-
Notifications
You must be signed in to change notification settings - Fork 455
/
v4.final.html
688 lines (591 loc) · 30.9 KB
/
v4.final.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
<!DOCTYPE html>
<html>
<head>
<title>Javascript Racer - v4 (final)</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<link href="common.css" rel="stylesheet" type="text/css" />
</head>
<body>
<table id="controls">
<tr>
<td colspan="2">
<a href='v1.straight.html'>straight</a> |
<a href='v2.curves.html'>curves</a> |
<a href='v3.hills.html'>hills</a> |
<a href='v4.final.html'>final</a>
</td>
</tr>
<tr><td id="fps" colspan="2" align="right"></td></tr>
<tr>
<th><label for="resolution">Resolution :</label></th>
<td>
<select id="resolution" style="width:100%">
<option value='fine'>Fine (1280x960)</option>
<option selected value='high'>High (1024x768)</option>
<option value='medium'>Medium (640x480)</option>
<option value='low'>Low (480x360)</option>
</select>
</td>
</tr>
<tr>
<th><label for="lanes">Lanes :</label></th>
<td>
<select id="lanes">
<option>1</option>
<option>2</option>
<option selected>3</option>
<option>4</option>
</select>
</td>
</tr>
<tr>
<th><label for="roadWidth">Road Width (<span id="currentRoadWidth"></span>) :</label></th>
<td><input id="roadWidth" type='range' min='500' max='3000' title="integer (500-3000)"></td>
</tr>
<tr>
<th><label for="cameraHeight">CameraHeight (<span id="currentCameraHeight"></span>) :</label></th>
<td><input id="cameraHeight" type='range' min='500' max='5000' title="integer (500-5000)"></td>
</tr>
<tr>
<th><label for="drawDistance">Draw Distance (<span id="currentDrawDistance"></span>) :</label></th>
<td><input id="drawDistance" type='range' min='100' max='500' title="integer (100-500)"></td>
</tr>
<tr>
<th><label for="fieldOfView">Field of View (<span id="currentFieldOfView"></span>) :</label></th>
<td><input id="fieldOfView" type='range' min='80' max='140' title="integer (80-140)"></td>
</tr>
<tr>
<th><label for="fogDensity">Fog Density (<span id="currentFogDensity"></span>) :</label></th>
<td><input id="fogDensity" type='range' min='0' max='50' title="integer (0-50)"></td>
</tr>
</table>
<div id='instructions'>
<p>Use the <b>arrow keys</b> to drive the car.</p>
</div>
<div id="racer">
<div id="hud">
<span id="speed" class="hud"><span id="speed_value" class="value">0</span> mph</span>
<span id="current_lap_time" class="hud">Time: <span id="current_lap_time_value" class="value">0.0</span></span>
<span id="last_lap_time" class="hud">Last Lap: <span id="last_lap_time_value" class="value">0.0</span></span>
<span id="fast_lap_time" class="hud">Fastest Lap: <span id="fast_lap_time_value" class="value">0.0</span></span>
</div>
<canvas id="canvas">
Sorry, this example cannot be run because your browser does not support the <canvas> element
</canvas>
Loading...
</div>
<audio id='music'>
<source src="music/racer.ogg">
<source src="music/racer.mp3">
</audio>
<span id="mute"></span>
<script src="stats.js"></script>
<script src="common.js"></script>
<script>
var fps = 60; // how many 'update' frames per second
var step = 1/fps; // how long is each frame (in seconds)
var width = 1024; // logical canvas width
var height = 768; // logical canvas height
var centrifugal = 0.3; // centrifugal force multiplier when going around curves
var offRoadDecel = 0.99; // speed multiplier when off road (e.g. you lose 2% speed each update frame)
var skySpeed = 0.001; // background sky layer scroll speed when going around curve (or up hill)
var hillSpeed = 0.002; // background hill layer scroll speed when going around curve (or up hill)
var treeSpeed = 0.003; // background tree layer scroll speed when going around curve (or up hill)
var skyOffset = 0; // current sky scroll offset
var hillOffset = 0; // current hill scroll offset
var treeOffset = 0; // current tree scroll offset
var segments = []; // array of road segments
var cars = []; // array of cars on the road
var stats = Game.stats('fps'); // mr.doobs FPS counter
var canvas = Dom.get('canvas'); // our canvas...
