八爪鱼拉拉手

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八爪鱼拉拉手

玩法:点击鼠标左键拖动移动八爪鱼,当他的手很忙的时候他会很高兴,
不同关卡不同的八爪鱼的位置摆放,快去闯关吧^^。

开始游戏icon-default.png?t=N7T8https://www.ormcc.com/play/gameStart/248

八爪鱼拉拉手_第1张图片

html

css

#orientation {
    margin: 0 auto;
    position: absolute;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;
    background-image: url(../assets/graphics/rotate-phone.png);
    background-repeat: no-repeat;
    background-position: center;
    background-color: #fff;
    z-index: 999;
    display: none;
}

@font-face {
    font-family: 'GrilledCheeseBTNToasted';
    font-style: normal;
    font-weight: normal;
    src: local('GrilledCheeseBTNToasted'), 
    url('../assets/fonts/GrilledCheeseBTNToasted.woff') format('woff');
}

js

function onLoad() {
    new game.Main
}
var game; !
function(t) {
    var e = function() {
        function t() {}
        return t.GAME_WIDTH = 640,
        t.GAME_HEIGHT = 832,
        t.HALF_GAME_WIDTH = .5 * t.GAME_WIDTH,
        t.HALF_GAME_HEIGHT = .5 * t.GAME_HEIGHT,
        t.LEVELS_NUM = 60,
        t
    } ();
    t.Config = e
} (game || (game = {}));
var __extends = this.__extends ||
function(t, e) {
    function i() {
        this.constructor = t
    }
    for (var a in e) e.hasOwnProperty(a) && (t[a] = e[a]);
    i.prototype = e.prototype,
    t.prototype = new i
},
game; !
function(t) {
    var e = function(e) {
        function i() {
            e.apply(this, arguments)
        }
        return __extends(i, e),
        i.prototype.init = function() {
            this.game.device.android && !this.game.device.chrome && (
            this.game.canvas.parentElement.style.overflow = "visible");
            var t = {
                font: "10px GrilledCheeseBTNToasted"
            },
            e = this.add.text(0, 0, "0", t);
            e.destroy()
        },
        i.prototype.preload = function() {
            this.load.image("rotate", "assets/graphics/rotate-phone.png"),
            this.load.image("LoadingBar_Outer", "assets/graphics/LoadingBar_Outer.png"),
            this.load.image("LoadingBar_Inner", "assets/graphics/LoadingBar_Inner.png")
        },
        i.prototype.create = function() {
            var e = this.game.scale;
            e.scaleMode = Phaser.ScaleManager.SHOW_ALL,
            e.minWidth = .25 * t.Config.GAME_WIDTH,
            e.minHeight = .25 * t.Config.GAME_HEIGHT,
            e.aspectRatio = t.Config.GAME_WIDTH / t.Config.GAME_HEIGHT,
            e.pageAlignHorizontally = !0,
            e.pageAlignVertically = !0,
            this.game.device.desktop || e.forceOrientation(!1, !0),
            e.enterIncorrectOrientation.add(this.onEnterIncorrectOrientation, this),
            e.leaveIncorrectOrientation.add(this.onLeaveIncorrectOrientation, this),
            e.setScreenSize(!0),
            this.input.maxPointers = 1,
            this.stage.disableVisibilityChange = !0,
            this.stage.backgroundColor = 8179412,
            this.game.state.start("Preloader", !0, !1)
        },
        i.prototype.onEnterIncorrectOrientation = function() {
            document.getElementById("orientation").style.display = "block",
            document.body.style.marginBottom = "0px"
        },
        i.prototype.onLeaveIncorrectOrientation = function() {
            document.getElementById("orientation").style.display = "none",
            document.body.style.marginBottom = "100px",
            this.game.device.android && !this.game.device.chrome && 
            this.game.scale.setScreenSize(!0)
        },
        i
    } (Phaser.State);
    t.Boot = e
} (game || (game = {}));
var game; !
function(t) {
    var e = function(t) {
        function e() {
            t.apply(this, arguments)
        }
        return __extends(e, t),
        e.prototype.create = function() {},
        e.prototype.addSplash = function() {},
        e.prototype.gotoMainMenu = function() {
