2017-04-04 18:04:18 +00:00
|
|
|
/*
|
|
|
|
Copyright 2014 Nebez Briefkani
|
|
|
|
floppybird - main.js
|
|
|
|
|
|
|
|
Licensed under the Apache License, Version 2.0 (the "License");
|
|
|
|
you may not use this file except in compliance with the License.
|
|
|
|
You may obtain a copy of the License at
|
|
|
|
|
|
|
|
http://www.apache.org/licenses/LICENSE-2.0
|
|
|
|
|
|
|
|
Unless required by applicable law or agreed to in writing, software
|
|
|
|
distributed under the License is distributed on an "AS IS" BASIS,
|
|
|
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
|
|
See the License for the specific language governing permissions and
|
|
|
|
limitations under the License.
|
|
|
|
*/
|
|
|
|
|
|
|
|
var debugmode = false;
|
|
|
|
|
|
|
|
var states = Object.freeze({
|
|
|
|
SplashScreen: 0,
|
|
|
|
GameScreen: 1,
|
|
|
|
ScoreScreen: 2
|
|
|
|
});
|
|
|
|
|
|
|
|
var currentstate;
|
|
|
|
|
|
|
|
var gravity = 0.25;
|
|
|
|
var velocity = 0;
|
|
|
|
var position = 180;
|
|
|
|
var rotation = 0;
|
|
|
|
var jump = -4.6;
|
|
|
|
var flyArea = $("#flyarea").height();
|
|
|
|
|
|
|
|
var score = 0;
|
|
|
|
var highscore = 0;
|
|
|
|
|
|
|
|
var pipeheight = 90;
|
|
|
|
var pipewidth = 52;
|
|
|
|
var pipes = new Array();
|
|
|
|
|
|
|
|
var replayclickable = false;
|
|
|
|
|
|
|
|
//sounds
|
|
|
|
var volume = 30;
|
|
|
|
var soundJump = new buzz.sound("assets/sounds/sfx_wing.ogg");
|
|
|
|
var soundScore = new buzz.sound("assets/sounds/sfx_point.ogg");
|
|
|
|
var soundHit = new buzz.sound("assets/sounds/sfx_hit.ogg");
|
|
|
|
var soundDie = new buzz.sound("assets/sounds/sfx_die.ogg");
|
|
|
|
var soundSwoosh = new buzz.sound("assets/sounds/sfx_swooshing.ogg");
|
|
|
|
buzz.all().setVolume(volume);
|
|
|
|
|
|
|
|
//loops
|
|
|
|
var loopGameloop;
|
|
|
|
var loopPipeloop;
|
|
|
|
|
|
|
|
$(document).ready(function() {
|
|
|
|
if(window.location.search == "?debug")
|
|
|
|
debugmode = true;
|
|
|
|
if(window.location.search == "?easy")
|
|
|
|
pipeheight = 200;
|
|
|
|
|
|
|
|
//get the highscore
|
|
|
|
var savedscore = getCookie("highscore");
|
|
|
|
if(savedscore != "")
|
|
|
|
highscore = parseInt(savedscore);
|
|
|
|
|
|
|
|
//start with the splash screen
|
|
|
|
//showSplash();
|
|
|
|
});
|
|
|
|
|
|
|
|
function getCookie(cname)
|
|
|
|
{
|
|
|
|
var name = cname + "=";
|
|
|
|
var ca = document.cookie.split(';');
|
|
|
|
for(var i=0; i<ca.length; i++)
|
|
|
|
{
|
|
|
|
var c = ca[i].trim();
|
|
|
|
if (c.indexOf(name)==0) return c.substring(name.length,c.length);
|
|
|
|
}
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
function setCookie(cname,cvalue,exdays)
|
|
|
|
{
|
|
|
|
var d = new Date();
|
|
|
|
d.setTime(d.getTime()+(exdays*24*60*60*1000));
|
|
|
|
var expires = "expires="+d.toGMTString();
|
|
|
|
document.cookie = cname + "=" + cvalue + "; " + expires;
|
|
|
|
}
|
|
|
|
|
|
|
|
function showSplash()
|
|
