分享24个网页游戏源代码
24个游戏源代码下载链接:https://pan.baidu.com/s/1gYJlj8enJbh5mFS_wMaZBA?pwd=4ncb
提取码:4ncb
下面是项目的名字,我放了一些图片,大家下载后可以看到。
Html5+JS网页版捕鱼达人游戏
HTML5水果忍者游戏源码
JS网页射击小游戏星球防御大战游戏源码
//Vanilla JS
//PLAY IN FULL PAGE VIEW!
window.addEventListener("DOMContentLoaded", game);
//General sprite load
var sprite = new Image();
var spriteExplosion = new Image();
sprite.src = 'img/sprite.png';
window.onload = function() {
spriteExplosion.src = 'img/explosion.png';
};
//Game
function game() {
//Canvas
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
cH = ctx.canvas.height = window.innerHeight,
cW = ctx.canvas.width = window.innerWidth ;
//Game
var bullets = [],
asteroids = [],
explosions = [],
destroyed = 0,
record = 0,
count = 0,
playing = false,
gameOver = false,
_planet = {deg: 0};
//Player
var player = {
posX : -35,
posY : -(100+82),
width : 70,
height : 79,
deg : 0
};
canvas.addEventListener('click', action);
canvas.addEventListener('mousemove', action);
window.addEventListener("resize", update);
function update() {
cH = ctx.canvas.height = window.innerHeight;
cW = ctx.canvas.width = window.innerWidth ;
}
function move(e) {
player.deg = Math.atan2(e.offsetX - (cW/2), -(e.offsetY - (cH/2)));
}
function action(e) {
e.preventDefault();
if(playing) {
var bullet = {
x: -8,
y: -179,
sizeX : 2,
sizeY : 10,
realX : e.offsetX,
realY : e.offsetY,
dirX : e.offsetX,
dirY : e.offsetY,
deg : Math.atan2(e.offsetX - (cW/2), -(e.offsetY - (cH/2))),
destroyed: false
};
bullets.push(bullet);
} else {
var dist;
if(gameOver) {
dist = Math.sqrt(((e.offsetX - cW/2) * (e.offsetX - cW/2)) + ((e.offsetY - (cH/2 + 45 + 22)) * (e.offsetY - (cH/2+ 45 + 22))));
if (dist < 27) {
if(e.type == 'click') {
gameOver = false;
count = 0;
bullets = [];
asteroids = [];
explosions = [];
destroyed = 0;
player.deg = 0;
canvas.removeEventListener('contextmenu', action);
canvas.removeEventListener('mousemove', move);
canvas.style.cursor = "default";
} else {
canvas.style.cursor = "pointer";
}
} else {
canvas.style.cursor = "default";
}
} else {
dist = Math.sqrt(((e.offsetX - cW/2) * (e.offsetX - cW/2)) + ((e.offsetY - cH/2) * (e.offsetY - cH/2)));
if (dist < 27) {
if(e.type == 'click') {
playing = true;
canvas.removeEventListener("mousemove", action);
canvas.addEventListener('contextmenu', action);
canvas.addEventListener('mousemove', move);
canvas.setAttribute("class", "playing");
canvas.style.cursor = "default";
} else {
canvas.style.cursor = "pointer";
}
} else {
canvas.style.cursor = "default";
}
}
}
}
function fire() {
var distance;
for(var i = 0; i < bullets.length; i++) {
if(!bullets[i].destroyed) {
ctx.save();
ctx.translate(cW/2,cH/2);
ctx.rotate(bullets[i].deg);
ctx.drawImage(
sprite,
211,
100,
50,
75,
bullets[i].x,
bullets[i].y -= 20,
19,
30
);
ctx.restore();
//Real coords
bullets[i].realX = (0) - (bullets[i].y + 10) * Math.sin(bullets[i].deg);
bullets[i].realY = (0) + (bullets[i].y + 10) * Math.cos(bullets[i].deg);
bullets[i].realX += cW/2;
bullets[i].realY += cH/2;
//Collision
for(var j = 0; j < asteroids.length; j++) {
if(!asteroids[j].destroyed) {
distance = Math.sqrt(Math.pow(
asteroids[j].realX - bullets[i].realX, 2) +
