Flappy T-Rex源码

源自:https://www.cnblogs.com/undefined000/p/trex_8.html

<style>
#offline-resources{
            display: none;
        }
        .runner-container {
            height: 150px;
            max-width: 600px;
            overflow: hidden;
                        opacity:1;
        }
        #c{
            height: 150px;
            max-width: 600px;
            opacity: 1;
        }
        .offline {
            transition: -webkit-filter 1.5s cubic-bezier(0.65, 0.05, 0.36, 1),
            background-color 1.5s cubic-bezier(0.65, 0.05, 0.36, 1);
            will-change: -webkit-filter, background-color;
        }

        .offline.inverted {
            -webkit-filter: invert(100%);
            background-color: #000;
        }
</style>
<div id="runner-container" class="runner-container offline" style="height: 200px; width: 602px; background: #fff;">&nbsp;</div>
<p><span style="font-size: 18px;"><img id="sprite" style="display: none;" src="data:image/png;base64,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" alt="test" /></span></p>
<p><span style="font-size: 18px;">
<script type="text/javascript">// <![CDATA[
var canvas = document.createElement('canvas'),
        a = document.getElementById('runner-container');
    canvas.id = 'c';
    canvas.width = 600;
    canvas.height = 150;
    a.appendChild(canvas);

    var canvas = document.getElementById('c'),
        ctx = canvas.getContext('2d');


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

        Runner.config = {
            ACCELERATION: 0.001,
            BG_CLOUD_SPEED: 0.2,
            BOTTOM_PAD: 10,
            CLEAR_TIME: 3000,
            CLOUD_FREQUENCY: 0.5,
            GAMEOVER_CLEAR_TIME: 750,
            GAP_COEFFICIENT: 0.6,
            GRAVITY: 0.6,
            INITIAL_JUMP_VELOCITY: 12,
            INVERT_FADE_DURATION: 10000,    //夜晚持续时间
            INVERT_DISTANCE: 700,    //每700距离进行昼夜交替
            MAX_CLOUDS: 6,            //云最大数量
            MAX_OBSTACLE_LENGTH: 3,
            MAX_OBSTACLE_DUPLICATION: 2,
            MAX_SPEED: 13,
            MIN_JUMP_HEIGHT: 35,
            MOBILE_SPEED_COEFFICIENT: 1.2,
            RESOURCE_TEMPLATE_ID: 'audio-resources',
            SPEED: 6,
            SPEED_DROP_COEFFICIENT: 3
        };
        Runner.defaultDimensions = {
            HEIGHT:150,
            WIDTH:600
        };

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

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

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

        Runner.events = {
            ANIM_END: 'webkitAnimationEnd',
            CLICK: 'click',
            KEYDOWN: 'keydown',
            KEYUP: 'keyup',
            MOUSEDOWN: 'mousedown',
            MOUSEUP: 'mouseup',
            RESIZE: 'resize',
            TOUCHEND: 'touchend',
            TOUCHSTART: 'touchstart',
            VISIBILITY: 'visibilitychange',
            BLUR: 'blur',
            FOCUS: 'focus',
            LOAD: 'load'
        };

        function Runner(outerContainerId,opt_config) {
            if (Runner.instance_) {
                return Runner.instance_;
            }
            Runner.instance_ = this;
            //this.outerContainerEl = document.querySelector(outerContainerId);
            this.containerEl = null;
            this.snackbarEl = null;
            //this.detailsButton = this.outerContainerEl.querySelector('#details-button');
            this.config = opt_config || Runner.config;
            this.dimensions = Runner.defaultDimensions;
            this.canvas = null;
            this.ctx = null;

            this.tRex = null;
            this.distanceMeter = null;
            this.distanceRan = 0;
            this.highestScore = 0;

            this.time = 0;
            this.runningTime = 0;
            this.msPerFrame = 1000 / FPS;
            this.currentSpeed = this.config.SPEED;

            this.obstacles = [];  //障碍物

            this.started = false;
            this.activated = false;
            this.crashed = false;
            this.paused = false;
            this.inverted = false;
            this.invertTimer = 0;
            this.resizeTimerId_ = null;

            this.playCount = 0;

            // Sound FX.
            this.audioBuffer = null;
            this.soundFx = {};

            // Global web audio context for playing sounds.
            this.audioContext = null;

            // Images.
            this.images = {};
            this.imagesLoaded = 0;

            this.loadImages();
        }

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

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

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

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

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

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

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

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

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

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

                if (this.activated) {

                    this.clearCanvas();

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

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

                    if (this.playingIntro) {
                        this.horizon.update(0, this.currentSpeed, hasObstacles);
                    } else {
                        deltaTime = !this.started ? 0 : deltaTime;
                        this.horizon.update(deltaTime, this.currentSpeed, hasObstacles,
                                this.inverted);
                    }
                    var collision = hasObstacles &&
                            checkForCollision(this.horizon.obstacles[0], this.tRex);

                    if (!collision) {
                        this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame;

                        if (this.currentSpeed < this.config.MAX_SPEED) {
                            this.currentSpeed += this.config.ACCELERATION;
                        }
                    } else {
                        this.gameOver();
                    }

                    var playAchievementSound = this.distanceMeter.update(deltaTime,
                            Math.ceil(this.distanceRan));

                    if (playAchievementSound) {
                        this.playSound(this.soundFx.SCORE);
                    }
                    //若夜晚持续时间大于设定值则变为白天
                    if (this.invertTimer > this.config.INVERT_FADE_DURATION) {
                        this.invertTimer = 0;
                        this.invertTrigger = false;
                        this.invert();
                    } else if (this.invertTimer) {
                        this.invertTimer += deltaTime;
                    } else {
                        var actualDistance =
                                this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan));

