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Domain > livekit-mesh.wistia.st
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AlienVault OTX
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DNS Resolutions
Date
IP Address
2025-02-11
3.161.213.9
(
ClassC
)
2025-10-17
3.163.24.108
(
ClassC
)
Port 80
HTTP/1.1 301 Moved PermanentlyServer: CloudFrontDate: Fri, 17 Oct 2025 10:25:05 GMTContent-Type: text/htmlContent-Length: 167Connection: keep-aliveLocation: https://livekit-mesh.wistia.st/X-Cache: Redirect from cloudfrontVia: 1.1 bafc250db6f7cbd43d1e23b2a31d8002.cloudfront.net (CloudFront)X-Amz-Cf-Pop: HIO52-P2X-Amz-Cf-Id: jL4FmS2HObktHmMJzYiSmtIJ_D1ieS4oi0-xqiBoLbfJZw4VaTteXw html>head>title>301 Moved Permanently/title>/head>body>center>h1>301 Moved Permanently/h1>/center>hr>center>CloudFront/center>/body>/html>
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HTTP/1.1 404 Not FoundContent-Type: text/html; charsetutf-8Content-Length: 120059Connection: keep-aliveDate: Fri, 17 Oct 2025 10:25:05 GMTx-envoy-upstream-service-time: 7server: istio-envoyx-frame-options: SAMEORIGINx-content-type-options: nosniffx-permitted-cross-domain-policies: nonestrict-transport-security: max-age31556952cache-control: no-storex-robots-tag: noindex, nofollowvary: Acceptset-cookie: authenticity_token2Acff1VeYVAAmOijP8zU0O3BpgjKzGBhZc8CfMjs7bjVHIbUDgYHcvPcGDEQGG_CFzqAtdI-XNIFILbcfisSkQ; path/; secure; HttpOnly; SameSiteLaxset-cookie: _w_session_staging1XfquW0%2BxhIB%2BaGPcGzcjjDSznpqi1h38b834MGlZbPwbYrZO71%2FxcancpMcJdqcfHLTRxDFT3YNsrksynJbXOQULWFg%2FvOJ9bIMz4CUHOYIcuxM4wrBH%2FF2K%2Bew0jhIipP0I3tQzXFm0JwS%2FDHI8jdHujZfBvnw89FEHbp0fVwaawhbkWFev78yK12Xyp9YiJqMLSxfyVE9CIBZonqMBgGSaCSLWV5bYaBWdIYMMDdx2mnmWxQz4sdXPAaLXOFEmNQYX07JTaZ%2FUax97tlY4TyS01juB%2F77k1hh9KkfZ4DNuqDrbBT6Pmitl6JxOrYH--ozsvngCaAWxKFrzs--yM5hGSokVdK2vblJ1anLPw%3D%3D; domainwistia.st; path/; expiresFri, 31 Oct 2025 10:25:05 GMT; secure; HttpOnly; SameSiteNonex-request-id: 9701b776-a209-4fb5-9c18-c41c9a5b24e6x-runtime: 0.004965X-Cache: Error from cloudfrontVia: 1.1 13367f2265e830e1595737bd8f2eab92.cloudfront.net (CloudFront)X-Amz-Cf-Pop: HIO52-P2X-Amz-Cf-Id: 0vSj6NaDUnilGlG17padArhTvRmSAFfShqTXQKh6D-srrXNfwfEVBQ !doctype html>html langen>head> meta charsetutf-8> meta nameviewport contentwidthdevice-width, initial-scale1.0,maximum-scale1.0, user-scalableno> title >Page not found/title> link relstylesheet href//fast.wistia.com/404/index.css> style> @font-face { font-family: Inter; src: url(//fast.wistia.com/fonts/inter/Inter-BoldItalic.woff2) format(woff2); font-weight: 700; font-style: italic; } @font-face { font-family: Inter; src: url(//fast.wistia.com/fonts/inter/Inter-Light.woff2) format(woff2); font-weight: 400; font-style: normal; } /style> script>// 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; if (!window.chrome) { return null; } document.addEventListener(DOMContentLoaded, function() { if (!!window.chrome) { document.querySelector(.start-game-hint).style.display block; } }); /** * 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(); } } windowRunner Runner; /** * Default game width. * @const */ var DEFAULT_WIDTH 600; /** * Frames per second. * @const */ var FPS 60; /** @const */ var IS_HIDPI false // 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.JUMPe.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.configsetting value; switch (setting) { case GRAVITY: case MIN_JUMP_HEIGHT: case SPEED_DROP_COEFFICIENT: this.tRex.configsetting 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.soundssound).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.soundFxindex 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)); }, /** * 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) { document.querySelector(.start-game-hint).style.display none; this.playingIntro true; this.tRex.playingIntro true; // CSS animation definition. var keyframes @-webkit-keyframes intro { + from { width: + this.dimensions.WIDTH + px } + to { width: + this.dimensions.WIDTH + px } + }; // create a style sheet to put the keyframe rule in // and then place the style sheet in the html head var sheet document.createElement(style); sheet.innerHTML keyframes; document.head.appendChild(sheet); this.containerEl.addEventListener(Runner.events.ANIM_END, this.startGame.bind(this)); this.containerEl.style.webkitAnimation