var ctx = canvas.getContext('2d'); // ...and its drawing context
var background = null; // our background image (loaded below)
var sprites = null; // our spritesheet (loaded below)
var resolution = null; // scaling factor to provide resolution independence (computed)
var roadWidth = 2000; // actually half the roads width, easier math if the road spans from -roadWidth to +roadWidth
var segmentLength = 200; // length of a single segment
var rumbleLength = 3; // number of segments per red/white rumble strip
var trackLength = null; // z length of entire track (computed)
var lanes = 3; // number of lanes
var fieldOfView = 100; // angle (degrees) for field of view
var cameraHeight = 1000; // z height of camera
var cameraDepth = null; // z distance camera is from screen (computed)
var drawDistance = 300; // number of segments to draw
var playerX = 0; // player x offset from center of road (-1 to 1 to stay independent of roadWidth)
var playerZ = null; // player relative z distance from camera (computed)
var fogDensity = 5; // exponential fog density
var position = 0; // current camera Z position (add playerZ to get player's absolute Z position)
var speed = 0; // current speed
var maxSpeed = segmentLength/step; // top speed (ensure we can't move more than 1 segment in a single frame to make collision detection easier)
var accel = maxSpeed/5; // acceleration rate - tuned until it 'felt' right
var breaking = -maxSpeed; // deceleration rate when braking
var decel = -maxSpeed/5; // 'natural' deceleration rate when neither accelerating, nor braking
var offRoadDecel = -maxSpeed/2; // off road deceleration is somewhere in between
var offRoadLimit = maxSpeed/4; // limit when off road deceleration no longer applies (e.g. you can always go at least this speed even when off road)
var totalCars = 200; // total number of cars on the road
var currentLapTime = 0; // current lap time
var lastLapTime = null; // last lap time
var keyLeft = false;
var keyRight = false;
var keyFaster = false;
var keySlower = false;
var hud = {
speed: { value: null, dom: Dom.get('speed_value') },
current_lap_time: { value: null, dom: Dom.get('current_lap_time_value') },
last_lap_time: { value: null, dom: Dom.get('last_lap_time_value') },
fast_lap_time: { value: null, dom: Dom.get('fast_lap_time_value') }
}
//=========================================================================
// UPDATE THE GAME WORLD
//=========================================================================
function update(dt) {
var n, car, carW, sprite, spriteW;
var playerSegment = findSegment(position+playerZ);
var playerW = SPRITES.PLAYER_STRAIGHT.w * SPRITES.SCALE;
var speedPercent = speed/maxSpeed;
var dx = dt * 2 * speedPercent; // at top speed, should be able to cross from left to right (-1 to 1) in 1 second
var startPosition = position;
updateCars(dt, playerSegment, playerW);
position = Util.increase(position, dt * speed, trackLength);
if (keyLeft)
playerX = playerX - dx;
else if (keyRight)
playerX = playerX + dx;
playerX = playerX - (dx * speedPercent * playerSegment.curve * centrifugal);
if (keyFaster)
speed = Util.accelerate(speed, accel, dt);
else if (keySlower)
speed = Util.accelerate(speed, breaking, dt);
else
speed = Util.accelerate(speed, decel, dt);
if ((playerX < -1) || (playerX > 1)) {
if (speed > offRoadLimit)
speed = Util.accelerate(speed, offRoadDecel, dt);
for(n = 0 ; n < playerSegment.sprites.length ; n++) {
sprite = playerSegment.sprites[n];
spriteW = sprite.source.w * SPRITES.SCALE;
if (Util.overlap(playerX, playerW, sprite.offset + spriteW/2 * (sprite.offset > 0 ? 1 : -1), spriteW)) {
