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在线做爰视频网站,苏州做网站的专业公司有哪些,区块链 网站 怎么做,昆明手机网站开发欢迎来到程序小院 电锯切割狂 玩法#xff1a;把木块切成等分的碎片#xff0c;每关都会有切割次数#xff0c;木块数#xff0c;切割越均匀分数越搞#xff0c; 有简单、正常、困难、专家版#xff0c;快去解锁不同版本进行切割吧^^。开始游戏https://www.ormcc.com/pl… 欢迎来到程序小院 电锯切割狂 玩法把木块切成等分的碎片每关都会有切割次数木块数切割越均匀分数越搞 有简单、正常、困难、专家版快去解锁不同版本进行切割吧^^。开始游戏https://www.ormcc.com/play/gameStart/238 html canvas width420 height525/canvascss canvas{display: block; touch-action: none; user-select: none; -webkit-tap-highlight-color: rgba(0, 0, 0, 0); width: 440px; height: 550px; cursor: inherit; margin-left: 320px; margin-right: -320px; }js var LevelButton  function(t, e, s, a, i, h) {Phaser.Button.call(this, game, t, e, null, i, h), this.lvl_number  a, this.anchor.setTo(.5, .5), this.locked  !1, this.onInputDown.add(function() {game.add.tween(this.scale).to({x: 1.3,y: 1.3}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 0, 0, !0)}, this), this.miniature  new Phaser.Image(game, 0, 0, null), this.miniature.anchor.setTo(.5, .6), this.miniature.renderable  !1, this.addChild(this.miniature), this.stars  new Phaser.Image(game, 0, 8, null), this.stars.anchor.setTo(.5, 0), this.stars.renderable  !1, this.addChild(this.stars) }; LevelButton.prototype  Object.create(Phaser.Button.prototype),  LevelButton.prototype.goToLevel  function() {if (!this.locked) {game.current_lvl  this.lvl_number;var t  game.add.tween(game.state.getCurrentState().fade_gfx).to({alpha: 1}, 300, Phaser.Easing.Sinusoidal.InOut, !0);game.lastRoom  Category, t.onComplete.add(function() {game.state.start(Play)})} }, LevelButton.prototype.refresh  function() {SaveLoad.unlocked_levels[game.current_category]  this.lvl_number ? (this.loadTexture(ssheet, lvl_button_locked), this.stars.renderable  !1, this.miniature.renderable  !1, this.locked  !0) : (this.loadTexture(ssheet, lvl_highlight), this.miniature.loadTexture(lvlmini, game.current_category.toString()  _  this.lvl_number.toString()), this.miniature.renderable  !0, this.stars.renderable  !0, this.stars.loadTexture(ssheet, lvl_star_  SaveLoad.level[game.current_category][this.lvl_number].toString()), this.locked  !1) }, LevelButton.prototype.constructor  LevelButton, Preload  function() {},  Preload.prototype  {preload: function() {this.cm_logo  game.add.image(210, 150, circusmoth), this.cm_logo.anchor.setTo(.5, .5), this.preload_bg  game.add.image(57, 250, loading_bar_0), this.preload_bar  game.add.image(57, 250, loading_bar_1), this.loading  game.add.image(210, 330, loading), this.loading.anchor.setTo(.5, .5), game.add.tween(this.loading.scale).to({x: 1.2,y: 1.2}, 1e3, Phaser.Easing.Sinusoidal.InOut, !0, 0, -1, !0), this.load.setPreloadSprite(this.preload_bar), game.load.bitmapFont(font_label, assets/images/font_label.png, assets/images/font_label.fnt, null, 0), game.load.bitmapFont(font_digits, assets/images/font-digits.png, assets/images/font-digits.fnt, null, 4), game.load.atlasJSONHash(ssheet,assets/images/spritesheet.png, assets/images/spritesheet.json), game.load.atlasJSONHash(lvlmini, assets/images/lvlmini.png, assets/images/lvlmini.json), game.load.image(line_dbg, assets/images/line_dbg.png), game.load.audio(music_sfx, assets/sounds/music.mp3), game.load.audio(chainsaw_sfx, assets/sounds/chainsaw_1s.mp3), game.load.audio(chainsaw_alt_sfx, assets/sounds/chainsaw_1s_alt.mp3), game.load.audio(click_sfx, assets/sounds/click.mp3), game.load.audio(transition_sfx, assets/sounds/transition.mp3), game.load.audio(whoosh_sfx, assets/sounds/whoosh.mp3), game.load.audio(label_pop_sfx, assets/sounds/label_pop.mp3), game.load.audio(win_sfx, assets/sounds/win.mp3), game.load.audio(lose_sfx, assets/sounds/lose.mp3)},create: function() {this.game.stage.backgroundColor  #FFFFFF, game.sfx  {}, game.sfx.music  game.add.audio(music_sfx, 1, !0), game.sfx.click  game.add.audio(click_sfx), this.cm_logo.visible  !1, this.preload_bg.visible  !1, this.preload_bar.visible  !1, this.loading.visible  !1, game.sfx.chainsaw_index  0, game.sfx.chainsaw  game.add.audio(chainsaw_sfx), game.sfx.chainsaw_alt  game.add.audio(chainsaw_alt_sfx), game.sfx.transition  game.add.audio(transition_sfx), game.sfx.whoosh  game.add.audio(whoosh_sfx), game.sfx.label_pop  game.add.audio(label_pop_sfx), game.sfx.win  game.add.audio(win_sfx), game.sfx.lose  game.add.audio(lose_sfx), this.state.start(MainMenu)} }; var Slice  function(t, e) {this.point_0  t, this.point_1  e, this.f0t1  !1, this.f1t0  !1 }; Slice.prototype.checkLine  function(t) {return this.point_0.i  t ? (this.f0t1  !0, [this.point_0, this.point_1]) : this.point_1.i  t ? (this.f1t0  !0, [this.point_1, this.point_0]) : null }; var Shape  function(t) {Phaser.Polygon.call(this, t), this.to_kill  !1, this.dead  !1, this.slices  [], this.new_shapes  [], this.centroid  Phaser.Point.centroid(this.points) }; Shape.prototype  Object.create(Phaser.Polygon.prototype),  Shape.prototype.constructor  Shape, Shape.prototype.update  function() {},  Shape.prototype.prepareSlices  function(t) {for (var e  [], s  0; s  this.points.length; s) {var a, i  this.points[s];a  s  this.points.length - 1 ? this.points[0] : this.points[s  1];var h  Phaser.Line.intersectsPoints(t.start, t.end, i, a, !0);null ! h  (h.i  s, e.push(h))}e.sort(function(e, s) {var a  Phaser.Point.distance(t.start, e),i  Phaser.Point.distance(t.start, s);return a - i}), e.length  0  (this.contains(t.start.x, t.start.y)  e.splice(0, 1), this.contains(t.end.x, t.end.y)  e.splice(e.length - 1, 1));for (var o  [], s  0; s  e.length; s  2) o.push(new Slice(e[s], e[s  1]));this.slices  o }, Shape.prototype.makeNewPolygon  function(t, e) {for (var s  [t, e], a  t.i, i  e.i; i, i  this.points.length  (i  0), s.push(this.points[i]), i ! a;) {var h  this.checkSliceLine(i);null ! h  (i  h[1].i, s.push(h[0]), s.push(h[1]))}this.new_shapes.push(s) }, Shape.prototype.checkSliceLine  function(t) {for (var e  0; e  this.slices.length; e) {var s  this.slices[e].checkLine(t);if (null ! s) return s}return null }, Shape.prototype.slice  function(t) {if (this.prepareSlices(t), 0 ! this.slices.length) {this.to_kill  !0;for (var e  0; e  this.slices.length; e) {var s  this.slices[e];s.f0t1 || (this.makeNewPolygon(s.point_0, s.point_1), s.f0t1  !0), s.f1t0 || (s.f1t0  !0, this.makeNewPolygon(s.point_1, s.point_0))}Phaser.Point.centroid(this.points, this.centroid)} }; var Logo  function(t) {Phaser.Group.call(this, game, 0, 0), this.logo_0  game.add.image(60, t, ssheet, logo_0), this.logo_1  game.add.image(117, t  20, ssheet, logo_1), this.logo_2  game.add.image(172, t, ssheet, logo_2), this.logo_3  game.add.image(267, t  5, ssheet, logo_3), this.logo_4  game.add.image(325, t, ssheet, logo_4), this.logo_5  