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index.html
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<!DOCTYPE HTML>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta content="Flappy Bird,game,Crappy Bird,clone,javascript,html5 game,mobile,canvas,flappy bird source" name="keywords"/>
<meta name="description" content="Clone of Flappy bird game in javascript using canvas 2d">
<meta name="viewport" content="width=device-width,
user-scalable=no, initial-scale=1, maximum-scale=1, user-scalable=0" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<style type="text/css">
body {
margin: 0;
padding: 0;
background: #000;
}
canvas {
display: block;
margin: 0 auto;
background: #fff;
}
audio {
display: none;
}
</style>
</head>
<body>
<canvas></canvas>
<script>
/*
=================================================================
script: CrappyBird
author: Varun Pant
date: April 6, 2014
site: http://www.varunpant.com
=================================================================
*/
// http://paulirish.com/2011/requestanimationframe-for-smart-animating
// shim layer with setTimeout fallback
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
//sounds
var soundJump = new Audio("wing.ogg");
var soundScore = new Audio("point.ogg");
var soundHit = new Audio("hit.ogg");
var soundDie = new Audio("die.ogg");
var soundSwoosh = new Audio("swooshing.ogg");
//http://www.storiesinflight.com/html5/audio.html
var channel_max = 10; // number of channels
audiochannels = new Array();
for (a = 0; a < channel_max; a++) { // prepare the channels
audiochannels[a] = new Array();
audiochannels[a]['channel'] = new Audio(); // create a new audio object
audiochannels[a]['finished'] = -1; // expected end time for this channel
}
function play_sound(s) {
for (a = 0; a < audiochannels.length; a++) {
thistime = new Date();
if (audiochannels[a]['finished'] < thistime.getTime()) { // is this channel finished?
audiochannels[a]['finished'] = thistime.getTime() + s.duration * 1000;
audiochannels[a]['channel'].src = s.src;
audiochannels[a]['channel'].load();
audiochannels[a]['channel'].play();
break;
}
}
}
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;
}
// namespace our game
var FB = {
// set up some inital values
WIDTH: 320,
HEIGHT: 480,
scale: 1,
// the position of the canvas
// in relation to the screen
offset: {
top: 0,
left: 0
},
// store all bird, touches, pipes etc
entities: [],
currentWidth: null,
currentHeight: null,
canvas: null,
ctx: null,
score: {
taps: 0,
coins: 0
},
distance: 0,
digits:[],
fonts:[],
// we'll set the rest of these
// in the init function
RATIO: null,
bg_grad: "day",
game:null,
currentWidth: null,
currentHeight: null,
canvas: null,
ctx: null,
ua: null,
android: null,
ios: null,
gradients: {},
init: function () {
var grad;
// the proportion of width to height
FB.RATIO = FB.WIDTH / FB.HEIGHT;
// these will change when the screen is resize
FB.currentWidth = FB.WIDTH;
FB.currentHeight = FB.HEIGHT;
// this is our canvas element
FB.canvas = document.getElementsByTagName('canvas')[0];
// it's important to set this
// otherwise the browser will
// default to 320x200
FB.canvas.width = FB.WIDTH;
FB.canvas.height = FB.HEIGHT;
// the canvas context allows us to
// interact with the canvas api
FB.ctx = FB.canvas.getContext('2d');
// we need to sniff out android & ios
// so we can hide the address bar in
// our resize function
FB.ua = navigator.userAgent.toLowerCase();
FB.android = FB.ua.indexOf('android') > -1 ? true : false;