|
|
{
|
|
|
|
currentstate = states.SplashScreen;
|
|
|
|
|
|
|
|
//set the defaults (again)
|
|
|
|
velocity = 0;
|
|
|
|
position = 180;
|
|
|
|
rotation = 0;
|
|
|
|
score = 0;
|
|
|
|
|
|
|
|
//update the player in preparation for the next game
|
|
|
|
$("#player").css({ y: 0, x: 0});
|
|
|
|
updatePlayer($("#player"));
|
|
|
|
|
|
|
|
soundSwoosh.stop();
|
|
|
|
soundSwoosh.play();
|
|
|
|
|
|
|
|
//clear out all the pipes if there are any
|
|
|
|
$(".pipe").remove();
|
|
|
|
pipes = new Array();
|
|
|
|
|
|
|
|
//make everything animated again
|
|
|
|
$(".animated").css('animation-play-state', 'running');
|
|
|
|
$(".animated").css('-webkit-animation-play-state', 'running');
|
|
|
|
|
|
|
|
//fade in the splash
|
|
|
|
$("#splash").transition({ opacity: 1 }, 2000, 'ease');
|
|
|
|
}
|
|
|
|
|
|
|
|
function startGame()
|
|
|
|
{
|
|
|
|
currentstate = states.GameScreen;
|
|
|
|
|
|
|
|
//fade out the splash
|
|
|
|
$("#splash").stop();
|
|
|
|
$("#splash").transition({ opacity: 0 }, 500, 'ease');
|
|
|
|
|
|
|
|
//update the big score
|
|
|
|
setBigScore();
|
|
|
|
|
|
|
|
//debug mode?
|
|
|
|
if(debugmode)
|
|
|
|
{
|
|
|
|
//show the bounding boxes
|
|
|
|
$(".boundingbox").show();
|
|
|
|
}
|
|
|
|
|
|
|
|
//start up our loops
|
|
|
|
var updaterate = 1000.0 / 60.0 ; //60 times a second
|
|
|
|
loopGameloop = setInterval(gameloop, updaterate);
|
|
|
|
loopPipeloop = setInterval(updatePipes, 1400);
|
|
|
|
|
|
|
|
//jump from the start!
|
|
|
|
playerJump();
|
|
|
|
}
|
|
|
|
|
|
|
|
function updatePlayer(player)
|
|
|
|
{
|
|
|
|
//rotation
|
|
|
|
rotation = Math.min((velocity / 10) * 90, 90);
|
|
|
|
|
|
|
|
//apply rotation and position
|
|
|
|
$(player).css({ rotate: rotation, top: position });
|
|
|
|
}
|
|
|
|
|
|
|
|
function gameloop() {
|
|
|
|
var player = $("#player");
|
|
|
|
|
|
|
|
//update the player speed/position
|
|
|
|
velocity += gravity;
|
|
|
|
position += velocity;
|
|
|
|
|
|
|
|
//update the player
|
|
|
|
updatePlayer(player);
|
|
|
|
|
|
|
|
//create the bounding box
|
|
|
|
var box = document.getElementById('player').getBoundingClientRect();
|
|
|
|
var origwidth = 34.0;
|
|
|
|
var origheight = 24.0;
|
|
|
|
|
|
|
|
var boxwidth = origwidth - (Math.sin(Math.abs(rotation) / 90) * 8);
|
|
|
|
var boxheight = (origheight + box.height) / 2;
|
|
|
|
var boxleft = ((box.width - boxwidth) / 2) + box.left;
|
|
|
|
var boxtop = ((box.height - boxheight) / 2) + box.top;
|
|
|
|
var boxright = boxleft + boxwidth;
|
|
|
|
var boxbottom = boxtop + boxheight;
|
|
|
|
|
|
|
|
//if we're in debug mode, draw the bounding box
|
|
|
|
if(debugmode)
|
|
|
|
{
|
|
|
|
var boundingbox = $("#playerbox");
|
|
|
|
boundingbox.css('left', boxleft);
|
|
|
|
boundingbox.css('top', boxtop);
|
|
|
|
boundingbox.css('height', boxheight);
|
|
|
|
boundingbox.css('width', boxwidth);
|
|
|
|
}
|
|
|
|
|
|
|
|
//did we hit the ground?