            this.game.state.start("MainMenu", !0, !1, !0)
        },
        e
    } (Phaser.State);
    t.SplashScreen = e
} (game || (game = {}));
var game; !
function(t) {
    var e = function(e) {
        function i(i, a) {
            e.call(this, i, a),
            this.overlayDuration = 300;
            var n = i.add.bitmapData(t.Config.GAME_WIDTH, t.Config.GAME_HEIGHT, 
            "overlay", !0);
            n.context.fillStyle = "rgba(0, 0, 0, 1)",
            n.context.fillRect(0, 0, t.Config.GAME_WIDTH, t.Config.GAME_HEIGHT),
            this.overlay = new Phaser.Image(i, 0, 0, n),
            this.overlay.visible = !1,
            this.game.stage.addChild(this.overlay)
        }
        return __extends(i, e),
        i.prototype.changeState = function(t, e) {
            this.showOverlay(t, e)
        },
        i.prototype.showOverlay = function(t, e) {
            var i = this;
            this.game.input.disabled = !0,
            this.overlayTween && this.overlayTween.isRunning && this.overlayTween.stop(),
            this.overlay.visible = !0,
            this.overlay.alpha = 0,
            this.overlayTween = this.game.add.tween(this.overlay).to({
                alpha: 1
            },
            this.overlayDuration, Phaser.Easing.Cubic.Out, !0),
            this.overlayTween.onComplete.addOnce(function() {
                i.doChangeState(t, e)
            },
            this)
        },
        i.prototype.doChangeState = function(t, e) {
            var i = this;
            this.game.state.start(t, !0, !1, e),
            setTimeout(function() {
                i.hideOverlay()
            },
            100),
            setTimeout(function() {
                i.overlay.visible && (i.overlay.visible = !1)
            },
            100 + this.overlayDuration)
        },
        i.prototype.hideOverlay = function() {
            this.game.input.disabled = !1,
            this.overlayTween && this.overlayTween.isRunning && this.overlayTween.stop(),
            this.overlayTween = this.game.add.tween(this.overlay).to({
                alpha: 0
            },
            this.overlayDuration, Phaser.Easing.Cubic.Out, !0)
        },
        i
    } (Phaser.Plugin);
    t.StateTransition = e
} (game || (game = {}));
var game; !
function(t) {
    var e = function(e) {
        function i() {
            e.apply(this, arguments)
        }
        return __extends(i, e),
        i.prototype.init = function() {
            this.addLoadingText()
        },
        i.prototype.addLoadingText = function() {
            var e = {
                font: "45px GrilledCheeseBTNToasted",
                fill: "#FFFFFF",
                align: "center"
            },
            i = this.game.add.text(0, 0, "Loading...", e);
            i.anchor.set(.5, .5),
            i.position.set(t.Config.HALF_GAME_WIDTH, t.Config.HALF_GAME_HEIGHT + 100),
            i.setShadow(2, 2, "#249BC8")
        },
        i.prototype.preload = function() {
            this.addPreloadBar(),
            this.loadAssets()
        },
        i.prototype.addPreloadBar = function() {
            if (t.Main.development === !1) {
                var e = this.game.add.sprite(0, 0, "LoadingBar_Inner");
                e.x = t.Config.HALF_GAME_WIDTH - .5 * e.width - .5,
                e.y = t.Config.HALF_GAME_HEIGHT - .5 * e.height - 1.5;
                var i = this.add.image(0, 0, "LoadingBar_Outer");
                i.anchor.set(.5, .5),
                i.x = t.Config.HALF_GAME_WIDTH - .5,
                i.y = t.Config.HALF_GAME_HEIGHT,
                this.load.setPreloadSprite(e)
            }
        },
        i.prototype.loadAssets = function() {
            this.load.audio("main_loop", ["assets/audio/MainLoop.ogg", 
            "assets/audio/MainLoop.m4a"], !0),
            this.game.device.webAudio && (this.load.audio("tap", [
            "assets/audio/TapSound.wav"], !0), this.load.audio("onLevelComplete", [
