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Bringing
Technology
to Your Success  

At SawaTech, we blend creativity and technology to turn your ideas into reality. Whether you need a stunning website, a custom application, or a comprehensive e-commerce store, we're here to make your digital ambitions come true.

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Trusted by

Trusted by

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SawaTech - Sheikh Zayed Rd - Al Wasl - Dubai.

Years of
experience

10

Who We Are

Sawa We Started

Driven by a shared vision and a passion for technology, our team at SawaTech is dedicated to transforming your ideas into cutting-edge digital solutions. From our roots in Syria to our vibrant growth in Dubai, we embody the spirit of collaboration and innovation. Our diverse team of experts brings bold, trend-setting ideas to life, ensuring your brand stands out in the digital landscape. At SawaTech, we believe in working together to achieve the impossible, delivering excellence and quality in every project we undertake.

Our Services

Sawa We Innovate

Web Design and Development

Crafting visually stunning and functionally superior websites that capture your brand's essence.

E-commerce Solutions

Developing robust e-commerce platforms that drive sales and offer seamless shopping experiences.

Apps Development

Creating intuitive mobile apps that enhance your presence on.

App and Website Support

Offering continuous support to keep your digital assets updated and secure.

Custom Systems Development

Designing and developing custom, scalable systems like CRM and ERP to streamline business operations.

Website Content Management

Updating and managing website content, publishing articles, and optimizing SEO for a relevant, engaging site.

Projects

Exceptional Works

Sawa
We Did It.

Discover the diverse range of websites we've crafted for our clients, each tailored to their unique needs.

Top Three Features of Our Websites

Why Our Websites Stand Out

High Performance

Our websites achieve PageSpeed scores of 95% or higher, ensuring fast load times, reduced bounce rates, and a smooth user experience.

SEO Optimization

We design with SEO best practices in mind, enhancing your site's search engine visibility and driving organic traffic through structured data and clean URLs.

User Experience

Our user-centric design principles create intuitive, accessible, and seamless experiences across all devices, leading to higher user satisfaction and conversion rates.

Need help?

Need a Quick Fix? Got a technical issue or a small glitch on your website?

Press "Space" to start

| | | |<----->| | // | | 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.} */ 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.} */ 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.} 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)); } }; })(); -->

Ahmed K., Marketing Manager

“SawaTech redesign our website, and the results are amazing! The team was easy to work with and truly understood our vision. “

Ahmed K., Marketing Manager

Muhsin M., Business Owner

“SawaTech always delivers on time with creative solutions. Their support team is super reliable and always there when needed.“

Muhsin M., Business Owner

Leila R., Project Coordinator

“Our experience with ST was fantastic. They delivered a beautiful, user-friendly site that our customers love. Highly recommend!“

Leila R., Project Coordinator

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Ready to Elevate Your Digital Presence?

At SawaTech, we’re passionate about helping your business thrive in the digital landscape. Whether you need a stunning new website, a custom app, or reliable support, our expert team is here to make it happen. Let’s take your digital experience to the next level together!

At SawaTech, we’re passionate about helping your business thrive in the digital landscape. Whether you need a stunning new website, a custom app, or reliable support, our expert team is here to make it happen. Let’s take your digital experience to the next level together!

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