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:

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