FB.ios = (FB.ua.indexOf('iphone') > -1 || FB.ua.indexOf('ipad') > -1) ? true : false;
// setup some gradients
grad = FB.ctx.createLinearGradient(0, 0, 0, FB.HEIGHT);
grad.addColorStop(0, '#036');
grad.addColorStop(0.5, '#69a');
grad.addColorStop(1, 'yellow');
FB.gradients.dawn = grad;
grad = FB.ctx.createLinearGradient(0, 0, 0, FB.HEIGHT);
grad.addColorStop(0, '#69a');
grad.addColorStop(0.5, '#9cd');
grad.addColorStop(1, '#fff');
FB.gradients.day = grad;
grad = FB.ctx.createLinearGradient(0, 0, 0, FB.HEIGHT);
grad.addColorStop(0, '#036');
grad.addColorStop(0.3, '#69a');
grad.addColorStop(1, 'pink');
FB.gradients.dusk = grad;
grad = FB.ctx.createLinearGradient(0, 0, 0, FB.HEIGHT);
grad.addColorStop(0, '#036');
grad.addColorStop(1, 'black');
FB.gradients.night = grad;
// listen for clicks
window.addEventListener('click', function (e) {
e.preventDefault();
FB.Input.set(e);
}, false);
// listen for touches
window.addEventListener('touchstart', function (e) {
e.preventDefault();
// the event object has an array
// called touches, we just want
// the first touch
FB.Input.set(e.touches[0]);
}, false);
window.addEventListener('touchmove', function (e) {
// we're not interested in this
// but prevent default behaviour
// so the screen doesn't scroll
// or zoom
e.preventDefault();
}, false);
window.addEventListener('touchend', function (e) {
// as above
e.preventDefault();
}, false);
// we're ready to resize
FB.resize();
FB.changeState("Splash");
FB.loop();
},
resize: function () {
FB.currentHeight = window.innerHeight;
// resize the width in proportion
// to the new height
FB.currentWidth = FB.currentHeight * FB.RATIO;
// this will create some extra space on the
// page, allowing us to scroll pass
// the address bar, and thus hide it.
if (FB.android || FB.ios) {
document.body.style.height = (window.innerHeight + 50) + 'px';
}
// set the new canvas style width & height
// note: our canvas is still 320x480 but
// we're essentially scaling it with CSS
FB.canvas.style.width = FB.currentWidth + 'px';
FB.canvas.style.height = FB.currentHeight + 'px';
// the amount by which the css resized canvas
// is different to the actual (480x320) size.
FB.scale = FB.currentWidth / FB.WIDTH;
// position of canvas in relation to
// the screen
FB.offset.top = FB.canvas.offsetTop;
FB.offset.left = FB.canvas.offsetLeft;
// we use a timeout here as some mobile
// browsers won't scroll if there is not
// a small delay
window.setTimeout(function () {
window.scrollTo(0, 1);
}, 1);
},
// this is where all entities will be moved
// and checked for collisions etc
update: function () {
FB.game.update();
FB.Input.tapped = false;
},
// this is where we draw all the entities
render: function () {
FB.Draw.rect(0, 0, FB.WIDTH, FB.HEIGHT, FB.gradients[FB.bg_grad]);
// cycle through all entities and render to canvas
for (i = 0; i < FB.entities.length; i += 1) {
FB.entities[i].render();
}
FB.game.render();
},
// the actual loop
// requests animation frame
// then proceeds to update
// and render
loop: function () {
requestAnimFrame(FB.loop);
FB.update();
FB.render();
},
changeState: function(state) {
FB.game = new window[state]();
FB.game.init();
}
};
// abstracts various canvas operations into
// standalone functions
FB.Draw = {
clear: function () {
FB.ctx.clearRect(0, 0, FB.WIDTH, FB.HEIGHT);
},
rect: function (x, y, w, h, col) {
FB.ctx.fillStyle = col;
FB.ctx.fillRect(x, y, w, h);
},
circle: function (x, y, r, col) {
FB.ctx.fillStyle = col;
FB.ctx.beginPath();
FB.ctx.arc(x + 5, y + 5, r, 0, Math.PI * 2, true);
