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From the project README
Fetched live from GitHub via jsDelivrWhack-a-Monkey
Tap the monkeys as they peek out of the bushes, leave the other jungle animals alone. 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
Animals pop up from a fixed 3x3 grid of holes set into a jungle canopy. Most are monkeys (the targets); some are decoys (a frog, parrot, snake, or sloth) that you must leave alone. Each pop-up springs up, stays visible for a short window, then ducks back down. Tap a monkey while it is up to whack it; tap a decoy, and you are docked points and lose 2 seconds off the clock.
You pass by whacking the configured goal number of monkeys before the timer runs out. Clear that goal and the round reports success and lights a Verified badge; let the clock hit zero first and the round ends with a Try again screen. Difficulty climbs across three internal levels as you progress: pop-ups get shorter, spawn faster, and decoys grow more common (up to a fair cap), so the later monkeys are harder to catch than the first.
Scoring rewards clean, fast aim: each monkey is worth a base score plus a timing bonus for tapping it quickly after it emerges. A wrong tap on a decoy subtracts points and time. The header can show the monkeys-whacked goal counter and the current level (both toggleable). Sound effects (whack / miss / verify) are synthesized at runtime with no audio files, and an in-game mute button (plus a host config) turns them off.
| Input | Mouse | Touch |
|---|---|---|
| Whack an animal | click it while it is up | tap it while it is up |
| Start / retry | click the button | tap the button |
Determinism
The game runs a fixed logical world (800x450) advanced by a fixed logical timestep, never per real frame: the live driver uses a fixed-step accumulator and the server replays the exact same ticks, so the live score equals the replayed score by construction. Which holes pop, when, and whether each is a monkey or a decoy are all driven by the server seed, so every session differs and a memorized run does not transfer to a fresh challenge. This is enforced by the sim tests; do not reintroduce any per-frame coupling.
The look
The look is a skin the site picks (a light-theme jungle and a dark-theme jungle), so it switches with the rest of the site's theming. Both render the same canopy gradient, tinted foliage layers for depth, the animal grid, hit-burst particles, and a decoy-flash overlay; only the palette differs.
Customization
Everything is driven by caputchin.json and resolved by the
widget into the game's runtime context:
- Skins: every color is a site-settable preset, the background and canopy
gradient, the foliage tints, the hit-particle and decoy-flash colors, and the
button and focus-ring colors. Each animal sprite (monkey and the four decoys)
can also be overridden with custom art; leave it unset to use the bundled
sprite. Ships with
lightanddarkpresets. - Configurations: the pass goal, the level-1 pop-up uptime, the level-1 decoy
chance, the round time limit, sound on/off, and whether the goal/level counters
show. Ships with
default(the default),easy,medium, andhardpresets. - Languages: the header, screens, and screen-reader copy ship in 11 locales (English, Spanish, French, German, Portuguese, Russian, Arabic, Indonesian, Chinese, Japanese, Korean), with right-to-left support for Arabic. The widget picks the language from the visitor's locale, and a hardcoded English fallback covers any unresolved string.
Accessibility and support
Mouse- and touch-operable, fully responsive (the canvas reflows to any widget size), with optional sound the site or player can disable and a reduced-motion mode. A polite live region announces the round state (start, whack, wrong tap, level up, verified, round over) to screen readers in the visitor's language. The core challenge is still a real-time tap-and-reflex task, so it is not screen-reader solvable; pair it with an accessible alternative challenge where that matters.
Add it to your site
Whack-a-Monkey embeds with a single element and runs sandboxed behind a Caputchin verification check, the same as every game in the pack. Preview it live and copy its embed snippet from the Caputchin marketplace.
License
MIT, see LICENSE. The animal and foliage sprites are from Kenney (Creative Commons Zero, public domain); see THIRD-PARTY-NOTICES.md.
Source: github.com/caputchin/games
加载挂件包后,把它放进任意 HTML 页面(见安装)。把 sitekey 占位符换成你在仪表盘里的那个。
<caputchin-game
sitekey="<your_public_sitekey>"
game="caputchin/games/whack-a-monkey"
></caputchin-game>验证与游戏并行运行。你的表单会在 caputchin-token 里收到一个包装好的令牌,用于通过 /siteverify 在后端验证。
Caputchin 不会核实这些。具体以作者的仓库为准。
- en
- zh-Hans
- es
- ar
- pt
- fr
- de
- ru
- ja
- ko
- id
- 文本
- 皮肤
- 玩法
客户可在自己的站点上覆盖这些预设,视方案而定。
Caputchin
caputchin.com- 游戏 ID
- caputchin/games/whack-a-monkey
- GitHub 仓库
- caputchin/games
- GitHub 星标
- 0
- npm 包
- @caputchin/game-whack-a-monkey
- 包入口
- dist/whack-a-monkey.js
- 首选尺寸
- 800px × 450px
- 首选布局
- Modal
- 锁定的版本
- 0.3.2
- 包 URL
- https://cdn.jsdelivr.net/npm/@caputchin/game-whack-a-monkey@0.3.2/dist/whack-a-monkey.js
- 子资源完整性
- sha384-Zjkup3obmFI7QES4W7gA36K4SYn9C/TgR8Kr17x9VsAJuRHfYbuxdlJQ2vn0Hr+i
- 上次索引
- 5 小时前