speed = maxSpeed/5;
position = Util.increase(playerSegment.p1.world.z, -playerZ, trackLength); // stop in front of sprite (at front of segment)
break;
}
}
}
for(n = 0 ; n < playerSegment.cars.length ; n++) {
car = playerSegment.cars[n];
carW = car.sprite.w * SPRITES.SCALE;
if (speed > car.speed) {
if (Util.overlap(playerX, playerW, car.offset, carW, 0.8)) {
speed = car.speed * (car.speed/speed);
position = Util.increase(car.z, -playerZ, trackLength);
break;
}
}
}
playerX = Util.limit(playerX, -3, 3); // dont ever let it go too far out of bounds
speed = Util.limit(speed, 0, maxSpeed); // or exceed maxSpeed
skyOffset = Util.increase(skyOffset, skySpeed * playerSegment.curve * (position-startPosition)/segmentLength, 1);
hillOffset = Util.increase(hillOffset, hillSpeed * playerSegment.curve * (position-startPosition)/segmentLength, 1);
treeOffset = Util.increase(treeOffset, treeSpeed * playerSegment.curve * (position-startPosition)/segmentLength, 1);
if (position > playerZ) {
if (currentLapTime && (startPosition < playerZ)) {
lastLapTime = currentLapTime;
currentLapTime = 0;
if (lastLapTime <= Util.toFloat(Dom.storage.fast_lap_time)) {
Dom.storage.fast_lap_time = lastLapTime;
updateHud('fast_lap_time', formatTime(lastLapTime));
Dom.addClassName('fast_lap_time', 'fastest');
Dom.addClassName('last_lap_time', 'fastest');
}
else {
Dom.removeClassName('fast_lap_time', 'fastest');
Dom.removeClassName('last_lap_time', 'fastest');
}
updateHud('last_lap_time', formatTime(lastLapTime));
Dom.show('last_lap_time');
}
else {
currentLapTime += dt;
}
}
updateHud('speed', 5 * Math.round(speed/500));
updateHud('current_lap_time', formatTime(currentLapTime));
}
//-------------------------------------------------------------------------
function updateCars(dt, playerSegment, playerW) {
var n, car, oldSegment, newSegment;
for(n = 0 ; n < cars.length ; n++) {
car = cars[n];
oldSegment = findSegment(car.z);
car.offset = car.offset + updateCarOffset(car, oldSegment, playerSegment, playerW);
car.z = Util.increase(car.z, dt * car.speed, trackLength);
car.percent = Util.percentRemaining(car.z, segmentLength); // useful for interpolation during rendering phase
newSegment = findSegment(car.z);
if (oldSegment != newSegment) {
index = oldSegment.cars.indexOf(car);
oldSegment.cars.splice(index, 1);
newSegment.cars.push(car);
}
}
}
function updateCarOffset(car, carSegment, playerSegment, playerW) {
var i, j, dir, segment, otherCar, otherCarW, lookahead = 20, carW = car.sprite.w * SPRITES.SCALE;
// optimization, dont bother steering around other cars when 'out of sight' of the player
if ((carSegment.index - playerSegment.index) > drawDistance)
return 0;
for(i = 1 ; i < lookahead ; i++) {
segment = segments[(carSegment.index+i)%segments.length];
if ((segment === playerSegment) && (car.speed > speed) && (Util.overlap(playerX, playerW, car.offset, carW, 1.2))) {
if (playerX > 0.5)
dir = -1;
else if (playerX < -0.5)
dir = 1;
else
dir = (car.offset > playerX) ? 1 : -1;
return dir * 1/i * (car.speed-speed)/maxSpeed; // the closer the cars (smaller i) and the greated the speed ratio, the larger the offset
}
for(j = 0 ; j < segment.cars.length ; j++) {
otherCar = segment.cars[j];
otherCarW = otherCar.sprite.w * SPRITES.SCALE;
if ((car.speed > otherCar.speed) && Util.overlap(car.offset, carW, otherCar.offset, otherCarW, 1.2)) {
if (otherCar.offset > 0.5)
dir = -1;
else if (otherCar.offset < -0.5)
dir = 1;
else
dir = (car.offset > otherCar.offset) ? 1 : -1;
return dir * 1/i * (car.speed-otherCar.speed)/maxSpeed;
}
}
}
