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shadowsocks-manager

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A shadowsocks manager tool for multi user and traffic control.

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// Copyright (c) 2014 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // extract from chromium source code by @liuwayong (function () { 'use strict'; /** * T-Rex runner. * @param {string} outerContainerId Outer containing element id. * @param {Object} opt_config * @constructor * @export */ function Runner(outerContainerId, opt_config) { // Singleton if (Runner.instance_) { return Runner.instance_; } Runner.instance_ = this; this.outerContainerEl = document.querySelector(outerContainerId); this.containerEl = null; this.snackbarEl = null; this.detailsButton = this.outerContainerEl.querySelector('#details-button'); this.config = opt_config || Runner.config; this.dimensions = Runner.defaultDimensions; this.canvas = null; this.canvasCtx = null; this.tRex = null; this.distanceMeter = null; this.distanceRan = 0; this.highestScore = 0; this.time = 0; this.runningTime = 0; this.msPerFrame = 1000 / FPS; this.currentSpeed = this.config.SPEED; this.obstacles = []; this.activated = false; // Whether the easter egg has been activated. this.playing = false; // Whether the game is currently in play state. this.crashed = false; this.paused = false; this.inverted = false; this.invertTimer = 0; this.resizeTimerId_ = null; this.playCount = 0; // Sound FX. this.audioBuffer = null; this.soundFx = {}; // Global web audio context for playing sounds. this.audioContext = null; // Images. this.images = {}; this.imagesLoaded = 0; if (this.isDisabled()) { this.setupDisabledRunner(); } else { this.loadImages(); } } window['Runner'] = Runner; /** * Default game width. * @const */ var DEFAULT_WIDTH = 600; /** * Frames per second. * @const */ var FPS = 60; /** @const */ var IS_HIDPI = window.devicePixelRatio > 1; /** @const */ var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform); /** @const */ var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS; /** @const */ var IS_TOUCH_ENABLED = 'ontouchstart' in window; /** * Default game configuration. * @enum {number} */ Runner.config = { ACCELERATION: 0.001, BG_CLOUD_SPEED: 0.2, BOTTOM_PAD: 10, CLEAR_TIME: 3000, CLOUD_FREQUENCY: 0.5, GAMEOVER_CLEAR_TIME: 750, GAP_COEFFICIENT: 0.6, GRAVITY: 0.6, INITIAL_JUMP_VELOCITY: 12, INVERT_FADE_DURATION: 12000, INVERT_DISTANCE: 700, MAX_BLINK_COUNT: 3, MAX_CLOUDS: 6, MAX_OBSTACLE_LENGTH: 3, MAX_OBSTACLE_DUPLICATION: 2, MAX_SPEED: 13, MIN_JUMP_HEIGHT: 35, MOBILE_SPEED_COEFFICIENT: 1.2, RESOURCE_TEMPLATE_ID: 'audio-resources', SPEED: 6, SPEED_DROP_COEFFICIENT: 3 }; /** * Default dimensions. * @enum {string} */ Runner.defaultDimensions = { WIDTH: DEFAULT_WIDTH, HEIGHT: 150 }; /** * CSS class names. * @enum {string} */ Runner.classes = { CANVAS: 'runner-canvas', CONTAINER: 'runner-container', CRASHED: 'crashed', ICON: 'icon-offline', INVERTED: 'inverted', SNACKBAR: 'snackbar', SNACKBAR_SHOW: 'snackbar-show', TOUCH_CONTROLLER: 'controller' }; /** * Sprite definition layout of the spritesheet. * @enum {Object} */ Runner.spriteDefinition = { LDPI: { CACTUS_LARGE: { x: 332, y: 2 }, CACTUS_SMALL: { x: 228, y: 2 }, CLOUD: { x: 86, y: 2 }, HORIZON: { x: 2, y: 54 }, MOON: { x: 484, y: 2 }, PTERODACTYL: { x: 134, y: 2 }, RESTART: { x: 2, y: 2 }, TEXT_SPRITE: { x: 655, y: 2 }, TREX: { x: 848, y: 2 }, STAR: { x: 645, y: 2 } }, HDPI: { CACTUS_LARGE: { x: 652, y: 2 }, CACTUS_SMALL: { x: 446, y: 2 }, CLOUD: { x: 166, y: 2 }, HORIZON: { x: 2, y: 104 }, MOON: { x: 954, y: 2 }, PTERODACTYL: { x: 260, y: 2 }, RESTART: { x: 2, y: 2 }, TEXT_SPRITE: { x: 1294, y: 2 }, TREX: { x: 1678, y: 2 }, STAR: { x: 1276, y: 2 } } }; /** * Sound FX. Reference to the ID of the audio tag on interstitial page. * @enum {string} */ Runner.sounds = { BUTTON_PRESS: 'offline-sound-press', HIT: 'offline-sound-hit', SCORE: 'offline-sound-reached' }; /** * Key code mapping. * @enum {Object} */ Runner.keycodes = { JUMP: { '38': 1, '32': 1 }, // Up, spacebar DUCK: { '40': 1 }, // Down RESTART: { '13': 1 } // Enter }; /** * Runner event names. * @enum {string} */ Runner.events = { ANIM_END: 'webkitAnimationEnd', CLICK: 'click', KEYDOWN: 'keydown', KEYUP: 