                        if (actualDistance > 0) {
                            this.invertTrigger = !(actualDistance %
                            this.config.INVERT_DISTANCE);

                            if (this.invertTrigger && this.invertTimer === 0) {
                                this.invertTimer += deltaTime;
                                this.invert();
                            }
                        }
                    }
                }
                if (!this.crashed) {
                    this.tRex.update(deltaTime);
                    this.raq();
                }
            },
            handleEvent: function(e) {
                return (function(evtType, events) {
                    switch (evtType) {
                        case events.KEYDOWN:
                        case events.TOUCHSTART:
                        case events.MOUSEDOWN:
                            this.onKeyDown(e);
                            break;
                        case events.KEYUP:
                        case events.TOUCHEND:
                        case events.MOUSEUP:
                            this.onKeyUp(e);
                            break;
                    }
                }.bind(this))(e.type, Runner.events);
            },
            startListening:function() {
                document.addEventListener(Runner.events.KEYDOWN, this);
                document.addEventListener(Runner.events.KEYUP, this);
                document.addEventListener(Runner.events.MOUSEDOWN, this);
                document.addEventListener(Runner.events.MOUSEUP, this);
            },
            stopListening:function() {
                document.removeEventListener(Runner.events.KEYDOWN, this);
                document.removeEventListener(Runner.events.KEYUP, this);
                document.removeEventListener(Runner.events.MOUSEDOWN, this);
                document.removeEventListener(Runner.events.MOUSEUP, this);
            },
            onKeyDown:function (e) {

                if (e.target != this.detailsButton) {
                    if (!this.crashed && Runner.keycodes.JUMP[e.keyCode]) {
e.preventDefault();
                        if (!this.activated) {
                            this.loadSounds();
                            this.activated = true;
                        }
                        if (!this.tRex.jumping && !this.tRex.ducking) {
                            this.tRex.startJump(this.currentSpeed);
                        }
                    }
                }
                if (this.activated && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) {

                    e.preventDefault();
                    if (this.tRex.jumping) {
                        // Speed drop, activated only when jump key is not pressed.
                        this.tRex.setSpeedDrop();
                    } else if (!this.tRex.jumping && !this.tRex.ducking) {
                        // Duck.
                        this.tRex.setDuck(true);
                    }
                }
            },
            onKeyUp:function(e) {
                var keyCode = String(e.keyCode);
                var isjumpKey = Runner.keycodes.JUMP[keyCode] ||
                        e.type == Runner.events.TOUCHEND ||
                        e.type == Runner.events.MOUSEDOWN;

                if (this.isRunning() && isjumpKey) {
e.preventDefault();
                    this.tRex.endJump();
                } else if (Runner.keycodes.DUCK[keyCode]) {
e.preventDefault();
                    this.tRex.speedDrop = false;
                    this.tRex.setDuck(false);
                } else if (this.crashed) {
e.preventDefault();
                    // Check that enough time has elapsed before allowing jump key to restart.
                    var deltaTime = getTimeStamp() - this.time;

                    if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) ||
                            (deltaTime >= this.config.GAMEOVER_CLEAR_TIME &&
                            Runner.keycodes.JUMP[keyCode])) {
e.preventDefault();
                        this.restart();
                    }
                } else if (this.paused && isjumpKey) {
                    // Reset the jump state
e.preventDefault();
                    this.tRex.reset();
                    this.play();
                }
            },
            isLeftClickOnCanvas: function(e) {
                return e.button != null && e.button < 2 &&
                        e.type == Runner.events.MOUSEUP && e.target == this.canvas;
            },
            raq:function () {
                if (!this.drawPending) {
                    this.drawPending = true;
                    this.raqId = requestAnimationFrame(this.update.bind(this));
                }
            },
            isRunning: function() {
                return !!this.raqId;
            },
            gameOver: function() {
                //this.playSound(this.soundFx.HIT);
                //vibrate(200);

                this.stop();
                this.crashed = true;
                this.distanceMeter.acheivement = false;

                this.tRex.update(100, Trex.status.CRASHED);

                // Game over panel.
                if (!this.gameOverPanel) {
                    this.gameOverPanel = new GameOverPanel(this.canvas,
                            this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART,
                            this.dimensions);
                } else {
                    this.gameOverPanel.draw();
                }

                // Update the high score.
                if (this.distanceRan > this.highestScore) {
                    this.highestScore = Math.ceil(this.distanceRan);
                    this.distanceMeter.setHighScore(this.highestScore);
                }