// if no cars ahead, but I have somehow ended up off road, then steer back on
if (car.offset < -0.9)
return 0.1;
else if (car.offset > 0.9)
return -0.1;
else
return 0;
}
//-------------------------------------------------------------------------
function updateHud(key, value) { // accessing DOM can be slow, so only do it if value has changed
if (hud[key].value !== value) {
hud[key].value = value;
Dom.set(hud[key].dom, value);
}
}
function formatTime(dt) {
var minutes = Math.floor(dt/60);
var seconds = Math.floor(dt - (minutes * 60));
var tenths = Math.floor(10 * (dt - Math.floor(dt)));
if (minutes > 0)
return minutes + "." + (seconds < 10 ? "0" : "") + seconds + "." + tenths;
else
return seconds + "." + tenths;
}
//=========================================================================
// RENDER THE GAME WORLD
//=========================================================================
function render() {
var baseSegment = findSegment(position);
var basePercent = Util.percentRemaining(position, segmentLength);
var playerSegment = findSegment(position+playerZ);
var playerPercent = Util.percentRemaining(position+playerZ, segmentLength);
var playerY = Util.interpolate(playerSegment.p1.world.y, playerSegment.p2.world.y, playerPercent);
var maxy = height;
var x = 0;
var dx = - (baseSegment.curve * basePercent);
ctx.clearRect(0, 0, width, height);
Render.background(ctx, background, width, height, BACKGROUND.SKY, skyOffset, resolution * skySpeed * playerY);
Render.background(ctx, background, width, height, BACKGROUND.HILLS, hillOffset, resolution * hillSpeed * playerY);
Render.background(ctx, background, width, height, BACKGROUND.TREES, treeOffset, resolution * treeSpeed * playerY);
var n, i, segment, car, sprite, spriteScale, spriteX, spriteY;
for(n = 0 ; n < drawDistance ; n++) {
segment = segments[(baseSegment.index + n) % segments.length];
segment.looped = segment.index < baseSegment.index;
segment.fog = Util.exponentialFog(n/drawDistance, fogDensity);
segment.clip = maxy;
Util.project(segment.p1, (playerX * roadWidth) - x, playerY + cameraHeight, position - (segment.looped ? trackLength : 0), cameraDepth, width, height, roadWidth);
Util.project(segment.p2, (playerX * roadWidth) - x - dx, playerY + cameraHeight, position - (segment.looped ? trackLength : 0), cameraDepth, width, height, roadWidth);
x = x + dx;
dx = dx + segment.curve;
if ((segment.p1.camera.z <= cameraDepth) || // behind us
(segment.p2.screen.y >= segment.p1.screen.y) || // back face cull
(segment.p2.screen.y >= maxy)) // clip by (already rendered) hill
continue;
Render.segment(ctx, width, lanes,
segment.p1.screen.x,
segment.p1.screen.y,
segment.p1.screen.w,
segment.p2.screen.x,
segment.p2.screen.y,
segment.p2.screen.w,
segment.fog,
segment.color);
maxy = segment.p1.screen.y;
}
for(n = (drawDistance-1) ; n > 0 ; n--) {
segment = segments[(baseSegment.index + n) % segments.length];
for(i = 0 ; i < segment.cars.length ; i++) {
car = segment.cars[i];
sprite = car.sprite;
spriteScale = Util.interpolate(segment.p1.screen.scale, segment.p2.screen.scale, car.percent);
spriteX = Util.interpolate(segment.p1.screen.x, segment.p2.screen.x, car.percent) + (spriteScale * car.offset * roadWidth * width/2);
spriteY = Util.interpolate(segment.p1.screen.y, segment.p2.screen.y, car.percent);
Render.sprite(ctx, width, height, resolution, roadWidth, sprites, car.sprite, spriteScale, spriteX, spriteY, -0.5, -1, segment.clip);
}
for(i = 0 ; i < segment.sprites.length ; i++) {
sprite = segment.sprites[i];
spriteScale = segment.p1.screen.scale;
spriteX = segment.p1.screen.x + (spriteScale * sprite.offset * roadWidth * width/2);