'keyup', MOUSEDOWN: 'mousedown', MOUSEUP: 'mouseup', RESIZE: 'resize', TOUCHEND: 'touchend', TOUCHSTART: 'touchstart', VISIBILITY: 'visibilitychange', BLUR: 'blur', FOCUS: 'focus', LOAD: 'load' }; Runner.prototype = { /** * Whether the easter egg has been disabled. CrOS enterprise enrolled devices. * @return {boolean} */ isDisabled: function () { // return loadTimeData && loadTimeData.valueExists('disabledEasterEgg'); return false; }, /** * For disabled instances, set up a snackbar with the disabled message. */ setupDisabledRunner: function () { this.containerEl = document.createElement('div'); this.containerEl.className = Runner.classes.SNACKBAR; this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg'); this.outerContainerEl.appendChild(this.containerEl); // Show notification when the activation key is pressed. document.addEventListener(Runner.events.KEYDOWN, function (e) { if (Runner.keycodes.JUMP[e.keyCode]) { this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW); document.querySelector('.icon').classList.add('icon-disabled'); } }.bind(this)); }, /** * Setting individual settings for debugging. * @param {string} setting * @param {*} value */ updateConfigSetting: function (setting, value) { if (setting in this.config && value != undefined) { this.config[setting] = value; switch (setting) { case 'GRAVITY': case 'MIN_JUMP_HEIGHT': case 'SPEED_DROP_COEFFICIENT': this.tRex.config[setting] = value; break; case 'INITIAL_JUMP_VELOCITY': this.tRex.setJumpVelocity(value); break; case 'SPEED': this.setSpeed(value); break; } } }, /** * Cache the appropriate image sprite from the page and get the sprite sheet * definition. */ loadImages: function () { if (IS_HIDPI) { Runner.imageSprite = document.getElementById('offline-resources-2x'); this.spriteDef = Runner.spriteDefinition.HDPI; } else { Runner.imageSprite = document.getElementById('offline-resources-1x'); this.spriteDef = Runner.spriteDefinition.LDPI; } if (Runner.imageSprite.complete) { this.init(); } else { // If the images are not yet loaded, add a listener. Runner.imageSprite.addEventListener(Runner.events.LOAD, this.init.bind(this)); } }, /** * Load and decode base 64 encoded sounds. */ loadSounds: function () { if (!IS_IOS) { this.audioContext = new AudioContext(); var resourceTemplate = document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; for (var sound in Runner.sounds) { var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); var buffer = decodeBase64ToArrayBuffer(soundSrc); // Async, so no guarantee of order in array. this.audioContext.decodeAudioData(buffer, function (index, audioData) { this.soundFx[index] = audioData; }.bind(this, sound)); } } }, /** * Sets the game speed. Adjust the speed accordingly if on a smaller screen. * @param {number} opt_speed */ setSpeed: function (opt_speed) { var speed = opt_speed || this.currentSpeed; // Reduce the speed on smaller mobile screens. if (this.dimensions.WIDTH < DEFAULT_WIDTH) { var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH * this.config.MOBILE_SPEED_COEFFICIENT; this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; } else if (opt_speed) { this.currentSpeed = opt_speed; } }, /** * Game initialiser. */ init: function () { // Hide the static icon. document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden'; this.adjustDimensions(); this.setSpeed(); this.containerEl = document.createElement('div'); this.containerEl.className = Runner.classes.CONTAINER; // Player canvas container. this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH, this.dimensions.HEIGHT, Runner.classes.PLAYER); this.canvasCtx = this.canvas.getContext('2d'); this.canvasCtx.fillStyle = '#f7f7f7'; this.canvasCtx.fill(); Runner.updateCanvasScaling(this.canvas); // Horizon contains clouds, obstacles and the ground. this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions, this.config.GAP_COEFFICIENT); // Distance meter this.distanceMeter = new DistanceMeter(this.canvas, this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH); // Draw t-rex this.tRex = new Trex(this.canvas, this.spriteDef.TREX); this.outerContainerEl.appendChild(this.containerEl); if (IS_MOBILE) { this.createTouchController(); } this.startListening(); this.update(); window.addEventListener(Runner.events.RESIZE, this.debounceResize.bind(this)); document.getElementById('t').style.visibility = 'visible'; }, /** * Create the touch controller. A div that covers whole screen. */ createTouchController: function () { this.touchController = document.createElement('div'); this.touchController.className = Runner.classes.TOUCH_CONTROLLER; this.outerContainerEl.appendChild(this.touchController); }, /** * Debounce the resize event. */ debounceResize: function () { if (!this.resizeTimerId_) { this.resizeTimerId_ = setInterval(this.adjustDimensions.bind(this), 250); } }, /** * Adjust game space dimensions on resize. */ adjustDimensions: function () { clearInterval(this.resizeTimerId_); this.resizeTimerId_ = null; var boxStyles = window.getComputedStyle(this.outerContainerEl); var padding = Number(boxStyles.paddingLeft.substr(0, boxStyles.paddingLeft.length - 2)); this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; // Redraw the elements back onto the canvas. if (this.canvas) { this.canvas.width = this.dimensions.WIDTH; this.canvas.height = this.dimensions.HEIGHT; Runner.updateCanvasScaling(this.canvas); this.distanceMeter.calcXPos(this.dimensions.WIDTH); this.clearCanvas(); this.horizon.update(0, 0, true); this.tRex.update(0); // Outer container and distance meter. if (this.playing || this.crashed || this.paused) { this.containerEl.style.width = this.dimensions.WIDTH + 'px'; this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; this.distanceMeter.update(0, Math.ceil(this.distanceRan)); this.stop(); } else { this.tRex.draw(0, 0); } // Game over panel. if (this.crashed && this.gameOverPanel) { this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); this.gameOverPanel.draw(); } } }, /** * Play the game intro. * Canvas container width expands out to the full width. */ playIntro: function () { if (!this.activated && !this.crashed) { this.playingIntro = true; this.tRex.playingIntro = true; // CSS animation definition. var keyframes = '@-webkit-keyframes intro { ' + 'from { width:' + Trex.config.WIDTH + 'px }' + 'to { width: ' + this.dimensions.WIDTH + 'px }' + '}'; var sheet = document.createElement('style'); sheet.innerHTML = keyframes; document.head.appendChild(sheet); this.containerEl.addEventListener(Runner.events.ANIM_END, this.startGame.bind(this)); this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; this.containerEl.style.width = this.dimensions.WIDTH + 'px'; // if (this.touchController) { // this.outerContainerEl.appendChild(this.touchController); // } this.playing = true; this.activated = true; } else if (this.crashed) { this.restart(); } }, /** * Update the game status to started. */ startGame: function () { this.runningTime = 0; this.playingIntro = false; this.tRex.playingIntro = false; this.containerEl.style.webkitAnimation = ''; this.playCount++; // Handle tabbing off the page. Pause the current game. document.addEventListener(Runner.events.VISIBILITY, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.BLUR, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.FOCUS, this.onVisibilityChange.bind(this)); }, clearCanvas: function () { this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the game frame and schedules the next one. */ update: function () { this.updatePending = false; var now = getTimeStamp(); var deltaTime = now - (this.time || now); this.time = now; if (this.playing) { this.clearCanvas(); if (this.tRex.jumping) { this.tRex.updateJump(deltaTime); } this.runningTime += deltaTime; var hasObstacles = this.runningTime > this.config.CLEAR_TIME; // First jump triggers the intro. if (this.tRex.jumpCount == 1 && !this.playingIntro) { this.playIntro(); } // The horizon doesn't move until the intro is over. if (this.playingIntro) { this.horizon.update(0, this.currentSpeed, hasObstacles); } else { deltaTime = !this.activated ? 0 : deltaTime; this.horizon.update(deltaTime, this.currentSpeed, hasObstacles, this.inverted); } // Check for collisions. var collision = hasObstacles && checkForCollision(this.horizon.obstacles[0], this.tRex); if (!collision) { this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; if (this.currentSpeed < this.config.MAX_SPEED) { this.currentSpeed += this.config.ACCELERATION; } } else { this.gameOver(); } var playAchievementSound = this.distanceMeter.update(deltaTime, Math.ceil(this.distanceRan)); if (playAchievementSound) { this.playSound(this.soundFx.SCORE); } // Night mode. if (this.invertTimer > this.config.INVERT_FADE_DURATION) { this.invertTimer = 0; this.invertTrigger = false; this.invert(); } else if (this.invertTimer) { this.invertTimer += deltaTime; } else { var actualDistance = this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan)); if (actualDistance > 0) { this.invertTrigger = !