This simple JavaScript code snippet allows you to create the popular dino game that many love to play when there’s no internet connection in Chrome Browser. Users can enjoy the thrilling experience of controlling the dinosaur, jumping over obstacles, and scoring points, all right on your web page. It’s a fantastic way to entertain your visitors and add a touch of excitement to your site.
Whether you’re developing an HTML, CSS, and JS-based mobile game or an online game, this JavaScript code snippet is the perfect addition to your project! By integrating this code, you can create a captivating Dinosaur Game that works seamlessly on both mobile and web platforms.
How to Integrate Chrome Dino Game Code into Your Project
1. First of all, add the following JavaScript code to your web/app <head> tag.
<script src="https://apis.google.com/js/platform.js" async defer></script> <script> function hideClass(name) { var myClasses = document.querySelectorAll(name), i = 0, l = myClasses.length; for (i; i < l; i++) { myClasses[i].style.display = 'none'; } } // Copyright (c) 2014 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. (function() { 'use strict'; /** * T-Rex runner. * @param {string} outerContainerId Outer containing element id. * @param {object} opt_config * @constructor * @export */ function Runner(outerContainerId, opt_config) { // Singleton if (Runner.instance_) { return Runner.instance_; } Runner.instance_ = this; this.outerContainerEl = document.querySelector(outerContainerId); this.containerEl = null; this.detailsButton = this.outerContainerEl.querySelector('#details-button'); this.config = opt_config || Runner.config; this.dimensions = Runner.defaultDimensions; this.canvas = null; this.canvasCtx = null; this.tRex = null; this.distanceMeter = null; this.distanceRan = 0; this.highestScore = 0; this.time = 0; this.runningTime = 0; this.msPerFrame = 1000 / FPS; this.currentSpeed = this.config.SPEED; this.obstacles = []; this.started = false; this.activated = false; this.crashed = false; this.paused = false; 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(); } window['Runner'] = Runner; /** * Default game width. * @const */ var DEFAULT_WIDTH = 600; /** * Frames per second. * @const */ var FPS = 60; /** @const */ var IS_HIDPI = window.devicePixelRatio > 1; /** @const */ var IS_IOS = window.navigator.userAgent.indexOf('UIWebViewForStaticFileContent') > -1; /** @const */ var IS_MOBILE = window.navigator.userAgent.indexOf('Mobi') > -1 || IS_IOS; /** @const */ var IS_TOUCH_ENABLED = 'ontouchstart' in window; /** * Default game configuration. * @enum {number} */ Runner.config = { ACCELERATION: 0.001, BG_CLOUD_SPEED: 0.2, BOTTOM_PAD: 10, CLEAR_TIME: 3000, CLOUD_FREQUENCY: 0.5, GAMEOVER_CLEAR_TIME: 750, GAP_COEFFICIENT: 0.6, GRAVITY: 0.6, INITIAL_JUMP_VELOCITY: 12, MAX_CLOUDS: 6, MAX_OBSTACLE_LENGTH: 3, MAX_SPEED: 12, MIN_JUMP_HEIGHT: 35, MOBILE_SPEED_COEFFICIENT: 1.2, RESOURCE_TEMPLATE_ID: 'audio-resources', SPEED: 6, SPEED_DROP_COEFFICIENT: 3 }; /** * Default dimensions. * @enum {string} */ Runner.defaultDimensions = { WIDTH: DEFAULT_WIDTH, HEIGHT: 150 }; /** * CSS class names. * @enum {string} */ Runner.classes = { CANVAS: 'runner-canvas', CONTAINER: 'runner-container', CRASHED: 'crashed', ICON: 'icon-offline', TOUCH_CONTROLLER: 'controller' }; /** * Image source urls. * @enum {array.<object>} */ Runner.imageSources = { LDPI: [ {name: 'CACTUS_LARGE', id: '1x-obstacle-large'}, {name: 'CACTUS_SMALL', id: '1x-obstacle-small'}, {name: 'CLOUD', id: '1x-cloud'}, {name: 'HORIZON', id: '1x-horizon'}, {name: 'RESTART', id: '1x-restart'}, {name: 'TEXT_SPRITE', id: '1x-text'}, {name: 'TREX', id: '1x-trex'} ], HDPI: [ {name: 'CACTUS_LARGE', id: '2x-obstacle-large'}, {name: 'CACTUS_SMALL', id: '2x-obstacle-small'}, {name: 'CLOUD', id: '2x-cloud'}, {name: 'HORIZON', id: '2x-horizon'}, {name: 'RESTART', id: '2x-restart'}, {name: 'TEXT_SPRITE', id: '2x-text'}, {name: 'TREX', id: '2x-trex'} ] }; /** * Sound FX. Reference to the ID of the audio tag on interstitial page. * @enum {string} */ Runner.sounds = { BUTTON_PRESS: 'offline-sound-press', HIT: 'offline-sound-hit', SCORE: 'offline-sound-reached' }; /** * Key code mapping. * @enum {object} */ Runner.keycodes = { JUMP: {'38': 1, '32': 1}, // Up, spacebar DUCK: {'40': 1}, // Down RESTART: {'13': 1} // Enter }; /** * Runner event names. * @enum {string} */ Runner.events = { ANIM_END: 'webkitAnimationEnd', CLICK: 'click', KEYDOWN: 'keydown', KEYUP: 'keyup', MOUSEDOWN: 'mousedown', MOUSEUP: 'mouseup', RESIZE: 'resize', TOUCHEND: 'touchend', TOUCHSTART: 'touchstart', VISIBILITY: 'visibilitychange', BLUR: 'blur', FOCUS: 'focus', LOAD: 'load' }; Runner.prototype = { /** * Setting individual settings for debugging. * @param {string} setting * @param {*} value */ updateConfigSetting: function(setting, value) { if (setting in this.config && value != undefined) { this.config[setting] = value; switch (setting) { case 'GRAVITY': case 'MIN_JUMP_HEIGHT': case 'SPEED_DROP_COEFFICIENT': this.tRex.config[setting] = value; break; case 'INITIAL_JUMP_VELOCITY': this.tRex.setJumpVelocity(value); break; case 'SPEED': this.setSpeed(value); break; } } }, /** * Load and cache the image assets from the page. */ loadImages: function() { var imageSources = IS_HIDPI ? Runner.imageSources.HDPI : Runner.imageSources.LDPI; var numImages = imageSources.length; for (var i = numImages - 1; i >= 0; i--) { var imgSource = imageSources[i]; this.images[imgSource.name] = document.getElementById(imgSource.id); } this.init(); }, /** * Load and decode base 64 encoded sounds. */ loadSounds: function() { if (!IS_IOS) { this.audioContext = new AudioContext(); var resourceTemplate = document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; for (var sound in Runner.sounds) { var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); var buffer = decodeBase64ToArrayBuffer(soundSrc); // Async, so no guarantee of order in array. this.audioContext.decodeAudioData(buffer, function(index, audioData) { this.soundFx[index] = audioData; }.bind(this, sound)); } } }, /** * Sets the game speed. Adjust the speed accordingly if on a smaller screen. * @param {number} opt_speed */ setSpeed: function(opt_speed) { var speed = opt_speed || this.currentSpeed; // Reduce the speed on smaller mobile screens. if (this.dimensions.WIDTH < DEFAULT_WIDTH) { var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH * this.config.MOBILE_SPEED_COEFFICIENT; this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; } else if (opt_speed) { this.currentSpeed = opt_speed; } }, /** * Game initialiser. */ init: function() { // Hide the static icon. //document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden'; this.adjustDimensions(); this.setSpeed(); this.containerEl = document.createElement('div'); this.containerEl.className = Runner.classes.CONTAINER; // Player canvas container. this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH, this.dimensions.HEIGHT, Runner.classes.PLAYER); this.canvasCtx = this.canvas.getContext('2d'); this.canvasCtx.fillStyle = '#f7f7f7'; this.canvasCtx.fill(); Runner.updateCanvasScaling(this.canvas); // Horizon contains clouds, obstacles and the ground. this.horizon = new Horizon(this.canvas, this.images, this.dimensions, this.config.GAP_COEFFICIENT); // Distance meter this.distanceMeter = new DistanceMeter(this.canvas, this.images.TEXT_SPRITE, this.dimensions.WIDTH); // Draw t-rex this.tRex = new Trex(this.canvas, this.images.TREX); this.outerContainerEl.appendChild(this.containerEl); if (IS_MOBILE) { this.createTouchController(); } this.startListening(); this.update(); window.addEventListener(Runner.events.RESIZE, this.debounceResize.bind(this)); }, /** * Create the touch controller. A div that covers whole screen. */ createTouchController: function() { this.touchController = document.createElement('div'); this.touchController.className = Runner.classes.TOUCH_CONTROLLER; }, /** * Debounce the resize event. */ debounceResize: function() { if (!this.resizeTimerId_) { this.resizeTimerId_ = setInterval(this.adjustDimensions.bind(this), 250); } }, /** * Adjust game space dimensions on resize. */ adjustDimensions: function() { clearInterval(this.resizeTimerId_); this.resizeTimerId_ = null; var boxStyles = window.getComputedStyle(this.outerContainerEl); var padding = Number(boxStyles.paddingLeft.substr(0, boxStyles.paddingLeft.length - 2)); this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; // Redraw the elements back onto the canvas. if (this.canvas) { this.canvas.width = this.dimensions.WIDTH; this.canvas.height = this.dimensions.HEIGHT; Runner.updateCanvasScaling(this.canvas); this.distanceMeter.calcXPos(this.dimensions.WIDTH); this.clearCanvas(); this.horizon.update(0, 0, true); this.tRex.update(0); // Outer container and distance meter. if (this.activated || this.crashed) { this.containerEl.style.width = this.dimensions.WIDTH + 'px'; this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; this.distanceMeter.update(0, Math.ceil(this.distanceRan)); this.stop(); } else { this.tRex.draw(0, 0); } // Game over panel. if (this.crashed && this.gameOverPanel) { this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); this.gameOverPanel.draw(); } } }, /** * Play the game