spriteY = segment.p1.screen.y;
Render.sprite(ctx, width, height, resolution, roadWidth, sprites, sprite.source, spriteScale, spriteX, spriteY, (sprite.offset < 0 ? -1 : 0), -1, segment.clip);
}
if (segment == playerSegment) {
Render.player(ctx, width, height, resolution, roadWidth, sprites, speed/maxSpeed,
cameraDepth/playerZ,
width/2,
(height/2) - (cameraDepth/playerZ * Util.interpolate(playerSegment.p1.camera.y, playerSegment.p2.camera.y, playerPercent) * height/2),
speed * (keyLeft ? -1 : keyRight ? 1 : 0),
playerSegment.p2.world.y - playerSegment.p1.world.y);
}
}
}
function findSegment(z) {
return segments[Math.floor(z/segmentLength) % segments.length];
}
//=========================================================================
// BUILD ROAD GEOMETRY
//=========================================================================
function lastY() { return (segments.length == 0) ? 0 : segments[segments.length-1].p2.world.y; }
function addSegment(curve, y) {
var n = segments.length;
segments.push({
index: n,
p1: { world: { y: lastY(), z: n *segmentLength }, camera: {}, screen: {} },
p2: { world: { y: y, z: (n+1)*segmentLength }, camera: {}, screen: {} },
curve: curve,
sprites: [],
cars: [],
color: Math.floor(n/rumbleLength)%2 ? COLORS.DARK : COLORS.LIGHT
});
}
function addSprite(n, sprite, offset) {
segments[n].sprites.push({ source: sprite, offset: offset });
}
function addRoad(enter, hold, leave, curve, y) {
var startY = lastY();
var endY = startY + (Util.toInt(y, 0) * segmentLength);
var n, total = enter + hold + leave;
for(n = 0 ; n < enter ; n++)
addSegment(Util.easeIn(0, curve, n/enter), Util.easeInOut(startY, endY, n/total));
for(n = 0 ; n < hold ; n++)
addSegment(curve, Util.easeInOut(startY, endY, (enter+n)/total));
for(n = 0 ; n < leave ; n++)
addSegment(Util.easeInOut(curve, 0, n/leave), Util.easeInOut(startY, endY, (enter+hold+n)/total));
}
var ROAD = {
LENGTH: { NONE: 0, SHORT: 25, MEDIUM: 50, LONG: 100 },
HILL: { NONE: 0, LOW: 20, MEDIUM: 40, HIGH: 60 },
CURVE: { NONE: 0, EASY: 2, MEDIUM: 4, HARD: 6 }
};
function addStraight(num) {
num = num || ROAD.LENGTH.MEDIUM;
addRoad(num, num, num, 0, 0);
}
function addHill(num, height) {
num = num || ROAD.LENGTH.MEDIUM;
height = height || ROAD.HILL.MEDIUM;
addRoad(num, num, num, 0, height);
}
function addCurve(num, curve, height) {
num = num || ROAD.LENGTH.MEDIUM;
curve = curve || ROAD.CURVE.MEDIUM;
height = height || ROAD.HILL.NONE;
addRoad(num, num, num, curve, height);
}
function addLowRollingHills(num, height) {
num = num || ROAD.LENGTH.SHORT;
height = height || ROAD.HILL.LOW;
addRoad(num, num, num, 0, height/2);
addRoad(num, num, num, 0, -height);
addRoad(num, num, num, ROAD.CURVE.EASY, height);
addRoad(num, num, num, 0, 0);
addRoad(num, num, num, -ROAD.CURVE.EASY, height/2);
addRoad(num, num, num, 0, 0);
}
function addSCurves() {
addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, -ROAD.CURVE.EASY, ROAD.HILL.NONE);
addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.CURVE.MEDIUM, ROAD.HILL.MEDIUM);
addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.CURVE.EASY, -ROAD.HILL.LOW);
addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, -ROAD.CURVE.EASY, ROAD.HILL.MEDIUM);
addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, -ROAD.CURVE.MEDIUM, -ROAD.HILL.MEDIUM);
}
function addBumps() {
addRoad(10, 10, 10, 0, 5);
addRoad(10, 10, 10, 0, -2);
addRoad(10, 10, 10, 0, -5);
addRoad(10, 10, 10, 0, 8);
addRoad(10, 10, 10, 0, 5);
addRoad(10, 10, 10, 0, -7);
addRoad(10, 10, 10, 0, 5);
addRoad(10, 10, 10, 0, -2);