                // Reset the time clock.
                this.time = getTimeStamp();
            },
            stop: function() {
                this.activated = false;
                this.paused = true;
                cancelAnimationFrame(this.raqId);
                this.raqId = 0;
            },
            play: function() {
                if (!this.crashed) {
                    this.activated = true;
                    this.paused = false;
                    this.tRex.update(0, Trex.status.RUNNING);
                    this.time = getTimeStamp();
                    this.update();
                }
            },
            restart: function() {
                if (!this.raqId) {
                    this.playCount++;
                    this.runningTime = 0;
                    this.activated = true;
                    this.crashed = false;
                    this.distanceRan = 0;
                    this.setSpeed(this.config.SPEED);
                    this.time = getTimeStamp();
                    this.containerEl.classList.remove(Runner.classes.CRASHED);
                    this.clearCanvas();
                    this.distanceMeter.reset(this.highestScore);
                    this.horizon.reset();
                    this.tRex.reset();
                    //this.playSound(this.soundFx.BUTTON_PRESS);
                    this.invert(true);
                    this.update();
                }
            },
            onVisibilityChange: function(e) {
                if (document.hidden || document.webkitHidden || e.type == 'blur' ||
                        document.visibilityState != 'visible') {
                    this.stop();
                } else if (!this.crashed) {
                    this.tRex.reset();
                    this.play();
                }
            },
            playSound: function(soundBuffer) {
                if (soundBuffer) {
                    var sourceNode = this.audioContext.createBufferSource();
                    sourceNode.buffer = soundBuffer;
                    sourceNode.connect(this.audioContext.destination);
                    sourceNode.start(0);
                }
            },
            invert: function(reset) {
                if (reset) {
                    a.classList.toggle(Runner.classes.INVERTED,this.invertTrigger);
                    //document.body.classList.toggle(Runner.classes.INVERTED,false);
                    this.invertTimer = 0;
                    this.inverted = false;
                } else {
                    this.inverted = a.classList.toggle(Runner.classes.INVERTED,this.invertTrigger);

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

        window['Runner'] = Runner;

        function decodeBase64ToArrayBuffer(base64String) {
            var len = (base64String.length / 4) * 3;
            var str = atob(base64String);
            var arrayBuffer = new ArrayBuffer(len);
            var bytes = new Uint8Array(arrayBuffer);

            for (var i = 0; i < len; i++) {
                bytes[i] = str.charCodeAt(i);
            }
            return bytes.buffer;
        }

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

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


        GameOverPanel.prototype = {
            /**
             * Update the panel dimensions.
             * @param {number} width New canvas width.
             * @param {number} opt_height Optional new canvas height.
             */
            updateDimensions: function(width, opt_height) {
                this.canvasDimensions.WIDTH = width;
                if (opt_height) {
                    this.canvasDimensions.HEIGHT = opt_height;
                }
            },

            /**
             * Draw the panel.
             */
            draw: function() {
                var dimensions = GameOverPanel.dimensions;

                var centerX = this.canvasDimensions.WIDTH / 2;

                // Game over text.
                var textSourceX = dimensions.TEXT_X;
                var textSourceY = dimensions.TEXT_Y;
                var textSourceWidth = dimensions.TEXT_WIDTH;
                var textSourceHeight = dimensions.TEXT_HEIGHT;

                var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2));
                var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3);
                var textTargetWidth = dimensions.TEXT_WIDTH;
                var textTargetHeight = dimensions.TEXT_HEIGHT;

                var restartSourceWidth = dimensions.RESTART_WIDTH;
                var restartSourceHeight = dimensions.RESTART_HEIGHT;
                var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2);
                var restartTargetY = this.canvasDimensions.HEIGHT / 2;


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

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

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


        //地面
        function HorizonLine(canvas,spritePos) {
            this.spritePos = spritePos;
            this.canvas = canvas;
            this.ctx = canvas.getContext("2d");
            this.sourceDimensions = {};
            this.dimensions = HorizonLine.dimensions;
            this.sourceXPos = [this.spritePos.x,this.spritePos.x + this.dimensions.WIDTH];
            this.xPos = [];
            this.yPos = 0;
            this.bumpThreshold = 0.5;    //地形系数

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

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

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

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

            },
            updateXPos:function(pos,increment) {
                var line1 = pos,
                    line2 = pos === 0 ? 1 : 0;

                this.xPos[line1] -= increment;
                this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH;

                if(this.xPos[line1] <= -this.dimensions.WIDTH) {
                    this.xPos[line1] += this.dimensions.WIDTH * 2;
                    this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH;
                    this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x;
                }
            },
            update:function(deltaTime,speed) {
                var increment = Math.floor(speed * (FPS / 1000) * deltaTime);
                if(this.xPos[0] <= 0) {
                    this.updateXPos(0, increment);
                } else {
                    this.updateXPos(1, increment);
                }
                this.draw();
            },
            reset:function() {
                this.xPos[0] = 0;
                this.xPos[1] = HorizonLine.dimensions.WIDTH;
            }
        };


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

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

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

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

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

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

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

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

        //夜晚
        //todo
        NightMode.config = {
          FADE_SPEED: 0.035,    //淡入淡出速度
          HEIGHT: 40,    //月亮高度
          MOON_SPEED: 0.25,    //月亮移动速度
          NUM_STARS: 2,    //星星数量
          STAR_SIZE: 9,    //星星宽度
          STAR_SPEED: 0.3,//星星速度
          STAR_MAX_Y: 70,    //星星在画布上出现的位置
          WIDTH: 20    //半个月度宽度
        };
        NightMode.phases = [140,120,100,60,40,20,0];
        function NightMode(canvas,spritePos,containerWidth) {
            this.spritePos = spritePos;
            this.canvas = canvas;
            this.ctx = canvas.getContext("2d");
            this.containerWidth = containerWidth;
            this.xPos = containerWidth - 50;    //月亮的x坐标
            this.yPos = 30;    //月亮的y坐标
            this.currentPhase = 0;
            this.opacity = 0;
            this.stars = [];    //用于存储星星
            this.drawStars = false;
            this.placeStars();    //放置星星
        }

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

                //淡入淡出
                if(activated && (this.opacity < 1 || this.opacity == 0)) {
                    this.opacity += NightMode.config.FADE_SPEED;
                } else if(this.opacity > 0) {
                    this.opacity -= NightMode.config.FADE_SPEED;
                }