intro. * Canvas container width expands out to the full width. */ playIntro: function() { if (!this.started && !this.crashed) { this.playingIntro = true; this.tRex.playingIntro = true; // CSS animation definition. var keyframes = '@-webkit-keyframes intro { ' + 'from { width:' + Trex.config.WIDTH + 'px }' + 'to { width: ' + this.dimensions.WIDTH + 'px }' + '}'; document.styleSheets[0].insertRule(keyframes, 0); this.containerEl.addEventListener(Runner.events.ANIM_END, this.startGame.bind(this)); this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; this.containerEl.style.width = this.dimensions.WIDTH + 'px'; if (this.touchController) { this.outerContainerEl.appendChild(this.touchController); } this.activated = true; this.started = true; } else if (this.crashed) { this.restart(); } }, /** * Update the game status to started. */ startGame: function() { this.runningTime = 0; this.playingIntro = false; this.tRex.playingIntro = false; this.containerEl.style.webkitAnimation = ''; this.playCount++; // Handle tabbing off the page. Pause the current game. window.addEventListener(Runner.events.VISIBILITY, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.BLUR, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.FOCUS, this.onVisibilityChange.bind(this)); }, clearCanvas: function() { this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the game frame. */ 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.config); } this.runningTime += deltaTime; var hasObstacles = this.runningTime > this.config.CLEAR_TIME; // First jump triggers the intro. if (this.tRex.jumpCount == 1 && !this.playingIntro) { this.playIntro(); } // The horizon doesn't move until the intro is over. if (this.playingIntro) { this.horizon.update(0, this.currentSpeed, hasObstacles); } else { deltaTime = !this.started ? 0 : deltaTime; this.horizon.update(deltaTime, this.currentSpeed, hasObstacles); } // Check for collisions. var collision = hasObstacles && checkForCollision(this.horizon.obstacles[0], this.tRex); if (!collision) { this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; if (this.currentSpeed < this.config.MAX_SPEED) { this.currentSpeed += this.config.ACCELERATION; } } else { this.gameOver(); } if (this.distanceMeter.getActualDistance(this.distanceRan) > this.distanceMeter.maxScore) { this.distanceRan = 0; } var playAcheivementSound = this.distanceMeter.update(deltaTime, Math.ceil(this.distanceRan)); if (playAcheivementSound) { this.playSound(this.soundFx.SCORE); } } if (!this.crashed) { this.tRex.update(deltaTime); this.raq(); } }, /** * Event handler. */ handleEvent: function(e) { return (function(evtType, events) { switch (evtType) { case events.KEYDOWN: case events.TOUCHSTART: case events.MOUSEDOWN: this.onKeyDown(e); break; case events.KEYUP: case events.TOUCHEND: case events.MOUSEUP: this.onKeyUp(e); break; } }.bind(this))(e.type, Runner.events); }, /** * Bind relevant key / mouse / touch listeners. */ startListening: function() { // Keys. document.addEventListener(Runner.events.KEYDOWN, this); document.addEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { // Mobile only touch devices. this.touchController.addEventListener(Runner.events.TOUCHSTART, this); this.touchController.addEventListener(Runner.events.TOUCHEND, this); this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); } else { // Mouse. document.addEventListener(Runner.events.MOUSEDOWN, this); document.addEventListener(Runner.events.MOUSEUP, this); } }, /** * Remove all listeners. */ stopListening: function() { document.removeEventListener(Runner.events.KEYDOWN, this); document.removeEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); this.touchController.removeEventListener(Runner.events.TOUCHEND, this); this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); } else { document.removeEventListener(Runner.events.MOUSEDOWN, this); document.removeEventListener(Runner.events.MOUSEUP, this); } }, /** * Process keydown. * @param {Event} e */ onKeyDown: function(e) { if (e.target != this.detailsButton) { if (!this.crashed && (Runner.keycodes.JUMP[String(e.keyCode)] || e.type == Runner.events.TOUCHSTART)) { if (!this.activated) { this.loadSounds(); this.activated = true; } if (!this.tRex.jumping) { this.playSound(this.soundFx.BUTTON_PRESS); this.tRex.startJump(); } } if (this.crashed && e.type == Runner.events.TOUCHSTART && e.currentTarget == this.containerEl) { this.restart(); } } // Speed drop, activated only when jump key is not pressed. if (Runner.keycodes.DUCK[e.keyCode] && this.tRex.jumping) { e.preventDefault(); this.tRex.setSpeedDrop(); } }, /** * Process key up. * @param {Event} e */ onKeyUp: function(e) { var keyCode = String(e.keyCode); var isjumpKey = Runner.keycodes.JUMP[keyCode] || e.type == Runner.events.TOUCHEND || e.type == Runner.events.MOUSEDOWN; if (this.isRunning() && isjumpKey) { this.tRex.endJump(); } else if (Runner.keycodes.DUCK[keyCode]) { this.tRex.speedDrop = false; } else if (this.crashed) { // Check that enough time has elapsed before allowing jump key to restart. var deltaTime = getTimeStamp() - this.time; if (Runner.keycodes.RESTART[keyCode] || (e.type == Runner.events.MOUSEUP && e.target == this.canvas) || (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && Runner.keycodes.JUMP[keyCode])) { this.restart(); } } else if (this.paused && isjumpKey) { this.play(); } }, /** * RequestAnimationFrame wrapper. */ raq: function() { if (!this.drawPending) { this.drawPending = true; this.raqId = requestAnimationFrame(this.update.bind(this)); } }, /** * Whether the game is running. * @return {boolean} */ isRunning: function() { return !!this.raqId; }, /** * Game over state. */ gameOver: function() { this.playSound(this.soundFx.HIT); vibrate(200); this.stop(); this.crashed = true; this.distanceMeter.acheivement = false; this.tRex.update(100, Trex.status.CRASHED); // Game over panel. if (!this.gameOverPanel) { this.gameOverPanel = new GameOverPanel(this.canvas, this.images.TEXT_SPRITE, this.images.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.update(); } }, /** * Pause the game if the tab is not in focus. */ onVisibilityChange: function(e) { if (document.hidden || document.webkitHidden || e.type == 'blur') { this.stop(); } else { this.play(); } }, /** * Play a sound. * @param {SoundBuffer} soundBuffer */ playSound: function(soundBuffer) { if (soundBuffer) { var sourceNode = this.audioContext.createBufferSource(); sourceNode.buffer = soundBuffer; sourceNode.connect(this.audioContext.destination); sourceNode.start(0); } } }; /** * Updates the canvas size taking into * account the backing store pixel ratio and * the device pixel ratio. * * See article by Paul Lewis: * https://www.html5rocks.com/en/tutorials/canvas/hidpi/ * * @param {HTMLCanvasElement} canvas * @param {number} opt_width * @param {number} opt_height * @return {boolean} Whether the canvas was scaled. */ Runner.updateCanvasScaling = function(canvas, opt_width, opt_height) { var context = canvas.getContext('2d'); // Query the various pixel ratios var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; var ratio = devicePixelRatio / backingStoreRatio; // Upscale the canvas if the two ratios don't match if (devicePixelRatio !== backingStoreRatio) { var oldWidth = opt_width || canvas.width; var oldHeight = opt_height || canvas.height; canvas.width = oldWidth * ratio; canvas.height = oldHeight * ratio; canvas.style.width = oldWidth + 'px'; canvas.style.height = oldHeight + 'px'; // Scale the context to counter the fact that we've manually scaled // our canvas element. context.scale(ratio, ratio); return true; } return false; }; /** * Get random number. * @param {number} min * @param {number} max * @param {number} */ function getRandomNum(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } /** * Vibrate on mobile devices. * @param {number} duration Duration of the vibration in milliseconds. */ function vibrate(duration) { if (IS_MOBILE && window.navigator.vibrate) { window.navigator.vibrate(duration); } } /** * Create canvas element. * @param {HTMLElement} container Element to append canvas to. * @param {number} width * @param {number} height * @param {string} opt_classname * @return {HTMLCanvasElement} */ function createCanvas(container, width, height, opt_classname) { var canvas = document.createElement('canvas'); canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + opt_classname : Runner.classes.CANVAS; canvas.width = width; canvas.height = height; container.appendChild(canvas); return canvas; } /** * Decodes the base 64 audio to ArrayBuffer used by Web Audio. * @param {string} base64String */ function decodeBase64ToArrayBuffer(base64String) { var len = (base64String.length / 4) * 3; var str = atob(base64String); var arrayBuffer = new ArrayBuffer(len); var bytes = new Uint8Array(arrayBuffer); for (var i = 0; i < len; i++) { bytes[i] = str.charCodeAt(i); } return bytes.buffer; } /** * Return the current timestamp. * @return {number} */ function getTimeStamp() { return IS_IOS ? new Date().getTime() : performance.now(); } //****************************************************************************** /** * Game over panel. * @param {!HTMLCanvasElement} canvas * @param {!HTMLImage} textSprite * @param {!HTMLImage} restartImg * @param {!Object} dimensions Canvas dimensions. * @constructor */ function GameOverPanel(canvas, textSprite, restartImg, dimensions) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.canvasDimensions = dimensions; this.textSprite = textSprite; this.restartImg = restartImg; this.draw(); }; /** * Dimensions used in the panel. * @enum {number} */ GameOverPanel.dimensions = { TEXT_X: 0, TEXT_Y: 13, TEXT_WIDTH: 191, TEXT_HEIGHT: 11, RESTART_WIDTH: 36, RESTART_HEIGHT: 32 }; GameOverPanel.prototype = { /** * Update the panel dimensions. * @param {number} width New canvas width. * @param {number} opt_height Optional new canvas height. */ updateDimensions: function(width, opt_height) { this.canvasDimensions.WIDTH = width; if (opt_height) { this.canvasDimensions.HEIGHT = opt_height; } }, /** * Draw the panel. */ draw: function() { var dimensions = GameOverPanel.dimensions; var centerX = this.canvasDimensions.WIDTH / 2; // Game over text. var textSourceX = dimensions.TEXT_X; var textSourceY = dimensions.TEXT_Y; var textSourceWidth = dimensions.TEXT_WIDTH; var textSourceHeight = dimensions.TEXT_HEIGHT; var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); var textTargetWidth = dimensions.TEXT_WIDTH; var textTargetHeight = dimensions.TEXT_HEIGHT; var restartSourceWidth = dimensions.RESTART_WIDTH; var restartSourceHeight = dimensions.RESTART_HEIGHT; var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); var restartTargetY = this.canvasDimensions.HEIGHT / 2; if (IS_HIDPI) { textSourceY *= 2; textSourceX *= 2; textSourceWidth *= 2; textSourceHeight *= 2; restartSourceWidth *= 2; restartSourceHeight *= 2; } // Game over text from sprite. this.canvasCtx.drawImage(this.textSprite, textSourceX, textSourceY, textSourceWidth, textSourceHeight, textTargetX, textTargetY, textTargetWidth, textTargetHeight); // Restart button. this.canvasCtx.drawImage(this.restartImg, 0, 0, restartSourceWidth, restartSourceHeight, restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, dimensions.RESTART_HEIGHT); } }; //****************************************************************************** /** * Check for a collision. * @param {!Obstacle} obstacle * @param {!Trex} tRex T-rex object. * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing * collision boxes. * @return {Array.<CollisionBox>} */ function checkForCollision(obstacle, tRex, opt_canvasCtx) { var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; // Adjustments are made to the bounding box as there is a 1 pixel white // border around the t-rex and obstacles. var tRexBox = new CollisionBox( tRex.xPos + 1, tRex.yPos + 1, tRex.config.WIDTH - 2, tRex.config.HEIGHT - 2); var obstacleBox = new CollisionBox( obstacle.xPos + 1, obstacle.yPos + 1, obstacle.typeConfig.width * obstacle.size - 2, obstacle.typeConfig.height - 2); // Debug outer box if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); } // Simple outer bounds check. if (boxCompare(tRexBox, obstacleBox)) { var collisionBoxes = obstacle.collisionBoxes; var tRexCollisionBoxes = Trex.collisionBoxes; // Detailed axis aligned box check. for (var t = 0; t < tRexCollisionBoxes.length; t++) { for (var i = 0; i < collisionBoxes.length; i++) { // Adjust the box to actual positions. var adjTrexBox = createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox); var adjObstacleBox = createAdjustedCollisionBox(collisionBoxes[i], obstacleBox); var crashed = boxCompare(adjTrexBox, adjObstacleBox); // Draw boxes for debug. if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox); } if (crashed) { return [adjTrexBox, adjObstacleBox]; } } } } return false; }; /** * Adjust the collision box. * @param {!CollisionBox} box The original box. * @param {!CollisionBox} adjustment Adjustment box. * @return {CollisionBox} The adjusted collision box object. */ function createAdjustedCollisionBox(box, adjustment) { return new CollisionBox( box.x + adjustment.x, box.y + adjustment.y, box.width, box.height); }; /** * Draw the collision boxes for debug. */ function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) { canvasCtx.save(); canvasCtx.strokeStyle = '#f00'; canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height); canvasCtx.strokeStyle = '#0f0'; canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, obstacleBox.width, obstacleBox.height); canvasCtx.restore(); }; /** * Compare two collision boxes for a collision. * @param {CollisionBox} tRexBox * @param {CollisionBox} obstacleBox * @return {boolean} Whether the boxes intersected. */ function boxCompare(tRexBox, obstacleBox) { var crashed = false; var tRexBoxX = tRexBox.x; var tRexBoxY = tRexBox.y; var obstacleBoxX = obstacleBox.x; var obstacleBoxY = obstacleBox.y; // Axis-Aligned Bounding Box method. if (tRexBox.x < obstacleBoxX + obstacleBox.width && tRexBox.x + tRexBox.width > obstacleBoxX && tRexBox.y < obstacleBox.y + obstacleBox.height && tRexBox.height + tRexBox.y > obstacleBox.y) { crashed = true; } return crashed; }; //****************************************************************************** /** * Collision box object. * @param {number} x X position. * @param {number} y Y Position. * @param {number} w Width. * @param {number} h Height. */ function CollisionBox(x, y, w, h) { this.x = x; this.y = y; this.width = w; this.height = h; }; //****************************************************************************** /** * Obstacle. * @param {HTMLCanvasCtx} canvasCtx * @param {Obstacle.type} type * @param {image} obstacleImg Image sprite. * @param {Object} dimensions * @param {number} gapCoefficient Mutipler in determining the gap. * @param {number} speed */ function Obstacle(canvasCtx, type, obstacleImg, dimensions, gapCoefficient, speed) { this.canvasCtx = canvasCtx; this.image = obstacleImg; this.typeConfig = type; this.gapCoefficient = gapCoefficient; this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH); this.dimensions = dimensions; this.remove = false; this.xPos = 0; this.yPos = this.typeConfig.yPos; this.width = 0; this.collisionBoxes = []; this.gap = 0; this.init(speed); }; /** * Coefficient for calculating the maximum gap. * @const */ Obstacle.MAX_GAP_COEFFICIENT = 1.5; /** * Maximum obstacle grouping count. * @const */ Obstacle.MAX_OBSTACLE_LENGTH = 3, Obstacle.prototype = { /** * Initialise the DOM for the obstacle. * @param {number} speed */ init: function(speed) { this.cloneCollisionBoxes(); // Only allow sizing if we're at the right speed. if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { this.size = 1; } this.width = this.typeConfig.width * this.size; this.xPos = this.dimensions.WIDTH - this.width; this.draw(); // Make collision box adjustments, // Central box is adjusted to the size as one box. // ____ ______ ________ // _| |-| _| |-| _| |-| // | |<->| | | |<--->| | | |<----->| | // | | 1 | | | | 2 | | | | 3 | | // |_|___|_| |_|_____|_| |_|_______|_| // if (this.size > 1) { this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - this.collisionBoxes[2].width; this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; } this.gap = this.getGap(this.gapCoefficient, speed); }, /** * Draw and crop based on size. */ draw: function() { var sourceWidth = this.typeConfig.width; var sourceHeight = this.typeConfig.height; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } // Sprite var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)); this.canvasCtx.drawImage(this.image, sourceX, 0, sourceWidth * this.size, sourceHeight, this.xPos, this.yPos, this.typeConfig.width * this.size, this.typeConfig.height); }, /** * Obstacle frame update. * @param {number} deltaTime * @param {number} speed */ update: function(deltaTime, speed) { if (!this.remove) { this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); this.draw(); if (!this.isVisible()) { this.remove = true; } } }, /** * Calculate a random gap size. * - Minimum gap gets wider as speed increses * @param {number} gapCoefficient * @param {number} speed * @return {number} The gap size. */ getGap: function(gapCoefficient, speed) { var minGap = Math.round(this.width * speed + this.typeConfig.minGap * gapCoefficient); var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT); return getRandomNum(minGap, maxGap); }, /** * Check if obstacle is visible. * @return {boolean} Whether the obstacle is in the game area. */ isVisible: function() { return this.xPos + this.width > 0; }, /** * Make a copy of the collision boxes, since these will change based on * obstacle type and size. */ cloneCollisionBoxes: function() { var collisionBoxes = this.typeConfig.collisionBoxes; for (var i = collisionBoxes.length - 1; i >= 0; i--) { this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x, collisionBoxes[i].y, collisionBoxes[i].width, collisionBoxes[i].height); } } }; /** * Obstacle definitions. * minGap: minimum pixel space betweeen obstacles. * multipleSpeed: Speed at which multiples are allowed. */ Obstacle.types = [ { type: 'CACTUS_SMALL', className: ' cactus cactus-small ', width: 17, height: 35, yPos: 105, multipleSpeed: 3, minGap: 120, collisionBoxes: [ new CollisionBox(0, 7, 5, 27), new CollisionBox(4, 0, 6, 34), new CollisionBox(10, 4, 7, 14) ] }, { type: 'CACTUS_LARGE', className: ' cactus cactus-large ', width: 25, height: 50, yPos: 90, multipleSpeed: 6, minGap: 120, collisionBoxes: [ new CollisionBox(0, 12, 7, 38), new CollisionBox(8, 0, 7, 49), new CollisionBox(13, 10, 10, 38) ] } ]; //****************************************************************************** /** * T-rex game character. * @param {HTMLCanvas} canvas * @param {HTMLImage} image Character image. * @constructor */ function Trex(canvas, image) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.image = image; this.xPos = 0; this.yPos = 0; // Position when on the ground. 