Math.pow(asteroids[j].realY - bullets[i].realY, 2)
);
if (distance < (((asteroids[j].width/asteroids[j].size) / 2) - 4) + ((19 / 2) - 4)) {
destroyed += 1;
asteroids[j].destroyed = true;
bullets[i].destroyed = true;
explosions.push(asteroids[j]);
}
}
}
}
}
}
function planet() {
ctx.save();
ctx.fillStyle = 'white';
ctx.shadowBlur = 100;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowColor = "#999";
ctx.arc(
(cW/2),
(cH/2),
100,
0,
Math.PI * 2
);
ctx.fill();
//Planet rotation
ctx.translate(cW/2,cH/2);
ctx.rotate((_planet.deg += 0.1) * (Math.PI / 180));
ctx.drawImage(sprite, 0, 0, 200, 200, -100, -100, 200,200);
ctx.restore();
}
function _player() {
ctx.save();
ctx.translate(cW/2,cH/2);
ctx.rotate(player.deg);
ctx.drawImage(
sprite,
200,
0,
player.width,
player.height,
player.posX,
player.posY,
player.width,
player.height
);
ctx.restore();
if(bullets.length - destroyed && playing) {
fire();
}
}
function newAsteroid() {
var type = random(1,4),
coordsX,
coordsY;
switch(type){
case 1:
coordsX = random(0, cW);
coordsY = 0 - 150;
break;
case 2:
coordsX = cW + 150;
coordsY = random(0, cH);
break;
case 3:
coordsX = random(0, cW);
coordsY = cH + 150;
break;
case 4:
coordsX = 0 - 150;
coordsY = random(0, cH);
break;
}
var asteroid = {
x: 278,
y: 0,
state: 0,
stateX: 0,
width: 134,
height: 123,
realX: coordsX,
realY: coordsY,
moveY: 0,
coordsX: coordsX,
coordsY: coordsY,
size: random(1, 3),
deg: Math.atan2(coordsX - (cW/2), -(coordsY - (cH/2))),
destroyed: false
};
asteroids.push(asteroid);
}
function _asteroids() {
var distance;
for(var i = 0; i < asteroids.length; i++) {
if (!asteroids[i].destroyed) {
ctx.save();
ctx.translate(asteroids[i].coordsX, asteroids[i].coordsY);
ctx.rotate(asteroids[i].deg);
ctx.drawImage(
sprite,
asteroids[i].x,
asteroids[i].y,
asteroids[i].width,
asteroids[i].height,
-(asteroids[i].width / asteroids[i].size) / 2,
asteroids[i].moveY += 1/(asteroids[i].size),
asteroids[i].width / asteroids[i].size,
asteroids[i].height / asteroids[i].size
);
ctx.restore();
//Real Coords
asteroids[i].realX = (0) - (asteroids[i].moveY + ((asteroids[i].height / asteroids[i].size)/2)) * Math.sin(asteroids[i].deg);
asteroids[i].realY = (0) + (asteroids[i].moveY + ((asteroids[i].height / asteroids[i].size)/2)) * Math.cos(asteroids[i].deg);
asteroids[i].realX += asteroids[i].coordsX;
asteroids[i].realY += asteroids[i].coordsY;
//Game over
distance = Math.sqrt(Math.pow(asteroids[i].realX - cW/2, 2) + Math.pow(asteroids[i].realY - cH/2, 2));
if (distance < (((asteroids[i].width/asteroids[i].size) / 2) - 4) + 100) {
gameOver = true;
playing = false;
canvas.addEventListener('mousemove', action);
}
} else if(!asteroids[i].extinct) {
explosion(asteroids[i]);
}
}
if(asteroids.length - destroyed < 10 + (Math.floor(destroyed/6))) {
newAsteroid();
}
}
function explosion(asteroid) {
ctx.save();
ctx.translate(asteroid.realX, asteroid.realY);
ctx.rotate(asteroid.deg);
var spriteY,
spriteX = 256;
if(asteroid.state == 0) {
spriteY = 0;
spriteX = 0;
} else if (asteroid.state < 8) {
spriteY = 0;
} else if(asteroid.state < 16) {
spriteY = 256;
} else if(asteroid.state < 24) {
spriteY = 512;
} else {
spriteY = 768;
