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3D灌篮高手
玩法:
鼠标左键点击按住屏幕,左边力度条在红色区域时松开鼠标投篮,30秒内完成投篮,统计投中次数,快去成为灌篮高手吧^^。
开始游戏https://www.ormcc.com/play/gameStart/186
html
<div class="gameBox">
<h2 class="title" style="margin-top: 60px;">3D灌篮高手</h2>
<div style="text-align:center;">
<canvas id="linkScreen"></canvas>
</div>
</div>
css
h2.title{
display: block;
margin: 50px auto;
text-align: center;
}
#linkScreen canvas {
-ms-content-zooming:none;
-ms-touch-action:none;
}
js
pageLoad: function(a) {
null == n.pageLoad && (n.pageLoad = a, window.addEventListener("load",
function() {
w.main(n.pageLoad)
},
!1));
return w
},
menu: function(a) {
"function" == typeof a && (n.menu = a);
return this
},
run: function(a) {
"function" == typeof a && (n.runFn = a);
return this
},
stop: function(a) {
"function" == typeof a && (n.stop = a);
return this
},
over: function(a) {
"function" == typeof a && (n.over = a);
return this
},
zone: function(a) {
"function" == typeof a && (n.zone = a);
return this
},
active: function(a) {
"function" == typeof a && (n.active = a);
return this
},
gameFlow: {
menu: function() {
null != n.menu && (n.gameFlow = B.menu, w.resetKeys());
return this
},
run: function() {
null != n.runFn && (n.gameFlow = B.run, w.resetKeys());
return this
},
stop: function() {
null != n.stop && (n.gameFlow = B.stop, w.resetKeys());
return this
},
over: function() {
null != n.over && (n.gameFlow = B.over, w.resetKeys());
return this
},
zone: function(a) {
null != n.zone && (n.gameFlow = B.zone, n.zoneArgs = a, w.resetKeys());
return this
},
active: function(a) {
null != n.active && (n.gameFlow = B.active, n.activeArgs = a, w.resetKeys());
return this
},
isIn: function(a) {
return n.gameFlow == B[a]
},
base: function() {
return w
}
},
keyRepeated: function(a) {
j.keyDownGo || (j.keyDownGo = !0);
return j.keys[a]
},
keyPressed: function(a) {
j.keyPressedGo || (j.keyPressedGo = !0);
var b = j.pressedKey[a];
j.pressedKey[a] = !1;
return b
},
keyReleased: function(a) {
j.keyUpGo || (j.keyUpGo = !0);
var b = j.lastKey[a];
j.lastKey[a] = !1;
return b
},
setKeyCode: function(a, b) {
j.keys[a] = !1;
j.lastKey[a] = !1;
j.pressedKey[a] = !1;
j.keyPressCtrl[a] = !0;
$[a] = b;
return this
},
resetKeys: function() {
for (var a in j.keys) j.keys[a] = !1;
for (a in j.lastKey) j.lastKey[a] = !1;
for (a in j.pressedKey) j.pressedKey[a] = !1;
for (a in j.keyPressCtrl) j.keyPressCtrl[a] = !0;
return this
},
canvas: {
init: function() {
D = {
x: 0,
y: 0
};
d = c = "#000000";
M = {
x: 0,
y: 0
};
N = {
x: 0,
y: 0
};
h = g = 0;
a = "#FFFFFF";
b = "#CCCCCC";
return this.pass()
},
initDevice: function() {
Q = q.getDeviceConfig();
t = Q.device;
v = Q.fps;
z = Q.touch;
u = Q.zoom;
return this
},
font: function(a) {
k = a;
p.font = k;
return this
},
del: function(a) {
s[a] && (s[a] = null, delete s[a], m[a] = null, delete m[a]);
return this
},
setCurrent: function(a) {
return _canvas.pass(a)
},
screen: {
setId: function(a) {
s[a] && (i = a);
return this
},
getId: function() {
return i
},
getWidth: function() {
return O
},