|
|
|
|
if(box.bottom >= $("#land").offset().top)
|
|
|
|
{
|
|
|
|
playerDead();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//have they tried to escape through the ceiling? :o
|
|
|
|
var ceiling = $("#ceiling");
|
|
|
|
if(boxtop <= (ceiling.offset().top + ceiling.height()))
|
|
|
|
position = 0;
|
|
|
|
|
|
|
|
//we can't go any further without a pipe
|
|
|
|
if(pipes[0] == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
//determine the bounding box of the next pipes inner area
|
|
|
|
var nextpipe = pipes[0];
|
|
|
|
var nextpipeupper = nextpipe.children(".pipe_upper");
|
|
|
|
|
|
|
|
var pipetop = nextpipeupper.offset().top + nextpipeupper.height();
|
|
|
|
var pipeleft = nextpipeupper.offset().left - 2; // for some reason it starts at the inner pipes offset, not the outer pipes.
|
|
|
|
var piperight = pipeleft + pipewidth;
|
|
|
|
var pipebottom = pipetop + pipeheight;
|
|
|
|
|
|
|
|
if(debugmode)
|
|
|
|
{
|
|
|
|
var boundingbox = $("#pipebox");
|
|
|
|
boundingbox.css('left', pipeleft);
|
|
|
|
boundingbox.css('top', pipetop);
|
|
|
|
boundingbox.css('height', pipeheight);
|
|
|
|
boundingbox.css('width', pipewidth);
|
|
|
|
}
|
|
|
|
|
|
|
|
//have we gotten inside the pipe yet?
|
|
|
|
if(boxright > pipeleft)
|
|
|
|
{
|
|
|
|
//we're within the pipe, have we passed between upper and lower pipes?
|
|
|
|
if(boxtop > pipetop && boxbottom < pipebottom)
|
|
|
|
{
|
|
|
|
//yeah! we're within bounds
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//no! we touched the pipe
|
|
|
|
playerDead();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//have we passed the imminent danger?
|
|
|
|
if(boxleft > piperight)
|
|
|
|
{
|
|
|
|
//yes, remove it
|
|
|
|
pipes.splice(0, 1);
|
|
|
|
|
|
|
|
//and score a point
|
|
|
|
playerScore();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Handle space bar
|
|
|
|
$(document).keydown(function(e){
|
|
|
|
//space bar!
|
|
|
|
if(e.keyCode == 32)
|
|
|
|
{
|
|
|
|
//in ScoreScreen, hitting space should click the "replay" button. else it's just a regular spacebar hit
|
|
|
|
if(currentstate == states.ScoreScreen)
|
|
|
|
$("#replay").click();
|
|
|
|
else
|
|
|
|
screenClick();
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
//Handle mouse down OR touch start
|
|
|
|
if("ontouchstart" in window)
|
|
|
|
$(document).on("touchstart", screenClick);
|
|
|
|
else
|
|
|
|
$(document).on("mousedown", screenClick);
|
|
|
|
|
|
|
|
function screenClick()
|
|
|
|
{
|
|
|
|
if(currentstate == states.GameScreen)
|
|
|
|
{
|
|
|
|
playerJump();
|
|
|
|
}
|
|
|
|
else if(currentstate == states.SplashScreen)
|
|
|
|
{
|
|
|
|
startGame();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function playerJump()
|
|
|
|
{
|
|
|
|
velocity = jump;
|
|
|
|
//play jump sound
|
|
|
|
soundJump.stop();
|
|
|
|
soundJump.play();
|
|
|
|
}
|
|
|
|
|
|
|
|
function setBigScore(erase)
|
|
|
|
{
|
|
|
|
var elemscore = $("#bigscore");
|
|
|
|
elemscore.empty();
|
|
|
|
|
|
|
|
if(erase)
|
|
|
|
return;
|
|
|
|
|
|
|
|
var digits = score.toString().split('');
|
|
|
|
for(var i = 0; i < digits.length; i++)
|
|
|
|
elemscore.append("<img src='assets/font_big_" + digits[i] + ".png' alt='" + digits[i] + "'>");
