跳跳狗小游戏

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跳跳狗

玩法:一直弹跳的狗狗,鼠标点击屏幕左右方向键进行弹跳,弹到不同物品会有不同的分数减扣,规定的时间3分钟内完成狗狗弹跳,快去跳跳狗吧^^。

开始游戏https://www.ormcc.com/play/gameStart/198

html

<canvas id="ef" width="100%" height="100%" 
        style="position:absolute;left:0;top:180px;z-index:19;display:none;"></canvas>
<canvas id="game" width="100%" height="100%" 
        style="position:absolute;left:0;top:180px;z-index:18;"></canvas>
<canvas id="bg" width="100%" height="100%" 
        style="position:absolute;left:0;top:180px;z-index:17;"></canvas>

css

h2.title{
    display: block;
    margin: 50px auto;
    text-align: center;
}

js

function dot_TalkBubble() {
 this.reset = function(a, b, c, d, e, f, g, h, k) {
  this.image = a;
  this.text = "";
  this.x = f;
  this.y = g;
  this.offsetX = b;
  this.offsetY = c;
  this.w = h;
  this.font = k;
  a = d.split(" ");
  for (d = c = b = 0; d < a.length; d++) c = k.getTextSize(a[d])
   .w, b + c > this.w ? (this.text += "\n" + a[d] + " ", 
      b = c + k.charWidths[" "]) : (this.text += a[d] + " ", b += c + k.charWidths[" "]);
  this.timer = this.currentIndex = 0;
  this.maxTimer = 1 / e;
  this.justFinished = this.finished = !1
 };
 this.update = function(a) {
  this.justFinished = !1;
  this.finished || (this.timer += a, this.timer >
   this.maxTimer && (this.timer = 0, this.currentIndex++, 
      this.currentIndex == this.text.length && (this.justFinished = this.finished = !0)))
 };
 this.render = function(a, b, c, d) {
  a.drawImage(this.image, Math.floor(this.x + b - this.offsetX), 
    Math.floor(this.y + c - this.offsetY));
  this.font.write(a, Math.floor(this.x + b), Math.floor(this.y + c), 
    this.text, d, 0, this.currentIndex)
 }
}

function dot_Math() {
 this.load = function() {
  this.m_sin = Array(1440);
  this.m_cos = Array(1440);
  for (var a = 0, b = 0; 1440 > b; b++) this.m_sin[b] = Math.sin(a * PI / 180), 
    this.m_cos[b] = Math.cos(a * PI / 180), a += 0.25;
  this.msquare = Array(600);
  for (b = 0; b < this.msquare.length; b++) this.msquare[b] = b * b
 };
 this.sqrt = function(a) {
  a = Math.floor(a);
  a = 0 < a ? a : -a;
  for (var b = 0, c = this.msquare.length - 1, d = b + c >> 1; b < c - 1;) {
   if (this.msquare[d] > a) c = d;
   else if (this.msquare[d] < a) b = d;
   else break;
   d = b + c >> 1
  }
  return d
 };
 this.sin = function(a) {
  0 > a ? a += 360 : 360 <= a && (a -= 360);
  return this.m_sin[Math.floor(4 * a)]
 };
 this.cos = function(a) {
  0 > a ? a += 360 : 360 <= a && (a -= 360);
  return this.m_cos[Math.floor(4 * a)]
 };
 this.seed_w = 1234;
 this.seed_z = 5678;
 this.randomize = function() {
  var a = (new Date)
   .getTime();
  this.seed_w = a % 32E3;
  this.seed_z = a % 65535
 };
 this.rand = function() {
  this.seed_z = 36969 * (this.seed_z & 65535) + (this.seed_z >> 16);
  this.seed_w = 18E3 * (this.seed_w & 65535) + (this.seed_w >> 16);
  return Math.abs((this.seed_z << 16) + this.seed_w)
 };
 this.random = function() {
  return 1 / (this.rand() % 10)
 };
 this.randomIn = function(a,
  b) {
  return 1 < b ? a + this.rand() % b : a + this.random() * b
 }
}
var EASE_NONE = 0,
 EASE_QUAD_IN = 1,
 EASE_QUAD_OUT = 2,
 EASE_QUAD_INOUT = 3,
 EASE_CUBE_IN = 4,
 EASE_CUBE_OUT = 5,
 EASE_CUBE_INOUT = 6,
 EASE_QUART_IN = 7,
 EASE_QUART_OUT = 8,
 EASE_QUART_INOUT = 9,
 EASE_QUINT_IN = 10,
 EASE_QUINT_OUT = 11,
 EASE_QUINT_INOUT = 12,
 EASE_SIN_IN = 13,
 EASE_SIN_OUT = 14,
 EASE_SIN_INOUT = 15,
 EASE_BOUNCE_IN = 16,
 EASE_BOUNCE_OUT = 17,
 EASE_BOUNCE_INOUT = 18,
 EASE_CIRC_IN = 19,
 EASE_CIRC_OUT = 20,
 EASE_CIRC_INOUT = 21,
 EASE_EXPO_IN = 22,
 EASE_EXPO_OUT = 23,
 EASE_EXPO_INOUT = 24,
 EASE_BACK_IN = 25,
 EASE_BACK_OUT = 26,
 EASE_BACK_INOUT = 27,
 PI = 3.1415926,
 PI2 =
 1.5707963,
 B1 = 0.363636363636364,
 B2 = 0.727272727272727,
 B3 = 0.545454545454545,
 B4 = 0.909090909090909,
 B5 = 0.818181818181818,
 B6 = 0.954545;