intro .4s ease-out 1 both; this.containerEl.style.width this.dimensions.WIDTH + px; // if (this.touchController) { // this.outerContainerEl.appendChild(this.touchController); // } this.playing true; this.activated true; } else if (this.crashed) { this.restart(); } }, /** * Update the game status to started. */ startGame: function () { this.runningTime 0; this.playingIntro false; this.tRex.playingIntro false; this.containerEl.style.webkitAnimation ; this.playCount++; // Handle tabbing off the page. Pause the current game. document.addEventListener(Runner.events.VISIBILITY, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.BLUR, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.FOCUS, this.onVisibilityChange.bind(this)); }, clearCanvas: function () { this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the game frame and schedules the next one. */ update: function () { this.updatePending false; var now getTimeStamp(); var deltaTime now - (this.time || now); this.time now; if (this.playing) { this.clearCanvas(); if (this.tRex.jumping) { this.tRex.updateJump(deltaTime); } this.runningTime + deltaTime; var hasObstacles this.runningTime > this.config.CLEAR_TIME; // First jump triggers the intro. if (this.tRex.jumpCount 1 && !this.playingIntro) { this.playIntro(); } // The horizon doesnt 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.obstacles0, 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.JUMPe.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.DUCKe.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.JUMPkeyCode || e.type Runner.events.TOUCHEND || e.type Runner.events.MOUSEDOWN; if (this.isRunning() && isjumpKey) { this.tRex.endJump(); } else if (Runner.keycodes.DUCKkeyCode) { 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.RESTARTkeyCode || this.isLeftClickOnCanvas(e) || (deltaTime > this.config.GAMEOVER_CLEAR_TIME && Runner.keycodes.JUMPkeyCode)) { 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 dont 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 weve 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++) { bytesi 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 {ArrayCollisionBox>} */ 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(tRexCollisionBoxest, tRexBox); var adjObstacleBox createAdjustedCollisionBox(collisionBoxesi, 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 were 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 yPosConfiggetRandomNum(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.collisionBoxes1.width this.width - this.collisionBoxes0.width - this.collisionBoxes2.width; this.collisionBoxes2.x this.width - this.collisionBoxes2.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.collisionBoxesi new CollisionBox(collisionBoxesi.x, collisionBoxesi.y, collisionBoxesi.width, collisionBoxesi.height); } } }; /** * Obstacle definitions. * minGap: minimum pixel space betweeen obstacles. * multipleSpeed: Speed at which multiples are allowed. * speedOffset: speed faster / slower than the horizon. * minSpeed: Minimum speed which the obstacle can make an appearance. */ Obstacle.types { type: CACTUS_SMALL, width: 17, height: 35, yPos: 105, multipleSpeed: 4, minGap: 120, minSpeed: 0, collisionBoxes: new CollisionBox(0, 7, 5, 27), new CollisionBox(4, 0, 6, 34), new CollisionBox(10, 4, 7, 14) }, { type: CACTUS_LARGE, width: 25, height: 50, yPos: 90, multipleSpeed: 7, minGap: 120, minSpeed: 0, collisionBoxes: new CollisionBox(0, 12, 7, 38), new CollisionBox(8, 0, 7, 49), new CollisionBox(13, 10, 10, 38) }, { type: PTERODACTYL, width: 46, height: 40, yPos: 100, 75, 50, // Variable height. yPosMobile: 100, 50, // Variable height mobile. multipleSpeed: 999, minSpeed: 8.5, minGap: 150, collisionBoxes: new CollisionBox(15, 15, 16, 5), new CollisionBox(18, 21, 24, 6), new CollisionBox(2, 14, 4, 3), new CollisionBox(6, 10, 4, 7), new CollisionBox(10, 8, 6, 9) , numFrames: 2, frameRate: 1000 / 6, speedOffset: .8 } ; //****************************************************************************** /** * T-rex game character. * @param {HTMLCanvas} canvas * @param {Object} spritePos Positioning within image sprite. * @constructor */ function Trex(canvas, spritePos) { this.canvas canvas; this.canvasCtx canvas.getContext(2d); this.spritePos spritePos; this.xPos 0; this.yPos 0; // Position when on the