|
|
|
|
}
|
|
|
|
|
|
|
|
function setSmallScore()
|
|
|
|
{
|
|
|
|
var elemscore = $("#currentscore");
|
|
|
|
elemscore.empty();
|
|
|
|
|
|
|
|
var digits = score.toString().split('');
|
|
|
|
for(var i = 0; i < digits.length; i++)
|
|
|
|
elemscore.append("<img src='assets/font_small_" + digits[i] + ".png' alt='" + digits[i] + "'>");
|
|
|
|
}
|
|
|
|
|
|
|
|
function setHighScore()
|
|
|
|
{
|
|
|
|
var elemscore = $("#highscore");
|
|
|
|
elemscore.empty();
|
|
|
|
|
|
|
|
var digits = highscore.toString().split('');
|
|
|
|
for(var i = 0; i < digits.length; i++)
|
|
|
|
elemscore.append("<img src='assets/font_small_" + digits[i] + ".png' alt='" + digits[i] + "'>");
|
|
|
|
}
|
|
|
|
|
|
|
|
function setMedal()
|
|
|
|
{
|
|
|
|
var elemmedal = $("#medal");
|
|
|
|
elemmedal.empty();
|
|
|
|
|
|
|
|
if(score < 10)
|
|
|
|
//signal that no medal has been won
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if(score >= 10)
|
|
|
|
medal = "bronze";
|
|
|
|
if(score >= 20)
|
|
|
|
medal = "silver";
|
|
|
|
if(score >= 30)
|
|
|
|
medal = "gold";
|
|
|
|
if(score >= 40)
|
|
|
|
medal = "platinum";
|
|
|
|
|
|
|
|
elemmedal.append('<img src="assets/medal_' + medal +'.png" alt="' + medal +'">');
|
|
|
|
|
|
|
|
//signal that a medal has been won
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
function playerDead()
|
|
|
|
{
|
|
|
|
//stop animating everything!
|
|
|
|
$(".animated").css('animation-play-state', 'paused');
|
|
|
|
$(".animated").css('-webkit-animation-play-state', 'paused');
|
|
|
|
|
|
|
|
//drop the bird to the floor
|
|
|
|
var playerbottom = $("#player").position().top + $("#player").width(); //we use width because he'll be rotated 90 deg
|
|
|
|
var floor = flyArea;
|
|
|
|
var movey = Math.max(0, floor - playerbottom);
|
|
|
|
$("#player").transition({ y: movey + 'px', rotate: 90}, 1000, 'easeInOutCubic');
|
|
|
|
|
|
|
|
//it's time to change states. as of now we're considered ScoreScreen to disable left click/flying
|
|
|
|
currentstate = states.ScoreScreen;
|
|
|
|
|
|
|
|
//destroy our gameloops
|
|
|
|
clearInterval(loopGameloop);
|
|
|
|
clearInterval(loopPipeloop);
|
|
|
|
loopGameloop = null;
|
|
|
|
loopPipeloop = null;
|
|
|
|
|
|
|
|
//mobile browsers don't support buzz bindOnce event
|
|
|
|
if(isIncompatible.any())
|
|
|
|
{
|
|
|
|
//skip right to showing score
|
|
|
|
showScore();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//play the hit sound (then the dead sound) and then show score
|
|
|
|
soundHit.play().bindOnce("ended", function() {
|
|
|
|
soundDie.play().bindOnce("ended", function() {
|
|
|
|
showScore();
|
|
|
|
});
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function showScore()
|
|
|
|
{
|
|
|
|
//unhide us
|
|
|
|
$("#scoreboard").css("display", "block");
|
|
|
|
|
|
|
|
//remove the big score
|
|
|
|
setBigScore(true);
|
|
|
|
|
|
|
|
//have they beaten their high score?
|
|
|
|
if(score > highscore)
|
|
|
|
{
|
|
|
|
//yeah!
|
|
|
|
highscore = score;
|
|
|
|
//save it!
|
|
|
|
setCookie("highscore", highscore, 999);
|
|
|
|
}
|
|
|
|
|
|
|
|
//update the scoreboard
|
|
|
|
setSmallScore();
|
|
|
|
setHighScore();
|
|
|
|
var wonmedal = setMedal();
|
|
|
|
|
|
|
|
//SWOOSH!