(actualDistance % this.config.INVERT_DISTANCE); if (this.invertTrigger && this.invertTimer === 0) { this.invertTimer += deltaTime; this.invert(); } } } } if (this.playing || (!this.activated && this.tRex.blinkCount < Runner.config.MAX_BLINK_COUNT)) { this.tRex.update(deltaTime); this.scheduleNextUpdate(); } }, /** * Event handler. */ handleEvent: function (e) { return (function (evtType, events) { switch (evtType) { case events.KEYDOWN: case events.TOUCHSTART: case events.MOUSEDOWN: this.onKeyDown(e); break; case events.KEYUP: case events.TOUCHEND: case events.MOUSEUP: this.onKeyUp(e); break; } }.bind(this))(e.type, Runner.events); }, /** * Bind relevant key / mouse / touch listeners. */ startListening: function () { // Keys. document.addEventListener(Runner.events.KEYDOWN, this); document.addEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { // Mobile only touch devices. this.touchController.addEventListener(Runner.events.TOUCHSTART, this); this.touchController.addEventListener(Runner.events.TOUCHEND, this); this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); } else { // Mouse. document.addEventListener(Runner.events.MOUSEDOWN, this); document.addEventListener(Runner.events.MOUSEUP, this); } }, /** * Remove all listeners. */ stopListening: function () { document.removeEventListener(Runner.events.KEYDOWN, this); document.removeEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); this.touchController.removeEventListener(Runner.events.TOUCHEND, this); this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); } else { document.removeEventListener(Runner.events.MOUSEDOWN, this); document.removeEventListener(Runner.events.MOUSEUP, this); } }, /** * Process keydown. * @param {Event} e */ onKeyDown: function (e) { // Prevent native page scrolling whilst tapping on mobile. if (IS_MOBILE && this.playing) { e.preventDefault(); } if (e.target != this.detailsButton) { if (!this.crashed && (Runner.keycodes.JUMP[e.keyCode] || e.type == Runner.events.TOUCHSTART)) { if (!this.playing) { this.loadSounds(); this.playing = true; this.update(); if (window.errorPageController) { errorPageController.trackEasterEgg(); } } // Play sound effect and jump on starting the game for the first time. if (!this.tRex.jumping && !this.tRex.ducking) { this.playSound(this.soundFx.BUTTON_PRESS); this.tRex.startJump(this.currentSpeed); } } if (this.crashed && e.type == Runner.events.TOUCHSTART && e.currentTarget == this.containerEl) { this.restart(); } } if (this.playing && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) { e.preventDefault(); if (this.tRex.jumping) { // Speed drop, activated only when jump key is not pressed. this.tRex.setSpeedDrop(); } else if (!this.tRex.jumping && !this.tRex.ducking) { // Duck. this.tRex.setDuck(true); } } }, /** * Process key up. * @param {Event} e */ onKeyUp: function (e) { var keyCode = String(e.keyCode); var isjumpKey = Runner.keycodes.JUMP[keyCode] || e.type == Runner.events.TOUCHEND || e.type == Runner.events.MOUSEDOWN; if (this.isRunning() && isjumpKey) { this.tRex.endJump(); } else if (Runner.keycodes.DUCK[keyCode]) { this.tRex.speedDrop = false; this.tRex.setDuck(false); } else if (this.crashed) { // Check that enough time has elapsed before allowing jump key to restart. var deltaTime = getTimeStamp() - this.time; if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) || (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && Runner.keycodes.JUMP[keyCode])) { this.restart(); } } else if (this.paused && isjumpKey) { // Reset the jump state this.tRex.reset(); this.play(); } }, /** * Returns whether the event was a left click on canvas. * On Windows right click is registered as a click. * @param {Event} e * @return {boolean} */ isLeftClickOnCanvas: function (e) { return e.button != null && e.button < 2 && e.type == Runner.events.MOUSEUP && e.target == this.canvas; }, /** * RequestAnimationFrame