ground. this.groundYPos 0; this.currentFrame 0; this.currentAnimFrames ; this.blinkDelay 0; this.blinkCount 0; this.animStartTime 0; this.timer 0; this.msPerFrame 1000 / FPS; this.config Trex.config; // Current status. this.status Trex.status.WAITING; this.jumping false; this.ducking false; this.jumpVelocity 0; this.reachedMinHeight false; this.speedDrop false; this.jumpCount 0; this.jumpspotX 0; this.init(); }; /** * T-rex player config. * @enum {number} */ Trex.config { DROP_VELOCITY: -5, GRAVITY: 0.6, HEIGHT: 47, HEIGHT_DUCK: 25, INIITAL_JUMP_VELOCITY: -10, INTRO_DURATION: 1500, MAX_JUMP_HEIGHT: 30, MIN_JUMP_HEIGHT: 30, SPEED_DROP_COEFFICIENT: 3, SPRITE_WIDTH: 262, START_X_POS: 50, WIDTH: 44, WIDTH_DUCK: 59 }; /** * Used in collision detection. * @type {ArrayCollisionBox>} */ Trex.collisionBoxes { DUCKING: new CollisionBox(1, 18, 55, 25) , RUNNING: new CollisionBox(22, 0, 17, 16), new CollisionBox(1, 18, 30, 9), new CollisionBox(10, 35, 14, 8), new CollisionBox(1, 24, 29, 5), new CollisionBox(5, 30, 21, 4), new CollisionBox(9, 34, 15, 4) }; /** * Animation states. * @enum {string} */ Trex.status { CRASHED: CRASHED, DUCKING: DUCKING, JUMPING: JUMPING, RUNNING: RUNNING, WAITING: WAITING }; /** * Blinking coefficient. * @const */ Trex.BLINK_TIMING 7000; /** * Animation config for different states. * @enum {Object} */ Trex.animFrames { WAITING: { frames: 44, 0, msPerFrame: 1000 / 3 }, RUNNING: { frames: 88, 132, msPerFrame: 1000 / 12 }, CRASHED: { frames: 220, msPerFrame: 1000 / 60 }, JUMPING: { frames: 0, msPerFrame: 1000 / 60 }, DUCKING: { frames: 264, 323, msPerFrame: 1000 / 8 } }; Trex.prototype { /** * T-rex player initaliser. * Sets the t-rex to blink at random intervals. */ init: function () { this.groundYPos Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - Runner.config.BOTTOM_PAD; this.yPos this.groundYPos; this.minJumpHeight this.groundYPos - this.config.MIN_JUMP_HEIGHT; this.draw(0, 0); this.update(0, Trex.status.WAITING); }, /** * Setter for the jump velocity. * The approriate drop velocity is also set. */ setJumpVelocity: function (setting) { this.config.INIITAL_JUMP_VELOCITY -setting; this.config.DROP_VELOCITY -setting / 2; }, /** * Set the animation status. * @param {!number} deltaTime * @param {Trex.status} status Optional status to switch to. */ update: function (deltaTime, opt_status) { this.timer + deltaTime; // Update the status. if (opt_status) { this.status opt_status; this.currentFrame 0; this.msPerFrame Trex.animFramesopt_status.msPerFrame; this.currentAnimFrames Trex.animFramesopt_status.frames; if (opt_status Trex.status.WAITING) { this.animStartTime getTimeStamp(); this.setBlinkDelay(); } } // Game intro animation, T-rex moves in from the left. if (this.playingIntro && this.xPos this.config.START_X_POS) { this.xPos + Math.round((this.config.START_X_POS / this.config.INTRO_DURATION) * deltaTime); } if (this.status Trex.status.WAITING) { this.blink(getTimeStamp()); } else { this.draw(this.currentAnimFramesthis.currentFrame, 0); } // Update the frame position. if (this.timer > this.msPerFrame) { this.currentFrame this.currentFrame this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; this.timer 0; } // Speed drop becomes duck if the down key is still being pressed. if (this.speedDrop && this.yPos this.groundYPos) { this.speedDrop false; this.setDuck(true); } }, /** * Draw the t-rex to a particular position. * @param {number} x * @param {number} y */ draw: function (x, y) { var sourceX x; var sourceY y; var sourceWidth this.ducking && this.status ! Trex.status.CRASHED ? this.config.WIDTH_DUCK : this.config.WIDTH; var sourceHeight this.config.HEIGHT; if (IS_HIDPI) { sourceX * 2; sourceY * 2; sourceWidth * 2; sourceHeight * 2; } // Adjustments for sprite sheet position. sourceX + this.spritePos.x; sourceY + this.spritePos.y; // Ducking. if (this.ducking && this.status ! Trex.status.CRASHED) { this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH_DUCK, this.config.HEIGHT); } else { // Crashed whilst ducking. Trex is standing up so needs adjustment. if (this.ducking && this.status Trex.status.CRASHED) { this.xPos++; } // Standing / running this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH, this.config.HEIGHT); } }, /** * Sets a random time for the blink to happen. */ setBlinkDelay: function () { this.blinkDelay