}
function addDownhillToEnd(num) {
num = num || 200;
addRoad(num, num, num, -ROAD.CURVE.EASY, -lastY()/segmentLength);
}
function resetRoad() {
segments = [];
addStraight(ROAD.LENGTH.SHORT);
addLowRollingHills();
addSCurves();
addCurve(ROAD.LENGTH.MEDIUM, ROAD.CURVE.MEDIUM, ROAD.HILL.LOW);
addBumps();
addLowRollingHills();
addCurve(ROAD.LENGTH.LONG*2, ROAD.CURVE.MEDIUM, ROAD.HILL.MEDIUM);
addStraight();
addHill(ROAD.LENGTH.MEDIUM, ROAD.HILL.HIGH);
addSCurves();
addCurve(ROAD.LENGTH.LONG, -ROAD.CURVE.MEDIUM, ROAD.HILL.NONE);
addHill(ROAD.LENGTH.LONG, ROAD.HILL.HIGH);
addCurve(ROAD.LENGTH.LONG, ROAD.CURVE.MEDIUM, -ROAD.HILL.LOW);
addBumps();
addHill(ROAD.LENGTH.LONG, -ROAD.HILL.MEDIUM);
addStraight();
addSCurves();
addDownhillToEnd();
resetSprites();
resetCars();
segments[findSegment(playerZ).index + 2].color = COLORS.START;
segments[findSegment(playerZ).index + 3].color = COLORS.START;
for(var n = 0 ; n < rumbleLength ; n++)
segments[segments.length-1-n].color = COLORS.FINISH;
trackLength = segments.length * segmentLength;
}
function resetSprites() {
var n, i;
addSprite(20, SPRITES.BILLBOARD07, -1);
addSprite(40, SPRITES.BILLBOARD06, -1);
addSprite(60, SPRITES.BILLBOARD08, -1);
addSprite(80, SPRITES.BILLBOARD09, -1);
addSprite(100, SPRITES.BILLBOARD01, -1);
addSprite(120, SPRITES.BILLBOARD02, -1);
addSprite(140, SPRITES.BILLBOARD03, -1);
addSprite(160, SPRITES.BILLBOARD04, -1);
addSprite(180, SPRITES.BILLBOARD05, -1);
addSprite(240, SPRITES.BILLBOARD07, -1.2);
addSprite(240, SPRITES.BILLBOARD06, 1.2);
addSprite(segments.length - 25, SPRITES.BILLBOARD07, -1.2);
addSprite(segments.length - 25, SPRITES.BILLBOARD06, 1.2);
for(n = 10 ; n < 200 ; n += 4 + Math.floor(n/100)) {
addSprite(n, SPRITES.PALM_TREE, 0.5 + Math.random()*0.5);
addSprite(n, SPRITES.PALM_TREE, 1 + Math.random()*2);
}
for(n = 250 ; n < 1000 ; n += 5) {
addSprite(n, SPRITES.COLUMN, 1.1);
addSprite(n + Util.randomInt(0,5), SPRITES.TREE1, -1 - (Math.random() * 2));
addSprite(n + Util.randomInt(0,5), SPRITES.TREE2, -1 - (Math.random() * 2));
}
for(n = 200 ; n < segments.length ; n += 3) {
addSprite(n, Util.randomChoice(SPRITES.PLANTS), Util.randomChoice([1,-1]) * (2 + Math.random() * 5));
}
var side, sprite, offset;
for(n = 1000 ; n < (segments.length-50) ; n += 100) {
side = Util.randomChoice([1, -1]);
addSprite(n + Util.randomInt(0, 50), Util.randomChoice(SPRITES.BILLBOARDS), -side);
for(i = 0 ; i < 20 ; i++) {
sprite = Util.randomChoice(SPRITES.PLANTS);
offset = side * (1.5 + Math.random());
addSprite(n + Util.randomInt(0, 50), sprite, offset);
}
}
}
function resetCars() {
cars = [];
var n, car, segment, offset, z, sprite, speed;
for (var n = 0 ; n < totalCars ; n++) {
offset = Math.random() * Util.randomChoice([-0.8, 0.8]);
z = Math.floor(Math.random() * segments.length) * segmentLength;
sprite = Util.randomChoice(SPRITES.CARS);
speed = maxSpeed/4 + Math.random() * maxSpeed/(sprite == SPRITES.SEMI ? 4 : 2);
car = { offset: offset, z: z, sprite: sprite, speed: speed };
segment = findSegment(car.z);
segment.cars.push(car);
cars.push(car);
}
}
//=========================================================================
// THE GAME LOOP
//=========================================================================
Game.run({
canvas: canvas, render: render, update: update, stats: stats, step: step,
images: ["background", "sprites"],
keys: [
{ keys: [KEY.LEFT, KEY.A], mode: 'down', action: function() { keyLeft = true; } },
{ keys: [KEY.RIGHT, KEY.D], mode: 'down', action: function() { keyRight = true; } },
{ keys: [KEY.UP, KEY.W], mode: 'down', action: function() { keyFaster = true; } },