wrapper. */ scheduleNextUpdate: function () { if (!this.updatePending) { this.updatePending = true; this.raqId = requestAnimationFrame(this.update.bind(this)); } }, /** * Whether the game is running. * @return {boolean} */ isRunning: function () { return !!this.raqId; }, /** * Game over state. */ gameOver: function () { this.playSound(this.soundFx.HIT); vibrate(200); this.stop(); this.crashed = true; this.distanceMeter.acheivement = false; this.tRex.update(100, Trex.status.CRASHED); // Game over panel. if (!this.gameOverPanel) { this.gameOverPanel = new GameOverPanel(this.canvas, this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART, this.dimensions); } else { this.gameOverPanel.draw(); } // Update the high score. if (this.distanceRan > this.highestScore) { this.highestScore = Math.ceil(this.distanceRan); this.distanceMeter.setHighScore(this.highestScore); } // Reset the time clock. this.time = getTimeStamp(); }, stop: function () { this.playing = false; this.paused = true; cancelAnimationFrame(this.raqId); this.raqId = 0; }, play: function () { if (!this.crashed) { this.playing = true; this.paused = false; this.tRex.update(0, Trex.status.RUNNING); this.time = getTimeStamp(); this.update(); } }, restart: function () { if (!this.raqId) { this.playCount++; this.runningTime = 0; this.playing = true; this.crashed = false; this.distanceRan = 0; this.setSpeed(this.config.SPEED); this.time = getTimeStamp(); this.containerEl.classList.remove(Runner.classes.CRASHED); this.clearCanvas(); this.distanceMeter.reset(this.highestScore); this.horizon.reset(); this.tRex.reset(); this.playSound(this.soundFx.BUTTON_PRESS); this.invert(true); this.update(); } }, /** * Pause the game if the tab is not in focus. */ onVisibilityChange: function (e) { if (document.hidden || document.webkitHidden || e.type == 'blur' || document.visibilityState != 'visible') { this.stop(); } else if (!this.crashed) { this.tRex.reset(); this.play(); } }, /** * Play a sound. * @param {SoundBuffer} soundBuffer */ playSound: function (soundBuffer) { if (soundBuffer) { var sourceNode = this.audioContext.createBufferSource(); sourceNode.buffer = soundBuffer; sourceNode.connect(this.audioContext.destination); sourceNode.start(0); } }, /** * Inverts the current page / canvas colors. * @param {boolean} Whether to reset colors. */ invert: function (reset) { if (reset) { document.body.classList.toggle(Runner.classes.INVERTED, false); this.invertTimer = 0; this.inverted = false; } else { this.inverted = document.body.classList.toggle(Runner.classes.INVERTED, this.invertTrigger); } } }; /** * Updates the canvas size taking into * account the backing store pixel ratio and * the device pixel ratio. * * See article by Paul Lewis: * http://www.html5rocks.com/en/tutorials/canvas/hidpi/ * * @param {HTMLCanvasElement} canvas * @param {number} opt_width * @param {number} opt_height * @return {boolean} Whether the canvas was scaled. */ Runner.updateCanvasScaling = function (canvas, opt_width, opt_height) { var context = canvas.getContext('2d'); // Query the various pixel ratios var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; var ratio = devicePixelRatio / backingStoreRatio; // Upscale the canvas if the two ratios don't match if (devicePixelRatio !== backingStoreRatio) { var oldWidth = opt_width || canvas.width; var oldHeight = opt_height || canvas.height; canvas.width = oldWidth * ratio; canvas.height = oldHeight * ratio; canvas.style.width = oldWidth + 'px'; canvas.style.height = oldHeight + 'px'; // Scale the context to counter the fact that we've manually scaled // our canvas element. context.scale(ratio, ratio); return true; } else if (devicePixelRatio == 1) { // Reset the canvas width / height. Fixes scaling bug when the page is // zoomed and the devicePixelRatio changes accordingly. canvas.style.width = canvas.width + 'px'; canvas.style.height = canvas.height + 'px'; } return false; }; /** * Get random number. * @param {number} min * @param {number} max * @param {number} */ function getRandomNum(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } /** * Vibrate on mobile devices. * @param {number} duration Duration of the vibration in milliseconds. */ function vibrate(duration) { if (IS_MOBILE && window.navigator.vibrate) { window.navigator.vibrate(duration); } } /** * Create