Math.ceil(Math.random() * Trex.BLINK_TIMING); }, /** * Make t-rex blink at random intervals. * @param {number} time Current time in milliseconds. */ blink: function (time) { var deltaTime time - this.animStartTime; if (deltaTime > this.blinkDelay) { this.draw(this.currentAnimFramesthis.currentFrame, 0); if (this.currentFrame 1) { // Set new random delay to blink. this.setBlinkDelay(); this.animStartTime time; this.blinkCount++; } } }, /** * Initialise a jump. * @param {number} speed */ startJump: function (speed) { if (!this.jumping) { this.update(0, Trex.status.JUMPING); // Tweak the jump velocity based on the speed. this.jumpVelocity this.config.INIITAL_JUMP_VELOCITY - (speed / 10); this.jumping true; this.reachedMinHeight false; this.speedDrop false; } }, /** * Jump is complete, falling down. */ endJump: function () { if (this.reachedMinHeight && this.jumpVelocity this.config.DROP_VELOCITY) { this.jumpVelocity this.config.DROP_VELOCITY; } }, /** * Update frame for a jump. * @param {number} deltaTime * @param {number} speed */ updateJump: function (deltaTime, speed) { var msPerFrame Trex.animFramesthis.status.msPerFrame; var framesElapsed deltaTime / msPerFrame; // Speed drop makes Trex fall faster. if (this.speedDrop) { this.yPos + Math.round(this.jumpVelocity * this.config.SPEED_DROP_COEFFICIENT * framesElapsed); } else { this.yPos + Math.round(this.jumpVelocity * framesElapsed); } this.jumpVelocity + this.config.GRAVITY * framesElapsed; // Minimum height has been reached. if (this.yPos this.minJumpHeight || this.speedDrop) { this.reachedMinHeight true; } // Reached max height if (this.yPos this.config.MAX_JUMP_HEIGHT || this.speedDrop) { this.endJump(); } // Back down at ground level. Jump completed. if (this.yPos > this.groundYPos) { this.reset(); this.jumpCount++; } this.update(deltaTime); }, /** * Set the speed drop. Immediately cancels the current jump. */ setSpeedDrop: function () { this.speedDrop true; this.jumpVelocity 1; }, /** * @param {boolean} isDucking. */ setDuck: function (isDucking) { if (isDucking && this.status ! Trex.status.DUCKING) { this.update(0, Trex.status.DUCKING); this.ducking true; } else if (this.status Trex.status.DUCKING) { this.update(0, Trex.status.RUNNING); this.ducking false; } }, /** * Reset the t-rex to running at start of game. */ reset: function () { this.yPos this.groundYPos; this.jumpVelocity 0; this.jumping false; this.ducking false; this.update(0, Trex.status.RUNNING); this.midair false; this.speedDrop false; this.jumpCount 0; } }; //****************************************************************************** /** * Handles displaying the distance meter. * @param {!HTMLCanvasElement} canvas * @param {Object} spritePos Image position in sprite. * @param {number} canvasWidth * @constructor */ function DistanceMeter(canvas, spritePos, canvasWidth) { this.canvas canvas; this.canvasCtx canvas.getContext(2d); this.image Runner.imageSprite; this.spritePos spritePos; this.x 0; this.y 5; this.currentDistance 0; this.maxScore 0; this.highScore 0; this.container null; this.digits ; this.acheivement false; this.defaultString ; this.flashTimer 0; this.flashIterations 0; this.invertTrigger false; this.config DistanceMeter.config; this.maxScoreUnits this.config.MAX_DISTANCE_UNITS; this.init(canvasWidth); }; /** * @enum {number} */ DistanceMeter.dimensions { WIDTH: 10, HEIGHT: 13, DEST_WIDTH: 11 }; /** * Y positioning of the digits in the sprite sheet. * X position is always 0. * @type {Arraynumber>} */ DistanceMeter.yPos 0, 13, 27, 40, 53, 67, 80, 93, 107, 120; /** * Distance meter config. * @enum {number} */ DistanceMeter.config { // Number of digits. MAX_DISTANCE_UNITS: 5, // Distance that causes achievement animation. ACHIEVEMENT_DISTANCE: 100, // Used for conversion from pixel distance to a scaled unit. COEFFICIENT: 0.025, // Flash duration in milliseconds. FLASH_DURATION: 1000 / 4, // Flash iterations for achievement animation. FLASH_ITERATIONS: 3 }; DistanceMeter.prototype { /** * Initialise the distance meter to 00000. * @param {number} width Canvas width in px. */ init: function (width) { var maxDistanceStr ; this.calcXPos(width); this.maxScore this.maxScoreUnits; for (var i 0; i this.maxScoreUnits; i++) { this.draw(i, 0); this.defaultString + 0; maxDistanceStr + 9; } this.maxScore parseInt(maxDistanceStr); }, /** * Calculate the xPos in the