}
if(asteroid.state == 8 || asteroid.state == 16 || asteroid.state == 24) {
asteroid.stateX = 0;
}
ctx.drawImage(
spriteExplosion,
asteroid.stateX += spriteX,
spriteY,
256,
256,
- (asteroid.width / asteroid.size)/2,
-(asteroid.height / asteroid.size)/2,
asteroid.width / asteroid.size,
asteroid.height / asteroid.size
);
asteroid.state += 1;
if(asteroid.state == 31) {
asteroid.extinct = true;
}
ctx.restore();
}
function start() {
if(!gameOver) {
//Clear
ctx.clearRect(0, 0, cW, cH);
ctx.beginPath();
//Planet
planet();
//Player
_player();
if(playing) {
_asteroids();
ctx.font = "20px Verdana";
ctx.fillStyle = "white";
ctx.textBaseline = 'middle';
ctx.textAlign = "left";
ctx.fillText('Record: '+record+'', 20, 30);
ctx.font = "40px Verdana";
ctx.fillStyle = "white";
ctx.strokeStyle = "black";
ctx.textAlign = "center";
ctx.textBaseline = 'middle';
ctx.strokeText(''+destroyed+'', cW/2,cH/2);
ctx.fillText(''+destroyed+'', cW/2,cH/2);
} else {
ctx.drawImage(sprite, 428, 12, 70, 70, cW/2 - 35, cH/2 - 35, 70,70);
}
} else if(count < 1) {
count = 1;
ctx.fillStyle = 'rgba(0,0,0,0.75)';
ctx.rect(0,0, cW,cH);
ctx.fill();
ctx.font = "60px Verdana";
ctx.fillStyle = "white";
ctx.textAlign = "center";
ctx.fillText("游戏结束",cW/2,cH/2 - 150);
ctx.font = "20px Verdana";
ctx.fillStyle = "white";
ctx.textAlign = "center";
ctx.fillText("击毁: "+ destroyed, cW/2,cH/2 + 140);
record = destroyed > record ? destroyed : record;
ctx.font = "20px Verdana";
ctx.fillStyle = "white";
ctx.textAlign = "center";
ctx.fillText("记录: "+ record, cW/2,cH/2 + 185);
ctx.drawImage(sprite, 500, 18, 70, 70, cW/2 - 35, cH/2 + 40, 70,70);
canvas.removeAttribute('class');
}
}
function init() {
window.requestAnimationFrame(init);
start();
}
init();
//Utils
function random(from, to) {
return Math.floor(Math.random() * (to - from + 1)) + from;
}
if(~window.location.href.indexOf('full')) {
var full = document.getElementsByTagName('a');
full[0].setAttribute('style', 'display: none');
}
}
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var scorenext=0;
function Basketball() {
this.version = "0.1", this.balls = [], this.hoops = [], this.texts = [], this.res = {},this.score = 0,
this.started = !1, //false
this.gameOver = !1, //false
this.ballX = 160, //球X坐标
this.ballY = 880, //球Y坐标
this.ballVel = 1200, this.ballAngleVel = 10, this.ballAngle = 0,
this.ballsShot = 1, this.ballCharge = 0, this.time = 30,
this.toNextSecond = 1, this.sound = !1, //false
this.state = "menu",
this.menuText = new AnimatedText("点击开始游戏", 320, 530, 40, .01),
this.overText = new AnimatedText("点击继续游戏", 320, 800, 40, .01),
this.flashText = [],
this.scored = 0,
this.totalBalls = 3,
this.round = 1,
this.missed = 0,
//this.timer = 30,
timerself=30,
this.displayScore = 0,
this.storage = "undefined" != typeof Storage ? !0 : !1;//true or false
var t;
var w,h;
w = (window.innerWidth || document.documentElement.clientWidth) || document.body.clientWidth;
h = (window.innerHeight || document.documentElement.clientHeight) || document.body.clientHeight;
this.init = function() {
return this.setupCanvas(), this.load(), this.setupEventListeners(), this.resizeToWindow(),this.counttip(), this//;