function dot_Tween() {
 this.duration = this.duration_inverse = this.t = 0;
 this.functionId = EASE_NONE;
 this.targetRangeNumber = this.targetLowest = this.timer = 0;
 this.finished = !0;
 this.delta = 0;
 this.reset = function(a, b, c, d) {
  this.duration_inverse = 1 / d;
  this.functionId = c;
  this.timer = 0;
  this.targetLowest = a;
  this.targetRangeNumber = b - a;
  this.duration = d;
  this.finished = !1;
  this.t = 0;
  this.delta = this.targetLowest;
  this.update(0)
 };
 this.replay = function() {
  this.finished = !1;
  this.t = this.timer = 0;
  this.delta = this.targetLowest;
  this.update(0)
 };
 this.update = function(a) {
  if (!this.finished)
   if (this.timer += a, this.timer > this.duration) this.finished = !0, 
      this.t = 1, this.delta = this.targetLowest + this.targetRangeNumber;
   else {
    a = this.t = this.timer * this.duration_inverse;
    switch (this.functionId) {
     case EASE_QUAD_IN:
      a *= a;
      break;
     case EASE_QUAD_OUT:
      a = -a * (a - 2);
      break;
     case EASE_QUAD_INOUT:
      a = 0.5 >= a ? 2 * a * a : 1 - 2 * --a * a;
      break;
     case EASE_CUBE_IN:
      a *= a * a;
      break;
     case EASE_CUBE_OUT:
      a = 1 + --a * a * a;
      break;
     case EASE_CUBE_INOUT:
      a = 0.5 >= a ? 4 * a * a * a : 1 + 4 * --a * a * a;
      break;
     case EASE_QUART_IN:
      a *= a * a * a;
      break;
     case EASE_QUART_OUT:
      a = 1 - (a -= 1) * a * a * a;
      break;
     case EASE_QUART_INOUT:
      a = 0.5 >= a ? 8 * a * a * a * a : (1 - (a = 2 * a - 2) * a * a * a) / 2 + 0.5;
      break;
     case EASE_QUINT_IN:
      a *= a * a * a * a;
      break;
     case EASE_QUINT_OUT:
      a = (a -= 1) * a * a * a * a + 1;
      break;
     case EASE_QUINT_INOUT:
      a = 1 > (a *= 2) ? a * a * a * a * a / 2 : ((a -= 2) * a * a * a * a + 2) / 2;
      break;
     case EASE_SIN_IN:
      a = -Math.cos(PI2 * a) + 1;
      break;
     case EASE_SIN_OUT:
      a = Math.sin(PI2 * a);
      break;
     case EASE_SIN_INOUT:
      a = -Math.cos(PI * a) / 2 + 0.5;
      break;
     case EASE_BOUNCE_IN:
      a = 1 - a;
      if (a < B1) {
       a = 1 - 7.5625 * a * a;
       break
      }
      if (a < B2) {
       a = 1 - (7.5625 * (a - B3) * (a - B3) +
        0.75);
       break
      }
      if (a < B4) {
       a = 1 - (7.5625 * (a - B5) * (a - B5) + 0.9375);
       break
      }
      a = 1 - (7.5625 * (a - B6) * (a - B6) + 0.984375);