canvas. * @param {number} canvasWidth */ calcXPos: function (canvasWidth) { this.x canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * (this.maxScoreUnits + 1)); }, /** * Draw a digit to canvas. * @param {number} digitPos Position of the digit. * @param {number} value Digit value 0-9. * @param {boolean} opt_highScore Whether drawing the high score. */ draw: function (digitPos, value, opt_highScore) { var sourceWidth DistanceMeter.dimensions.WIDTH; var sourceHeight DistanceMeter.dimensions.HEIGHT; var sourceX DistanceMeter.dimensions.WIDTH * value; var sourceY 0; var targetX digitPos * DistanceMeter.dimensions.DEST_WIDTH; var targetY this.y; var targetWidth DistanceMeter.dimensions.WIDTH; var targetHeight DistanceMeter.dimensions.HEIGHT; // For high DPI we 2x source values. if (IS_HIDPI) { sourceWidth * 2; sourceHeight * 2; sourceX * 2; } sourceX + this.spritePos.x; sourceY + this.spritePos.y; this.canvasCtx.save(); if (opt_highScore) { // Left of the current score. var highScoreX this.x - (this.maxScoreUnits * 2) * DistanceMeter.dimensions.WIDTH; this.canvasCtx.translate(highScoreX, this.y); } else { this.canvasCtx.translate(this.x, this.y); } this.canvasCtx.drawImage(this.image, sourceX, sourceY, sourceWidth, sourceHeight, targetX, targetY, targetWidth, targetHeight ); this.canvasCtx.restore(); }, /** * Covert pixel distance to a real distance. * @param {number} distance Pixel distance ran. * @return {number} The real distance ran. */ getActualDistance: function (distance) { return distance ? Math.round(distance * this.config.COEFFICIENT) : 0; }, /** * Update the distance meter. * @param {number} distance * @param {number} deltaTime * @return {boolean} Whether the acheivement sound fx should be played. */ update: function (deltaTime, distance) { var paint true; var playSound false; if (!this.acheivement) { distance this.getActualDistance(distance); // Score has gone beyond the initial digit count. if (distance > this.maxScore && this.maxScoreUnits this.config.MAX_DISTANCE_UNITS) { this.maxScoreUnits++; this.maxScore parseInt(this.maxScore + 9); } else { this.distance 0; } if (distance > 0) { // Acheivement unlocked if (distance % this.config.ACHIEVEMENT_DISTANCE 0) { // Flash score and play sound. this.acheivement true; this.flashTimer 0; playSound true; } // Create a string representation of the distance with leading 0. var distanceStr (this.defaultString + distance).substr(-this.maxScoreUnits); this.digits distanceStr.split(); } else { this.digits this.defaultString.split(); } } else { // Control flashing of the score on reaching acheivement. if (this.flashIterations this.config.FLASH_ITERATIONS) { this.flashTimer + deltaTime; if (this.flashTimer this.config.FLASH_DURATION) { paint false; } else if (this.flashTimer > this.config.FLASH_DURATION * 2) { this.flashTimer 0; this.flashIterations++; } } else { this.acheivement false; this.flashIterations 0; this.flashTimer 0; } } // Draw the digits if not flashing. if (paint) { for (var i this.digits.length - 1; i > 0; i--) { this.draw(i, parseInt(this.digitsi)); } } this.drawHighScore(); return playSound; }, /** * Draw the high score. */ drawHighScore: function () { this.canvasCtx.save(); this.canvasCtx.globalAlpha .8; for (var i this.highScore.length - 1; i > 0; i--) { this.draw(i, parseInt(this.highScorei, 10), true); } this.canvasCtx.restore(); }, /** * Set the highscore as a array string. * Position of char in the sprite: H - 10, I - 11. * @param {number} distance Distance ran in pixels. */ setHighScore: function (distance) { distance this.getActualDistance(distance); var highScoreStr (this.defaultString + distance).substr(-this.maxScoreUnits); this.highScore 10, 11, .concat(highScoreStr.split()); }, /** * Reset the distance meter back to 00000. */ reset: function () { this.update(0); this.acheivement false; } }; //****************************************************************************** /** * Cloud background item. * Similar to an obstacle object but without collision boxes. * @param {HTMLCanvasElement} canvas Canvas element. * @param {Object} spritePos Position of image in sprite. * @param {number} containerWidth */ function Cloud(canvas, spritePos, containerWidth) { this.canvas canvas; this.canvasCtx this.canvas.getContext(2d); this.spritePos spritePos; this.containerWidth containerWidth; this.xPos