            "assets/audio/LevelCompleteSound.wav"], !0), this.load.audio("on_down", [
            "assets/audio/OnDown.wav"], !0), this.load.audio("on_up", [
            "assets/audio/OnUp.wav"], !0), this.load.audio("star", [
            "assets/audio/Star.wav"], !0), this.load.audio("star_taken", [
            "assets/audio/StarTaken.wav"], !0)),
            // this.load.image("splash_screen", "assets/graphics/Splash_Image_play68.png"),
            this.load.atlasJSONHash("gui", "assets/graphics/gui.png", 
            "assets/graphics/gui.json"),
            this.load.atlasJSONHash("level_graphics", 
            "assets/graphics/level_graphics.png", "assets/graphics/level_graphics.json"),
            this.load.atlasJSONHash("manta_ray", "assets/graphics/manta_ray.png",
            "assets/graphics/manta_ray.json"),
            this.load.atlasJSONHash("level_complete", "assets/graphics/
            level_complete.png", "assets/graphics/level_complete.json"),
            this.load.atlasJSONHash("tutor_hand", "assets/graphics/tutorial_hand.png", 
            "assets/graphics/tutorial_hand.json"),
            this.load.atlasJSONHash("tutorial", "assets/graphics/tutorial.png", 
            "assets/graphics/tutorial.json"),
            this.load.atlasJSONHash("yellow_fish", "assets/graphics/yellow_fish.png",
            "assets/graphics/yellow_fish.json"),
            this.load.atlasJSONHash("pink_fish", "assets/graphics/pink_fish.png",
            "assets/graphics/pink_fish.json"),
            this.load.json("texts", "assets/texts.json"),
            t.Main.development ? this.load.json("startLevel", "assets/levels/
            StartLevel.json") : this.load.json("levelConfigs", "assets/levels/Levels.json")
        },
        i.prototype.create = function() {
            this.initLanguage(),
            this.prepareTextures(),
            this.game.plugins.add(t.StateTransition),
            this.game.cache.removeImage("LoadingBar_Outer"),
            this.game.cache.removeImage("LoadingBar_Inner"),
            t.Main.development && this.cache.getJSON("startLevel").level,
            this.game.state.start("MainMenu", !0, !1, !0)
        },
        i.prototype.initLanguage = function() {
            var e = this.game.cache.getJSON("texts");
            t.Main.texts = e[t.Main.language]
        },
        i.prototype.prepareTextures = function() {},
        i
    } (Phaser.State);
    t.Preloader = e
} (game || (game = {}));
var game; !
function(t) {
    var e = function(t) {
        function e(e, i, a, n, s) {
            var o = this;
            t.call(this, e, i, a, n, s),
            this._callback = new Phaser.Signal,
            this.anchor.set(.5, .5),
            this.inputEnabled = !0,
            this.game.device.desktop && (this.input.useHandCursor = !0),
            this.inputEnabled && (this.events.onInputDown.add(function() {
                o.game.device.webAudio && o.game.sound.play("tap"),
                o.game.add.tween(o.scale).to({
                    x: .9,
                    y: .9
                },
                200, Phaser.Easing.Cubic.Out, !0)
            }), this.events.onInputUp.add(function() {
                o.game.add.tween(o.scale).to({
                    x: 1,
                    y: 1
                },
                100, Phaser.Easing.Cubic.Out, !0).onComplete.addOnce(o._callback.dispatch, o)
            }))
        }
        return __extends(e, t),
        e.prototype.destroy = function() {
            t.prototype.destroy.call(this),
            this._callback.dispose()
        },
        Object.defineProperty(e.prototype, "callback", {
            get: function() {
                return this._callback
            },
            enumerable: !0,
            configurable: !0
        }),
        e
    } (Phaser.Image);
    t.SimpleButton = e
} (game || (game = {}));
var game; !
function(t) {
    var e = function(t) {
        function e(e, i, a, n, s) {
