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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
}
}
}
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