containerWidth; this.yPos 0; this.remove false; this.cloudGap getRandomNum(Cloud.config.MIN_CLOUD_GAP, Cloud.config.MAX_CLOUD_GAP); this.init(); }; /** * Cloud object config. * @enum {number} */ Cloud.config { HEIGHT: 14, MAX_CLOUD_GAP: 400, MAX_SKY_LEVEL: 30, MIN_CLOUD_GAP: 100, MIN_SKY_LEVEL: 71, WIDTH: 46 }; Cloud.prototype { /** * Initialise the cloud. Sets the Cloud height. */ init: function () { this.yPos getRandomNum(Cloud.config.MAX_SKY_LEVEL, Cloud.config.MIN_SKY_LEVEL); this.draw(); }, /** * Draw the cloud. */ draw: function () { this.canvasCtx.save(); var sourceWidth Cloud.config.WIDTH; var sourceHeight Cloud.config.HEIGHT; if (IS_HIDPI) { sourceWidth sourceWidth * 2; sourceHeight sourceHeight * 2; } this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x, this.spritePos.y, sourceWidth, sourceHeight, this.xPos, this.yPos, Cloud.config.WIDTH, Cloud.config.HEIGHT); this.canvasCtx.restore(); }, /** * Update the cloud position. * @param {number} speed */ update: function (speed) { if (!this.remove) { this.xPos - Math.ceil(speed); this.draw(); // Mark as removeable if no longer in the canvas. if (!this.isVisible()) { this.remove true; } } }, /** * Check if the cloud is visible on the stage. * @return {boolean} */ isVisible: function () { return this.xPos + Cloud.config.WIDTH > 0; } }; //****************************************************************************** /** * Nightmode shows a moon and stars on the horizon. */ function NightMode(canvas, spritePos, containerWidth) { this.spritePos spritePos; this.canvas canvas; this.canvasCtx canvas.getContext(2d); this.xPos containerWidth - 50; this.yPos 30; this.currentPhase 0; this.opacity 0; this.containerWidth containerWidth; this.stars ; this.drawStars false; this.placeStars(); }; /** * @enum {number} */ NightMode.config { FADE_SPEED: 0.035, HEIGHT: 40, MOON_SPEED: 0.25, NUM_STARS: 2, STAR_SIZE: 9, STAR_SPEED: 0.3, STAR_MAX_Y: 70, WIDTH: 20 }; NightMode.phases 140, 120, 100, 60, 40, 20, 0; NightMode.prototype { /** * Update moving moon, changing phases. * @param {boolean} activated Whether night mode is activated. * @param {number} delta */ update: function (activated, delta) { // Moon phase. if (activated && this.opacity 0) { this.currentPhase++; if (this.currentPhase > NightMode.phases.length) { this.currentPhase 0; } } // Fade in / out. if (activated && (this.opacity 1 || this.opacity 0)) { this.opacity + NightMode.config.FADE_SPEED; } else if (this.opacity > 0) { this.opacity - NightMode.config.FADE_SPEED; } // Set moon positioning. if (this.opacity > 0) { this.xPos this.updateXPos(this.xPos, NightMode.config.MOON_SPEED); // Update stars. if (this.drawStars) { for (var i 0; i NightMode.config.NUM_STARS; i++) { this.starsi.x this.updateXPos(this.starsi.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.phasesthis.currentPhase; var moonOutputWidth moonSourceWidth; var starSize NightMode.config.STAR_SIZE; var starSourceX Runner.spriteDefinition.LDPI.STAR.x; if (IS_HIDPI) { moonSourceWidth * 2; moonSourceHeight * 2; moonSourceX this.spritePos.x + (NightMode.phasesthis.currentPhase * 2); starSize * 2; starSourceX Runner.spriteDefinition.HDPI.STAR.x; } this.canvasCtx.save(); this.canvasCtx.globalAlpha this.opacity; // Stars. if (this.drawStars) { for (var i 0; i NightMode.config.NUM_STARS; i++) { this.canvasCtx.drawImage(Runner.imageSprite, starSourceX, this.starsi.sourceY, starSize, starSize, Math.round(this.starsi.x), this.starsi.y, NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE); } } // Moon. this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX, this.spritePos.y, moonSourceWidth, moonSourceHeight, Math.round(this.xPos), this.yPos, moonOutputWidth, NightMode.config.HEIGHT); this.canvasCtx.globalAlpha 1; this.canvasCtx.restore(); }, // Do star placement. placeStars: function () { var segmentSize Math.round(this.containerWidth / NightMode.config.NUM_STARS); for (var i 0; i NightMode.config.NUM_STARS; i++) { this.starsi {}; this.starsi.x getRandomNum(segmentSize * i, segmentSize * (i + 1)); this.starsi.y getRandomNum(0, NightMode.config.STAR_MAX_Y); if (IS_HIDPI) { this.starsi.sourceY Runner.spriteDefinition.HDPI.STAR.y + NightMode.config.STAR_SIZE * 2 * i; } else { this.starsi.sourceY Runner.spriteDefinition.LDPI.STAR.y + NightMode.config.STAR_SIZE * i; } } }, reset: function () { this.currentPhase 