canvas element. * @param {HTMLElement} container Element to append canvas to. * @param {number} width * @param {number} height * @param {string} opt_classname * @return {HTMLCanvasElement} */ function createCanvas(container, width, height, opt_classname) { var canvas = document.createElement('canvas'); canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + opt_classname : Runner.classes.CANVAS; canvas.width = width; canvas.height = height; container.appendChild(canvas); return canvas; } /** * Decodes the base 64 audio to ArrayBuffer used by Web Audio. * @param {string} base64String */ function decodeBase64ToArrayBuffer(base64String) { var len = (base64String.length / 4) * 3; var str = atob(base64String); var arrayBuffer = new ArrayBuffer(len); var bytes = new Uint8Array(arrayBuffer); for (var i = 0; i < len; i++) { bytes[i] = str.charCodeAt(i); } return bytes.buffer; } /** * Return the current timestamp. * @return {number} */ function getTimeStamp() { return IS_IOS ? new Date().getTime() : performance.now(); } //****************************************************************************** /** * Game over panel. * @param {!HTMLCanvasElement} canvas * @param {Object} textImgPos * @param {Object} restartImgPos * @param {!Object} dimensions Canvas dimensions. * @constructor */ function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.canvasDimensions = dimensions; this.textImgPos = textImgPos; this.restartImgPos = restartImgPos; this.draw(); }; /** * Dimensions used in the panel. * @enum {number} */ GameOverPanel.dimensions = { TEXT_X: 0, TEXT_Y: 13, TEXT_WIDTH: 191, TEXT_HEIGHT: 11, RESTART_WIDTH: 36, RESTART_HEIGHT: 32 }; GameOverPanel.prototype = { /** * Update the panel dimensions. * @param {number} width New canvas width. * @param {number} opt_height Optional new canvas height. */ updateDimensions: function (width, opt_height) { this.canvasDimensions.WIDTH = width; if (opt_height) { this.canvasDimensions.HEIGHT = opt_height; } }, /** * Draw the panel. */ draw: function () { var dimensions = GameOverPanel.dimensions; var centerX = this.canvasDimensions.WIDTH / 2; // Game over text. var textSourceX = dimensions.TEXT_X; var textSourceY = dimensions.TEXT_Y; var textSourceWidth = dimensions.TEXT_WIDTH; var textSourceHeight = dimensions.TEXT_HEIGHT; var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); var textTargetWidth = dimensions.TEXT_WIDTH; var textTargetHeight = dimensions.TEXT_HEIGHT; var restartSourceWidth = dimensions.RESTART_WIDTH; var restartSourceHeight = dimensions.RESTART_HEIGHT; var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); var restartTargetY = this.canvasDimensions.HEIGHT / 2; if (IS_HIDPI) { textSourceY *= 2; textSourceX *= 2; textSourceWidth *= 2; textSourceHeight *= 2; restartSourceWidth *= 2; restartSourceHeight *= 2; } textSourceX += this.textImgPos.x; textSourceY += this.textImgPos.y; // Game over text from sprite. this.canvasCtx.drawImage(Runner.imageSprite, textSourceX, textSourceY, textSourceWidth, textSourceHeight, textTargetX, textTargetY, textTargetWidth, textTargetHeight); // Restart button. this.canvasCtx.drawImage(Runner.imageSprite, this.restartImgPos.x, this.restartImgPos.y, restartSourceWidth, restartSourceHeight, restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, dimensions.RESTART_HEIGHT); } }; //****************************************************************************** /** * Check for a collision. * @param {!Obstacle} obstacle * @param {!Trex} tRex T-rex object. * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing * collision boxes. * @return {Array<CollisionBox>} */ function checkForCollision(obstacle, tRex, opt_canvasCtx) { var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; // Adjustments are made to the bounding box as there is a 1 pixel white // border around the t-rex and obstacles. var tRexBox = new CollisionBox( tRex.xPos + 1, tRex.yPos + 1, tRex.config.WIDTH - 2, tRex.config.HEIGHT - 2); var obstacleBox = new CollisionBox( obstacle.xPos + 1, obstacle.yPos + 1, obstacle.typeConfig.width * obstacle.size - 2, obstacle.typeConfig.height - 2); // Debug outer box if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); } // Simple outer bounds check. if (boxCompare(tRexBox, obstacleBox)) { var collisionBoxes = obstacle.collisionBoxes; var tRexCollisionBoxes = tRex.ducking ? Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING; // Detailed axis aligned box check. for (var t = 0; t < tRexCollisionBoxes.length; t++) { for (var i = 0; i < collisionBoxes.length; i++) { // Adjust the box to actual positions. var adjTrexBox = createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox); var adjObstacleBox = createAdjustedCollisionBox(collisionBoxes[i], obstacleBox); var crashed = boxCompare(adjTrexBox, adjObstacleBox); // Draw boxes for debug. if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox); } if (crashed) { return [adjTrexBox, adjObstacleBox]; } } } } return false; }; /** * Adjust the collision box. * @param {!CollisionBox} box The original box. * @param {!CollisionBox} adjustment Adjustment box. * @return {CollisionBox} The adjusted collision box object. */ function createAdjustedCollisionBox(box, adjustment) { return new CollisionBox( box.x + adjustment.x, box.y + adjustment.y, box.width, box.height); }; /** * Draw the collision boxes for debug. */ function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) { canvasCtx.save(); canvasCtx.strokeStyle = '#f00'; canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height); canvasCtx.strokeStyle = '#0f0'; canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, obstacleBox.width, obstacleBox.height); canvasCtx.restore(); }; /** * Compare two collision boxes for a collision. * @param {CollisionBox} tRexBox * @param {CollisionBox} obstacleBox * @return {boolean} Whether the boxes intersected. */ function boxCompare(tRexBox, obstacleBox) { var crashed = false; var tRexBoxX = tRexBox.x; var tRexBoxY = tRexBox.y; var obstacleBoxX = obstacleBox.x; var obstacleBoxY = obstacleBox.y; // Axis-Aligned Bounding Box method. if (tRexBox.x < obstacleBoxX + obstacleBox.width && tRexBox.x + tRexBox.width > obstacleBoxX && tRexBox.y < obstacleBox.y + obstacleBox.height && tRexBox.height + tRexBox.y > obstacleBox.y) { crashed = true; } return crashed; }; //****************************************************************************** /** * Collision box object. * @param {number} x X position. * @param {number} y Y Position. * @param {number} w Width. * @param {number} h Height. */ function CollisionBox(x, y, w, h) { this.x = x; this.y = y; this.width = w; this.height = h; }; //****************************************************************************** /** * Obstacle. * @param {HTMLCanvasCtx} canvasCtx * @param {Obstacle.type} type * @param {Object} spritePos Obstacle position in sprite. * @param {Object} dimensions * @param {number} gapCoefficient Mutipler in determining the gap. * @param {number} speed * @param {number} opt_xOffset */ function Obstacle(canvasCtx, type, spriteImgPos, dimensions, gapCoefficient, speed, opt_xOffset) { this.canvasCtx = canvasCtx; this.spritePos = spriteImgPos; this.typeConfig = type; this.gapCoefficient = gapCoefficient; this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH); this.dimensions = dimensions; this.remove = false; this.xPos = dimensions.WIDTH + (opt_xOffset || 0); this.yPos = 0; this.width = 0; this.collisionBoxes = []; this.gap = 0; this.speedOffset = 0; // For animated obstacles. this.currentFrame = 0; this.timer = 0; this.init(speed); }; /** * Coefficient for calculating the maximum gap. * @const */ Obstacle.MAX_GAP_COEFFICIENT = 1.5; /** * Maximum obstacle grouping count. * @const */ Obstacle.MAX_OBSTACLE_LENGTH = 3, Obstacle.prototype = { /** * Initialise the DOM for the obstacle. * @param {number} speed */ init: function (speed) { this.cloneCollisionBoxes(); // Only allow sizing if we're at the right speed. if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { this.size = 1; } this.width = this.typeConfig.width * this.size; // Check if obstacle can be positioned at various heights. if (Array.isArray(this.typeConfig.yPos)) { var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile : this.typeConfig.yPos; this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)]; } else { this.yPos = this.typeConfig.yPos; } this.draw(); // Make collision box adjustments, // Central box is adjusted to the size as one box. // ____ ______ ________ // _| |-| _| |-| _| |-| // | |<->| | | |<--->| | | |<----->| | // | | 1 | | | | 2 | | | | 3 | | // |_|___|_| |_|_____|_| |_|_______|_| // if (this.size > 1) { this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - this.collisionBoxes[2].width; this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; } // For obstacles that go at a different speed from the horizon. if (this.typeConfig.speedOffset) { this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset : -this.typeConfig.speedOffset; } this.gap = this.getGap(this.gapCoefficient, speed); }, /** * Draw and crop based on size. */ draw: function () { var sourceWidth = this.typeConfig.width; var sourceHeight = this.typeConfig.height; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } // X position in sprite. var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) + this.spritePos.x; // Animation frames. if (this.currentFrame > 0) { sourceX += sourceWidth * this.currentFrame; } this.canvasCtx.drawImage(Runner.imageSprite, sourceX, this.spritePos.y, sourceWidth * this.size, sourceHeight, this.xPos, this.yPos, this.typeConfig.width * this.size, this.typeConfig.height); }, /** * Obstacle frame update. * @param {number} deltaTime * @param {number} speed */ update: function (deltaTime, speed) { if (!this.remove) { if (this.typeConfig.speedOffset) { speed += this.speedOffset; } this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); // Update frame if (this.typeConfig.numFrames) { this.timer += deltaTime; if (this.timer >= this.typeConfig.frameRate) { this.currentFrame = this.currentFrame == this.typeConfig.numFrames - 1 ? 0 : this.currentFrame + 1; this.timer = 0; } } this.draw(); if (!this.isVisible()) { this.remove = true; } } }, /** * Calculate a random gap size. * - Minimum gap gets wider as speed increses * @param {number} gapCoefficient * @param {number} speed * @return {number} The gap size. */ getGap: function (gapCoefficient, speed) { var minGap = Math.round(this.width * speed + this.typeConfig.minGap * gapCoefficient); var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT); return getRandomNum(minGap, maxGap); }, /** * Check if obstacle is visible. * @return {boolean} Whether the obstacle is in the game area. */ isVisible: function () { return this.xPos + this.width > 0; }, /** * Make a copy of the collision boxes, since these will change based on * obstacle type and size. */ cloneCollisionBoxes: function () { var collisionBoxes = this.typeConfig.collisionBoxes; for (var i = collisionBoxes.length - 1; i >= 0; i--) { this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x, collisionBoxes[i].y, collisionBoxes[i].width, collisionBoxes[i].height); } } }; /** * Obstacle definitions. * minGap: minimum pixel space betweeen obstacles. * multipleSpeed: Speed at which multiples are allowed. * speedOffset: speed faster / slower than the horizon. * minSpeed: Minimum speed which the obstacle can make an appearance. */ Obstacle.types = [ { type: 'CACTUS_SMALL', width: 17, height: 35, yPos: 105, multipleSpeed: 4, minGap: 120, minSpeed: 0, collisionBoxes: [ new CollisionBox(0, 7, 5, 27), new CollisionBox(4, 0, 6, 34), new CollisionBox(10, 4, 7, 14) ] }, { type: 'CACTUS_LARGE', width: 25, height: 50, yPos: 90, multipleSpeed: 7, minGap: 120, minSpeed: 0, collisionBoxes: [ new CollisionBox(0, 12, 7, 38), new CollisionBox(8, 0, 7, 49), new CollisionBox(13, 10, 10, 38) ] }, { type: 'PTERODACTYL', width: 46, height: 40, yPos: [100, 75, 50], // Variable height. yPosMobile: [100, 50], // Variable height mobile. multipleSpeed: 999, minSpeed: 8.5, minGap: 150, collisionBoxes: [ new CollisionBox(15, 15, 16, 5), new CollisionBox(18, 21, 24, 6), new CollisionBox(2, 14, 4, 3), new CollisionBox(6, 10, 4, 7), new CollisionBox(10, 8, 6, 9) ], numFrames: 2, frameRate: 1000 / 6, speedOffset: .8 } ]; //****************************************************************************** /** * T-rex game character. * @param {HTMLCanvas} canvas * @param {Object} spritePos Positioning within image sprite. * @constructor */ function Trex(canvas, spritePos) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.spritePos = spritePos; this.xPos = 0; this.yPos = 0; // Position when on the ground. this.groundYPos = 0; this.currentFrame = 0; this.currentAnimFrames = []; this.blinkDelay = 0; this.blinkCount = 0; this.animStartTime = 0; this.timer = 0; this.msPerFrame = 1000