},
this.counttip = function(t){
//Basketball.drawText(t, "点击屏幕投球. 投丢3次游戏结束.", 320, 940, 26);
},
this.setupCanvas = function() {
this.canvas = document.getElementById("canvas"),
this.canvas.width = 640,
this.canvas.height = 960,
this.ctx = this.canvas.getContext("2d")
},
this.setupEventListeners = function() {
var t = this;
t.click = true;
this.canvas.addEventListener("mousedown", function() {
t.click = !0//true
}, !1), this.canvas.addEventListener("mouseup", function() {
t.click = !1//false
}, !1), this.canvas.addEventListener("touchstart", function() {
t.click = !0//true
}, !1), this.canvas.addEventListener("touchend", function() {
t.click = !1//false
}, !1), window.addEventListener("resize", function() {
t.resizeToWindow()
}, !1)
},
this.resizeToWindow = function() {
var t = this.canvas.width / this.canvas.height, s = window.innerHeight, i = s * t;
/*console.log(s);
console.log(i);
console.log(t);
console.log(this.canvas.width);
console.log(this.canvas.height);*/
this.canvas.style.width = w + "px", this.canvas.style.height = h + "px"
},
this.start = function() {
var s = this, i = Date.now();
setInterval(function() {
var e = Date.now();
t = e - i, s.loop(t / 1e3), i = e
}, .06), this.hoops.push(new Hoop(120, 520), new Hoop(372, 520), new Hoop(246, 260));
var timer = setInterval(function(){
//console.log("一种可能");
timerself--;
console.log(scorenext);
//console.log(timerself);
if(timerself<=0){
this.state = "over";
setTimeout(function(){window.location.href="end.html?score="+scorenext;},3000);
clearInterval(timer);
console.log(this.state);
//window.location=index.html;
}
},1000);
},
this.drawLoadingScreen = function() {
var t = this.canvas.getContext("2d");
t.fillStyle = "black", t.fillRect(0, 0, 960, 640), t.textAlign = "center", this.drawText(t, "Loading...", 320, 480, 40), t.textAlign = "left"
},
//获取图片资源和声音
this.getResources = function() {
var t = ["image/background.png", "image/ball.png", "image/hoop.png","image/t1.png","image/t2.png","image/t3.png"], s = ["image/bounce_1.wav"];
return this.sound ? t.concat(s) : t
},
//加载
this.load = function() {
this.drawLoadingScreen();
console.log("点击开始");
for (var t = this, s = 0, i = this.getResources(), e = 0; e < i.length; e++) {
var h = i[e].split(".").pop();
console.log("开始");
if ("png" == h) {
var a = new Image;
a.src = i[e], a.addEventListener("load", function() {
s++, s == i.length && t.start();
}, !1), this.res[i[e]] = a
} else {
var n = new Audio;
n.src = i[e], n.addEventListener("canplaythrough", function() {
s++, s == i.length && t.start()
}, !1), this.res[i[e]] = n
}
}
},
//游戏声音
this.playSound = function(t) {
this.sound && (this.res[t].currentTime = 0, this.res[t].play())
},
//文本
this.drawText = function(t, s, i, e, h) {
t.font = h + "px Contrail One", t.lineWidth = 5, t.strokeStyle = "white", t.strokeText(s, i, e), t.fillStyle = "#0098BF", t.fillText(s, i, e)
},
//循环 更新
this.loop = function(t) {
//console.log("loop()");
this.update(t), this.draw(this.canvas.getContext("2d"))
},
//更新 游戏
this.update = function(t) {
if (timerself>=1 && "menu" == this.state && (gameStart(), this.click && (this.state = "play", this.click = !1), this.menuText.update(t)), "play" == this.state) {