0; this.opacity 0; this.update(false); } }; //****************************************************************************** /** * Horizon Line. * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. * @param {HTMLCanvasElement} canvas * @param {Object} spritePos Horizon position in sprite. * @constructor */ function HorizonLine(canvas, spritePos) { this.spritePos spritePos; this.canvas canvas; this.canvasCtx canvas.getContext(2d); this.sourceDimensions {}; this.dimensions HorizonLine.dimensions; this.sourceXPos this.spritePos.x, this.spritePos.x + this.dimensions.WIDTH; this.xPos ; this.yPos 0; this.bumpThreshold 0.5; this.setSourceDimensions(); this.draw(); }; /** * Horizon line dimensions. * @enum {number} */ HorizonLine.dimensions { WIDTH: 600, HEIGHT: 12, YPOS: 127 }; HorizonLine.prototype { /** * Set the source dimensions of the horizon line. */ setSourceDimensions: function () { for (var dimension in HorizonLine.dimensions) { if (IS_HIDPI) { if (dimension ! YPOS) { this.sourceDimensionsdimension HorizonLine.dimensionsdimension * 2; } } else { this.sourceDimensionsdimension HorizonLine.dimensionsdimension; } this.dimensionsdimension HorizonLine.dimensionsdimension; } this.xPos 0, HorizonLine.dimensions.WIDTH; this.yPos HorizonLine.dimensions.YPOS; }, /** * Return the crop x position of a type. */ getRandomType: function () { return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; }, /** * Draw the horizon line. */ draw: function () { this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos0, this.spritePos.y, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos0, this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos1, this.spritePos.y, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos1, this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the x position of an indivdual piece of the line. * @param {number} pos Line position. * @param {number} increment */ updateXPos: function (pos, increment) { var line1 pos; var line2 pos 0 ? 1 : 0; this.xPosline1 - increment; this.xPosline2 this.xPosline1 + this.dimensions.WIDTH; if (this.xPosline1 -this.dimensions.WIDTH) { this.xPosline1 + this.dimensions.WIDTH * 2; this.xPosline2 this.xPosline1 - this.dimensions.WIDTH; this.sourceXPosline1 this.getRandomType() + this.spritePos.x; } }, /** * Update the horizon line. * @param {number} deltaTime * @param {number} speed */ update: function (deltaTime, speed) { var increment Math.floor(speed * (FPS / 1000) * deltaTime); if (this.xPos0 0) { this.updateXPos(0, increment); } else { this.updateXPos(1, increment); } this.draw(); }, /** * Reset horizon to the starting position. */ reset: function () { this.xPos0 0; this.xPos1 HorizonLine.dimensions.WIDTH; } }; //****************************************************************************** /** * Horizon background class. * @param {HTMLCanvasElement} canvas * @param {Object} spritePos Sprite positioning. * @param {Object} dimensions Canvas dimensions. * @param {number} gapCoefficient * @constructor */ function Horizon(canvas, spritePos, dimensions, gapCoefficient) { this.canvas canvas; this.canvasCtx this.canvas.getContext(2d); this.config Horizon.config; this.dimensions dimensions; this.gapCoefficient gapCoefficient; this.obstacles ; this.obstacleHistory ; this.horizonOffsets 0, 0; this.cloudFrequency this.config.CLOUD_FREQUENCY; this.spritePos spritePos; this.nightMode null; // Cloud this.clouds ; this.cloudSpeed this.config.BG_CLOUD_SPEED; // Horizon this.horizonLine null; this.init(); }; /** * Horizon config. * @enum {number} */ Horizon.config { BG_CLOUD_SPEED: 0.2, BUMPY_THRESHOLD: .3, CLOUD_FREQUENCY: .5, HORIZON_HEIGHT: 16, MAX_CLOUDS: 6 }; Horizon.prototype { /** * Initialise the horizon. Just add the line and a cloud. No obstacles. */ init: function () { this.addCloud(); this.horizonLine new HorizonLine(this.canvas, this.spritePos.HORIZON); this.nightMode new NightMode(this.canvas, this.spritePos.MOON, this.dimensions.WIDTH); }, /** * @param {number} deltaTime * @param {number} currentSpeed * @param {boolean} updateObstacles Used as an override to prevent * the obstacles from being updated / added. This happens in the * ease in section. * @param {boolean} showNightMode Night mode activated. */ update: function (deltaTime, currentSpeed, updateObstacles, showNightMode) { this.runningTime + deltaTime; this.horizonLine.update(deltaTime, currentSpeed); this.nightMode.update(showNightMode); this.updateClouds(deltaTime, currentSpeed); if (updateObstacles) { this.updateObstacles(deltaTime, currentSpeed); } }, /** * Update the cloud positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateClouds: function (deltaTime, speed) { var cloudSpeed this.cloudSpeed / 1000 * deltaTime * speed; var numClouds this.clouds.length; if (numClouds) { for (var i numClouds - 1; i > 0; i--) { this.cloudsi.update(cloudSpeed); } var lastCloud this.cloudsnumClouds - 1; // Check for adding a new cloud. if (numClouds this.config.MAX_CLOUDS && (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && this.cloudFrequency > Math.random()) { this.addCloud(); } // Remove expired clouds. this.clouds this.clouds.filter(function (obj) { return !obj.remove; }); } else { this.addCloud(); } }, /** * Update the obstacle positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateObstacles: function (deltaTime, currentSpeed) { // Obstacles, move to Horizon layer. var updatedObstacles this.obstacles.slice(0); for (var i 0; i this.obstacles.length; i++) { var obstacle this.obstaclesi; obstacle.update(deltaTime, currentSpeed); // Clean up existing obstacles. if (obstacle.remove) { updatedObstacles.shift(); } } this.obstacles updatedObstacles; if (this.obstacles.length > 0) { var lastObstacle this.obstaclesthis.obstacles.length - 1; if (lastObstacle && !lastObstacle.followingObstacleCreated && lastObstacle.isVisible() && (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) this.dimensions.WIDTH) { this.addNewObstacle(currentSpeed); lastObstacle.followingObstacleCreated true; } } else { // Create new obstacles. this.addNewObstacle(currentSpeed); } }, removeFirstObstacle: function () { this.obstacles.shift(); }, /** * Add a new obstacle. * @param {number} currentSpeed */ addNewObstacle: function (currentSpeed) { var obstacleTypeIndex getRandomNum(0, Obstacle.types.length - 1); var obstacleType Obstacle.typesobstacleTypeIndex; // Check for multiples of the same type of obstacle. // Also check obstacle is available at current speed. if (this.duplicateObstacleCheck(obstacleType.type) || currentSpeed obstacleType.minSpeed) { this.addNewObstacle(currentSpeed); } else { var obstacleSpritePos this.spritePosobstacleType.type; this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType, obstacleSpritePos, this.dimensions, this.gapCoefficient, currentSpeed, obstacleType.width)); this.obstacleHistory.unshift(obstacleType.type); if (this.obstacleHistory.length > 1) { this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION); } } }, /** * Returns whether the previous two obstacles are the same as the next one. * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION. * @return {boolean} */ duplicateObstacleCheck: function (nextObstacleType) { var duplicateCount 0; for (var i 0; i this.obstacleHistory.length; i++) { duplicateCount this.obstacleHistoryi nextObstacleType ? duplicateCount + 1 : 0; } return duplicateCount > Runner.config.MAX_OBSTACLE_DUPLICATION; }, /** * Reset the horizon layer. * Remove existing obstacles and reposition the horizon line. */ reset: function () { this.obstacles ; this.horizonLine.reset(); this.nightMode.reset(); }, /** * Update the canvas width and scaling. * @param {number} width Canvas width. * @param {number} height Canvas height. */ resize: function (width, height) { this.canvas.width width; this.canvas.height height; }, /** * Add a new cloud to the horizon. */ addCloud: function () { this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD, this.dimensions.WIDTH)); } };})();function onDocumentLoad() { if (!window.chrome) { console.log(Runner not loaded) return; } new Runner(.interstitial-wrapper);}document.addEventListener(DOMContentLoaded, onDocumentLoad); /script>/head>body idt classoffline> div idmessageBox classsendmessage> /div> div classpre-game> img classlenny src//fast.wistia.com/404/lenny.png altlenny with broken vhs tape/> img classlenny-background src//fast.wistia.com/404/lenny-background.png altlenny with broken vhs tape/> h2 classoops>Oops! 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audio idoffline-sound-hit 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audio idoffline-sound-reached 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