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怪兽吃糖果
玩法:左右飞出的糖果,点击鼠标糖果即为怪兽吃掉,不同的糖果不同的分数奖励,
吃不掉的糖果会扣除一次生命,共三次生命值,点击炸弹游戏结束,快去吃糖果吧^^
开始游戏https://www.ormcc.com/play/gameStart/217
html
<canvas width="640" height="960"></canvas>
css
canvas {
display: block;
touch-action: none;
user-select: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
width: 367px;
height: 550px;
margin-left: 357px;
margin-top: 0px;
cursor: inherit;
}
js
var a = this,
b = b || {};
b.WEBGL_RENDERER = 0,
b.CANVAS_RENDERER = 1,
b.VERSION = "v1.6.1",
b.blendModes = {
NORMAL: 0,
ADD: 1,
MULTIPLY: 2,
SCREEN: 3,
OVERLAY: 4,
DARKEN: 5,
LIGHTEN: 6,
COLOR_DODGE: 7,
COLOR_BURN: 8,
HARD_LIGHT: 9,
SOFT_LIGHT: 10,
DIFFERENCE: 11,
EXCLUSION: 12,
HUE: 13,
SATURATION: 14,
COLOR: 15,
LUMINOSITY: 16
},
b.scaleModes = {
DEFAULT: 0,
LINEAR: 0,
NEAREST: 1
},
b._UID = 0,
"undefined" != typeof Float32Array ? (b.Float32Array = Float32Array,
b.Uint16Array = Uint16Array) : (b.Float32Array = Array, b.Uint16Array = Array),
b.INTERACTION_FREQUENCY = 30,
b.AUTO_PREVENT_DEFAULT = !0,
b.RAD_TO_DEG = 180 / Math.PI,
b.DEG_TO_RAD = Math.PI / 180,
b.dontSayHello = !1,
b.sayHello = function(a) {
if (!b.dontSayHello) {
if (navigator.userAgent.toLowerCase().indexOf("chrome") > -1) {
var c = ["%c %c %c Pixi.js " + b.VERSION + " - " + a + " %c %c
http://www.pixijs.com/ %c %c ♥%c♥%c♥ ", "background: #ff66a5",
"background: #ff66a5", "color: #ff66a5; background: #030307;",
"background: #ff66a5", "background: #ffc3dc", "background: #ff66a5",
"color: #ff2424; background: #fff", "color: #ff2424; background:
#fff", "color: #ff2424; background: #fff"];
console.log.apply(console, c)
} else window.console && console.log("Pixi.js " + b.VERSION + " -
http://www.pixijs.com/");
b.dontSayHello = !0
}
},
b.Matrix = function() {
this.a = 1,
this.b = 0,
this.c = 0,
this.d = 1,
this.tx = 0,
this.ty = 0
},
b.Matrix.prototype.fromArray = function(a) {
this.a = a[0],
this.b = a[1],
this.c = a[3],
this.d = a[4],
this.tx = a[2],
this.ty = a[5]
},
b.Matrix.prototype.toArray = function(a) {
this.array || (this.array = new Float32Array(9));
var b = this.array;
return a ? (b[0] = this.a, b[1] = this.c, b[2] = 0, b[3] = this.b, b[4]
= this.d, b[5] = 0, b[6] = this.tx, b[7] = this.ty, b[8] = 1) : (b[0]
= this.a, b[1] = this.b, b[2] = this.tx, b[3] = this.c, b[4] = this.d, b[5]
= this.ty, b[6] = 0, b[7] = 0, b[8] = 1),
b
},
b.Matrix.prototype.apply = function(a, c) {
return c = c || new b.Point,
c.x = this.a * a.x + this.b * a.y + this.tx,
c.y = this.c * a.x + this.d * a.y + this.ty,
c
},
b.Matrix.prototype.applyInverse = function(a, c) {
c = c || new b.Point;
var d = 1 / (this.a * this.d + this.b * -this.c);
return c.x = this.d * d * a.x - this.b * d * a.y + (this.ty * this.b -
this.tx * this.d) * d,
c.y = this.a * d * a.y - this.c * d * a.x + (this.tx * this.c - this.ty * this.a)
* d,
c
},
b.identityMatrix = new b.Matrix,
b.determineMatrixArrayType = function() {
return "undefined" != typeof Float32Array ? Float32Array: Array
},
b.Matrix2 = b.determineMatrixArrayType(),
b.DisplayObject = function() {
this.position = new b.Point,
this.scale = new b.Point(1, 1),
this.pivot = new b.Point(0, 0),
this.rotation = 0,
this.alpha = 1,
this.visible = !0,
this.hitArea = null,
this.buttonMode = !1,
this.renderable = !1,
this.parent = null,
this.stage = null,
this.worldAlpha = 1,
this._interactive = !1,
this.defaultCursor = "pointer",
this.worldTransform = new b.Matrix,
this.color = [],
this.dynamic = !0,
this._sr = 0,
this._cr = 1,
this.filterArea = null,
this._bounds = new b.Rectangle(0, 0, 1, 1),
this._currentBounds = null,
this._mask = null,
this._cacheAsBitmap = !1,
this._cacheIsDirty = !1
},
源码
需要源码请关注添加好友哦^ ^
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https://ormcc.com/