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

                    //移动星星
                    if(this.drawStars) {
                        for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
                            this.stars[i].x = this.updateXPos(this.stars[i].x,NightMode.config.STAR_SPEED);
                        }
                    }
                    this.draw();
                } else {
                    this.opacity = 0;
                    this.placeStars();
                }
                this.drawStars = true;
            },
            updateXPos: function(currentPos, speed) {
                if (currentPos < -NightMode.config.WIDTH) {
                    currentPos = this.containerWidth;
                } else {
                    currentPos -= speed;
                }
                return currentPos;
            },
            draw:function() {
                var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 :
                     NightMode.config.WIDTH;
                var moonSourceHeight = NightMode.config.HEIGHT;
                var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase];
                var moonOutputWidth = moonSourceWidth;
                var starSize = NightMode.config.STAR_SIZE;
                var starSourceX = spriteDefinition.STAR.x;

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

                if (this.drawStars) {
                    for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
                        this.ctx.drawImage(imgSprite,
                            starSourceX, this.stars[i].sourceY,
                            starSize, starSize,
                            Math.round(this.stars[i].x), this.stars[i].y,
                            NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE);
                    }
                }

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

                this.ctx.globalAlpha = 1;
                this.ctx.restore();
            },
            placeStars:function() {
                var segmentSize = Math.round(this.containerWidth /NightMode.config.NUM_STARS);
                for (var i = 0; i < NightMode.config.NUM_STARS; i++) {
                    this.stars[i] = {};
                    this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1));
                    this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y);
                    this.stars[i].sourceY = spriteDefinition.STAR.y + NightMode.config.STAR_SIZE * i;
                }
            },
            reset: function() {
                this.currentPhase = 0;
                this.opacity = 0;
                this.update(false);
            }
        };

        //todo:
        // this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions,
        //this.config.GAP_COEFFICIENT);
        Horizon.config = {
            BG_CLOUD_SPEED: 0.2,
            BUMPY_THRESHOLD: .3,
            CLOUD_FREQUENCY: .5,
            HORIZON_HEIGHT: 16,
            MAX_CLOUDS: 6
        };
        //地形
        function Horizon(canvas, spritePos, dimensions, gapCoefficient) {
            this.canvas = canvas;
            this.ctx = canvas.getContext("2d");
            this.config = Horizon.config;
            this.dimensions = dimensions;
            this.gapCoefficient = gapCoefficient;
            //障碍物列表
            this.obstacles = [];
            this.obstacleHistory = [];
            this.horizonOffsets = [0,0];
            this.cloudFrequency = this.config.CLOUD_FREQUENCY;
            this.spritePos = spritePos;
            this.nightMode = null;

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

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

        Horizon.prototype = {
            //初始化地平面,云
            init:function() {
                this.addCloud();
                this.horizonLine = new HorizonLine(this.canvas,this.spritePos.HORIZON);
                this.nightMode = new NightMode(this.canvas,this.spritePos.MOON,this.dimensions.WIDTH);
            },
            update:function(deltaTime,currentSpeed,updateObstacles,showNightMode) {
                this.runningTime += deltaTime;
                this.horizonLine.update(deltaTime,currentSpeed);
                this.nightMode.update(showNightMode);
                this.updateClouds(deltaTime,currentSpeed);

                if(updateObstacles) {
                    this.updateObstacles(deltaTime,currentSpeed);
                }
            },
            updateClouds:function(deltaTime,speed) {
                var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed;
                var numClouds = this.clouds.length;

                if(numClouds) {
                    for(var i = numClouds - 1; i >= 0; i--) {
                        this.clouds[i].update(cloudSpeed);
                    }
                    var lastCloud = this.clouds[numClouds - 1];
                    if(numClouds < this.config.MAX_CLOUDS && 
                        (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap &&
                        this.cloudFrequency > Math.random()) {
                        this.addCloud();
                    }

                    this.clouds = this.clouds.filter(function(obj){
                        return !obj.remove;
                    });
                } else {
                    this.addCloud();
                }
            },
            updateObstacles: function(deltaTime, currentSpeed) {
                // Obstacles, move to Horizon layer.
                var updatedObstacles = this.obstacles.slice(0);

                for (var i = 0; i < this.obstacles.length; i++) {
                    var obstacle = this.obstacles[i];
                    obstacle.update(deltaTime, currentSpeed);

                    // Clean up existing obstacles.
                    if (obstacle.remove) {
                        updatedObstacles.shift();
                    }
                }
                this.obstacles = updatedObstacles;

                if (this.obstacles.length > 0) {
                    var lastObstacle = this.obstacles[this.obstacles.length - 1];

                    if (lastObstacle && !lastObstacle.followingObstacleCreated &&
                            lastObstacle.isVisible() &&
                            (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) <
                            this.dimensions.WIDTH) {
                        this.addNewObstacle(currentSpeed);
                        lastObstacle.followingObstacleCreated = true;
                    }
                } else {
                    // Create new obstacles.
                    this.addNewObstacle(currentSpeed);
                }
            },
            removeFirstObstacle:function() {
                this.obstacles.shift();
            },
            addNewObstacle:function(currentSpeed) {
                var obstacleTypeIndex = getRandomNum(0,Obstacle.types.length - 1);
                var obstacleType = Obstacle.types[obstacleTypeIndex];

                if(this.duplicateObstacleCheck(obstacleType.type) || currentSpeed < obstacleType.minSpeed) {
                    this.addNewObstacle(currentSpeed);
                } else {
                    var obstacleSpritePos = this.spritePos[obstacleType.type];
                    this.obstacles.push(new Obstacle(this.ctx,obstacleType,obstacleSpritePos,this.dimensions,
                        this.gapCoefficient,currentSpeed,obstacleType.width));

