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(function() { | |
// ゲーム本体のインスタンス | |
var runner = Runner.instance_; | |
// ゲームの更新処理をフック | |
var _update = runner.update; | |
runner.update = function() { | |
_update.call(this); | |
watch(); | |
}; | |
// 一番近い障害物を取得 | |
function getNearestObstacle() { | |
var tRexX = runner.tRex.xPos; | |
var obstacles = runner.horizon.obstacles; | |
var nearestX = Runner.defaultDimensions.WIDTH; | |
var result = null; | |
for (var i = 0, ii = obstacles.length; i < ii; i++) { | |
var x = obstacles[i].xPos; | |
var y = obstacles[i].yPos; | |
if (y != 50 && tRexX < x && x < nearestX) { | |
nearestX = x; | |
result = obstacles[i]; | |
} | |
} | |
return result; | |
} | |
// ジャンプ軌跡が描く放物面をはみ出さない障害物の最大X座標を計算 | |
function getObstacleMaxXInParabola(d, e) { | |
var dd = d * d; | |
var a = -360 / dd; | |
var b = 360 * (d + 100) / dd; | |
var c = -18000 * (d + 50) / dd; | |
return (-b - Math.sqrt(b * b - 4 * a * (c - e))) / (2 * a); | |
} | |
// ジャンプするかどうか判断 | |
function isNeedJump() { | |
var obstacle = getNearestObstacle(); | |
if (!obstacle) return false; | |
var obstacleHeight = obstacle.collisionBoxes[1].height + 110 - obstacle.yPos; | |
var parabolaWidth = 26 * runner.currentSpeed; | |
return obstacle.xPos < getObstacleMaxXInParabola(parabolaWidth, obstacleHeight) - obstacle.width; | |
} | |
// ジャンプ | |
function jump() { | |
runner.onKeyDown({ | |
keyCode: 38 | |
}) | |
} | |
// 自動ジャンプ処理 | |
function watch() { | |
isNeedJump() && jump(); | |
} | |
jump(); | |
})(); |
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