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; // Current status. this.status = Trex.status.WAITING; this.jumping = false; this.jumpVelocity = 0; this.reachedMinHeight = false; this.speedDrop = false; this.jumpCount = 0; this.jumpspotX = 0; this.init(); }; /** * T-rex player config. * @enum {number} */ Trex.config = { DROP_VELOCITY: -5, GRAVITY: 0.6, HEIGHT: 47, INIITAL_JUMP_VELOCITY: -10, INTRO_DURATION: 1500, MAX_JUMP_HEIGHT: 30, MIN_JUMP_HEIGHT: 30, SPEED_DROP_COEFFICIENT: 3, SPRITE_WIDTH: 262, START_X_POS: 50, WIDTH: 44 }; /** * Used in collision detection. * @type {Array.<CollisionBox>} */ Trex.collisionBoxes = [ new CollisionBox(1, -1, 30, 26), new CollisionBox(32, 0, 8, 16), new CollisionBox(10, 35, 14, 8), new CollisionBox(1, 24, 29, 5), new CollisionBox(5, 30, 21, 4), new CollisionBox(9, 34, 15, 4) ]; /** * Animation states. * @enum {string} */ Trex.status = { CRASHED: 'CRASHED', JUMPING: 'JUMPING', RUNNING: 'RUNNING', WAITING: 'WAITING' }; /** * Blinking coefficient. * @const */ Trex.BLINK_TIMING = 7000; /** * Animation config for different states. * @enum {object} */ Trex.animFrames = { WAITING: { frames: [44, 0], msPerFrame: 1000 / 3 }, RUNNING: { frames: [88, 132], msPerFrame: 1000 / 12 }, CRASHED: { frames: [220], msPerFrame: 1000 / 60 }, JUMPING: { frames: [0], msPerFrame: 1000 / 60 } }; Trex.prototype = { /** * T-rex player initaliser. * Sets the t-rex to blink at random intervals. */ 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); }, /** * Setter for the jump velocity. * The approriate drop velocity is also set. */ setJumpVelocity: function(setting) { this.config.INIITAL_JUMP_VELOCITY = -setting; this.config.DROP_VELOCITY = -setting / 2; }, /** * Set the animation status. * @param {!number} deltaTime * @param {Trex.status} status Optional status to switch to. */ update: function(deltaTime, opt_status) { this.timer += deltaTime; // Update the status. if (opt_status) { this.status = opt_status; this.currentFrame = 0; this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; this.currentAnimFrames = Trex.animFrames[opt_status].frames; if (opt_status == Trex.status.WAITING) { this.animStartTime = getTimeStamp(); this.setBlinkDelay(); } } // Game intro animation, T-rex moves in from the left. if (this.playingIntro && this.xPos < this.config.START_X_POS) { this.xPos += Math.round((this.config.START_X_POS / this.config.INTRO_DURATION) * deltaTime); } if (this.status == Trex.status.WAITING) { this.blink(getTimeStamp()); } else { this.draw(this.currentAnimFrames[this.currentFrame], 0); } // Update the frame position. if (this.timer >= this.msPerFrame) { this.currentFrame = this.currentFrame == this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; this.timer = 0; } }, /** * Draw the t-rex to a particular position. * @param {number} x * @param {number} y */ draw: function(x, y) { var sourceX = x; var sourceY = y; var sourceWidth = this.config.WIDTH; var sourceHeight = this.config.HEIGHT; if (IS_HIDPI) { sourceX *= 2; sourceY *= 2; sourceWidth *= 2; sourceHeight *= 2; } this.canvasCtx.drawImage(this.image, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH, this.config.HEIGHT); }, /** * Sets a random time for the blink to happen. */ setBlinkDelay: function() { this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); }, /** * Make t-rex blink at random intervals. * @param {number} time Current time in milliseconds. */ blink: function(time) { var deltaTime = time - this.animStartTime; if (deltaTime >= this.blinkDelay) { this.draw(this.currentAnimFrames[this.currentFrame], 0); if (this.currentFrame == 1) { // Set new random delay to blink. this.setBlinkDelay(); this.animStartTime = time; } } }, /** * Initialise a jump. */ startJump: function() { if (!this.jumping) { this.update(0, Trex.status.JUMPING); this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY; this.jumping = true; this.reachedMinHeight = false; this.speedDrop = false; } }, /** * Jump is complete, falling down. */ endJump: function() { if (this.reachedMinHeight && this.jumpVelocity < this.config.DROP_VELOCITY) { this.jumpVelocity = this.config.DROP_VELOCITY; } }, /** * Update frame for a jump. * @param {number} deltaTime */ updateJump: function(deltaTime) { var msPerFrame = Trex.animFrames[this.status].msPerFrame; var framesElapsed = deltaTime / msPerFrame; // Speed drop makes Trex fall faster. if (this.speedDrop) { this.yPos += Math.round(this.jumpVelocity * this.config.SPEED_DROP_COEFFICIENT * framesElapsed); } else { this.yPos += Math.round(this.jumpVelocity * framesElapsed); } this.jumpVelocity += this.config.GRAVITY * framesElapsed; // Minimum height has been reached. if (this.yPos < this.minJumpHeight || this.speedDrop) { this.reachedMinHeight = true; } // Reached max height if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { this.endJump(); } // Back down at ground level. Jump completed. if (this.yPos > this.groundYPos) { this.reset(); this.jumpCount++; } this.update(deltaTime); }, /** * Set the speed drop. Immediately cancels the current jump. */ setSpeedDrop: function() { this.speedDrop = true; this.jumpVelocity = 1; }, /** * Reset the t-rex to running at start of game. */ reset: function() { this.yPos = this.groundYPos; this.jumpVelocity = 0; this.jumping = false; this.update(0, Trex.status.RUNNING); this.midair = false; this.speedDrop = false; this.jumpCount = 0; } }; //****************************************************************************** /** * Handles displaying the distance meter. * @param {!HTMLCanvasElement} canvas * @param {!HTMLImage} spriteSheet Image sprite. * @param {number} canvasWidth * @constructor */ function DistanceMeter(canvas, spriteSheet, canvasWidth) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.image = spriteSheet; 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.config = DistanceMeter.config; this.init(canvasWidth); }; /** * @enum {number} */ DistanceMeter.dimensions = { WIDTH: 10, HEIGHT: 13, DEST_WIDTH: 11 }; /** * Y positioning of the digits in the sprite sheet. * X position is always 0. * @type {array.<number>} */ DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; /** * Distance meter config. * @enum {number} */ DistanceMeter.config = { // Number of digits. MAX_DISTANCE_UNITS: 5, // Distance that causes achievement animation. ACHIEVEMENT_DISTANCE: 100, // Used for conversion from pixel distance to a scaled unit. COEFFICIENT: 0.025, // Flash duration in milliseconds. FLASH_DURATION: 1000 / 4, // Flash iterations for achievement animation. FLASH_ITERATIONS: 3 }; DistanceMeter.prototype = { /** * Initialise the distance meter to '00000'. * @param {number} width Canvas width in px. */ init: function(width) { var maxDistanceStr = ''; this.calcXPos(width); this.maxScore = this.config.MAX_DISTANCE_UNITS; for (var i = 0; i < this.config.MAX_DISTANCE_UNITS; i++) { this.draw(i, 0); this.defaultString += '0'; maxDistanceStr += '9'; } this.maxScore = parseInt(maxDistanceStr); }, /** * Calculate the xPos in the canvas. * @param {number} canvasWidth */ calcXPos: function(canvasWidth) { this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * (this.config.MAX_DISTANCE_UNITS + 1)); }, /** * Draw a digit to canvas. * @param {number} digitPos Position of the digit. * @param {number} value Digit value 0-9. * @param {boolean} opt_highScore Whether drawing the high score. */ draw: function(digitPos, value, opt_highScore) { var sourceWidth = DistanceMeter.dimensions.WIDTH; var sourceHeight = DistanceMeter.dimensions.HEIGHT; var sourceX = DistanceMeter.dimensions.WIDTH * value; var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; var targetY = this.y; var targetWidth = DistanceMeter.dimensions.WIDTH; var targetHeight = DistanceMeter.dimensions.HEIGHT; // For high DPI we 2x source values. if (IS_HIDPI) { sourceWidth *= 2; sourceHeight *= 2; sourceX *= 2; } this.canvasCtx.save(); if (opt_highScore) { // Left of the current score. var highScoreX = this.x - (this.config.MAX_DISTANCE_UNITS * 2) * DistanceMeter.dimensions.WIDTH; this.canvasCtx.translate(highScoreX, this.y); } else { this.canvasCtx.translate(this.x, this.y); } this.canvasCtx.drawImage(this.image, sourceX, 0, sourceWidth, sourceHeight, targetX, targetY, targetWidth, targetHeight ); this.canvasCtx.restore(); }, /** * Covert pixel distance to a 'real' distance. * @param {number} distance Pixel distance ran. * @return {number} The 'real' distance ran. */ getActualDistance: function(distance) { return distance ? Math.round(distance * this.config.COEFFICIENT) : 0; }, /** * Update the distance meter. * @param {number} deltaTime * @param {number} distance * @return {boolean} Whether the acheivement sound fx should be played. */ update: function(deltaTime, distance) { var paint = true; var playSound = false; if (!this.acheivement) { distance = this.getActualDistance(distance); 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.config.MAX_DISTANCE_UNITS); 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; }, /** * Draw the high score. */ drawHighScore: function() { this.canvasCtx.save(); this.canvasCtx.globalAlpha = .8; for (var i = this.highScore.