                    this.obstacleHistory.unshift(obstacleType.type);
                }

                if (this.obstacleHistory.length > 1) {
                    this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION);
                }
            },
            duplicateObstacleCheck:function(nextObstacleType) {
                var duplicateCount = 0;

                for(var i = 0; i < this.obstacleHistory.length; i++) {
                    duplicateCount = this.obstacleHistory[i] == nextObstacleType ? duplicateCount + 1 : 0;
                }
                return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION;
            },
            reset: function() {
                this.obstacles = [];
                this.horizonLine.reset();
                this.nightMode.reset();
            },
            resize: function(width, height) {
                this.canvas.width = width;
                this.canvas.height = height;
            },
            addCloud: function() {
                this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD,this.dimensions.WIDTH));
              }
        };

        
        Obstacle.MAX_GAP_COEFFICIENT = 1.5;
        Obstacle.MAX_OBSTACLE_LENGTH = 3;
        Obstacle.types = [
            {
                type: 'CACTUS_SMALL',
                width: 17,
                height: 35,
                yPos: 105,
                multipleSpeed: 4,
                minGap: 120,
                minSpeed: 0,
                collisionBoxes: [
                    new CollisionBox(0, 7, 5, 27),
                    new CollisionBox(4, 0, 6, 34),
                    new CollisionBox(10, 4, 7, 14)
                ]
            },
            {
                type: 'CACTUS_LARGE',
                width: 25,
                height: 50,
                yPos: 90,
                multipleSpeed: 7,
                minGap: 120,
                minSpeed: 0,
                collisionBoxes: [
                    new CollisionBox(0, 12, 7, 38),
                    new CollisionBox(8, 0, 7, 49),
                    new CollisionBox(13, 10, 10, 38)
                ]
            },
            {
                type: 'PTERODACTYL',
                width: 46,
                height: 40,
                yPos: [ 100, 75, 50 ], // Variable height. 高、中、低三种高度
                yPosMobile: [ 100, 50 ], // Variable height mobile.
                multipleSpeed: 999,
                minSpeed: 8.5,
                minGap: 150,
                collisionBoxes: [
                    new CollisionBox(15, 15, 16, 5),
                    new CollisionBox(18, 21, 24, 6),
                    new CollisionBox(2, 14, 4, 3),
                    new CollisionBox(6, 10, 4, 7),
                    new CollisionBox(10, 8, 6, 9)
                ],
                numFrames: 2,
                frameRate: 1000/6,
                speedOffset: .8
            }
        ];
        
        function Obstacle(ctx,type,spriteImgPos,dimensions,gapCoefficient,speed,opt_xOffset) {
            this.ctx = ctx;
            this.spritePos = spriteImgPos;
            //障碍物类型(仙人掌、翼龙)
            this.typeConfig = type;
            this.gapCoefficient = gapCoefficient;
            this.size = getRandomNum(1,Obstacle.MAX_OBSTACLE_LENGTH);
            this.dimensions = dimensions;
            this.remove = false;
            this.xPos = dimensions.WIDTH + (opt_xOffset || 0);
            this.yPos = 0;
            this.width = 0;
            this.collisionBoxes = [];
            this.gap = 0;
            this.speedOffset = 0;

            // For animated obstacles.
            this.currentFrame = 0;
            this.timer = 0;

            this.init(speed);
        }

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

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

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

                this.draw();

                if (this.size > 1) {
                    this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width -
                            this.collisionBoxes[2].width;

                    this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width;
                }

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

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

                // Animation frames.
                if (this.currentFrame > 0) {
                    sourceX += sourceWidth * this.currentFrame;
                }
                this.ctx.drawImage(imgSprite,
                        sourceX, this.spritePos.y,
                        sourceWidth * this.size, sourceHeight,
                        this.xPos, this.yPos,
                        sourceWidth * this.size, sourceHeight);
            },
            update:function(deltaTime, speed) {
                if (!this.remove) {
                    if (this.typeConfig.speedOffset) {
                        speed += this.speedOffset;
                    }
                    this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime);

                    // Update frame
                    if (this.typeConfig.numFrames) {
                        this.timer += deltaTime;
                        if (this.timer >= this.typeConfig.frameRate) {
                            this.currentFrame =
                                    this.currentFrame == this.typeConfig.numFrames - 1 ?
                                            0 : this.currentFrame + 1;
                            this.timer = 0;
                        }
                    }
                    this.draw();

                    if (!this.isVisible()) {
                        this.remove = true;
                    }
                }
            },
            getGap: function(gapCoefficient, speed) {
                var minGap = Math.round(this.width * speed +
                        this.typeConfig.minGap * gapCoefficient);
                var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT);
                return getRandomNum(minGap, maxGap);
            },
            isVisible: function() {
                return this.xPos + this.width > 0;
            },
            cloneCollisionBoxes: function() {
                var collisionBoxes = this.typeConfig.collisionBoxes;

                for (var i = collisionBoxes.length - 1; i >= 0; i--) {
                    this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x,
                            collisionBoxes[i].y, collisionBoxes[i].width,
                            collisionBoxes[i].height);
                }
            }
        };

        DistanceMeter.dimensions = {
            WIDTH: 10,
            HEIGHT: 13,
            DEST_WIDTH: 11
        };
        DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120];
        DistanceMeter.config = {
            // Number of digits.
            MAX_DISTANCE_UNITS: 5,