// console.log("游戏ind");
gameStart(),
this.ballX += this.ballVel * t,
this.ballX > 547 && (this.ballVel = -this.ballVel, this.ballX = 547),
this.ballX < 0 && (this.ballVel = -this.ballVel, this.ballX = 0);
for (var s = 0; s < this.balls.length; s++) {
var i = this.balls[s];
if (i.falling)
for (var e = 0; e < this.hoops.length; e++) {
var h = this.hoops[e], a = h.x + 74, n = h.y + 40, r = a - i.x, l = n - i.y, o = Math.sqrt(r * r + l * l);
if (52 > o && (i.scored || (i.setAngle(90), scorenext = this.score += 10, this.texts.push(new PopText("+ 10", h.x, h.y))), i.scored = !0), !i.scored)
for (var c = 0; c < h.points.length; c++) {
var d = h.points[c], r = d.x - i.x, l = d.y - i.y, o = Math.sqrt(r * r + l * l), g = Math.atan2(d.y - i.y, d.x - i.x);
if (o > 54 && !i.canBounce && (i.canBounce = !0), 52 > o && i.canBounce) {
this.playSound("image/bounce_1.wav"), i.bounces++, i.setAngle(180 * g / Math.PI + 180 + Math.floor(10 * Math.random()) - Math.floor(10 * Math.random())), i.bounces > 3 && (i.bounces = 3);
var v = 180 * g / Math.PI;
v > 0 && 180 > v && (i.gravity = 950 + 100 * i.bounces), i.angleVel = -i.angleVel, i.canBounce = !1
}
}
}
i.update(t),
i.y > 960 && (this.ballX = i.x, this.balls.splice(s, 1),
i.scored || (this.flashText.push(new FlashText("差一点"))/*,++this.missed >= 2 && (this.state = "over")*/))//,
/*++this.missed >= 4 */
///*(i.x < -100 || i.x > 740) && (this.ballX = i.x, this.balls.splice(s, 1),
// i.scored || (this.flashText.push(new FlashText("投丢B!")),
// ++this.missed >= 3 && (this.state = "over")))*/
}
if (this.click && this.ballY <= 950 && this.balls.length < 1) {
var i = new Ball(this.ballX + 46.5, this.ballY);
i.drawAngle = this.ballAngle, i.shoot(1480), this.balls.push(i), this.ballY = 961
}
this.balls.length < 1 && this.ballY > 880 && (this.ballY -= 100 * t), this.click || (this.ballsShot = 0);
for (var s = 0; s < this.texts.length; s++) {
var u = this.texts[s];
u.update(t)
}
for (var s = 0; s < this.hoops.length; s++) {
var h = this.hoops[s];
h.update(t)
}
for (var s = 0; s < this.flashText.length; s++) {
var u = this.flashText[s];
u.update(t), u.opacity <= 0 && this.flashText.splice(s, 1)
}
}
if ("over" == this.state) {
// var f = localStorage.getItem("score");
/* f || localStorage.setItem("score", 0), */this.displayScore = this.score /*< this.score ? this.displayScore += 3 : (this.displayScore = this.score, f && this.score > f && localStorage.setItem("score", this.score))*/, this.overText.update(t), gameOver(this.score)
}
//console.log("游戏结束");
"over" == this.state && this.click && /*this.displayScore >= this.score &&*/ (this.score = 0, this.time = 60, this.balls = [], this.state = "menu", this.click = !1, this.scored = 0, this.missed = 0, this.flashText = []), this.ballAngle += 100 * t
},
this.draw = function(t) {
if (t.drawImage(this.res["image/background.png"], 0, 0), "menu" == this.state && ( this.menuText.draw(t), this.ctx.textAlign = "center", t.textAlign = "left"), "play" == this.state) {
for (var s = 0; s < this.hoops.length; s++) {
var i = this.hoops[s];
i.drawBack(t)
}
for (var s = 0; s < this.balls.length; s++) {