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.highScore[i], 10), true); } this.canvasCtx.restore(); }, /** * Set the highscore as a array string. * Position of char in the sprite: H - 10, I - 11. * @param {number} distance Distance ran in pixels. */ setHighScore: function(distance) { distance = this.getActualDistance(distance); var highScoreStr = (this.defaultString + distance).substr(-this.config.MAX_DISTANCE_UNITS); this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); }, /** * Reset the distance meter back to '00000'. */ reset: function() { this.update(0); this.acheivement = false; } }; //****************************************************************************** /** * Cloud background item. * Similar to an obstacle object but without collision boxes. * @param {HTMLCanvasElement} canvas Canvas element. * @param {Image} cloudImg * @param {number} containerWidth */ function Cloud(canvas, cloudImg, containerWidth) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext('2d'); this.image = cloudImg; this.containerWidth = containerWidth; this.xPos = containerWidth; this.yPos = 0; this.remove = false; this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP, Cloud.config.MAX_CLOUD_GAP); this.init(); }; /** * Cloud object config. * @enum {number} */ Cloud.config = { HEIGHT: 14, MAX_CLOUD_GAP: 400, MAX_SKY_LEVEL: 30, MIN_CLOUD_GAP: 100, MIN_SKY_LEVEL: 71, WIDTH: 46 }; Cloud.prototype = { /** * Initialise the cloud. Sets the Cloud height. */ init: function() { this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL, Cloud.config.MIN_SKY_LEVEL); this.draw(); }, /** * Draw the cloud. */ draw: function() { this.canvasCtx.save(); var sourceWidth = Cloud.config.WIDTH; var sourceHeight = Cloud.config.HEIGHT; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } this.canvasCtx.drawImage(this.image, 0, 0, sourceWidth, sourceHeight, this.xPos, this.yPos, Cloud.config.WIDTH, Cloud.config.HEIGHT); this.canvasCtx.restore(); }, /** * Update the cloud position. * @param {number} speed */ update: function(speed) { if (!this.remove) { this.xPos -= Math.ceil(speed); this.draw(); // Mark as removeable if no longer in the canvas. if (!this.isVisible()) { this.remove = true; } } }, /** * Check if the cloud is visible on the stage. * @return {boolean} */ isVisible: function() { return this.xPos + Cloud.config.WIDTH > 0; } }; //****************************************************************************** /** * Horizon Line. * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. * @param {HTMLCanvasElement} canvas * @param {HTMLImage} bgImg Horizon line sprite. * @constructor */ function HorizonLine(canvas, bgImg) { this.image = bgImg; this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.sourceDimensions = {}; this.dimensions = HorizonLine.dimensions; this.sourceXPos = [0, this.dimensions.WIDTH]; this.xPos = []; this.yPos = 0; this.bumpThreshold = 0.5; this.setSourceDimensions(); this.draw(); }; /** * Horizon line dimensions. * @enum {number} */ HorizonLine.dimensions = { WIDTH: 600, HEIGHT: 12, YPOS: 127 }; HorizonLine.prototype = { /** * Set the source dimensions of the horizon line. */ setSourceDimensions: function() { for (var dimension in HorizonLine.dimensions) { if (IS_HIDPI) { if (dimension != 'YPOS') { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension] * 2; } } else { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension]; } this.dimensions[dimension] = HorizonLine.dimensions[dimension]; } this.xPos = [0, HorizonLine.dimensions.WIDTH]; this.yPos = HorizonLine.dimensions.YPOS; }, /** * Return the crop x position of a type. */ getRandomType: function() { return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; }, /** * Draw the horizon line. */ draw: function() { this.canvasCtx.drawImage(this.image, this.sourceXPos[0], 0, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[0], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); this.canvasCtx.drawImage(this.image, this.sourceXPos[1], 0, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[1], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the x position of an indivdual piece of the line. * @param {number} pos Line position. * @param {number} increment */ updateXPos: function(pos, increment) { var line1 = pos; var line2 = pos == 0 ? 1 : 0; this.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(); } }, /** * Update the horizon line. * @param {number} deltaTime * @param {number} speed */ 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 horizon to the starting position. */ reset: function() { this.xPos[0] = 0; this.xPos[1] = HorizonLine.dimensions.WIDTH; } }; //****************************************************************************** /** * Horizon background class. * @param {HTMLCanvasElement} canvas * @param {Array.<HTMLImageElement>} images * @param {object} dimensions Canvas dimensions. * @param {number} gapCoefficient * @constructor */ function Horizon(canvas, images, dimensions, gapCoefficient) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext('2d'); this.config = Horizon.config; this.dimensions = dimensions; this.gapCoefficient = gapCoefficient; this.obstacles = []; this.horizonOffsets = [0, 0]; this.cloudFrequency = this.config.CLOUD_FREQUENCY; // Cloud this.clouds = []; this.cloudImg = images.CLOUD; this.cloudSpeed = this.config.BG_CLOUD_SPEED; // Horizon this.horizonImg = images.HORIZON; this.horizonLine = null; // Obstacles this.obstacleImgs = { CACTUS_SMALL: images.CACTUS_SMALL, CACTUS_LARGE: images.CACTUS_LARGE }; this.init(); }; /** * Horizon config. * @enum {number} */ Horizon.config = { BG_CLOUD_SPEED: 0.2, BUMPY_THRESHOLD: .3, CLOUD_FREQUENCY: .5, HORIZON_HEIGHT: 16, MAX_CLOUDS: 6 }; Horizon.prototype = { /** * Initialise the horizon. Just add the line and a cloud. No obstacles. */ init: function() { this.addCloud(); this.horizonLine = new HorizonLine(this.canvas, this.horizonImg); }, /** * @param {number} deltaTime * @param {number} currentSpeed * @param {boolean} updateObstacles Used as an override to prevent * the obstacles from being updated / added. This happens in the * ease in section. */ update: function(deltaTime, currentSpeed, updateObstacles) { this.runningTime += deltaTime; this.horizonLine.update(deltaTime, currentSpeed); this.updateClouds(deltaTime, currentSpeed); if (updateObstacles) { this.updateObstacles(deltaTime, currentSpeed); } }, /** * Update the cloud positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateClouds: function(deltaTime, speed) { var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; var numClouds = this.clouds.length; if (numClouds) { for (var i = numClouds - 1; i >= 0; i--) { this.clouds[i].update(cloudSpeed); } var lastCloud = this.clouds[numClouds - 1]; // Check for adding a new cloud. if (numClouds < this.config.MAX_CLOUDS && (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && this.cloudFrequency > Math.random()) { this.addCloud(); } // Remove expired clouds. this.clouds = this.clouds.filter(function(obj) { return !obj.remove; }); } }, /** * Update the obstacle positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateObstacles: function(deltaTime, currentSpeed) { // Obstacles, move to Horizon layer. var updatedObstacles = this.obstacles.slice(0); for (var i = 0; i < this.obstacles.length; i++) { var obstacle = this.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); } }, /** * Add a new obstacle. * @param {number} currentSpeed */ addNewObstacle: function(currentSpeed) { var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1); var obstacleType = Obstacle.types[obstacleTypeIndex]; var obstacleImg = this.obstacleImgs[obstacleType.type]; this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType, obstacleImg, this.dimensions, this.gapCoefficient, currentSpeed)); }, /** * Reset the horizon layer. * Remove existing obstacles and reposition the horizon line. */ reset: function() { this.obstacles = []; this.horizonLine.reset(); }, /** * Update the canvas width and scaling. * @param {number} width Canvas width. * @param {number} height Canvas height. */ resize: function(width, height) { this.canvas.width = width; this.canvas.height = height; }, /** * Add a new cloud to the horizon. */ addCloud: function() { this.clouds.push(new Cloud(this.canvas, this.cloudImg, this.dimensions.WIDTH)); } }; })(); </script> <script type="text/javascript"> if (navigator.userAgent.toLowerCase().indexOf('chrome') <= -1) { hideClass(".onlyforchrome"); } </script> <script> window.fbAsyncInit = function() { FB.init({ appId : '576553495813787', xfbml : true, version : 'v2.2' }); }; (function(d, s, id){ var js, fjs = d.getElementsByTagName(s)[0]; if (d.getElementById(id)) {return;} js = d.createElement(s); js.id = id; js.src = "//connect.facebook.net/en_US/sdk.js"; fjs.parentNode.insertBefore(js, fjs); }(document, 'script', 'facebook-jssdk')); </script>
