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为什么不混淆代码

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老猫

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发表于 2024-7-19 00:04:50 | 显示全部楼层 |阅读模式
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源代码
  1. S.prototype.move = function(e) {
  2.         this.targetSpeedX = e ? -this.moveSpeed : this.moveSpeed,
  3.         this.isFacingLeft = e,
  4.         this.playerImage.scaleX = e ? 1 : -1,
  5.         this.state = 1,
  6.         this.game.phaser.add.tween(this.gameObject.phaser.body).to({
  7.             height: 36
  8.         }, 100, Phaser.Easing.Linear.None, !0),
  9.         this.isMe && this.sendMovePack(e ? "moveLeft" : "moveRight")
  10.     }
  11.     ,
  12.     S.prototype.stop = function() {
  13.         this.targetSpeedX = 0,
  14.         this.state = 0,
  15.         this.game.phaser.add.tween(this.gameObject.phaser.body).to({
  16.             height: 36
  17.         }, 100, Phaser.Easing.Linear.None, !0),
  18.         this.rigidbody && (this.rigidbody.velocity.x = this.targetSpeedX),
  19.         this.isMe && this.sendMovePack("stop")
  20.     }
  21.     ,
  22.     S.prototype.dock = function() {
  23.         this.targetSpeedX = 0,
  24.         this.state = 2,
  25.         this.game.phaser.add.tween(this.gameObject.phaser.body).to({
  26.             height: 20
  27.         }, 100, Phaser.Easing.Linear.None, !0),
  28.         this.isMe && this.sendMovePack("dock")
  29.     }
  30.     ,
  31.     S.prototype.kill = function() {
  32.         this.gameObject.anchoredX = h.instance.currentLevel.spawnPoint.anchoredX,
  33.         this.gameObject.anchoredY = h.instance.currentLevel.spawnPoint.anchoredY,
  34.         this.isMe && (this.sendMovePack("kill"),
  35.         _.instance.play("die"))
  36.     }
  37.     ,
  38.     S.prototype.jump = function() {
  39.         this.rigidbody && (this.rigidbody.velocity.y = -this.jumpSpeed),
  40.         this.isMe && (this.sendMovePack("jump"),
  41.         _.instance.play("jump"))
  42.     }
  43.     ,
  44.     S.prototype.pick = function() {
  45.         this.pickTimer = this.initPickTimer;
  46.         if (this.isMe) {
  47.             this.nextPickTime = this.tick + this.pickCoolDown;
  48.             var e = !1;
  49.             for (var t = 0; t < h.instance.players.length; t++) {
  50.                 var n = h.instance.players[t];
  51.                 if (n) {
  52.                     if (n == this.gameObject)
  53.                         continue;
  54.                     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,
  55.                     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,
  56.                     this.throw(n))
  57.                 }
  58.             }
  59.             e || this.sendMovePack("pick")
  60.         }
  61.     }
  62.     ,
复制代码
  1. _0x58b80d[_0x3b9b7c(0x187)]['calcAnim'] = function() {
  2.         var _0x35d75e = _0x3b9b7c;
  3.         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));
  4.     }, _0x58b80d['prototype']['move'] = function(_0x276d55) {
  5.         var _0x3b9bc4 = _0x3b9b7c;
  6.         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']({
  7.             'height': 0x24
  8.         }, 0x64, Phaser[_0x3b9bc4(0x45f)]['Linear']['None'], !0x0), this[_0x3b9bc4(0x3ed)] && this[_0x3b9bc4(0x3cb)](_0x276d55 ? _0x3b9bc4(0x2fc) : _0x3b9bc4(0x2e0));