FB.ctx.closePath();
FB.ctx.fill();
},
Image:function(img,x,y){
FB.ctx.drawImage(img,x,y);
},
Sprite: function (img, srcX, srcY, srcW, srcH, destX, destY, destW, destH, r) {
FB.ctx.save();
FB.ctx.translate(destX, destY);
FB.ctx.rotate(r * (Math.PI / 180));
FB.ctx.translate(-(destX + destW / 2), -(destY + destH / 2));
FB.ctx.drawImage(img, srcX, srcY, srcW, srcH, destX, destY, destW, destH);
FB.ctx.restore();
},
semiCircle: function (x, y, r, col) {
FB.ctx.fillStyle = col;
FB.ctx.beginPath();
FB.ctx.arc(x, y, r, 0, Math.PI, false);
FB.ctx.closePath();
FB.ctx.fill();
},
text: function (string, x, y, size, col) {
FB.ctx.font = 'bold ' + size + 'px Monospace';
FB.ctx.fillStyle = col;
FB.ctx.fillText(string, x, y);
}
};
FB.Input = {
x: 0,
y: 0,
tapped: false,
set: function (data) {
this.x = (data.pageX - FB.offset.left) / FB.scale;
this.y = (data.pageY - FB.offset.top) / FB.scale;
this.tapped = true;
}
};
FB.Cloud = function (x, y) {
this.x = x;
this.y = y;
this.r = 30;
this.col = 'rgba(255,255,255,1)';
this.type = 'cloud';
// random values so particles do no
// travel at the same speeds
this.vx = -0.10;
this.remove = false;
this.update = function () {
// update coordinates
this.x += this.vx;
if (this.x < (0 - 115)) {
this.respawn();
}
};
this.render = function () {
FB.Draw.circle(this.x + this.r, (this.y + this.r), this.r, this.col);
FB.Draw.circle(this.x + 55, (this.y + this.r / 2), this.r / 0.88, this.col);
FB.Draw.circle(this.x + 55, (this.y + this.r + 15), this.r, this.col);
FB.Draw.circle(this.x + 85, (this.y + this.r), this.r, this.col);
};
this.respawn = function () {
this.x = ~~ (Math.random() * this.r * 2) + FB.WIDTH;
this.y = ~~ (Math.random() * FB.HEIGHT / 2)
};
};
FB.BottomBar = function (x, y, r) {
this.x = x;
this.y = y
this.r = r;
this.vx = -1;
this.name = 'BottomBar';
this.update = function () {
// update coordinates
this.x += this.vx;
if (this.x < (0 - this.r)) {
this.respawn();
}
};
this.render = function () {
FB.Draw.rect(this.x, this.y, this.r, 100, '#D2691E');
for (var i = 0; i < 10; i++) {
FB.Draw.semiCircle(this.x + i * (this.r / 9), this.y, 20, '#050');
}
}
this.respawn = function () {
this.x = FB.WIDTH - 1;
}
}
FB.Tree = function (x, y) {
this.x = x;
this.y = y
this.r = 30;
this.h = 50;
this.w = this.r * 2;
this.vx = -1;
this.type = 'Tree';
this.update = function () {
// update coordinates
this.x += this.vx;
if (this.x < (0 - this.r * 2)) {
this.respawn();
}
};
this.render = function () {
//FB.Draw.rect(this.x, this.y, this.w, this.h, '#c20');
FB.Draw.circle(this.x + this.r, (this.y + this.r) - 10, this.r, 'green', '#050');
FB.Draw.circle(this.x + (this.r / 2), (this.y + this.r) - 10, this.r / 3, 'rgba(0,0,0,0.08)');
FB.Draw.rect(this.x + this.r, this.y + this.r, 10, this.r, 'brown', '#d20');
}
this.respawn = function () {
this.x = FB.WIDTH + this.r;
}
}
FB.Pipe = function (x, w) {
this.centerX = x;
this.coin = true
this.w = w;
this.h = FB.HEIGHT - 150;
this.vx = -1;
this.type = 'pipe';
this.update = function () {
// update coordinates
this.centerX += this.vx;
if (this.centerX == (0 - this.w)) {
this.respawn();
}
};
this.render = function () {
if (this.coin) {
FB.Draw.circle(this.centerX + this.w / 2 - 5, this.centerY - 5, 5, "Gold")
}
FB.Draw.rect(this.centerX, 0, this.w, this.centerY - 50, '#8ED6FF');
FB.Draw.rect(this.centerX, this.centerY + 50, this.w, this.h - this.centerY, '#8ED6FF');
}
this.respawn = function () {
this.centerY = this.randomIntFromInterval(70, 220);
this.centerX = 320 - this.w + 160;