            // Distance that causes achievement animation.
            ACHIEVEMENT_DISTANCE: 100,

            // Used for conversion from pixel distance to a scaled unit.
            COEFFICIENT: 0.025,

            // Flash duration in milliseconds.
            FLASH_DURATION: 1000 / 4,

            // Flash iterations for achievement animation.
            FLASH_ITERATIONS: 3
        };

        function DistanceMeter(canvas, spritePos, canvasWidth) {
            this.canvas = canvas;
            this.ctx = canvas.getContext('2d');
            this.image = imgSprite;
            this.spritePos = spritePos;
            this.x = 0;
            this.y = 5;

            this.currentDistance = 0;
            this.maxScore = 0;
            this.highScore = 0;
            this.container = null;

            this.digits = [];
            this.acheivement = false;
            this.defaultString = '';
            this.flashTimer = 0;
            this.flashIterations = 0;
            this.invertTrigger = false;

            this.config = DistanceMeter.config;
            this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS;
            this.init(canvasWidth);
        }

        DistanceMeter.prototype = {
            init: function(width) {
                var maxDistanceStr = '';

                this.calcXPos(width);
                this.maxScore = this.maxScoreUnits;
                for (var i = 0; i < this.maxScoreUnits; i++) {
                    this.draw(i, 0);
                    this.defaultString += '0';
                    maxDistanceStr += '9';
                }

                this.maxScore = parseInt(maxDistanceStr);
            },
            calcXPos: function(canvasWidth) {
                this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH *
                        (this.maxScoreUnits + 1));
            },
            draw: function(digitPos, value, opt_highScore) {
                var sourceWidth = DistanceMeter.dimensions.WIDTH;
                var sourceHeight = DistanceMeter.dimensions.HEIGHT;
                var sourceX = DistanceMeter.dimensions.WIDTH * value;
                var sourceY = 0;

                var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH;
                var targetY = this.y;
                var targetWidth = DistanceMeter.dimensions.WIDTH;
                var targetHeight = DistanceMeter.dimensions.HEIGHT;

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

                this.ctx.save();

                if (opt_highScore) {
                    // Left of the current score.
                    var highScoreX = this.x - (this.maxScoreUnits * 2) *
                            DistanceMeter.dimensions.WIDTH;
                    this.ctx.translate(highScoreX, this.y);
                } else {
                    this.ctx.translate(this.x, this.y);
                }
                this.ctx.drawImage(this.image, sourceX, sourceY,
                        sourceWidth, sourceHeight,
                        targetX, targetY,
                        targetWidth, targetHeight
                );
                this.ctx.restore();
            },
            getActualDistance: function(distance) {
                return distance ? Math.round(distance * this.config.COEFFICIENT) : 0;
            },
            update: function(deltaTime, distance) {
                var paint = true;
                var playSound = false;

                if (!this.acheivement) {
                    distance = this.getActualDistance(distance);
                    // Score has gone beyond the initial digit count.
                    if (distance > this.maxScore && this.maxScoreUnits ==
                            this.config.MAX_DISTANCE_UNITS) {
                        this.maxScoreUnits++;
                        this.maxScore = parseInt(this.maxScore + '9');
                    } else {
                        this.distance = 0;
                    }

                    if (distance > 0) {
                        // Acheivement unlocked
                        if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) {
                            // Flash score and play sound.
                            this.acheivement = true;
                            this.flashTimer = 0;
                            playSound = true;
                        }

                        // Create a string representation of the distance with leading 0.
                        var distanceStr = (this.defaultString +
                        distance).substr(-this.maxScoreUnits);
                        this.digits = distanceStr.split('');
                    } else {
                        this.digits = this.defaultString.split('');
                    }
                } else {
                    // Control flashing of the score on reaching acheivement.
                    if (this.flashIterations <= this.config.FLASH_ITERATIONS) {
                        this.flashTimer += deltaTime;

                        if (this.flashTimer < this.config.FLASH_DURATION) {
                            paint = false;
                        } else if (this.flashTimer >
                                this.config.FLASH_DURATION * 2) {
                            this.flashTimer = 0;
                            this.flashIterations++;
                        }
                    } else {
                        this.acheivement = false;
                        this.flashIterations = 0;
                        this.flashTimer = 0;
                    }
                }

                // Draw the digits if not flashing.
                if (paint) {
                    for (var i = this.digits.length - 1; i >= 0; i--) {
                        this.draw(i, parseInt(this.digits[i]));
                    }
                }

                this.drawHighScore();
                return playSound;
            },
            drawHighScore: function() {
                this.ctx.save();
                this.ctx.globalAlpha = .8;
                for (var i = this.highScore.length - 1; i >= 0; i--) {
                    this.draw(i, parseInt(this.highScore[i], 10), true);
                }
                this.ctx.restore();
            },
            setHighScore: function(distance) {
                distance = this.getActualDistance(distance);
                var highScoreStr = (this.defaultString +
                distance).substr(-this.maxScoreUnits);

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


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

        function checkForCollision(obstacle, tRex, opt_canvasCtx) {
            var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos;
            var tRexBox = new CollisionBox(
                    tRex.xPos + 1,
                    tRex.yPos + 1,
                    tRex.config.WIDTH - 2,
                    tRex.config.HEIGHT - 2);
            var obstacleBox = new CollisionBox(
                    obstacle.xPos + 1,
                    obstacle.yPos + 1,
                    obstacle.typeConfig.width * obstacle.size - 2,
                    obstacle.typeConfig.height - 2);