  9.     }, _0x58b80d[_0x3b9b7c(0x187)][_0x3b9b7c(0x1bf)] = function() {
  10.         var _0x3e4fbe = _0x3b9b7c;
  11.         this[_0x3e4fbe(0x250)] = 0x0, this[_0x3e4fbe(0x273)] = 0x0, this[_0x3e4fbe(0x26e)][_0x3e4fbe(0x433)][_0x3e4fbe(0x29e)][_0x3e4fbe(0x47e)](this[_0x3e4fbe(0x326)]['phaser']['body'])['to']({
  12.             'height': 0x24
  13.         }, 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));
  14.     }, _0x58b80d[_0x3b9b7c(0x187)]['dock'] = function() {
  15.         var _0x284591 = _0x3b9b7c;
  16.         this[_0x284591(0x250)] = 0x0, this[_0x284591(0x273)] = 0x2, this['game'][_0x284591(0x433)][_0x284591(0x29e)]['tween'](this[_0x284591(0x326)][_0x284591(0x433)][_0x284591(0x3d4)])['to']({
  17.             'height': 0x14
  18.         }, 0x64, Phaser['Easing']['Linear'][_0x284591(0x304)], !0x0), this['isMe'] && this['sendMovePack'](_0x284591(0x1d8));
  19.     }, _0x58b80d['prototype']['kill'] = function() {
  20.         var _0x188fb9 = _0x3b9b7c;
  21.         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)));
  22.     }, _0x58b80d[_0x3b9b7c(0x187)][_0x3b9b7c(0x410)] = function() {
  23.         var _0x3484d4 = _0x3b9b7c;
  24.         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)));
  25.     }, _0x58b80d[_0x3b9b7c(0x187)][_0x3b9b7c(0x1e3)] = function() {
  26.         var _0x5e01a0 = _0x3b9b7c;
  27.         this[_0x5e01a0(0x1f5)] = this[_0x5e01a0(0x1f4)];
  28.         if (this['isMe']) {
  29.             this[_0x5e01a0(0x30c)] = this[_0x5e01a0(0x47a)] + this[_0x5e01a0(0x460)];
  30.             var _0x272a9e = !0x1;
  31.             for (var _0x562f65 = 0x0; _0x562f65 < _0xb2c8d5[_0x5e01a0(0x220)][_0x5e01a0(0x440)][_0x5e01a0(0x188)]; _0x562f65++) {
  32.                 var _0xb092a8 = _0xb2c8d5[_0x5e01a0(0x220)][_0x5e01a0(0x440)][_0x562f65];
  33.                 if (_0xb092a8) {
  34.                     if (_0xb092a8 == this['gameObject']) continue;
  35.                     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));
  36.                 }
  37.             }
  38.             _0x272a9e || this['sendMovePack'](_0x5e01a0(0x1e3));
  39.         }
复制代码
我用的最低混淆至于最高混淆emm…
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咸鱼

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发表于 2024-7-19 00:56:16 | 显示全部楼层
???这是什么!?
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特别鸣谢

現実的理论主义者

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发表于 2024-7-24 17:04:27 | 显示全部楼层
只影响阅读,无实际效果,影响程序性能
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老猫

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发表于 2024-7-24 18:10:12 来自手机 | 显示全部楼层
之前新版为什么没有开挂的
那一次尴尬的一瞬间,让我把所有网名都改成了尴尬,我是一个有故
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猫猫帝

我太菜了

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发表于 2024-7-24 18:11:57 | 显示全部楼层
尴尬 发表于 2024-7-24 18:10
之前新版为什么没有开挂的

好像有debbug
别看我

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j4b
带偏了dubbger  发表于 2024-7-24 19:18
j4b
debbuger  发表于 2024-7-24 19:12
旧版颜色简略版
红色:[#f00]
蓝色:[#1af]
绿色:[#af1]
黄色
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老猫

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 楼主| 发表于 2024-7-24 19:19:34 | 显示全部楼层
天守 发表于 2024-7-24 18:11
好像有debbug
别看我

e 是debugger

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可以从控制台跳过去(最快的)  发表于 2024-7-31 16:15
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