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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
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