game.add.image(382, t, ssheet, logo_5), this.logo_0.anchor.setTo(.5, .5), this.logo_1.anchor.setTo(.5, .5), this.logo_2.anchor.setTo(.5, .5), this.logo_3.anchor.setTo(.5, .5), this.logo_4.anchor.setTo(.5, .5), this.logo_5.anchor.setTo(.5, .5), game.add.tween(this.logo_0).from({y: -100}, 1200, Phaser.Easing.Elastic.Out, !0, 1020), game.add.tween(this.logo_1).from({y: -100}, 1420, Phaser.Easing.Elastic.Out, !0, 1060), game.add.tween(this.logo_2).from({y: -100}, 1200, Phaser.Easing.Elastic.Out, !0, 1050), game.add.tween(this.logo_3).from({y: -100}, 1410, Phaser.Easing.Elastic.Out, !0, 1120), game.add.tween(this.logo_4).from({y: -100}, 1200, Phaser.Easing.Elastic.Out, !0, 1080), game.add.tween(this.logo_5).from({y: -100}, 1410, Phaser.Easing.Elastic.Out, !0, 1050), this.add(this.logo_0), this.add(this.logo_1), this.add(this.logo_2), this.add(this.logo_3), this.add(this.logo_4), this.add(this.logo_5), game.time.events.add(5 * Phaser.Timer.SECOND, this.init_bounce, this) }; Logo.prototype  Object.create(Phaser.Group.prototype),  Logo.prototype.constructor  Logo, Logo.prototype.init_bounce  function() {game.time.events.loop(6 * Phaser.Timer.SECOND, this.bounce, this) }, Logo.prototype.bounce  function() {game.add.tween(this.logo_0).to({y: this.logo_0.y - 30}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 0, 0, !0), game.add.tween(this.logo_1).to({y: this.logo_0.y - 30}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 100, 0, !0), game.add.tween(this.logo_2).to({y: this.logo_0.y - 30}, 200, Phaser.Easing.Sinusoidal.Out, !0, 200, 0, !0), game.add.tween(this.logo_3).to({y: this.logo_0.y - 30}, 200, Phaser.Easing.Sinusoidal.Out, !0, 300, 0, !0), game.add.tween(this.logo_4).to({y: this.logo_0.y - 30}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 400, 0, !0), game.add.tween(this.logo_5).to({y: this.logo_0.y - 30}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 500, 0, !0) }; var Background  function(t) {Phaser.Sprite.call(this, game, 0, 0), this.fixedToCamera  !0, this.offset  t || 0, this.y_margin  game.height - 525, this.sky  this.game.add.image(0, 0, ssheet, bg), this.sky.fixedToCamera  !0, this.sky.scale.y  (this.y_margin  251) / 251, this.cloud  this.game.add.image(100, 50, ssheet, cloud_0), this.cloud.fixedToCamera  !0, this.cloud.xx  400, this.cloud2  this.game.add.image(500, 70, ssheet, cloud_0), this.cloud2.xx  1e3, this.cloud2.fixedToCamera  !0, this.cloud3  this.game.add.image(1e3, 60, ssheet, cloud_0), this.cloud3.xx  1600, this.cloud3.fixedToCamera  !0, this.grass_2  this.game.add.tileSprite(0, this.y_margin  200, game.width, 160, ssheet, bg_grass_2), this.grass_2.fixedToCamera  !0, this.grass_2.tilePosition.set(-500, 0), this.grass_1  this.game.add.tileSprite(0, this.y_margin  240, game.width, 187, ssheet, bg_grass_1), this.grass_1.fixedToCamera  !0, this.grass_1.tilePosition.set(-250, 0), this.grass_0  this.game.add.tileSprite(0, this.y_margin  310, game.width, 220, ssheet, bg_grass_0), this.grass_0.fixedToCamera  !0 }; Background.prototype  Object.create(Phaser.Sprite.prototype),  Background.prototype.update  function() {this.grass_2.tilePosition.set((this.game.camera.x  this.offset) * -.2, 0), this.grass_1.tilePosition.set((this.game.camera.x  this.offset) * -.5, 0), this.grass_0.tilePosition.set((this.game.camera.x  this.offset) * -.8, 0), this.cloud.cameraOffset.x  this.cloud.xx - .2 * this.game.camera.x, this.cloud.xx - .2, this.cloud2.cameraOffset.x  this.cloud2.xx - .2 * this.game.camera.x, this.cloud2.xx - .2, this.cloud3.cameraOffset.x  this.cloud2.xx - .2 * this.game.camera.x, this.cloud3.xx - .2, this.cloud.xx  -200  (this.cloud.xx  1500), this.cloud2.xx  -200  (this.cloud2.xx  1500), this.cloud3.xx  -200  (this.cloud3.xx  1500) }, Background.prototype.destroyBg  function() {this.sky.destroy(), this.grass_2.destroy(), this.grass_1.destroy(), this.grass_0.destroy(), this.destroy() }, Background.prototype.rescale  function() {this.y_margin  game.height - 525, this.sky.scale.y  (this.y_margin  251) / 251, this.grass_2.cameraOffset.y  this.y_margin  200, this.grass_1.cameraOffset.y  this.y_margin  240, this.grass_0.cameraOffset.y  this.y_margin  310 }; var Tutorial  function() {Phaser.Group.call(this, game), this.y  150, this.bg  game.add.image(-100, 125, ssheet, tut_bg), this.bg.anchor.setTo(0, .5), this.addChild(this.bg), this.game.add.tween(this).from({x: -750}, 1500, Phaser.Easing.Elastic.InOut, !0, 0), game.time.events.add(300, function() {SaveLoad.SFX  game.sfx.whoosh.play()}, this), this.current_page  0, this.page_1  game.add.group(), this.addChild(this.page_1), this.title  game.add.image(210, 20, ssheet, tut_title), this.title.anchor.setTo(.5, 0), this.page_1.addChild(this.title), this.shape_w  game.add.image(210, 125, ssheet, tut_shape_w), this.shape_w.anchor.setTo(.5, .5), this.page_1.addChild(this.shape_w), this.shape_bottom  game.add.image(210, 125, ssheet, tut_shape_bottom), this.shape_bottom.anchor.setTo(.5, .5), this.shape_bottom.visible  !1, this.page_1.addChild(this.shape_bottom), this.shape_top  game.add.image(210, 125, ssheet, tut_shape_top), this.shape_top.anchor.setTo(.5, .5), this.shape_top.visible  !1, this.page_1.addChild(this.shape_top), this.slice  game.add.image(100, 160, ssheet, tut_slice), this.slice.anchor.setTo(0, .5), this.slice.width  0, this.slice.rotation  -.12435499454676144, this.page_1.addChild(this.slice), this.click_dot  game.add.image(100, 160, ssheet, tut_click_dot), this.click_dot.scale.setTo(1.2, 1.2), this.click_dot.alpha  0, this.click_dot.anchor.setTo(.5, .5), this.page_1.addChild(this.click_dot), this.hand  game.add.image(100, 160, ssheet, tut_hand), this.page_1.addChild(this.hand), this.page_2  game.add.image(210, 20, ssheet, tut_page2), this.page_2.alpha  0, this.page_2.anchor.setTo(.5, 0), this.addChild(this.page_2), game.time.events.add(2e3, function() {this.resetAnimation()}, this), console.log(TUTORIAL), console.log(this) }; Tutorial.prototype  Object.create(Phaser.Group.prototype),  Tutorial.prototype.constructor  Tutorial, Tutorial.prototype.update  function() {this.y  .28 * game.height }, Tutorial.prototype.resetAnimation  function() {this.shape_top.visible  !1, this.shape_top.y  125, this.shape_bottom.y  125, this.shape_bottom.visible  !1, this.shape_w.visible  !0, this.hand.x  100, this.hand.y  160, this.slice.width  0, game.add.tween(this.hand).to({x: 300,y: 135}, 2e3, Phaser.Easing.Sinusoidal.InOut, !0, 0), game.add.tween(this.click_dot.scale).to({x: .5,y: .5}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 0), game.add.tween(this.click_dot).to({alpha: .5}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 0), game.add.tween(this.click_dot).to({x: 300,y: 135}, 