|
|
|
|
soundSwoosh.stop();
|
|
|
|
soundSwoosh.play();
|
|
|
|
|
|
|
|
//show the scoreboard
|
|
|
|
$("#scoreboard").css({ y: '40px', opacity: 0 }); //move it down so we can slide it up
|
|
|
|
$("#replay").css({ y: '40px', opacity: 0 });
|
|
|
|
$("#scoreboard").transition({ y: '0px', opacity: 1}, 600, 'ease', function() {
|
|
|
|
//When the animation is done, animate in the replay button and SWOOSH!
|
|
|
|
soundSwoosh.stop();
|
|
|
|
soundSwoosh.play();
|
|
|
|
$("#replay").transition({ y: '0px', opacity: 1}, 600, 'ease');
|
|
|
|
|
|
|
|
//also animate in the MEDAL! WOO!
|
|
|
|
if(wonmedal)
|
|
|
|
{
|
|
|
|
$("#medal").css({ scale: 2, opacity: 0 });
|
|
|
|
$("#medal").transition({ opacity: 1, scale: 1 }, 1200, 'ease');
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
//make the replay button clickable
|
|
|
|
replayclickable = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
$("#replay").click(function() {
|
|
|
|
//make sure we can only click once
|
|
|
|
if(!replayclickable)
|
|
|
|
return;
|
|
|
|
else
|
|
|
|
replayclickable = false;
|
|
|
|
//SWOOSH!
|
|
|
|
soundSwoosh.stop();
|
|
|
|
soundSwoosh.play();
|
|
|
|
|
|
|
|
//fade out the scoreboard
|
|
|
|
$("#scoreboard").transition({ y: '-40px', opacity: 0}, 1000, 'ease', function() {
|
|
|
|
//when that's done, display us back to nothing
|
|
|
|
$("#scoreboard").css("display", "none");
|
|
|
|
|
|
|
|
//start the game over!
|
|
|
|
newGame();
|
|
|
|
});
|
|
|
|
});
|
|
|
|
|
|
|
|
function playerScore()
|
|
|
|
{
|
|
|
|
score += 1;
|
|
|
|
//play score sound
|
|
|
|
soundScore.stop();
|
|
|
|
soundScore.play();
|
|
|
|
setBigScore();
|
|
|
|
}
|
|
|
|
|
|
|
|
function updatePipes()
|
|
|
|
{
|
|
|
|
//Do any pipes need removal?
|
|
|
|
$(".pipe").filter(function() { return $(this).position().left <= -100; }).remove()
|
|
|
|
|
|
|
|
//add a new pipe (top height + bottom height + pipeheight == flyArea) and put it in our tracker
|
|
|
|
var padding = 80;
|
|
|
|
var constraint = flyArea - pipeheight - (padding * 2); //double padding (for top and bottom)
|
|
|
|
var topheight = Math.floor((Math.random()*constraint) + padding); //add lower padding
|
|
|
|
var bottomheight = (flyArea - pipeheight) - topheight;
|
|
|
|
var newpipe = $('<div class="pipe animated"><div class="pipe_upper" style="height: ' + topheight + 'px;"></div><div class="pipe_lower" style="height: ' + bottomheight + 'px;"></div></div>');
|
|
|
|
$("#flyarea").append(newpipe);
|
|
|
|
pipes.push(newpipe);
|
|
|
|
}
|
|
|
|
|
|
|
|
var isIncompatible = {
|
|
|
|
Android: function() {
|
|
|
|
return navigator.userAgent.match(/Android/i);
|
|
|
|
},
|
|
|
|
BlackBerry: function() {
|
|
|
|
return navigator.userAgent.match(/BlackBerry/i);
|
|
|
|
},
|
|
|
|
iOS: function() {
|
|
|
|
return navigator.userAgent.match(/iPhone|iPad|iPod/i);
|
|
|
|
},
|
|
|
|
Opera: function() {
|
|
|
|
return navigator.userAgent.match(/Opera Mini/i);
|
|
|
|
},
|
|
|
|
Safari: function() {
|
|
|
|
return (navigator.userAgent.match(/OS X.*Safari/) && ! navigator.userAgent.match(/Chrome/));
|
|
|
|
},
|
|
|
|
Windows: function() {