setWidth: function(a) {
x = a;
E && (E.width = x, E.style.width = E.width + "px", O = parseInt(E.width));
return this
},
getHeight: function() {
return R
},
setHeight: function(a) {
l = a;
E && (E.height = l, E.style.height = E.height + "px", R = parseInt(E.height));
return this
},
getDevice: function() {
return t
},
getFps: function() {
return v
},
setFps: function(a) {
0 < a && (v = a);
return this
},
getTouch: function() {
return z
},
getZoom: function() {
return u
}
},
fillStyle: function(a) {
p.fillStyle = a;
return this
},
fillRect: function(a, b, c, f, d) {
c = c ? c: 0;
f = f ? f: 0;
d ? N = q.getAnchor(a, b, c, f, d) : (N.x = a, N.y = b);
p.fillRect(N.x, N.y, c, f);
return this
},
fillText: function(a, b, c, f) {
p.font = f || k;
p.fillText(a, b, c);
return this
},
clearRect: function(a, b, c, f) {
p.clearRect(a, b, c, f);
return this
},
clearScreen: function() {
return this.clearRect(0, 0, O, R)
},
fillScreen: function() {
return this.fillRect(0, 0, O, R)
},
strokeStyle: function(a) {
p.strokeStyle = a;
return this
},
lineWidth: function(a) {
p.lineWidth = a || 1;
return this
},
strokeRect: function(a, b, c, f, d) {
d ? M = q.getAnchor(a, b, c, f, d) : (M.x = a, M.y = b);
p.strokeRect(M.x, M.y, c, f);
return this
},
strokeText: function(a, b, c, f) {
p.font = f || k;
p.strokeText(a, b, c);
return this
},
setColor: function(a, b, f) {
null == f ? (c = a, d = b ? b: a) : d = c = "rgb(" + a + ", " + b + ", " + f + ")";
return this.fillStyle(c).strokeStyle(d)
},
drawRotate: function(a, b, c, f, d, e, i, k, g, h) {
var l = parseInt(k >> 1),
x = parseInt(g >> 1),
j = w.getImage(a),
a = j.src ? j: m[a],
e = e - l,
i = i - x;
p.save();
p.translate(e + l, i + x);
p.rotate(h * Math.PI / 180);
p.translate( - (e + l), -(i + x));
p.drawImage(a, b, c, f, d, e, i, k, g);
p.restore();
return this
},
drawRegion: function(a, b, c, f, d, e, i, k) {
switch (e) {
default:
p.transform(1, 0, 0, 1, i, k);
break;
case 5:
p.transform(0, 1, -1, 0, d + i, k);
break;
case 3:
p.transform( - 1, 0, 0, -1, f + i, d + k);
break;
case 6:
p.transform(0, -1, 1, 0, i, f + k);
break;
case 2:
p.transform( - 1, 0, 0, 1, f + i, k);
break;
case 7:
p.transform(0, -1, -1, 0, d + i, f + k);
break;
case 1:
p.transform(1, 0, 0, -1, i, d + k);
break;
case 4:
p.transform(0, 1, 1, 0, i, k)
} (!w.getImage(a).cache ? this.drawImage: this.drawCache)(a, b, c, f, d, 0, 0, f, d);
p.setTransform(1, 0, 0, 1, 0, 0);
return this
},
drawRegionAndZoom: function(a, b, c, f, d, e, i, k, g, h, l) {
switch (e) {
default:
p.transform(1, 0, 0, 1, i, k);
break;
case 5:
p.transform(0, 1, -1, 0, l + i, k);
break;
case 3:
p.transform( - 1, 0, 0, -1, h + i, l + k);
break;
case 6:
p.transform(0, -1, 1, 0, i, h + k);
break;
case 2:
p.transform( - 1, 0, 0, 1, h + i, k);
break;
case 7:
p.transform(0, -1, -1, 0, l + i, h + k);
break;
case 1:
p.transform(1, 0, 0, -1, i, l + k);
break;
case 4:
p.transform(0, 1, 1, 0, i, k)
} (!w.getImage(a).cache ? this.drawImage: this.drawCache)(a, b, c, f, d, 0, 0, h, l);
p.setTransform(1, 0, 0, 1, 0, 0);
return this
},