      break;
     case EASE_BOUNCE_OUT:
      if (a < B1) {
       a *= 7.5625 * a;
       break
      }
      if (a < B2) {
       a = 7.5625 * (a - B3) * (a - B3) + 0.75;
       break
      }
      if (a < B4) {
       a = 7.5625 * (a - B5) * (a - B5) + 0.9375;
       break
      }
      a = 7.5625 * (a - B6) * (a - B6) + 0.984375;
      break;
     case EASE_BOUNCE_INOUT:
      if (0.5 > a) {
       a = 1 - 2 * a;
       if (a < B1) {
        a = (1 - 7.5625 * a * a) / 2;
        break
       }
       if (a < B2) {
        a = (1 - (7.5625 * (a - B3) * (a - B3) + 0.75)) / 2;
        break
       }
       if (a < B4) {
        a = (1 - (7.5625 * (a - B5) * (a - B5) + 0.9375)) / 2;
        break
       }
       a = (1 - (7.5625 * (a - B6) * (a - B6) + 0.984375)) / 2;
       break
      }
      a =
       2 * a - 1;
      if (a < B1) {
       a = 7.5625 * a * a / 2 + 0.5;
       break
      }
      if (a < B2) {
       a = (7.5625 * (a - B3) * (a - B3) + 0.75) / 2 + 0.5;
       break
      }
      if (a < B4) {
       a = (7.5625 * (a - B5) * (a - B5) + 0.9375) / 2 + 0.5;
       break
      }
      a = (7.5625 * (a - B6) * (a - B6) + 0.984375) / 2 + 0.5;
      break;
     case EASE_CIRC_IN:
      a = -(Math.sqrt(1 - a * a) - 1);
      break;
     case EASE_CIRC_OUT:
      a = Math.sqrt(1 - (a - 1) * (a - 1));
      break;
     case EASE_CIRC_INOUT:
      a = 0.5 >= a ? (Math.sqrt(1 - 4 * a * a) - 1) / -2 : (Math.sqrt(1 - 
            (2 * a - 2) * (2 * a - 2)) + 1) / 2;
      break;
     case EASE_EXPO_IN:
      a = Math.pow(2, 10 * (a - 1));
      break;
     case EASE_EXPO_OUT:
      a = -Math.pow(2, -10 * a) + 1;
      break;
     case EASE_EXPO_INOUT:
      a =
       0.5 > a ? Math.pow(2, 10 * (2 * a - 1)) / 2 : (-Math.pow(2, -10 * 
              (2 * a - 1)) + 2) / 2;
      break;
     case EASE_BACK_IN:
      a = a * a * (2.70158 * a - 1.70158);
      break;
     case EASE_BACK_OUT:
      a = 1 - --a * a * (-2.70158 * a - 1.70158);
      break;
     case EASE_BACK_INOUT:
      a *= 2;
      if (1 > a) {
       a = a * a * (2.70158 * a - 1.70158) / 2;
       break
      }
      a--;
      a = (1 - --a * a * (-2.70158 * a - 1.70158)) / 2 + 0.5
    }
    this.t = a;
    this.delta = this.targetLowest + this.targetRangeNumber * this.t
   }
 }
}

源码https://www.ormcc.com/

需要源码请关注添加好友哦^ ^

转载:欢迎来到本站,转载请注明文章出处https://ormcc.com/

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