            t.call(this, e, i, a, "gui", n),
            this.textureKey1 = n,
            this.textureKey2 = s,
            this.activeTextureKey = this.textureKey1,
            this._state = 1,
            this.events.onInputUp.add(this.switchTextures, this, 2)
        }
        return __extends(e, t),
        e.prototype.switchTextures = function() {
            this.activeTextureKey = this.activeTextureKey === this.textureKey1 ? 
            this.textureKey2: this.textureKey1,
            this.loadTexture("gui", this.activeTextureKey),
            this._state = this.activeTextureKey === this.textureKey1 ? 1 : 2
        },
        Object.defineProperty(e.prototype, "state", {
            get: function() {
                return this._state
            },
            enumerable: !0,
            configurable: !0
        }),
        e
    } (game.SimpleButton);
    t.ToggleButton = e
} (game || (game = {}));
var game; !
function(t) {
    var e = function(e) {
        function i() {
            e.apply(this, arguments),
            this.fromPreloader = !1
        }
        return __extends(i, e),
        i.prototype.init = function(t) {
            this.fromPreloader = t
        },
        i.prototype.create = function() {
            this.initImages(),
            this.addCreatures(),
            this.initButtons(),
            this.initLogo(),
            this.initCredits(),
            this.initAnimation(),
            this.fromPreloader && (this.soundButton.input.enabled = !1, 
            this.soundButton.switchTextures(), this.game.input.onTap.addOnce(
            this.startMusic, this), this.stage.disableVisibilityChange = !1, 
            this.game.onBlur.add(this.onFocusLost, this), this.game.onFocus.add(
            this.onFocus, this))
        },
        i.prototype.onFocusLost = function() {
            this.game.tweens.pauseAll(),
            t.Main.wasMuted = this.game.sound.mute,
            this.game.sound.mute = !0
        },
        i.prototype.onFocus = function() {
            this.game.tweens.resumeAll(),
            t.Main.wasMuted === !1 && (this.game.sound.mute = !1)
        },
        i.prototype.initImages = function() {
            this.game.add.image( - 32, 0, "gui", "BG_20000"),
            this.title = this.add.image(0, 0, "gui", "GameTitle0000"),
            this.title.anchor.set(.5, .5),
            this.title.x = t.Config.HALF_GAME_WIDTH - .5,
            this.title.y = 150
        },
        i.prototype.addCreatures = function() {
            this.needlefish = this.game.add.image(t.Config.HALF_GAME_WIDTH + 15, 550,
            "gui", "Needlefish0000"),
            this.needlefish.angle = 120,
            this.octopus = this.game.add.image(t.Config.HALF_GAME_WIDTH + 190, 760, 
            "gui", "Octopus0000"),
            this.jelly = this.game.add.image(t.Config.HALF_GAME_WIDTH - 145, 740, 
            "gui", "Jelly0000"),
            [this.needlefish, this.octopus, this.jelly].forEach(function(t) {
                t.anchor.set(.5, .5)
            })
        },
        i.prototype.initButtons = function() {
            var e = this,
            i = 60;
            this.soundButton = new t.ToggleButton(this.game, t.Config.GAME_WIDTH - i, i,
            "Music_On_Button0000", "Music_Off_Button0000"),
            this.soundButton.callback.add(function() {
                e.game.sound.mute = !e.game.sound.mute
            }),
            this.game.sound.mute && this.soundButton.switchTextures(),
            this.playButton = new t.SimpleButton(this.game, t.Config.HALF_GAME_WIDTH, 
            330, "gui", "Play_Button0000"),
            this.playButton.callback.addOnce(function() {
                e.game.changeState("LevelsMenu")
            },
            this),
            this.creditsButton = new t.SimpleButton(this.game, this.playButton.x + 130, 
            this.playButton.y, "gui", "Credits_Button0000"),