2. Now, copy the following HTML code and paste it inside the <body> tag.
<section id="t"> <div id="main-frame-error" class="interstitial-wrapper" jstcache="0"> <div class="onlyforchrome" style="font-size: 30px;text-align: center;font-family: Helvetica;">Running T-Rex</div> <div class="onlyforchrome" style="margin-top:5px;text-align:center;color:#8a8a8a;margin-bottom:80px; font-size:.8em;line-height:1.2em;font-family: Georgia;"><a href="http://www.thecodepost.org/internet/play-hidden-t-rex-game-offline-chrome/" target="_blank"><strong>T-Rex Dino game</strong></a> from Google Chrome offline mode ripped by <a href="https://www.twitter.com/thecodepost" target="_blank"><strong>@thecodepost</strong></a>.<br/> Press "Space" to jump your Dino and start the game.</div> <div id="main-frame-notchrome" style="display:none; margin-top:50px;">Sorry, this game only runs on the Google Chrome! You can download it free <a href="https://www.google.com/chrome">here</a></div> <div id="offline-resources" jstcache="0"> <div id="offline-resources-1x" jstcache="0"> <img id="1x-obstacle-large" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJYAAAAyCAMAAACJUtIoAAAACVBMVEX////39/dTU1OabbyfAAAAAXRSTlMAQObYZgAAAXhJREFUeF7t2NGqAjEMANGM///RlwvaYQndULuFPJgHUYaEI6IPhgNAOA8HZ+3U6384F5y1U6YzAZTWG+dZamnFEstBFtCKJZSHWMADLJ18z+JqpQeLdKoDC8siC5iFCQs4znIxB5B1t6F3lQWkL4N0JsF+u6GXJdbI+FKW+yWr3lhgCZ2VSag3Nlk/FnRkIRbasLCO0oulikMsvmGpeiGLZ1jOMgtIP5bODivYYUXEIVbwFCt4khVssRgsgidZwQaLd2A8m7MYLGTl4KeQQs2y4kMAMGGlmQViDIb5O6xZnnLD485dIBzqDSE1yyFdL4Iqu4XJqUUWl/NVAFSZq1P6a5aqbAUM2epQbBioWflUBABiUyhYyZoCBev8XyMAObDNOhOAfiyxmHU0YNlldGAphGjFCjA3YkUn1o/1Y3EkZFZ5isCC6NUgwDBn1RuXH96doNfAhDXfsIyJ2AnolcCVhay0kcYbW0HvCO8OwIcJ3GzkORpkFuUP/1Ec8FW1qJkAAAAASUVORK5CYII=" jstcache="0"> <img id="1x-obstacle-small" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGYAAAAjCAMAAABRlI+PAAAADFBMVEX////////39/dTU1PhglcSAAAAAXRSTlMAQObYZgAAAPNJREFUeF7tlkEKwzAMBLXr//+5iQhU7gRRQkyhZI+DhwH74jhmO+oIJBVwURljuAXagG5QqkSgBLqg3JnxJ1Cb8SmQ3o6gpO85owGlOB4m2BNKJ11BSd01owGlOHkcIAuHkz6UNpPKgozPM54dADHjJuNhZiJxdQCQgZJeBczgCAAy3yhPJvcnmdC9mZwBIsQMFV5AkzHBNknFgcKM+oyDIFcfCAoy03m+jSMIcmoVZkKqSjr1fghyahRmoKRUHYLiSI1SMlCq5CDgX6BXmKkfn+oQ0KEyyrzoy8GbXJ9xrM/YjhUZgl9nnsyTCe9rgSRdV15CwRcIEu8GGQAAAABJRU5ErkJggg==" jstcache="0"> <img id="1x-cloud" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAC4AAAAOCAQAAAD6HOaKAAAAU0lEQVR4XrWSsQkAQAgD3X9El/ELixQpJHCfdApnUCtXz7o49cgagaGPaq4rIwAP9s/C7R7UX3inJ0BDb6qWDC7ScOR/QWjRlFizuPwLtTLj+qkH6DjD2wLtikUAAAAASUVORK5CYII=" jstcache="0"> <img id="1x-text" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAL8AAAAYAgMAAADWncTDAAAABlBMVEX///9TU1NYzE1OAAAAAXRSTlMAQObYZgAAAO1JREFUeF690TFqxUAQA1BNoRtk7jMu3E9Auv9Vgr/5A863Y9zEhVhkHmhZsEGkw4Lppmllh1tcLHx+aRj2YnEDuQFvcQW+EoZY0TQLCZbEVxRxAvY+i8ikW0C0bwFdbictG2zvu/4EcCuBF0B23IBsQHZBYgm1n86BN+BmyV5rQFyCJAiDJSTfgBV9BbjvXdzIcKchpMOYd3gO/jvCeuUGFALg95J0/SrtQlrzz+sAjDwCIQsbWAdgbqrQpKYRjmPuAfU5dMC+c0rxOTiO+T6ZlK4pbcDLI1DIRaf3GxDGALkQHnD+cGhMKeox+AEOL3mLO7TQZgAAAABJRU5ErkJggg==" jstcache="0"> <img id="1x-horizon" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAABLAAAAAMAgMAAAAPCKxBAAAABlBMVEX///9TU1NYzE1OAAAAAXRSTlMAQObYZgAAALJJREFUeF7t1EEKAyEMhtEvMNm7sPfJEVyY+1+ltLgYAsrQCtWhbxEhQvgxIJtSZypxa/WGshgzKdbq/UihMFMlt3o/CspEYoihIMaAb6mCvM6C+BTAeyo+wN4yykV/6pVfkdLpVyI1hh7GJ6QunUoLEQlQglNP2nkQkeF8+ei9cLxMue1qxVRfk1Ej0s6AEGWfVOk0QUtnK5Xo0Lac6wpdtnQqB6VxomPaz+dgF1PaqqmeWJlz1jYUaSIAAAAASUVORK5CYII=" jstcache="0"> <img id="1x-trex" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQgAAAAvAgMAAABiRrxWAAAADFBMVEX///9TU1P39/f///+TS9URAAAAAXRSTlMAQObYZgAAAPpJREFUeF7d0jFKRkEMhdGLMM307itNLALyVmHvJuzTDMjdn72E95PGFEZSmeoU4YMMgxhskvQec8YSVFX1NhGcS5ywtbmC8khcZeKq+ZWJ4F8Sr2+ZCErjkJFEfcjAc/6/BMlfcz6xHdhRthYzIZhIHMcTVY1scUUiAphK8CMSPUbieTBhvD9Lj0vyV4wklEGzHpciKGOJoBp7XDcFs4kWxxM7Ey3iZ8JbzASAvMS7XLOJHTTvEkEZSeQl7DMuwVyCasqK5+XzQRYLUJlMbPXjFcn3m8eKBSjWZMJwvGIOvViAzCbUj1VEDoqFOEQGE3SyInJQLOQMJL4B7enP1UbLXJQAAAAASUVORK5CYII=" jstcache="0"> <img id="1x-restart" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACQAAAAgCAQAAADQmBIFAAAAZklEQVR4Xu3WMQoAIAxDUe/Y+58jYwV1CwQJWQT5o/DAoaWjV2i/LRym/A5FjEsR41LPQchByEHwIVAEC4gZpghmSDP8egXpr/hQZaAKQFQe+pBOQAblDC336qrlPpSg0MEjInbWTLFFmwc8TpTAAAAAAElFTkSuQmCC" jstcache="0"> </div> <div id="offline-resources-2x" jstcache="0"> <img id="2x-obstacle-large" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAASwAAABkBAMAAADOLxDzAAAACVBMVEX///9TU1P39/ea77PDAAAAAXRSTlMAQObYZgAAAa9JREFUeF7t1lFqhEAQBuG+wl6h7n/IEEgKlma2R8Vk1O4HWSh++Xzb8AKA8E4IXrlYnsXr+zgh1OdifZbBdFIApdWiWShtVhmQ+jAWMLFollCOsTzgxiyd7GcR01/YLOZf1SwsN2EBozBgAU9l4TAHkDWzCNjKApZlybO4z+GtFwu9bGKZl2TJSyxDxaoX8yyha7LGZRDqxR+ymtUsaNaWhTM+s5rl05tjNUsVz2Kxi6XqhSy4NcvbzgLSnzzvjqzgCCsiHsXSdZwVPIAVHGIhi+ABrOAAi5+Avy7HQhaycpAVpDDBsuKDAOBCrHzjQHgYhl9YsHxf+vRrsQxjVVAsDNMsF6uydBUhq+wWBq/ayCKWZekqA6DKPPEq/ZMsYllWdgGDoMdaLAzMsFwszgoAi1pDxUrWFKhZLlZnpXIkAORAs7YEoFmzQSxmt2NWs+xOP7GapRCiZjUrwFyymhX/xmpWs5rVrGZxQphmsT6LAAsvdgcBhmmWi9VZvN7+x+4K2WtgwBosFmZZvIh9IXsl8M5C1mCxLsvTfizoxfDTAfgdAIPFlVhxRqgHlrVZX9y44aEEvVqmAAAAAElFTkSuQmCC" jstcache="0"> <img id="2x-obstacle-small" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAMwAAABGBAMAAAByJ2Z/AAAADFBMVEX///9TU1P39/f///+TS9URAAAAAXRSTlMAQObYZgAAARZJREFUeF7t2NEJwzAQg2GtcCtoBe2/W6k5aK8qLgR6ToL9KPzzgR+NPCRRjg2ScjiQ9DKMCE4HRYQOJB2MJyXyQWPQgeSCDD8HnYHh10F6NbJk9KyMwpJ+hkEfnoSyGX1NUmAOqVjSz4zrNgwhm9FbMmEyuS7DpQw/Gf5kOGEYXMgwWBobnGHQmZKsYuyKDcZk8gdmM5uJMzKbgS7I5KENgJzxxN95PUMfAKi8gCXO6BQM4cM4ysEZwplyfxFDErAhmWniDKT3pJEpD2RDMpPEGUt6mOIQ1XFGmiXOZNLIgKUpgzH4lTgDtDIgmY0NznhSnWhk/v2ZkuONGOI2DEn0MNf7ttvMZjazmc2AJDkdJOlQ0sk8AC45t4r28J0GAAAAAElFTkSuQmCC" jstcache="0"> <img id="2x-cloud" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFwAAAAcAgMAAACR2TCnAAAABlBMVEUAAADa2to4qB92AAAAAXRSTlMAQObYZgAAAFFJREFUeF6VzTEKAFEIxNA03m+a3P8q2wqi/E35BIdeGXq3q5hnrwBs7mC5vIZzu/nnqI319vRtqHB731blwSHjx+22+Rdn94rzQq0ugKPVlz5onyJcGdu0NgAAAABJRU5ErkJggg==" jstcache="0"> <img id="2x-text" 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</template> </div> <script type="text/javascript"> if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { new Runner('.interstitial-wrapper'); } else { document.getElementById("main-frame-notchrome").style.display=""; } </script> <div class="onlyforchrome"> <div id="socialbutts" class="addthis_toolbox addthis_default_style" style="text-align:center; padding-top:65px;"> </div> </div> </section>