this.coin = true;
}
this.randomIntFromInterval = function (min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
this.centerY = this.randomIntFromInterval(70, 220);
}
FB.Bird = function () {
this.img = new Image();
this.img.src = 'bird.png';
this.gravity = 0.25;
this.width = 34;
this.height = 24;
this.ix = 0;
this.iy = 0;
this.fr = 0;
this.vy = 180;
this.vx = 70;
this.velocity = 0;
this.play = false;
this.jump = -4.6;
this.rotation = 0;
this.type = 'bird';
this.update = function () {
if (this.fr++ > 5) {
this.fr = 0;
if (this.iy == this.height * 3) {
this.iy = 0
}
this.iy += this.height;
}
if (this.play) {
this.velocity += this.gravity;
this.vy += this.velocity;
if (this.vy <= 0) {
this.vy = 0;
}
if (this.vy >= 370) {
this.vy = 370;
}
this.rotation = Math.min((this.velocity / 10) * 90, 90);
}
if (FB.Input.tapped) {
this.play = true;
play_sound(soundJump);
this.velocity = this.jump;
}
};
this.render = function () {
FB.Draw.Sprite(this.img, this.ix, this.iy, this.width, this.height, this.vx, this.vy, this.width, this.height, this.rotation);
}
}
FB.Particle = function (x, y, r, col, type) {
this.x = x;
this.y = y;
this.r = r;
this.col = col;
this.type = type || 'circle';
this.name = 'particle';
// determines whether particle will
// travel to the right of left
// 50% chance of either happening
this.dir = (Math.random() * 2 > 1) ? 1 : -1;
// random values so particles do no
// travel at the same speeds
this.vx = ~~ (Math.random() * 4) * this.dir;
this.vy = ~~ (Math.random() * 7);
this.remove = false;
this.update = function () {
// update coordinates
this.x += this.vx;
this.y -= this.vy;
// increase velocity so particle
// accelerates off screen
this.vx *= 0.99;
this.vy *= 0.99;
// adding this negative amount to the
// y velocity exerts an upward pull on
// the particle, as if drawn to the
// surface
this.vy -= 0.35;
// offscreen
if (this.y > FB.HEIGHT) {
this.remove = true;
}
};
this.render = function () {
if (this.type === 'star') {
FB.Draw.star(this.x, this.y, this.col);
} else {
FB.Draw.circle(this.x, this.y, this.r, this.col);
}
};
};
// checks if two entities are touching
FB.Collides = function (bird, pipe) {
if(bird.vy >=370){
return true;
}
if (pipe.coin && bird.vx > pipe.centerX + pipe.w / 2 - 5) {
pipe.coin = false;
FB.score.coins += 1;
FB.digits = FB.score.coins.toString().split('');
play_sound(soundScore);
}
var bx1 = bird.vx - bird.width / 2;
var by1 = bird.vy - bird.height / 2;
var bx2 = bird.vx + bird.width / 2;
var by2 = bird.vy + bird.height / 2;
var upx1 = pipe.centerX;
var upy1 = 0;
var upx2 = pipe.centerX + pipe.w;
var upy2 = pipe.centerY - 50;
var lpx1 = pipe.centerX;
var lpy1 = pipe.centerY + 50;
var lpx2 = upx2;
var lpy2 = pipe.h;
var c1 = !(bx1 > upx2 ||
bx2 < upx1 ||
by1 > upy2 ||
by2 < upy1)
var c2 = !(bx1 > lpx2 ||
bx2 < lpx1 ||
by1 > lpy2 ||
by2 < lpy1)
return (c1 || c2)
};
window.Splash = function(){
this.banner = new Image();
this.banner.src = "splash.png";
this.init = function(){
play_sound(soundSwoosh);
FB.distance = 0;
FB.bg_grad = "day";
FB.entities = [];
FB.score.taps = FB.score.coins = 0;
//Add entities
FB.entities.push(new FB.Cloud(30, ~~ (Math.random() * FB.HEIGHT / 2)));
FB.entities.push(new FB.Cloud(130, ~~ (Math.random() * FB.HEIGHT / 2)));
FB.entities.push(new FB.Cloud(230, ~~ (Math.random() * FB.HEIGHT / 2)));
for (i = 0; i < 2; i += 1) {
FB.entities.push(new FB.BottomBar(FB.WIDTH * i, FB.HEIGHT - 100, FB.WIDTH));
}
FB.entities.push(new FB.Tree(~~(Math.random() * FB.WIDTH), FB.HEIGHT - 160));
