|  | 
 
| 效果: 源代码
 
 复制代码S.prototype.move = function(e) {
        this.targetSpeedX = e ? -this.moveSpeed : this.moveSpeed,
        this.isFacingLeft = e,
        this.playerImage.scaleX = e ? 1 : -1,
        this.state = 1,
        this.game.phaser.add.tween(this.gameObject.phaser.body).to({
            height: 36
        }, 100, Phaser.Easing.Linear.None, !0),
        this.isMe && this.sendMovePack(e ? "moveLeft" : "moveRight")
    }
    ,
    S.prototype.stop = function() {
        this.targetSpeedX = 0,
        this.state = 0,
        this.game.phaser.add.tween(this.gameObject.phaser.body).to({
            height: 36
        }, 100, Phaser.Easing.Linear.None, !0),
        this.rigidbody && (this.rigidbody.velocity.x = this.targetSpeedX),
        this.isMe && this.sendMovePack("stop")
    }
    ,
    S.prototype.dock = function() {
        this.targetSpeedX = 0,
        this.state = 2,
        this.game.phaser.add.tween(this.gameObject.phaser.body).to({
            height: 20
        }, 100, Phaser.Easing.Linear.None, !0),
        this.isMe && this.sendMovePack("dock")
    }
    ,
    S.prototype.kill = function() {
        this.gameObject.anchoredX = h.instance.currentLevel.spawnPoint.anchoredX,
        this.gameObject.anchoredY = h.instance.currentLevel.spawnPoint.anchoredY,
        this.isMe && (this.sendMovePack("kill"),
        _.instance.play("die"))
    }
    ,
    S.prototype.jump = function() {
        this.rigidbody && (this.rigidbody.velocity.y = -this.jumpSpeed),
        this.isMe && (this.sendMovePack("jump"),
        _.instance.play("jump"))
    }
    ,
    S.prototype.pick = function() {
        this.pickTimer = this.initPickTimer;
        if (this.isMe) {
            this.nextPickTime = this.tick + this.pickCoolDown;
            var e = !1;
            for (var t = 0; t < h.instance.players.length; t++) {
                var n = h.instance.players[t];
                if (n) {
                    if (n == this.gameObject)
                        continue;
                    this.isFacingLeft ? n.anchoredX >= this.gameObject.anchoredX - 60 && n.anchoredX < this.gameObject.anchoredX && n.anchoredY <= this.gameObject.anchoredY + 30 && n.anchoredY >= this.gameObject.anchoredY - 10 && (e = !0,
                    this.throw(n)) : n.anchoredX <= this.gameObject.anchoredX + 60 && n.anchoredX > this.gameObject.anchoredX && n.anchoredY <= this.gameObject.anchoredY + 30 && n.anchoredY >= this.gameObject.anchoredY - 10 && (e = !0,
                    this.throw(n))
                }
            }
            e || this.sendMovePack("pick")
        }
    }
    ,
我用的最低混淆至于最高混淆emm…复制代码_0x58b80d[_0x3b9b7c(0x187)]['calcAnim'] = function() {
        var _0x35d75e = _0x3b9b7c;
        this[_0x35d75e(0x46c)] > 0xa0 ? this[_0x35d75e(0x3e8)] != _0x35d75e(0x44a) && (this[_0x35d75e(0x3fb)][_0x35d75e(0x3cd)](_0x35d75e(0x336)), this[_0x35d75e(0x3e8)] = 'LIFT') : this['pickTimer'] > 0x0 ? this[_0x35d75e(0x3e8)] != _0x35d75e(0x44e) && (this[_0x35d75e(0x3fb)][_0x35d75e(0x3cd)]('pick'), this[_0x35d75e(0x3e8)] = 'PICK') : this['rigidbody'] && this[_0x35d75e(0x1e5)][_0x35d75e(0x3f6)][_0x35d75e(0x479)] ? this[_0x35d75e(0x273)] == 0x0 && this[_0x35d75e(0x3e8)] != _0x35d75e(0x47b) ? (this[_0x35d75e(0x3fb)]['playAnimation'](_0x35d75e(0x364)), this[_0x35d75e(0x3e8)] = 'STAND') : this[_0x35d75e(0x273)] == 0x1 && this[_0x35d75e(0x3e8)] != _0x35d75e(0x3b5) ? (this[_0x35d75e(0x3fb)]['playAnimation']('walk'), this[_0x35d75e(0x3e8)] = 'WALK') : this[_0x35d75e(0x273)] == 0x2 && this[_0x35d75e(0x3e8)] != _0x35d75e(0x360) && (this['playerImage'][_0x35d75e(0x3cd)]('dock'), this[_0x35d75e(0x3e8)] = _0x35d75e(0x360)) : this[_0x35d75e(0x3e8)] != _0x35d75e(0x2da) && (this[_0x35d75e(0x3fb)][_0x35d75e(0x3cd)](_0x35d75e(0x269)), this['curAnimation'] = _0x35d75e(0x2da));
    }, _0x58b80d['prototype']['move'] = function(_0x276d55) {
        var _0x3b9bc4 = _0x3b9b7c;