            this.creditsButton.callback.add(this.toggleCredits, this),
            this.moreGamesButton = new t.SimpleButton(this.game, this.playButton.x - 130, 
            this.playButton.y, "gui", "MoreGames_Button0000"),
            this.moreGamesButton.callback.add(this.gotoDeveloperWebsite, this),
            this.buttons = [this.playButton, this.soundButton, this.moreGamesButton, 
            this.creditsButton],
            this.buttons.forEach(function(t) {
                e.world.add(t)
            })
        },
        i.prototype.gotoDeveloperWebsite = function() {
            // Play68.goHome()
        },
        i.prototype.initLogo = function() {},
        i.prototype.initCredits = function() {
            this.credits = this.game.add.image(0, 0, "gui", "CreditsBoard0000"),
            this.credits.position.set(Math.round(.5 * (t.Config.GAME_WIDTH - 
            this.credits.width)), Math.round(.5 * (t.Config.GAME_HEIGHT - 
            this.credits.height))),
            this.credits.visible = !1
        },
        i.prototype.toggleCredits = function() {
            this.credits.visible ? this.hideCredits() : this.showCredits()
        },
        i.prototype.hideCredits = function() {
            var t = this;
            this.game.add.tween(this.credits).to({
                y: this.credits.y + 200,
                alpha: 0
            },
            500, Phaser.Easing.Back.In, !0).onComplete.addOnce(function() {
                t.playButton.input.enabled = !0,
                t.creditsButton.input.enabled = !0,
                t.credits.visible = !1
            },
            this)
        },
        i.prototype.showCredits = function() {
            var e = this;
            this.credits.visible = !0,
            this.credits.alpha = 0,
            this.credits.y = Math.round(.5 * (t.Config.GAME_HEIGHT - 
            this.credits.height)) + 200,
            this.game.add.tween(this.credits).to({
                y: this.credits.y - 200,
                alpha: 1
            },
            500, Phaser.Easing.Back.Out, !0),
            this.playButton.input.enabled = !1,
            this.creditsButton.input.enabled = !1,
            this.game.input.onTap.addOnce(function() {
                e.hideCredits()
            },
            this)
        },
        i.prototype.startMusic = function() {
            this.game.sound.play("main_loop", .33, !1),
            this.soundButton.switchTextures(),
            this.soundButton.input.enabled = !0
        },
        i.prototype.initAnimation = function() {
            var t = this;
            this.title.y -= 280,
            this.game.add.tween(this.title).to({
                y: this.title.y + 280
            },
            600, Phaser.Easing.Back.Out, !0, 300);
            var e = 800;
            this.needlefish.y += 500,
            this.octopus.x += 400,
            this.jelly.x -= 400,
            this.game.add.tween(this.needlefish).to({
                y: this.needlefish.y - 500,
                angle: 354
            },
            700, Phaser.Easing.Back.Out, !0, e),
            this.game.add.tween(this.octopus).to({
                x: this.octopus.x - 400
            },
            600, Phaser.Easing.Back.Out, !0, e + 300),
            this.game.add.tween(this.jelly).to({
                x: this.jelly.x + 400
            },
            600, Phaser.Easing.Back.Out, !0, e + 300);
            var i = 1600;
            this.buttons.forEach(function(e) {
                e.scale.set(0, 0),
                t.game.add.tween(e.scale).to({
                    x: 1,
                    y: 1
                },
                300, Phaser.Easing.Back.Out, !0, i),
                i += 200
            })
        },
        i.prototype.destroy = function() {
            this.buttons = null
        },
        i
    } (Phaser.State);
    t.MainMenu = e
} (game || (game = {}));

源码

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