FB.entities.push(new FB.Tree(~~(Math.random() * FB.WIDTH + 50), FB.HEIGHT - 160));
FB.entities.push(new FB.Tree(~~(Math.random() * FB.WIDTH + 100), FB.HEIGHT - 160));
}
this.update = function(){
for (i = 0; i < FB.entities.length; i += 1) {
FB.entities[i].update();
}
if (FB.Input.tapped) {
FB.changeState('Play');
FB.Input.tapped = false;
}
}
this.render = function(){
FB.Draw.Image(this.banner,66,100);
}
}
window.Play = function(){
this.init = function(){
FB.entities.push(new FB.Pipe(FB.WIDTH * 2, 50));
FB.entities.push(new FB.Pipe(FB.WIDTH * 2 + FB.WIDTH / 2, 50));
FB.entities.push(new FB.Pipe(FB.WIDTH * 3, 50));
FB.bird = new FB.Bird();
FB.entities.push(FB.bird);
for(var n=0;n<10;n++){
var img = new Image();
img.src = "font_small_" + n +'.png';
FB.fonts.push(img);
}
FB.digits = ["0"];
}
this.update = function() {
FB.distance += 1;
var levelUp = ((FB.distance % 2048) === 0) ? true : false;
if (levelUp) {
var bg = "day";
var gradients = ["day", "dusk", "night", "dawn"];
for (var i = 0; i < gradients.length; i++) {
if (FB.bg_grad === gradients[i]) {
if (i == gradients.length - 1) {
bg = "day";
} else {
bg = gradients[i + 1];
}
}
}
FB.bg_grad = bg;
}
var checkCollision = false; // we only need to check for a collision
// if the user tapped on this game tick
// if the user has tapped the screen
if (FB.Input.tapped) {
// keep track of taps; needed to
// calculate accuracy
FB.score.taps += 1;
// set tapped back to false
// in the next cycle
checkCollision = true;
}
// cycle through all entities and update as necessary
for (i = 0; i < FB.entities.length; i += 1) {
FB.entities[i].update();
if (FB.entities[i].type === 'pipe') {
var hit = FB.Collides(FB.bird, FB.entities[i]);
if (hit) {
play_sound(soundHit);
FB.changeState('GameOver');
break;
}
}
}
}
this.render = function() {
//score
var X = (FB.WIDTH/2-(FB.digits.length*14)/2);
for(var i = 0; i < FB.digits.length; i++)
{
FB.Draw.Image(FB.fonts[Number(FB.digits[i])],X+(i*14),10);
}
}
}
window.GameOver = function(){
this.getMedal = function()
{
var score = FB.score.coins;
console.log(score)
if(score <= 10)
medal = "bronze";
if(score >= 20)
medal = "silver";
if(score >= 30)
medal = "gold";
if(score >= 40)
medal = "platinum";
return medal;
}
this.getHighScore = function(){
var savedscore = getCookie("highscore");
if(savedscore != ""){
var hs = parseInt(savedscore) || 0;
if(hs < FB.score.coins)
{
hs = FB.score.coins
setCookie("highscore", hs, 999);
}
return hs;
}
else
{
setCookie("highscore", FB.score.coins, 999);
return FB.score.coins;
}
}
this.init = function(){
var that = this;
setTimeout(function() {
play_sound(soundDie);
that.banner = new Image();
that.banner.src = "scoreboard.png";
var m = that.getMedal();
that.medal = new Image();
that.medal.src = 'medal_' + m +'.png';
that.replay = new Image();
that.replay.src = "replay.png";
that.highscore = that.getHighScore() ;
}, 500);
}
this.update = function(){
if (FB.Input.tapped) {
var x = FB.Input.x;
var y = FB.Input.y;
if((x >= 102.5 && x <= 102.5+115) && (y >= 260 && y <= 260+70)){
FB.changeState('Splash');
}
FB.Input.tapped = false;
}
FB.bird.update();
}
this.render = function(){
if(this.banner){
FB.Draw.Image(this.banner,42,70);
FB.Draw.Image(this.medal,75,183);
FB.Draw.Image(this.replay,102.5,260);
FB.Draw.text(FB.score.coins, 220, 185, 15, 'black');
FB.Draw.text(this.highscore, 220, 225, 15, 'black');
}
}
}
window.addEventListener('load', FB.init, false);
window.addEventListener('resize', FB.resize, false);
</script>
</body>
</html>