moveTo: function(a, b) {
p.moveTo(a, b);
return this
},
lineTo: function(a, b) {
p.lineTo(a, b);
return this
},
stroke: function() {
p.stroke();
return this
},
fill: function() {
p.fill();
return this
},
beginPath: function() {
p.beginPath();
return this
},
closePath: function() {
p.closePath();
return this
},
arc: function(a, b, c, f, d, i) {
p.arc(a, b, c, f, d, i);
return this
},
quadraticCurveTo: function(a, b, c, f) {
p.quadraticCurveTo(a, b, c, f);
return this
},
bezierCurveTo: function(a, b, c, f, d, i) {
p.bezierCurveTo(a, b, c, f, d, i);
return this
},
measureText: function(a) {
var b = p.measureText(a),
c = b.width,
b = b.height ? b.height: parseInt(p.font);
return {
width: "j2me" == this.screen.getDevice() ? p.measureText(a) : c,
height: b
}
},
translate: function(a, b) {
p.translate(a, b);
return this
},
drawLine: function(a, b, c, f) {
return this.beginPath().moveTo(a, b).lineTo(c, f).closePath().stroke()
},
drawRect: function(a, b, c, f, d) {
return this.strokeRect(a, b, c, f, d)
},
clip: function() {
p.clip();
return this
},
save: function() {
p.save();
return this
},
restore: function() {
p.restore();
return this
},
rect: function(a, b, c, f) {
p.rect(a, b, c, f);
return this
},
rotate: function(a) {
p.rotate(a);
return this
},
setTransform: function(a, b, c, f, d, i) {
p.setTransform(a, b, c, f, d, i);
return this
},
scale: function(a, b) {
p.scale(a, b);
return this
},
globalAlpha: function(a) {
p.globalAlpha = a;
return this
},
getContext: function() {
return p
},
base: function() {
return w
}
},
pushImage: function(a, b) {
if (S) return this;
for (var c, f = 0,
d = a.length; f < d; f++) if ((c = a[f]) && !J[c.id]) J[c.id] = !0,
G.push(a[f]);
this.loadingEndCallBack(b);
return this
},
loadImage: function(a, b) {
if (n.gameFlow != B.loadImage && 0 < a.length) {
n.loadedImageToGameFlow = n.gameFlow;
n.gameFlow = B.loadImage;
G = a;
P = G.length;
for (var c = K = 0,
f; f = G[c]; c++) r[f.id] ? K++:q.setImage(f.id, f.src, f.benchId);
this.loadingEndCallBack(b)
}
return this
},
asyncImage: function(a) {
for (var b, c = 0,
f = a.length; c < f; c++) b = a[c] || {},
H[b.id] || (H[b.id] = b);
return this
},
verImage: function(a) {
"" == L && (L = a);
return this
},
loadingCallBack: function(a) {
"function" === typeof a && (q.loadingCallBack = a);
return this
},
loadingEndCallBack: function(a) {
"function" === typeof a && (q.loadingEndCallBack = a);
return this
},
addImage: function(a, b) {
a && (b && !r[a]) && (r[a] = b);
return this
},
getImage: function(a) {
return r[a] ? r[a] : {
src: null
}
},
delImage: function(a, b) {
r[a] && (r[a] = null, delete r[a], b && (r[a] = {
id: a,
loaded: !0,
cache: !0,
refreshed: !0
}));
return this
},
getAsyncImage: function(a) {
return H[a] ? H[a] : {
src: null
}
},
clearAsyncImageCache: function() {
try {
var a, b, c;
for (c in r) if (a = r[c]) if (b = H[c]) b.inited = !1,
this.delImage(c).canvas.del(c)
} catch(f) {}
return this
},
源码https://www.ormcc.com/
需要源码请关注添加好友哦^ ^
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https://ormcc.com/