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

                for (var t = 0; t < tRexCollisionBoxes.length; t++) {
                    for (var i = 0; i < collisionBoxes.length; i++) {
                        // Adjust the box to actual positions.
                        var adjTrexBox =
                                createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox);
                        var adjObstacleBox =
                                createAdjustedCollisionBox(collisionBoxes[i], obstacleBox);
                        var crashed = boxCompare(adjTrexBox, adjObstacleBox);

                        // Draw boxes for debug.
                        if (opt_canvasCtx) {
                            drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox);
                        }

                        if (crashed) {
                            return [adjTrexBox, adjObstacleBox];
                        }
                    }
                }
            }
            return false;
        }
        function createAdjustedCollisionBox(box, adjustment) {
            return new CollisionBox(
                    box.x + adjustment.x,
                    box.y + adjustment.y,
                    box.width,
                    box.height);
        }


        function boxCompare(tRexBox, obstacleBox) {
            var crashed = false;
            var tRexBoxX = tRexBox.x;
            var tRexBoxY = tRexBox.y;

            var obstacleBoxX = obstacleBox.x;
            var obstacleBoxY = obstacleBox.y;

            // Axis-Aligned Bounding Box method.
            if (tRexBox.x < obstacleBoxX + obstacleBox.width &&
                    tRexBox.x + tRexBox.width > obstacleBoxX &&
                    tRexBox.y < obstacleBox.y + obstacleBox.height &&
                    tRexBox.height + tRexBox.y > obstacleBox.y) {
                crashed = true;
            }

            return crashed;
        }

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

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

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

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

        Trex.BLINK_TIMING = 3000;

        Trex.collisionBoxes = {
            DUCKING:[
                new CollisionBox(1,18,55,25)
            ],
            RUNNING: [
                new CollisionBox(22, 0, 17, 16),
                new CollisionBox(1, 18, 30, 9),
                new CollisionBox(10, 35, 14, 8),
                new CollisionBox(1, 24, 29, 5),
                new CollisionBox(5, 30, 21, 4),
                new CollisionBox(9, 34, 15, 4)
            ]
        };

        Trex.animFrames = {
            WAITING: {
                frames: [44, 0],
                msPerFrame: 1000 / 3
            },
            RUNNING: {
                frames: [88, 132],
                msPerFrame: 1000 / 12
            },
            CRASHED: {
                frames: [220],
                msPerFrame: 1000 / 60
            },
            JUMPING: {
                frames: [0],
                msPerFrame: 1000 / 60
            },
            DUCKING: {
                frames: [262, 321],
                msPerFrame: 1000 / 8
            }
        };

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

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

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

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

                    if(opt_status == Trex.status.WAITING) {
                        this.animStartTime = getTimeStamp();
                        this.setBlinkDelay();
                    }
                }
                if (this.playingIntro && this.xPos < this.config.START_X_POS) {
                    this.xPos += Math.round((this.config.START_X_POS /
                            this.config.INTRO_DURATION) * deltaTime);
                }

                if (this.status == Trex.status.WAITING) {
                    this.blink(getTimeStamp());
                } else {
                    this.draw(this.currentAnimFrames[this.currentFrame], 0);
                }

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

                if (this.speedDrop && this.yPos == this.groundYPos) {
                    this.speedDrop = false;
                    this.setDuck(true);
                }
            },
            setBlinkDelay: function() {
                this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING);
            },
            blink: function(time) {
                var deltaTime = time - this.animStartTime;

                if (deltaTime >= this.blinkDelay) {
                    this.draw(this.currentAnimFrames[this.currentFrame], 0);

                    if (this.currentFrame == 1) {
                        // Set new random delay to blink.
                        this.setBlinkDelay();
                        this.animStartTime = time;
                    }
                }
            },
            startJump:function(speed) {
                if(!this.jumping) {
                    this.update(0, Trex.status.JUMPING);
                    this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10);
                    this.jumping = true;
                    this.reachedMinHeight = false;
                    this.speedDrop = false;
                }
            },
            endJump: function() {
                if (this.reachedMinHeight && this.jumpVelocity < this.config.DROP_VELOCITY) {
                    this.jumpVelocity = this.config.DROP_VELOCITY;
                }
            },
            updateJump:function(deltaTime,speed) {
                var msPerFrame = Trex.animFrames[this.status].msPerFrame;
                var framesElapsed = deltaTime / msPerFrame;

                if(this.speedDrop) {
                    this.yPos += Math.round(this.jumpVelocity *
                            this.config.SPEED_DROP_COEFFICIENT * framesElapsed);
                } else {
                    this.yPos += Math.round(this.jumpVelocity * framesElapsed);
                }

                this.jumpVelocity += this.config.GRAVITY * framesElapsed;

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

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

                this.update(deltaTime);
            },
            setSpeedDrop: function() {
                this.speedDrop = true;
                this.jumpVelocity = 1;
            },
            setDuck: function(isDucking) {
                if (isDucking && this.status != Trex.status.DUCKING) {
                    this.update(0, Trex.status.DUCKING);
                    this.ducking = true;
                } else if (this.status == Trex.status.DUCKING) {
                    this.update(0, Trex.status.RUNNING);
                    this.ducking = false;
                }
            },
            draw:function(x,y) {
                var sourceX = x;
                var sourceY = y;
                var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ?
                        this.config.WIDTH_DUCK : this.config.WIDTH;
                var sourceHeight = this.config.HEIGHT;
                sourceX += this.spritePos.x;
                sourceY += this.spritePos.y;