        this[_0x3b9bc4(0x250)] = _0x276d55 ? -this['moveSpeed'] : this[_0x3b9bc4(0x3f0)], this['isFacingLeft'] = _0x276d55, this['playerImage']['scaleX'] = _0x276d55 ? 0x1 : -0x1, this['state'] = 0x1, this[_0x3b9bc4(0x26e)][_0x3b9bc4(0x433)][_0x3b9bc4(0x29e)][_0x3b9bc4(0x47e)](this['gameObject'][_0x3b9bc4(0x433)][_0x3b9bc4(0x3d4)])['to']({
            'height': 0x24
        }, 0x64, Phaser[_0x3b9bc4(0x45f)]['Linear']['None'], !0x0), this[_0x3b9bc4(0x3ed)] && this[_0x3b9bc4(0x3cb)](_0x276d55 ? _0x3b9bc4(0x2fc) : _0x3b9bc4(0x2e0));
    }, _0x58b80d[_0x3b9b7c(0x187)][_0x3b9b7c(0x1bf)] = function() {
        var _0x3e4fbe = _0x3b9b7c;
        this[_0x3e4fbe(0x250)] = 0x0, this[_0x3e4fbe(0x273)] = 0x0, this[_0x3e4fbe(0x26e)][_0x3e4fbe(0x433)][_0x3e4fbe(0x29e)][_0x3e4fbe(0x47e)](this[_0x3e4fbe(0x326)]['phaser']['body'])['to']({
            'height': 0x24
        }, 0x64, Phaser[_0x3e4fbe(0x45f)][_0x3e4fbe(0x19d)][_0x3e4fbe(0x304)], !0x0), this[_0x3e4fbe(0x1e5)] && (this[_0x3e4fbe(0x1e5)]['velocity']['x'] = this[_0x3e4fbe(0x250)]), this['isMe'] && this['sendMovePack'](_0x3e4fbe(0x1bf));
    }, _0x58b80d[_0x3b9b7c(0x187)]['dock'] = function() {
        var _0x284591 = _0x3b9b7c;
        this[_0x284591(0x250)] = 0x0, this[_0x284591(0x273)] = 0x2, this['game'][_0x284591(0x433)][_0x284591(0x29e)]['tween'](this[_0x284591(0x326)][_0x284591(0x433)][_0x284591(0x3d4)])['to']({
            'height': 0x14
        }, 0x64, Phaser['Easing']['Linear'][_0x284591(0x304)], !0x0), this['isMe'] && this['sendMovePack'](_0x284591(0x1d8));
    }, _0x58b80d['prototype']['kill'] = function() {
        var _0x188fb9 = _0x3b9b7c;
        this[_0x188fb9(0x326)][_0x188fb9(0x1d0)] = _0xb2c8d5[_0x188fb9(0x220)][_0x188fb9(0x2ed)][_0x188fb9(0x3db)][_0x188fb9(0x1d0)], this[_0x188fb9(0x326)][_0x188fb9(0x455)] = _0xb2c8d5[_0x188fb9(0x220)][_0x188fb9(0x2ed)]['spawnPoint'][_0x188fb9(0x455)], this['isMe'] && (this[_0x188fb9(0x3cb)](_0x188fb9(0x3d5)), _0x2171dd[_0x188fb9(0x220)][_0x188fb9(0x193)](_0x188fb9(0x343)));
    }, _0x58b80d[_0x3b9b7c(0x187)][_0x3b9b7c(0x410)] = function() {
        var _0x3484d4 = _0x3b9b7c;
        this[_0x3484d4(0x1e5)] && (this[_0x3484d4(0x1e5)][_0x3484d4(0x283)]['y'] = -this[_0x3484d4(0x305)]), this[_0x3484d4(0x3ed)] && (this[_0x3484d4(0x3cb)](_0x3484d4(0x410)), _0x2171dd[_0x3484d4(0x220)][_0x3484d4(0x193)](_0x3484d4(0x410)));
    }, _0x58b80d[_0x3b9b7c(0x187)][_0x3b9b7c(0x1e3)] = function() {
        var _0x5e01a0 = _0x3b9b7c;
        this[_0x5e01a0(0x1f5)] = this[_0x5e01a0(0x1f4)];
        if (this['isMe']) {
            this[_0x5e01a0(0x30c)] = this[_0x5e01a0(0x47a)] + this[_0x5e01a0(0x460)];
            var _0x272a9e = !0x1;
            for (var _0x562f65 = 0x0; _0x562f65 < _0xb2c8d5[_0x5e01a0(0x220)][_0x5e01a0(0x440)][_0x5e01a0(0x188)]; _0x562f65++) {
                var _0xb092a8 = _0xb2c8d5[_0x5e01a0(0x220)][_0x5e01a0(0x440)][_0x562f65];
                if (_0xb092a8) {
                    if (_0xb092a8 == this['gameObject']) continue;
                    this[_0x5e01a0(0x307)] ? _0xb092a8[_0x5e01a0(0x1d0)] >= this[_0x5e01a0(0x326)]['anchoredX'] - 0x3c && _0xb092a8[_0x5e01a0(0x1d0)] < this[_0x5e01a0(0x326)][_0x5e01a0(0x1d0)] && _0xb092a8[_0x5e01a0(0x455)] <= this[_0x5e01a0(0x326)][_0x5e01a0(0x455)] + 0x1e && _0xb092a8['anchoredY'] >= this[_0x5e01a0(0x326)][_0x5e01a0(0x455)] - 0xa && (_0x272a9e = !0x0, this[_0x5e01a0(0x27a)](_0xb092a8)) : _0xb092a8[_0x5e01a0(0x1d0)] <= this[_0x5e01a0(0x326)][_0x5e01a0(0x1d0)] + 0x3c && _0xb092a8[_0x5e01a0(0x1d0)] > this[_0x5e01a0(0x326)][_0x5e01a0(0x1d0)] && _0xb092a8['anchoredY'] <= this[_0x5e01a0(0x326)][_0x5e01a0(0x455)] + 0x1e && _0xb092a8[_0x5e01a0(0x455)] >= this[_0x5e01a0(0x326)][_0x5e01a0(0x455)] - 0xa && (_0x272a9e = !0x0, this['throw'](_0xb092a8));
                }
            }
            _0x272a9e || this['sendMovePack'](_0x5e01a0(0x1e3));
        }
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+10 |