Fruit Slash

OffiziellTeil von games

caputchin/games/fruit-slash

Swipe to slice the flying fruit, avoid the bombs.

  • Arcade
  • Sonstiges

Live-Vorschau

Spielvorschau wird geladen…

Vorschau-Presets

Probier das Spiel mit den verschiedenen Presets, die der Autor deklariert hat. Ein Preset zu wechseln lädt das Spiel neu, damit der neue Wert beim Mounten greift.

Passe dieses Spiel auf bezahlten Plänen weiter an
  • Configs pro Site-Key überschreibenSolo+
  • Erweiterte SprachpaketeAlpha+
  • Eigene Spiel-SkinsAlpha+
  • Widget-Shell als White-LabelApex

From the project README

Fetched live from GitHub via jsDelivr

Fruit Slash

Swipe to slice the flying fruit, avoid the bombs. A Caputchin first-party game, written clean-room in framework-free TypeScript and rendered on a 2D canvas so the play field is opaque to DOM scrapers.

How it plays

Fruit and the occasional bomb are launched from the bottom of the field on real projectile arcs (constant horizontal velocity, gravity-only vertical). They enter and leave only through the bottom border, never crossing a side or the top. Swipe across a fruit to slice it; let a fruit fall past the floor unsliced, or slice a bomb, and you lose a life.

Slicing the configured pass score of fruit reports success (bridge.pass) and lights a Verified badge, but the round does not stop there: you keep slicing to raise your score, and the final (highest) score is re-reported when the round ends. The round ends only when lives run out. Difficulty ramps up over time (faster spawns, more bombs), so the score chase gets harder.

Sound effects (slice / miss / verify) are synthesized at runtime (no audio files); an in-game mute toggle turns them on/off, and the host can default them off via config. Colors, the fruit palette, and optional fruit/bomb art are skinnable; difficulty (pass score, lives, spawn rate, gravity, bomb chance) is configurable; all copy is localized. Light and dark are separate skins the host picks.

Frame-rate independence

The game runs its own requestAnimationFrame loop driven by real elapsed time: every physics step is scaled by the delta in seconds (clamped after a stall), and the field is rendered every frame at the native refresh rate. The arc plays at the same real-world speed on a 60Hz or a 240Hz display. This is enforced by tests/frame-rate.test.ts; do not reintroduce any per-frame ("MS_PER_FRAME") coupling.

Storage

The game runs in a sandboxed, opaque-origin iframe, so localStorage is unavailable. No score is persisted; session state is in memory only.

Source: github.com/caputchin/games

Füg es in eine beliebige HTML-Seite ein, nachdem du das Widget-Bundle geladen hast (siehe Installation). Ersetz den Sitekey-Platzhalter durch deinen eigenen aus dem Dashboard.

HTML
<caputchin-game
  sitekey="<your_public_sitekey>"
  game="caputchin/games/fruit-slash"
></caputchin-game>

Die Verifizierung läuft parallel zum Spiel. Dein Formular erhält ein umhülltes Token in caputchin-token zur Backend-Verifizierung über /siteverify.

ResponsivTouch-EingabeScreenreaderAudio optional

Caputchin prüft diese nicht. Sieh im Repo des Autors nach, was wirklich stimmt.

Sprachen11
  • en
  • zh-Hans
  • es
  • ar
  • pt
  • fr
  • de
  • ru
  • ja
  • ko
  • id
DesignHell und dunkel
Anpassbar
  • Text
  • Skin
  • Gameplay

Kunden können diese Voreinstellungen auf der eigenen Seite überschreiben, je nach Tarif.

Caputchin

caputchin.com