{ keys: [KEY.DOWN, KEY.S], mode: 'down', action: function() { keySlower = true; } },
{ keys: [KEY.LEFT, KEY.A], mode: 'up', action: function() { keyLeft = false; } },
{ keys: [KEY.RIGHT, KEY.D], mode: 'up', action: function() { keyRight = false; } },
{ keys: [KEY.UP, KEY.W], mode: 'up', action: function() { keyFaster = false; } },
{ keys: [KEY.DOWN, KEY.S], mode: 'up', action: function() { keySlower = false; } }
],
ready: function(images) {
background = images[0];
sprites = images[1];
reset();
Dom.storage.fast_lap_time = Dom.storage.fast_lap_time || 180;
updateHud('fast_lap_time', formatTime(Util.toFloat(Dom.storage.fast_lap_time)));
}
});
function reset(options) {
options = options || {};
canvas.width = width = Util.toInt(options.width, width);
canvas.height = height = Util.toInt(options.height, height);
lanes = Util.toInt(options.lanes, lanes);
roadWidth = Util.toInt(options.roadWidth, roadWidth);
cameraHeight = Util.toInt(options.cameraHeight, cameraHeight);
drawDistance = Util.toInt(options.drawDistance, drawDistance);
fogDensity = Util.toInt(options.fogDensity, fogDensity);
fieldOfView = Util.toInt(options.fieldOfView, fieldOfView);
segmentLength = Util.toInt(options.segmentLength, segmentLength);
rumbleLength = Util.toInt(options.rumbleLength, rumbleLength);
cameraDepth = 1 / Math.tan((fieldOfView/2) * Math.PI/180);
playerZ = (cameraHeight * cameraDepth);
resolution = height/480;
refreshTweakUI();
if ((segments.length==0) || (options.segmentLength) || (options.rumbleLength))
resetRoad(); // only rebuild road when necessary
}
//=========================================================================
// TWEAK UI HANDLERS
//=========================================================================
Dom.on('resolution', 'change', function(ev) {
var w, h, ratio;
switch(ev.target.options[ev.target.selectedIndex].value) {
case 'fine': w = 1280; h = 960; ratio=w/width; break;
case 'high': w = 1024; h = 768; ratio=w/width; break;
case 'medium': w = 640; h = 480; ratio=w/width; break;
case 'low': w = 480; h = 360; ratio=w/width; break;
}
reset({ width: w, height: h })
Dom.blur(ev);
});
Dom.on('lanes', 'change', function(ev) { Dom.blur(ev); reset({ lanes: ev.target.options[ev.target.selectedIndex].value }); });
Dom.on('roadWidth', 'change', function(ev) { Dom.blur(ev); reset({ roadWidth: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); });
Dom.on('cameraHeight', 'change', function(ev) { Dom.blur(ev); reset({ cameraHeight: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); });
Dom.on('drawDistance', 'change', function(ev) { Dom.blur(ev); reset({ drawDistance: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); });
Dom.on('fieldOfView', 'change', function(ev) { Dom.blur(ev); reset({ fieldOfView: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); });
Dom.on('fogDensity', 'change', function(ev) { Dom.blur(ev); reset({ fogDensity: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); });
function refreshTweakUI() {
Dom.get('lanes').selectedIndex = lanes-1;
Dom.get('currentRoadWidth').innerHTML = Dom.get('roadWidth').value = roadWidth;
Dom.get('currentCameraHeight').innerHTML = Dom.get('cameraHeight').value = cameraHeight;
Dom.get('currentDrawDistance').innerHTML = Dom.get('drawDistance').value = drawDistance;
Dom.get('currentFieldOfView').innerHTML = Dom.get('fieldOfView').value = fieldOfView;
Dom.get('currentFogDensity').innerHTML = Dom.get('fogDensity').value = fogDensity;
}
//=========================================================================
</script>
</body>
</html>