Created: 01/04/2015
By: Code This Lab S.r.l.
Email: info@codethislab.com
Thank you for purchasing our game. If you have any questions that are beyond the scope of this help file, please feel free to email via user page contact form here. Thanks so much!
Jumper Frog is a HTML5 Game. Enjoy this colorful version of the classica game Frogger.
The goal of the game is to guide a frog from the bottom of the screen to the top into one of the fives available coves.
The ZIP package contains the game with 1080x1136 resolution that scales to fit the whole screen device
Just warning that for very wide screens, the game may not be perfectly full screen.
The game is fully compatible with all most common mobile devices.
Sounds are enabled for mobile but we can't grant full audio compatibility on all mobile devices due to some well-know issue between some mobile-browser and HTML5.
So if you want to avoid sound loading, please read Disable Sound section).
WARNING: Sounds can't be enabled for Windows Phone as this kind of device have unsolved issues with 'audio' and 'video' tag.
To install the game just upload on your server the game folder game640x1136.
$(document).ready(function(){ var oMain = new CMain(); $(oMain).on("save_score", function(evt,iScore) { //alert("iScore: "+iScore); }); });
TEXT_GAMEOVER = "GAME OVER"; TEXT_SCORE = "SCORE"; TEXT_PLAY = "PLAY"; TEXT_RESTART = "RESTART"; TEXT_TIME = "TIME"; TEXT_SCORE = "SCORE"; TEXT_LEVELEND = "LEVEL "; TEXT_COMPLETEEND = " COMPLETE"; TEXT_SPLAT = "SPLAT!"; TEXT_DROWN = "GLU GLU.."; TEXT_CRASH = "BONK!"; TEXT_GREAT = "GREAT!!"; TEXT_HELP1 = "USE ARROWS KEYS TO REACH THE OTHER SIDE OF THE RIVER BEFORE TIME RUNS OUT. TO COMPLETE A LEVEL, YOU HAVE TO PUT A FROG ON EACH OF THE 5 COVES"; TEXT_HELP2 = "DON’T GET DRIVEN OVER BY CARS ALONG THE STREET"; TEXT_HELP3 = "USE THE FLOATING TRUNKS OR TURTLE SHELLS TO CROSS THE RIVER"; TEXT_HELP4 = "IF YOU CATCH A FLY, YOU GET EXTRA POINTS"; TEXT_HELP_MOB1 = "SWIPE TO REACH THE OTHER SIDE OF THE RIVER BEFORE TIME RUNS OUT. TO COMPLETE A LEVEL, YOU HAVE TO PUT A FROG ON EACH OF THE 5 COVES"; TEXT_DEVELOPED = "DEVELOPED BY"; TEXT_SHARE_IMAGE = "200x200.jpg"; TEXT_SHARE_TITLE = "Congratulations!"; TEXT_SHARE_MSG1 = "You collected "; TEXT_SHARE_MSG2 = " points!
Share your score with your friends!"; TEXT_SHARE_SHARE1 = "My score is "; TEXT_SHARE_SHARE2 = " points! Can you do better";
var oMain = new CMain({ lives: 5, //Number of starting lives crossing_time: 60000, // Maximum time available to get a frog into a cove (in ms) score_in_nest: 100, //Points earned when a frog is in the cove score_with_fly: 500, //Points earned when a frog eat a fly in the cove score_death: -200, //Points losed when frog deads frog_speed : 100, //Set the frog jump speed(in ms) sink_turtle_occurrency: 4, //Number of standard turtle-group before a sink turtle-group num_level_increase_sink: 5, //Number of level before reduce by 1, the "sink_turtle_occurrency" parameter time_fly_to_spawn: 7000, //Time to spawn a fly (in ms) time_fly_to_disappear: 3000, //Time before a fly disappear (in ms) //Time-Speed of a street lane (in ms). Each value will be randomly assigned to a lane every level street_lane_timespeed: [12000, 10000, 9000, 7000, 6000], //Decrease time-speed of a street lane (in ms) every level. Each value will be add to "street_lane_speed" parameters vector, respectively street_timespeed_decrease_per_level: [-150, -150, -250, -150, -250], //Occurrence of a street lane cars spawn (in ms). Each value will be randomly assigned to a lane every level, according with "street_lane_speed" parameters vector street_lane_occurrence: [3500, 3700, 3900, 4100, 4300], //Decrease occurrence of a street lane cars spawn(in ms). Each value will be subtract to "street_lane_occurrence" parameters vector, respectively street_occurrence_decrease_per_level: [-100, -100, -100, -100, -100], //Time-Speed of a water lane (in ms). From bottom to top: water_lane_timespeed: [ 13000, //FIRST LANE 10000, //SECOND LANE 8000, //THIRD LANE 10000, //FOURTH LANE 10000 ], //FIFTH LANE //Decrease time-speed of a water lane (in ms) every level. Each value will be add to "water_lane_speed" parameters vector, respectively water_timespeed_decrease_per_level: [ -150, //FIRST LANE -150, //SECOND LANE -250, //THIRD LANE -150, //FOURTH LANE -150 ], //FIFTH LANE //Occurrence of a water lane trunk or turtle spawn (in ms). From bottom to top: water_lane_occurrence: [ 5000, //FIRST LANE 4000, //SECOND LANE 3000, //THIRD LANE 3500, //FOURTH LANE 5000 ], //FIFTH LANE //Increase occurrence of a water lane trunk or turtle spawn (in ms). Each value will be add to "water_lane_occurrence" parameters vector, respectively water_occurrence_increase_per_level: [ 50, //FIRST LANE 50, //SECOND LANE 50, //THIRD LANE 50, //FOURTH LANE 50 ], //FIFTH LANE fullscreen:true, //SET THIS TO FALSE IF YOU DON'T WANT TO SHOW FULLSCREEN BUTTON check_orientation:true, //SET TO FALSE IF YOU DON'T WANT TO SHOW ORIENTATION ALERT ON MOBILE DEVICES });
This game have the canvas tag in the body. The ready event into the body calls the main function of the game: CMain().
The head section declares all the javascript functions of the game. The whole project uses a typical object-oriented approach.
In the init function there are 7 mapped events that can be useful eventually for stats
The game use two CSS files. The first one is a generic reset file. Many browser interpret the default behavior of html elements differently. By using a general reset CSS file, we can work round this. Keep in mind, that these values might be overridden somewhere else in the file.
The second file contains all of the specific stylings for the canvas and some hack to be fully compatible with all most popular mobile devices
This game contains:
Resuming, the complete game flow is the following:
The game contains the spritesheet with all the animations that you can edit if you want to change game artwork.
The image have 6 different states that represent 6 different actions: idle: [0], jump: [1,5,"idle"], splat: [6], drown: [7,44,"drown_stop"], drown_stop: [44], skid_marks.
If you want to disable all the sounds for mobile devices, you have to change the following value in settings.js file:
var DISABLE_SOUND_MOBILE = true;
CTL Arcade will allow you to add a real arcade on your worpress website, in this way your users will be more involved and will stay connected longer.
It's possible to add Ads banner at the beginning of each game and at the end of each level. This will give you a new tool to increase your revenues.
Your own users will promote your website sharing their scores on the main Social Networks, with no extra costs for you.
You'll get by default the score-sharing on Twitter. To add Facebook just follow the guideline below.
3 widgets can be added in your pages through a shortcode.
Once again, thank you so much for purchasing this game. Fell free to contact us if you have any questions or issue relating to this game. No guarantees, but we'll do our best to assist.