欢迎来到程序小院
玩法:消除游戏,消除不同种类的矿石,上下左右一排矿石可以移动,相同颜色的三个以上连成一条线即可消除,快去消除矿石吧^^。
开始游戏
canvas{
position:absolute;
left:0;
top:0;
width:640;
height:960;
-ms-interpolation-mode:nearest-neighbor;
-webkit-transform:scale3d(1,1,1);
z-index:1;
}
function a(e, t) {
e = e || {},
this.IS_MASTER = e.isMaster,
this.IS_STANDALONE = e.isStandalone,
this.messenger = e.messenger,
this.eventTracking = e.eventTracking,
this.moduleReady = t ? t: !1,
this.isAvailable = !1,
this.locale = ""
}
function r(e, t) {
e = e || {},
this.IS_MASTER = e.isMaster,
this.IS_STANDALONE = e.isStandalone,
this.messenger = e.messenger,
this.eventTracking = e.eventTracking,
this.moduleReady = t ? t: !1,
this.isAvailable = !1
}
function s(e, t) {
e = e || {},
this.IS_MASTER = e.isMaster,
this.IS_SLAVE = !this.IS_MASTER,
this.moduleReady = t ? t: !1,
this.messenger = e.messenger,
this.data = e.data || null,
this.eventTracking = e.eventTracking,
this.initialHeight = e.initialHeight,
this._setupMasterEvent()
}
function o(e, t) {
e = e || {},
this.IS_MASTER = e.isMaster,
this.IS_SLAVE = !this.IS_MASTER,
this.moduleReady = t ? t: !1,
this.messenger = e.messenger,
this.data = e.data || null,
this.eventTracking = e.eventTracking,
this.initialHeight = e.initialHeight,
this._setupMasterEvent()
}
function l(e, t) {
e = e || {},
this.isMaster = e.isMaster,
this.isStandalone = e.isStandalone,
this.messenger = e.messenger,
this.moduleReady = t ? t: !1,
this.timeoutAfter = 500,
this.timeout = !1,
this._callbacks = {
pause: !1,
resume: !1
}
}
function u(e, t) {
e = e || {},
this.IS_MASTER = e.isMaster,
this.isStandalone = e.isStandalone,
this.messenger = e.messenger,
this.eventTracking = e.eventTracking,
this.moduleReady = t ? t: !1,
this.events = {
GAME_START: "GAME_START",
GAME_END: "GAME_END",
GAME_PAUSE: "GAME_PAUSE",
GAME_CONTINUE: "GAME_CONTINUE",
GAME_MUTE: "GAME_MUTE",
LEVEL_FAIL: "LEVEL_FAIL",
LEVEL_COMPLETE: "LEVEL_COMPLETE"
},
this._setupEvents()
}
function c(e, t) {
e = e || {},
this.IS_MASTER = e.isMaster,
this.IS_SLAVE = !this.IS_MASTER,
this.IS_STANDALONE = e.isStandalone,
this.data = e.data,
this.messenger = e.messenger,
this.moduleReady = t ? t: !1,
this.gamePlayTracking = {
started: !1,
appid: null,
host: null,
timestamp: null
},
this.timeInGameTracking = {
started: !1,
appid: null,
timestamp: null
}
}
function d(e, t) {
e = e || {},
this.IS_MASTER = e.isMaster,
this.IS_SLAVE = !this.IS_MASTER,
this.IS_STANDALONE = e.isStandalone,
this.moduleReady = t ? t: !1,
this.messenger = e.messenger,
this.components = e.components,
this.data = e.data || null
}
function p(e) {
var t = "string" == typeof e ? h(e) : e;
t && (this.type = t.type, this.callbackId = t.callbackId, this.data = t.data)
}
function h(e) {
var t, n, i, a = !1,
r = [];
if ("string" == typeof e && (r = e.split("|"), "gameapi" === r[0])) {
r.shift(),
t = r.shift(),
i = parseInt(r.shift(), 10),
n = r.join("|");
try {
a = {
type: t,
callbackId: i,
data: "" !== n ? JSON.parse(n) : ""
}
} catch(s) {}
}
return a
}
function g(e) {
e = e || {},
this.IS_MASTER = "boolean" == typeof e.isMaster ? e.isMaster: !1,
this.IS_SLAVE = !this.IS_MASTER,
this.api = e.api ? e.api: {},
this._target = e.target ? e.target: {},
this._callbacks = [],
this._channels = [],
this.IS_MASTER && e.dataStore && (this.dataStore = e.dataStore),
this._setupEventListener()
}
function f(e, n, l, c, d) {
window.outerHeight - window.innerHeight,
this.version = "0.17.1",
this.isReady = !1,
this._setRole(),
this.__ = {},
this.__.dataStore = this.IS_MASTER ? new e({
isMaster: !0
}) : null,
this.__.messenger = new n({
isMaster: this.IS_MASTER,
api: this,
target: this._getTarget(),
dataStore: this.__.dataStore
}),
this.__.components = new t,
this.Branding = new l({
isMaster: this.IS_MASTER,
isStandalone: this.IS_STANDALONE,
messenger: this.__.messenger,
components: this.__.components
},
!1),
this.__.EventTracking = new c({
isMaster: this.IS_MASTER,
isStandalone: this.IS_STANDALONE,
data: null,
messenger: this.__.messenger
},
!1),
this.GameBreak = new d({
isMaster: this.IS_MASTER,
isStandalone: this.IS_STANDALONE,
messenger: this.__.messenger
},
!1),
this.Game = new i({
isMaster: this.IS_MASTER,
messenger: this.__.messenger
},
!1),
this.Score = new s({
isMaster: this.IS_MASTER,
isStandalone: this.IS_STANDALONE,
messenger: this.__.messenger,
eventTracking: this.__.EventTracking,
initialHeight: window.outerHeight - window.innerHeight
},
!1),
this.Award = new o({
isMaster: this.IS_MASTER,
isStandalone: this.IS_STANDALONE,
messenger: this.__.messenger,
eventTracking: this.__.EventTracking,
initialHeight: window.outerHeight - window.innerHeight
},
!1),
this.User = new a({
isMaster: this.IS_MASTER,
messenger: this.__.messenger,
eventTracking: this.__.EventTracking
},
!1),
this.Friends = new r({
isMaster: this.IS_MASTER,
messenger: this.__.messenger,
eventTracking: this.__.EventTracking
},
!1),
this.GameEvent = new u({
isMaster: this.IS_MASTER,
messenger: this.__.messenger,
eventTracking: this.__.EventTracking
},
!1)
}
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if ("function" == typeof bootstrap) bootstrap("promise", e);
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r.inspect = function() {
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a.resolve = function(n) {
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a.fulfill = function(n) {
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a.reject = function(n) {
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源码
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