chrome浏览器断网游戏
chrome浏览器,谷歌浏览器,断网游戏。<!DOCTYPE html><html lang="en"><head><meta charset="UTF-8"><title>Title</title></head><body><div id="runner-container" class="ru
·
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;">
</div>
<img id="sprite" style="display: none;"
src="data:image/png;base64,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"
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>
</html>
更多推荐
所有评论(0)