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

                    this.ctx.drawImage(imgSprite, sourceX, sourceY,
                            sourceWidth, sourceHeight,
                            this.xPos, this.yPos,
                            this.config.WIDTH, this.config.HEIGHT);
                }
            },
            reset: function() {
                this.yPos = this.groundYPos;
                this.jumpVelocity = 0;
                this.jumping = false;
                this.ducking = false;
                this.update(0, Trex.status.RUNNING);
                this.midair = false;
                this.speedDrop = false;
                this.jumpCount = 0;
            }
        };


        var now = getTimeStamp();

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

Sublime Text 3 注册码

3143 可用

—– BEGIN LICENSE —–
TwitterInc
200 User License
EA7E-890007
1D77F72E 390CDD93 4DCBA022 FAF60790
61AA12C0 A37081C5 D0316412 4584D136
94D7F7D4 95BC8C1C 527DA828 560BB037
D1EDDD8C AE7B379F 50C9D69D B35179EF
2FE898C4 8E4277A8 555CE714 E1FB0E43
D5D52613 C3D12E98 BC49967F 7652EED2
9D2D2E61 67610860 6D338B72 5CF95C69
E36B85CC 84991F19 7575D828 470A92AB
—— END LICENSE ——

用OpenVPN搭建虚拟局域网对战平台

刚开始是使用SoftetherVPN的,但是国内VPS用不了路由表相关的功能,外网全部走VPS很难受,所以后来换了OpenVPN,只允许内网机器相互访问。

我所使用的环境是阿里云轻量应用服务器,系统为CentOS7.

安装

yum -y install epel-release && yum -y update
yum install -y openvpn easy-rsa

创建密钥与证书储存目录,并且准备好要产生密钥与证书的相关文件:

mkdir -p /etc/openvpn/easy-rsa/keys
cp -rf /usr/share/easy-rsa/2.0/* /etc/openvpn/easy-rsa
cp /etc/openvpn/easy-rsa/openssl-1.0.0.cnf /etc/openvpn/easy-rsa/openssl.cnf

修改凭证的默认资料,之后产生凭证时就会自动填写,不必再手动输入。

vi /etc/openvpn/easy-rsa/vars

所有凭证资料的预设值分别是:国家、省份、城市、组织、电子邮件位址、单位。参数的值可以自定义设置,对配置无影响。

...
 export KEY_COUNTRY="CN"
 export KEY_PROVINCE="GD"
 export KEY_CITY="SZ"
 export KEY_ORG="PANGYS"
 export KEY_EMAIL="PANGYS@PANGYS.COM"
 export KEY_OU="PANGYS"
 ...

清除并删除 keys 目录下的所有 key

cd /etc/openvpn/easy-rsa
source ./vars
./clean-all

生成CA的密钥及凭证,设定值不需修改的话,可以直接按Enter使用vars档案里的预设值。

./build-ca

生成 OpenVPN Server 端的密钥及凭证,同样可以使用vars档案的预设值。注意:一直回车,直至最后有两次交互,输入 y 确认。

./build-key-server server

生成 Diffie Hellman 参数,这个步骤比较久,可能要跑大约 6 分钟左右。

./build-dh

将Server的密钥及凭证放到主目录里:

cd /etc/openvpn/easy-rsa/keys
cp dh2048.pem ca.crt server.crt server.key /etc/openvpn

生成不用输入密码的凭证:

/etc/openvpn/easy-rsa/build-key client

生成TLS-auth密钥:

cd /etc/openvpn
openvpn --genkey --secret ta.key

配置 OpenVPN server.conf。OpenVPN安装目录默认存在 server.conf 配置文件,我们拷贝一份并修改使用:

cp /usr/share/doc/openvpn-*/sample/sample-config-files/server.conf /etc/openvpn

我们进入 /etc/openvpn/ 目录编辑 server.conf 文件。需要注意修改的几项是:

ca ca.crt
cert server.crt
key server.key
client-to-client
duplicate-cn
tls-auth ta.key 0

启动IP转发功能

echo "net.ipv4.ip_forward = 1" >> /etc/sysctl.conf
sysctl -p

配置firewall转发规则

firewall-cmd --permanent --add-service openvpn
firewall-cmd --permanent --add-masquerade
DEV=$(ip route get 223.5.5.5 | awk 'NR==1 {print $(NF-2)}' )
firewall-cmd --permanent --direct --passthrough ipv4 -t nat -A POSTROUTING -s 10.8.0.0/24 -o $DEV -j MASQUERADE
firewall-cmd --reload
firewall-cmd --list-all

重启网络与OpenVPN服务,并且让OpenVPN开机后自动启动

systemctl restart network
systemctl restart openvpn@server
systemctl enable openvpn@server

下载 openvpn 客户端并安装,将Server端生成的Client密钥与证书下载到本地并放在OpenVPNconfig 目录下。需要下载的文件列表:

/etc/openvpn/easy-rsa/keys/client.crt
/etc/openvpn/easy-rsa/keys/client.key
/etc/openvpn/easy-rsa/keys/ca.crt
/etc/openvpn/ta.key

将 OpenVPNsample-config 下 client.ovpn 文件拷贝到 OpenVPNconfig 目录。client.ovpn 文件配置完成后的内容如下:

client
dev tun
;proto tcp
proto udp
remote [你的IP] 1194
resolv-retry infinite
nobind
persist-key
persist-tun
ca ca.crt
cert client.crt
key client.key
remote-cert-tls server
tls-auth ta.key 1
cipher AES-256-CBC
verb 3

完成。如果玩家需要开房给其他玩家加入,需要在Windowns防火墙中新加入站规则,允许10.8.0.0/24访问。

参考:https://renwole.com/archives/471