Fruit Slash

OficialParte de games

caputchin/games/fruit-slash

Swipe to slice the flying fruit, avoid the bombs.

  • Arcade
  • Otros

Vista previa en vivo

Cargando la vista previa del juego…

Ajustes de vista previa

Prueba el juego con los distintos ajustes que declaró el autor. Cambiar un ajuste recarga el juego para que el nuevo valor surta efecto al montarse.

Personaliza más este juego en los planes de pago
  • Anular configuraciones por clave de sitioSolo+
  • Paquetes de idioma ampliadosAlpha+
  • Skins de juego a medidaAlpha+
  • Marca blanca del shell del widgetApex

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

Pégalo en cualquier página HTML tras cargar el bundle del widget (consulta instalación). Reemplaza el marcador de sitekey por el tuyo del panel.

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

La verificación corre junto al juego. Tu formulario recibe un token envuelto en caputchin-token para verificarlo en el backend mediante /siteverify.

AdaptableEntrada táctilLector de pantallaAudio opcional

Caputchin no lo verifica. Mira el repo del autor para saber qué es cierto.

Idiomas11
  • en
  • zh-Hans
  • es
  • ar
  • pt
  • fr
  • de
  • ru
  • ja
  • ko
  • id
TemaClaro y oscuro
Personalizable
  • Texto
  • Skin
  • Jugabilidad

Los clientes pueden sobrescribir estos ajustes en su propio sitio, según el plan.

Caputchin

caputchin.com