3. Customize the Dino Game’s basic interface by copying and pasting the provided code into your style.css file. Feel free to tailor the style to suit your specific preferences and requirements.
/* Copyright 2014 The Chromium Authors. All rights reserved. Use of this source code is governed by a BSD-style license that can be found in the LICENSE file. */ a { color: #585858; } body { background-color: #f7f7f7; color: #585858; font-size: 125%; } body.safe-browsing { background-color: rgb(206, 52, 38); color: white; } button { background: rgb(76, 142, 250); border: 0; border-radius: 2px; box-sizing: border-box; color: #fff; cursor: pointer; float: right; font-size: .875em; height: 36px; margin: -6px 0 0; padding: 8px 24px; transition: box-shadow 200ms cubic-bezier(0.4, 0, 0.2, 1); } [dir='rtl'] button { float: left; } button:active { background: rgb(50, 102, 213); outline: 0; } button:hover { box-shadow: 0 1px 3px rgba(0, 0, 0, .50); } .debugging-content { line-height: 1em; margin-bottom: 0; margin-top: 0; } .debugging-title { font-weight: bold; } #details { color: #696969; margin: 45px 0 50px; } #details p:not(:first-of-type) { margin-top: 20px; } #error-code { color: black; opacity: .35; text-transform: uppercase; } #error-debugging-info { font-size: 0.8em; } h1 { -webkit-margin-after: 16px; color: #585858; font-size: 1.6em; font-weight: normal; line-height: 1.25em; } h2 { font-size: 1.2em; font-weight: normal; } .hidden { display: none; } .icon { background-repeat: no-repeat; background-size: 100%; height: 72px; margin: 0 0 40px; width: 72px; } input[type=checkbox] { visibility: hidden; } .interstitial-wrapper { box-sizing: border-box; font-size: 1em; line-height: 1.6em; margin: 50px auto 0; max-width: 600px; width: 100%; } #malware-opt-in { font-size: .875em; margin-top: 39px; } .nav-wrapper { margin-top: 51px; } .nav-wrapper::after { clear: both; content: ''; display: table; width: 100%; } #opt-in-label { -webkit-margin-start: 32px; } .safe-browsing :-webkit-any( a, #details, #details-button, h1, h2, p, .small-link) { color: white; } .safe-browsing button { background-color: rgb(206, 52, 38); border: 1px solid white; } .safe-browsing button:active { background-color: rgb(206, 52, 38); border-color: rgba(255, 255, 255, .6); } .safe-browsing button:hover { box-shadow: 0 2px 3px rgba(0, 0, 0, .5); } .safe-browsing .icon { background-image: -webkit-image-set( 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1x, 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2x); } .small-link { color: #696969; font-size: .875em; } .ssl .icon { background-image: -webkit-image-set( 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1x, 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2x); } .styled-checkbox { float: left; height: 16px; margin-top: .36em; position: relative; width: 16px; } [dir='rtl'] .styled-checkbox { float: right; } .styled-checkbox label { background: transparent; border: white solid 1px; border-radius: 2px; height: 14px; left: 0; position: absolute; right: 0; top: 0; width: 14px; } .styled-checkbox label::after { background: transparent; border: 2px solid white; border-right-width: 0; border-top-width: 0; content: ''; height: 4px; left: 2px; opacity: 0.3; position: absolute; top: 3px; transform: rotate(-45deg); width: 9px; } .styled-checkbox input[type=checkbox]:checked + label::after { opacity: 1; } @media (max-width: 700px) { .interstitial-wrapper { padding: 0 10%; } } @media (max-height: 600px) { .interstitial-wrapper { margin-top: 5px; } } @media (max-width: 400px) { button, [dir='rtl'] button { float: none; font-size: 1em; width: 100%; } #details { margin: 20px 0 20px 0; } #details p:not(:first-of-type) { margin-top: 10px; } #details-button { display: block; padding-top: 14px; text-align: center; width: 100%; } .interstitial-wrapper { padding: 0 5%; } #malware-opt-in { margin-top: 24px; } .nav-wrapper { margin-top: 30px; } .small-link { font-size: 1em; } } </style> <style>/* Copyright 2013 The Chromium Authors. All rights reserved. * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ /* Don't use the main frame div when the error is in a subframe. */ html[subframe] #main-frame-error { display: none; } /* Don't use the subframe error div when the error is in a main frame. */ html:not([subframe]) #sub-frame-error { display: none; } #diagnose-button { -webkit-margin-start: 0; float: none; margin-bottom: 10px; margin-top: 20px; } h1 { -webkit-margin-before: 0; } h2 { color: #666; font-size: 1.2em; font-weight: normal; margin: 10px 0; } a { color: rgb(17, 85, 204); text-decoration: none; } .icon { -webkit-user-select: none; } .icon-generic { /** * Can't access chrome://theme/IDR_ERROR_NETWORK_GENERIC from an untrusted * renderer process, so embed the resource manually. */ content: -webkit-image-set( url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACkAAAAyCAAAAADkGq1yAAAAAnRSTlMA/1uRIrUAAABLSURBVHhe7dOxDQAgCERRdrza/ScwscNYSKIhWAror9+VR7BjKZbkrSpKeA45K8PQuoYqcUNKbmUzpNkD8kvM/ErlkVFk8necCyU7IotT35DVJRIAAAAASUVORK5CYII=') 1x, url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAABkCAAAAAAwZDj3AAAAAnRSTlMA/1uRIrUAAABiSURBVHhe7cy7CYAwFABAd8z+HyewskkTW+EFA3kgSu4GuK2ktI71SqWyjeyxirlS2aeMQczfKcuNUjny/1KpPCbKjA+WSqVSqVQqawmy5TlZKpVPQciVSuUEpVKZtVypVF5DHE3/NzR+1AAAAABJRU5ErkJggg==') 2x); height: 50px; padding-top: 20px; width: 