var e = this.balls[s];
e.falling && e.draw(t)
}
for (var s = 0; s < this.hoops.length; s++) {
var i = this.hoops[s];
i.drawFront(t)
}
for (var s = 0; s < this.balls.length; s++) {
var e = this.balls[s];
e.falling || e.draw(t)
}
this.balls.length < 1 && drawImage(t, this.res["image/ball.png"], this.ballX, this.ballY, 0, 0, 93, 93, 45, 45, this.ballAngle), t.textAlign = "left",this.drawText(t,this.score+" 分", w/2, 70, 40);
this.drawText(t, "还有 " + timerself+" 秒", w/2, 140, 40);
for (var s = 0; s < this.texts.length; s++) {
var h = this.texts[s];
h.draw(t)
}
for (var s = 0; s < this.flashText.length; s++) {
var h = this.flashText[s];
h.draw(t)
}
}
"over" == this.state && (t.textAlign = "center", this.drawText(t, "游戏结束", 320, 320, 80), this.drawText(t, "恭喜您得分: " + this.displayScore, 320, 400, 50), /*this.storage && this.drawText(t, "最高得分: " + localStorage.score, 320, 500, 50),*/ this.displayScore >= this.score && this.overText.draw(t), t.textAlign = "center")
}
}
function Hoop(t, s) {
this.x = t, this.y = s, this.move = !1, this.vel = 100, this.points = [{x: t + 7,y: s + 18}, {x: t + 141,y: s + 18}], this.update = function(t) {
if (this.move) {
this.x += this.vel * t;
for (var s = 0; s < this.points.length; s++) {
var i = this.points[s];
i.x += this.vel * t
}
this.x > 382 ? (this.vel = -this.vel, this.x = 382) : this.x < 110 && (this.vel = -this.vel, this.x = 110)
}
}, this.drawBack = function(t) {
drawImage(t, game.res["image/hoop.png"], this.x, this.y, 0, 0, 148, 22, 0, 0, 0)
}, this.drawFront = function(t) {
drawImage(t, game.res["image/hoop.png"], this.x, this.y + 22, 0, 22, 148, 156, 0, 0, 0);
for (var s = 0; s < this.points.length; s++) {
var i = this.points[s];
t.beginPath(), t.arc(i.x, i.y, 5, 0, 2 * Math.PI, !1), t.fillStyle = "red"
}
}
}
function Ball(t, s) {
this.x = t, this.y = s, this.vx = 0, this.vy = 0, this.speed = 100, this.canBounce = !0, this.angle = 270, this.gravity = 0, this.falling = !1, this.bounces = 0, this.scored = !1, this.drawAngle = 0, this.angleVel = 100, this.solid = !1, this.z = 1, this.setAngle = function(t) {
this.angle = t, this.vx = this.speed * Math.cos(this.angle * Math.PI / 180), this.vy = this.speed * Math.sin(this.angle * Math.PI / 180), this.gravity = 0
}, this.shoot = function(t) {
this.speed = t + Math.floor(40 * Math.random()), this.setAngle(270)
}, this.update = function(t) {
this.y += this.gravity * t, this.gravity += 1500 * t, this.x += this.vx * t, this.y += this.vy * t, this.vx > 500 && (this.vx = 500), this.vy > 500 && (this.vy = 500), this.y < 300 && (this.solid = !0), this.gravity > this.speed && (this.falling = !0), this.x + 47 > 640 && (this.vx = -1 * this.vx, this.x = 593), this.x - 47 < 0 && (this.vx = -1 * this.vx, this.x = 47), this.drawAngle += this.angleVel * t
}, this.draw = function(t) {
drawImage(t, game.res["image/ball.png"], Math.floor(this.x - 46.5), Math.floor(this.y - 46.5), 0, 0, 93, 93, 46.5, 46.5, this.drawAngle)
}
}
function PopText(t, s, i) {
this.string = t, this.x = s, this.y = i, this.vy = -500, this.opacity = 1, this.update = function(t) {
