasCtx.save();
        canvasCtx.lineWidth = 0.5;
        canvasCtx.strokeStyle = '#f00';
        canvasCtx.strokeRect(tRexBox.x + 0.5, tRexBox.y + 0.5, tRexBox.width, tRexBox.height);

        canvasCtx.strokeStyle = '#0f0';
        canvasCtx.strokeRect(obstacleBox.x + 0.5, obstacleBox.y + 0.5,
            obstacleBox.width, obstacleBox.height);
        canvasCtx.restore();
    }

    Trex.config = {
        DROP_VELOCITY: -5,	//下落速度
        GRAVITY: 0.6,	//重力
        HEIGHT: 47,	//站立时高度
        HEIGHT_DUCK: 25,	//闪躲时高度
        INIITAL_JUMP_VELOCITY: -10,//初始起跳速度
        INTRO_DURATION: 1500,
        MAX_JUMP_HEIGHT: 30,	//最大起跳高度
        MIN_JUMP_HEIGHT: 30,	//最小起跳高度
        SPEED_DROP_COEFFICIENT: 3,
        SPRITE_WIDTH: 262,	//雪碧图霸王龙部分的宽度(不包含闪避动作)
        START_X_POS: 50,	//在画布的起始位置
        WIDTH: 44,		//站立时宽度
        WIDTH_DUCK: 59	//闪避时宽度
    };

    Trex.status = {
        CRASHED: 'CRASHED',	//碰到障碍物
        DUCKING: 'DUCKING',	//闪避
        JUMPING: 'JUMPING',	//跳跃
        RUNNING: 'RUNNING',	//跑动
        WAITING: 'WAITING'	//等待
    };

    Trex.BLINK_TIMING = 3000;

    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)
        ]
    };

    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
        }
    };

    function Trex(canvas, spritePos) {
        this.canvas = canvas;
        this.ctx = canvas.getContext('2d');
        this.spritePos = spritePos;
        this.xPos = 0;
        this.yPos = 0;
        //站立时的Y轴坐标
        this.groundYPos = 0;
        this.currentFrame = 0;
        this.currentAnimFrames = [];
        this.blinkDelay = 0;
        this.animStartTime = 0;
        this.timer = 0;
        this.msPerFrame = 1000 / FPS;
        this.config = Trex.config;
        //当前的动作为等待状态
        this.status = Trex.status.WAITING;

        this.jumping = false;	//是否跳跃
        this.ducking = false;	//是否闪避
        this.jumpVelocity = 0;
        this.reachedMinHeight = false;
        this.speedDrop = false;
        this.jumpCount = 0;
        this.jumpspotX = 0;	//空降着陆点

        this.init();
    }

    Trex.prototype = {
        init: function () {
            this.blinkDelay = this.setBlinkDelay();
            this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT -
                Runner.config.BOTTOM_PAD;
            this.yPos = this.groundYPos;

            this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT;
            this.draw(0, 0);
            this.update(0, Trex.status.WAITING);
        },
        setJumpVelocity: function (setting) {
            this.config.INIITAL_JUMP_VELOCITY = -setting;
            this.config.DROP_VELOCITY = -setting / 2;
        },
        update: function (deltaTime, opt_status) {
            this.timer += deltaTime;
            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();
                }
            }
            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);
            }

            if (this.timer >= this.msPerFrame) {
                this.currentFrame = this.currentFrame == this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1;
                this.timer = 0;
            }

            if (this.speedDrop && this.yPos == this.groundYPos) {
                this.speedDrop = false;
                this.setDuck(true);
            }
        },
        setBlinkDelay: function () {
            this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);
        },
        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;
                }
            }
        },
        startJump: function (speed) {
            if (!this.jumping) {
                this.update(0, Trex.status.JUMPING);
                this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10);
                this.jumping = true;
                this.reachedMinHeight = false;
                this.speedDrop = false;
            }
        },
        endJump: function () {
            if (this.reachedMinHeight && this.jumpVelocity < this.config.DROP_VELOCITY) {
                this.jumpVelocity = this.config.DROP_VELOCITY;
            }
        },
        updateJump: function (deltaTime, speed) {
            var msPerFrame = Trex.animFrames[this.status].msPerFrame;
            var framesElapsed = deltaTime / msPerFrame;

            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;

            if (this.yPos < this.minJumpHeight || this.speedDrop) {
                this.reachedMinHeight = true;
            }
            if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) {
                this.endJump();
            }

            if (this.yPos > this.groundYPos) {
                this.reset();
                this.jumpCount++;
            }

            this.update(deltaTime);
        },
        setSpeedDrop: function () {
            this.speedDrop = true;
            this.jumpVelocity = 1;
        },
        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;
            }
        },
        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;
            sourceX += this.spritePos.x;
            sourceY += this.spritePos.y;

            if (this.ducking && this.status != Trex.status.CRASHED) {
                this.ctx.drawImage(imgSprite, sourceX, sourceY,
                    sourceWidth, sourceHeight,
                    this.xPos, this.yPos,
                    this.config.WIDTH_DUCK, this.config.HEIGHT);
            } else {
                if (this.ducking && this.status == Trex.status.CRASHED) {
                    this.xPos++;
                }

                this.ctx.drawImage(imgSprite, sourceX, sourceY,
                    sourceWidth, sourceHeight,
                    this.xPos, this.yPos,
                    this.config.WIDTH, this.config.HEIGHT);
            }
        },
        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;
        }
    };


    var now = getTimeStamp();

    //不写onload方法就显示不出图片
    window.onload = function () {
        var runner = new Runner('.interstitial-wrapper');
    };
</script>


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