41px; } .icon-offline { content: -webkit-image-set( url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACwAAAAvAgMAAADlfsA8AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAAB6SURBVHherc2xDUIxDIThE6UbVmEZ9nN9TUZgJWo3Ju8UhGIrHX/1FScdnr82K+PMoZizbozLsfw+OP9mkpvNARuabB6OG6fIZr4uozi4noqTYrcKHoxi63ZodLBG0a0R0c2M5Uw5Z3rzoavqwNf3CGybKH4gYXTq6wPqOghb2tvIFQAAAABJRU5ErkJggg==') 1x, url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFgAAABeAgMAAADaoju6AAAADFBMVEX39/f////39/dTU1NOmoBdAAAAAnRSTlMAAHaTzTgAAACDSURBVHhe7dIhDgQhAEPR6jV7urnkN3PEbkIIICCQSdfNl8/UVNe0DA/R0p7BtTzjFkesLO8nX6YUYpj8IcO48Ie+GGa4XSqYYwO4lWUPSpjH4I8s5Vg8Z7RhkeeZE2fRNc/Y5oRtu7NrC26bCKNWktEp2xueT5on/F2yLQlAQGWt+AcZixZ9AfIcYgAAAABJRU5ErkJggg==') 2x); height: 47px; margin: 0 0 40px; position: relative; width: 44px; } #content-top { margin: 20px; } #help-box-outer { -webkit-transition: height ease-in 218ms; overflow: hidden; } #help-box-inner { background-color: #f9f9f9; border-top: 1px solid #EEE; color: #444; padding: 20px; text-align: start; } #suggestion { margin-top: 15px; } #short-suggestion { margin-top: 5px; } #sub-frame-error-details { color: #8F8F8F; /* Not done on mobile for performance reasons. */ text-shadow: 0 1px 0 rgba(255,255,255,0.3); } [jscontent=failedUrl] { overflow-wrap: break-word; } #search-container { /* Prevents a space between controls. */ display: flex; margin-top: 20px; } #search-box { border: 1px solid #cdcdcd; flex-grow: 1; font-size: 16px; height: 26px; margin-right: 0; padding: 1px 9px; } #search-box:focus { border: 1px solid rgb(93, 154, 255); outline: none; } #search-button { border: none; border-bottom-left-radius: 0; border-top-left-radius: 0; box-shadow: none; display: flex; height: 30px; margin: 0; padding: 0; width: 60px; } #search-image { content: -webkit-image-set( url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAPCAQAAAB+HTb/AAAArElEQVR4Xn3NsUoCUBzG0XvB3U0chR4geo5qihpt6gkCx0bXFsMERWj2KWqIanAvmlUUoQapwU6g4l8H5bd9Z/iSPS0hu/RqZqrncBuzLl7U3Rn4cSpQFTeroejJl1Lgs7f4ceDPdeBMXYp86gaONYJkY83AnqHiGk9wHnjk16PKgo5N9BUCkzPf5j6M0PfuVg5MymoetFwoaKAlB26WdXAvJ7u5mezitqtkT//7Sv/u96CaLQAAAABJRU5ErkJggg==') 1x, url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABwAAAAeCAQAAACVzLYUAAABYElEQVR4Xr3VMUuVURzH8XO98jgkGikENkRD0KRGDUVDQy0h2SiC4IuIiktL4AvQt1CDBJUJwo1KXXS6cWdHw7tcjWwoC5Hrx+UZgnNO5CXiO/75jD/+QZf9MzjskVU7DrU1zRv9G9ir5hsA4Nii83+GA9ZI1nI1D6tWAE1TRlQMuuuFDthzMQefgo4nKr+f3dIGDdUUHPYD1ISoMQdgJgUfgqaKEOcxWE/BVTArJBvwC0cGY7gNLgiZNsD1GP4EPVn4EtyLYRuczcJ34HYMP4E7GdajDS7FcB48z8AJ8FmI4TjouBkzZ2yBuRQMlsButIZ+dfDVUBqOaIHvavpLVHXfFmAqv45r9gEHNr3y3hcAfLSgSMPgiiZR+6Z9AMuKNAwqpjUcA2h55pxgAfBWkYRlQ254YMJloaxPHbCkiGCymL5RlLA7GnRDXyuC7uhicLoKdRyaDE5Pl00K//93nABqPgBDK8sfWgAAAABJRU5ErkJggg==') 2x); margin: auto; } .hidden { display: none; } .suggestions { margin-top: 18px; } .suggestion-header { font-weight: bold; margin-bottom: 4px; } .suggestion-body { color: #777; } .error-code { color: #A0A0A0; margin-top: 15px; } /* Increase line height at higher resolutions. */ @media (min-width: 641px) and (min-height: 641px) { #help-box-inner { line-height: 18px; } } /* Decrease padding at low sizes. */ @media (max-width: 640px), (max-height: 640px) { body { margin: 15px; } h1 { margin: 10px 0 15px; } #content-top { margin: 15px; } #help-box-inner { padding: 20px; } .suggestions { margin-top: 10px; } .suggestion-header { margin-bottom: 0; } .error-code { margin-top: 10px; } } /* Don't allow overflow when in a subframe. */ html[subframe] body { overflow: hidden; } #sub-frame-error { -webkit-align-items: center; background-color: #DDD; display: -webkit-flex; -webkit-flex-flow: column; height: 100%; -webkit-justify-content: center; left: 0; position: absolute; top: 0; width: 100%; } #sub-frame-error:hover { background-color: #EEE; } #sub-frame-error-details { margin: 0 10px; visibility: hidden; } /* Show details only when hovering. */ #sub-frame-error:hover #sub-frame-error-details { visibility: visible; } /* If the iframe is too small, always hide the error code. */ /* TODO(mmenke): See if overflow: no-display works better, once supported. */ @media (max-width: 200px), (max-height: 95px) { #sub-frame-error-details { display: none; } } /* details-button is special; it's a <button> element that looks like a link. */ #details-button { background-color: inherit; background-image: none; border: none; box-shadow: none; min-width: 0; padding: 0; text-decoration: underline; } /* Styles for platform dependent separation of controls and details button. */ .suggested-left > #control-buttons, .suggested-right > #details-button { float: left; } .suggested-right > #control-buttons, .suggested-left > #details-button { float: right; } #details-button.singular { float: none; } #buttons::after { clear: both; content: ''; display: block; width: 100%; } /* Offline page */ .offline .interstitial-wrapper { color: #2b2b2b; font-size: 1em; line-height: 1.55; margin: 100px auto 0; max-width: 600px; width: 100%; } .offline .runner-container { height: 150px; max-width: 600px; overflow: hidden; position: absolute; top: 10px; width: 44px; z-index: 2; } .offline .runner-canvas { height: 150px; max-width: 600px; opacity: 1; overflow: hidden; position: absolute; top: 0; } .offline .controller { background: rgba(247,247,247, .1); height: 100vh; left: 0; position: absolute; top: 0; width: 100vw; z-index: 1; } #offline-resources { display: none; } @media (max-width: 400px) { .suggested-left > #control-buttons, .suggested-right > #control-buttons { float: none; margin: 50px 0 20px; } } @media (max-height: 350px) { h1 { margin: 0 0 15px; } .icon-offline { margin: 0 0 10px; } .interstitial-wrapper { margin-top: 5%; } .nav-wrapper { margin-top: 30px; } }
That’s it! hopefully, you have successfully integrated this Chrome Dino Game source code into your project. If you have any questions or suggestions, feel free to comment below.