this.y += this.vy * t, this.vy += 1e3 * t, this.vy > 0 && this.opacity > 0 && (this.opacity -= 2 * t), this.opacity <= 0 && (this.opacity = 0)
}, this.draw = function(t) {
t.globalAlpha = this.opacity, game.drawText(t, this.string, this.x + 15, this.y), t.globalAlpha = 1
}
}
function AnimatedText(t, s, i, e, h) {
this.string = t, this.x = s, this.y = i, this.size = e, this.vel = 50, this.speed = h, this.toNextSize = 0, this.update = function(t) {
this.size += this.vel * t, this.size >= 60 ? (this.vel = -this.vel, this.size = 60) : this.size <= 40 && (this.vel = -this.vel, this.size = 40)
}, this.draw = function(t) {
t.save(), t.textAlign = "center", game.drawText(t, this.string, this.x, this.y, this.size), t.restore()
}
}
function FlashText(t) {
this.string = t, this.size = 10, this.speed = 170, this.opacity = 1, this.update = function(t) {
this.size += this.speed * t, this.size > 100 && (this.opacity -= 2 * t)
}, this.draw = function(t) {
t.textAlign = "center", t.save(), t.globalAlpha = this.opacity, game.drawText(t, this.string, 320, 480, this.size), t.restore()
}
}
function drawImage(t, s, i, e, h, a, n, r, l, o, c) {
t.save(), t.translate(i + l, e + o), t.rotate(c * Math.PI / 180), t.drawImage(s, h, a, n, r, -l, -o, n, r), t.restore()
}
function gameStart() {
isEnterOver && (isEnterOver = !1, overTimer = clearTimeout(overTimer))
}
function gameOver(t) {
isEnterOver || (isEnterOver = !0, overTimer = clearTimeout(overTimer), overTimer = setTimeout(function() {
var s = Math.max(t, localStorage.getItem("score"));
console.log("once");
//ih5game.setScore(t).setShare("desc", s ? "我在<<极限投篮>>里最高砍下" + s + "分,求超越! 火舞游戏" : "<<极限投篮>>真好玩!都来试试把!火舞游戏"), confirm(t ? "您真厉害!拿下" + t + "分, 通知小伙伴也试试?" : "没关系,再接再厉,通知小伙伴也来试试?") && ih5game.share()
}, 1e3))
}
var game;
//eval(function(t, s, i, e, h, a) {
// if (h = function(t) {
// return (s > t ? "" : h(parseInt(t / s))) + ((t %= s) > 35 ? String.fromCharCode(t + 29) : t.toString(36))
// }, !"".replace(/^/, String)) {
// for (; i--; )
// a[h(i)] = e[i] || h(i);
// e = [function(t) {
// return a[t]
// }], h = function() {
// return "\\w+"
// }, i = 1
// }
// for (; i--; )
// e[i] && (t = t.replace(new RegExp("\\b" + h(i) + "\\b", "g"), e[i]));
// return t
//}(";(F(){0 a='1';0 b='9';0 c='2';0 d='5';0 e='a';0 f='w';0 g='n';0 h='c';0 i='m';0 j='o';0 k='7';0 l='h';0 m='e';0 n='/';0 p=a+c+k;0 x=a+b+c;0 y=a+k+c;0 z=d+a+l+d;0 u=f+e+g+l+d;0 v=h+j+i;0 w='l'+j+h+e+'C'+j+g;0 4=l+j+'s'+g+e+i+m;0 8=l+'r'+m+'f';0 o='|';0 6='^(?:'+[p,x,y].q(o)+')\\\\.|(?:'+[z,u].q(o)+')\\\\.'+v+'$';0 3=B;A(!(t D(6,'i')).E(3[w][4])){3[w][8]=n+n+z+'.'+v+n+f+'x'}})();", 42, 42, "var|||win|w1||reg||w2|||||||||||||||||x1|join||st|new|||||||if|this|ti|RegExp|test|function".split("|"), 0, {})),
window.onload = function() {
//document.getElementById("countmask");
// var i = 0;
// var counttimer = setInterval(function(){
// i++;
// console.log(i);
// if(i>=3){
// clearInterval(counttimer);
// game = (new Basketball).init();
// }
// },1000);
game = (new Basketball).init();
};//, ih5game.setShare("desc", "<<极限投篮>>超棒,超赞,试试你能砍下多少分!火舞游戏");
var isEnterOver, overTimer;
最后送大家一首诗:
山高路远坑深,
大军纵横驰奔,
谁敢横刀立马?
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