2e3, Phaser.Easing.Sinusoidal.InOut, !0, 0), SaveLoad.SFX  game.sfx.click.play(), game.add.tween(this.slice).to({width: 202}, 2e3, Phaser.Easing.Sinusoidal.InOut, !0, 0), game.add.tween(this.slice).to({alpha: 0}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 2500), game.time.events.add(2500, function() {SaveLoad.SFX  game.sfx.label_pop.play(), this.shape_top.visible  !0, this.shape_bottom.visible  !0, this.shape_w.visible  !1, game.add.tween(this.click_dot.scale).to({x: 1.2,y: 1.2}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 0), game.add.tween(this.click_dot).to({alpha: 0}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 0)}, this), game.add.tween(this.shape_bottom).to({y: 140}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 2500), game.add.tween(this.shape_top).to({y: 110}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 2500), game.add.tween(this.page_2).to({alpha: 1}, 500, Phaser.Easing.Sinusoidal.InOut, !0, 4500), game.add.tween(this.page_1).to({alpha: 0}, 500, Phaser.Easing.Sinusoidal.InOut, !0, 4200), game.add.tween(this).to({x: 750}, 1500, Phaser.Easing.Elastic.InOut, !0, 8500), game.time.events.add(8800, function() {SaveLoad.SFX  game.sfx.whoosh.play()}, this) }; var CategoryButton  function(t, e, s, a, i, h) {function o() {this.unlocked  (SaveLoad.SFX  game.sfx.click.play(), game.add.tween(this.scale).to({x: 1.3,y: 1.3}, 200, Phaser.Easing.Sinusoidal.InOut, !0, 0, 0, !0), game.current_category  this.category, game.add.tween(game.camera).to({x: 840}, 1e3, Phaser.Easing.Sinusoidal.InOut, !0))}Phaser.Button.call(this, game, t, e, ), this.onInputDown.add(o, this, 1), this.anchor.setTo(.5, .5), this.category  s, this.fill  new Phaser.Image(game, 0, 0, null), this.fill.anchor.setTo(.5, .5), this.addChild(this.fill), this.unlocked  !1, SaveLoad.all_stars  a ? (this.fill.loadTexture(ssheet, i), this.reqStar  new Phaser.BitmapText(game, -115, 20, font_digits, a.toString(), 25), this.reqStar.anchor.setTo(1, 0), this.underline  new Phaser.Image(game, .5 * (this.reqStar.width  47  153) - 165, 15, ssheet, to_unlock), this.star_ico  new Phaser.Image(game, this.underline.x  28, 17, ssheet, small_star), this.star_ico.anchor.setTo(1, 0), this.reqStar.x  this.star_ico.x - 38, this.addChild(this.underline), this.addChild(this.reqStar), this.addChild(this.star_ico)) : (this.unlocked  !0, this.fill.loadTexture(ssheet, h), maxStars  54, this.stars  new Phaser.BitmapText(game, 18, 20, font_digits, SaveLoad.star[s]  /  mxStars, 25), this.stars.anchor.setTo(1, 0), this.stars.x  this.stars.width - .5 * (this.stars.width  47)  5, this.star_ico  new Phaser.Image(game, this.stars.x - 5, 17, ssheet, small_star), this.addChild(this.stars), this.addChild(this.star_ico)) }; CategoryButton.prototype  Object.create(Phaser.Button.prototype),  CategoryButton.prototype.constructor  CategoryButton; var TurnDevice  function() {Phaser.Group.call(this, game), this.fixedToCamera  !0, this.bg  game.add.graphics(0, 0), this.bg.beginFill(#000000, 1), this.bg.drawRect(0, 0, 420, 1500), this.bg.endFill(), this.add(this.bg), this.please_turn  game.add.image(210, .5 * game.height, ssheet, turn_device), this.please_turn.anchor.setTo(.5, .5), this.please_turn.scale.setTo(2, 2), this.add(this.please_turn) };源码 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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