|
|
|
|
return navigator.userAgent.match(/IEMobile/i);
|
|
|
|
},
|
|
|
|
any: function() {
|
|
|
|
return (isIncompatible.Android() || isIncompatible.BlackBerry() || isIncompatible.iOS() || isIncompatible.Opera() || isIncompatible.Safari() || isIncompatible.Windows());
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
var pipe = $('<div class="pipe animated"><div class="pipe_upper"></div><div class="pipe_lower"></div></div>');
|
|
|
|
$("#flyarea").append(pipe);
|
|
|
|
|
|
|
|
var gameSpeed = 20
|
|
|
|
var playing = false;
|
|
|
|
function newGame() {
|
|
|
|
if (playing) {
|
|
|
|
playing = false;
|
|
|
|
setTimeout(newGame, gameSpeed);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2017-04-04 18:41:59 +00:00
|
|
|
$('#loading').addClass('active');
|
|
|
|
|
2017-04-05 16:37:20 +00:00
|
|
|
fetch('play').then(res => res.json()).then(function(states) {
|
2017-04-04 18:04:18 +00:00
|
|
|
playing = true;
|
|
|
|
|
2017-04-04 18:41:59 +00:00
|
|
|
$('#loading').removeClass('active');
|
|
|
|
|
2017-04-04 18:51:18 +00:00
|
|
|
$("#player").css({ rotate: 0 });
|
|
|
|
|
2017-04-04 18:04:18 +00:00
|
|
|
var i = 0;
|
|
|
|
setTimeout(function p() {
|
|
|
|
if (!playing) return;
|
|
|
|
|
|
|
|
var state = states[i];
|
2017-04-04 18:05:29 +00:00
|
|
|
if (!state || state.lost) {
|
2017-04-04 18:04:18 +00:00
|
|
|
$(".animated").css('animation-play-state', 'paused');
|
|
|
|
$(".animated").css('-webkit-animation-play-state', 'paused');
|
|
|
|
|
|
|
|
//drop the bird to the floor
|
|
|
|
var playerbottom = $("#player").position().top + $("#player").width(); //we use width because he'll be rotated 90 deg
|
|
|
|
var floor = flyArea;
|
|
|
|
var movey = Math.max(0, floor - playerbottom);
|
2017-04-04 18:51:18 +00:00
|
|
|
$("#player").transition({ top: movey + 'px', rotate: 90}, 1000, 'easeInOutCubic');
|
2017-04-04 18:04:18 +00:00
|
|
|
|
|
|
|
if(isIncompatible.any())
|
|
|
|
{
|
|
|
|
//skip right to showing score
|
|
|
|
showScore();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//play the hit sound (then the dead sound) and then show score
|
|
|
|
soundHit.play().bindOnce("ended", function() {
|
|
|
|
soundDie.play().bindOnce("ended", function() {
|
|
|
|
showScore();
|
|
|
|
});
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
score = Math.round((state.score - i * 0.1) / 10);
|
|
|
|
setBigScore();
|
|
|
|
|
|
|
|
$("#player").css({ top: state.bird.y, left: state.bird.x });
|
|
|
|
|
|
|
|
$(".pipe").css({ left: state.wall.x });
|
|
|
|
$(".pipe_upper").css({ height: state.wall.gate.y });
|
|
|
|
$(".pipe_lower").css({ height: 200 - state.wall.gate.y - state.wall.gate.height });
|
|
|
|
|
|
|
|
i++;
|
|
|
|
setTimeout(p, gameSpeed)
|
|
|
|
}, gameSpeed)
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
$('#new').click(newGame)
|
|
|
|
|
|
|
|
$('#faster').click(function() {
|
|
|
|
gameSpeed = Math.max(5, gameSpeed - 5);
|
|
|
|
});
|
|
|
|
|
|
|
|
$('#slower').click(function() {
|
|
|
|
gameSpeed = Math.min(50, gameSpeed + 5);
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
newGame();
|
|
|
|
|
|
|
|
|