Protect, obfuscate and sitelock your HTML5 games and your JavaScript scripts with JScrambler
Talking about HTML5, Javascript and Reviews.
Protecting your hard work has always been a priority. In the making of your latest HTML5 game, you invested lots of hours in developing your JavaScript code.
Unfortunately, everyone can read it just looking at the source code of the web page your script is running into. In other words, you wrote a script you are basically giving away for free.
By accessing to your source code, another programmer can:
* Violate your license agreement
* Steal secret algorithms
* Steal your code, to reuse it
* Leak altered versions to the Internet
That’s why you need a tool to protect, and obfuscate your source code: JScrambler
With JScrambler you can:
* Protect your Web Game code without hurting performance
* Enforce your licensing
* Domain lock your code
* Discourage others from stealing/hacking your code
Let’s see how it works, testing it on the script I made in the post introducing SUPER JUMP in your HTML5 platform games. This is the original code:
(function(){
var canvas = document.getElementById("canvas"); // the canvas where game will be drawn
var context = canvas.getContext("2d"); // canvas context
var levelCols=20; // level width, in tiles
var levelRows=15; // level height, in tiles
var tileSize=32; // tile size, in pixels
var playerCol=5; // player starting column
var playerRow=13; // player starting row
var playerSize=24; // player size
var sizeDiff=tileSize-playerSize; // difference between player and tile size
var leftPressed=false; // are we pressing LEFT arrow key?
var rightPressed=false; // are we pressing RIGHT arrow key?
var upPressed=false; // are we pressing UP arrow key?
var downPressed=false; // are we pressing DOWN arrow key?
var movementSpeed=3; // the speed we are going to move, in pixels per frame
var playerXSpeed=0; // player horizontal speed, in pixels per frame
var playerYSpeed=0; // player vertical speed, in pixels per frame
var gravityForce=0.5; // gravity acceleration, in pixels per frame per frame
var jumpSpeed=9; // jump speed
var superJumpSpeed=15; // super jump speed
var onTheGround=false; // Boolean variable which says if we are on the ground
var jumped=false; // We want to know if the player jumped
var lastTouch=0 // Timestamp of your last Jump, when you touched the ground
var doubleJumpDelay=50 // Delay from a jump to another in order to make a double jump, in milliseconds
var maxFallingSpeed=10; // maximum falling speed
var level = [ // the 11x9 level - 1=wall, 0=empty space
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
var playerYPos=playerRow*tileSize+sizeDiff/2; // converting Y player position from tiles to pixels
var playerXPos=playerCol*tileSize+sizeDiff/2; // converting X player position from tiles to pixels
canvas.width=640; // canvas width. Won't work without it even if you style it from CSS
canvas.height=480; // canvas height. Same as before
// simple key listeners
document.addEventListener("keydown", function(ev){
switch(ev.keyCode){
case 65:
leftPressed=true;
break;
case 87:
// when we jump? when these three conditions are satisfied:
// 1 - we are on the ground
// 2 - our vertical speed is equal to zero
// 3 - the jump button is released
if(onTheGround && playerYSpeed==0 && !upPressed){
console.log(new Date().getTime()-lastTouch);
if(new Date().getTime()-lastTouch<doubleJumpDelay){
playerYSpeed=-superJumpSpeed;
}
else{
playerYSpeed=-jumpSpeed;
}
jumped=true;
onTheGround=false;
}
upPressed=true
break;
case 68:
rightPressed=true;
break;
case 83:
downPressed=true;
break;
}
}, false);
document.addEventListener("keyup", function(ev){
switch(ev.keyCode){
case 65:
leftPressed=false;
break;
case 87:
upPressed=false;
break;
case 68:
rightPressed=false;
break;
case 83:
downPressed=false;
break;
}
}, false);
// function to display the level
function renderLevel(){
// clear the canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// walls = red boxes
context.fillStyle = "#ff0000";
for(i=0;i<levelRows;i++){
for(j=0;j<levelCols;j++){
if(level[i][j]==1){
context.fillRect(j*tileSize,i*tileSize,tileSize,tileSize);
}
}
}
// player = green box
context.fillStyle = "#00ff00";
context.fillRect(playerXPos,playerYPos,playerSize,playerSize);
}
// this function will do its best to make stuff work at 60FPS - please notice I said "will do its best"
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000/60);
};
})();
// function to handle the game itself
function updateGame() {
// no friction or inertia at the moment, so at every frame initial speed is set to zero
playerXSpeed=0;
playerYSpeed+=gravityForce;
// limiting max vertical speed
playerYSpeed=Math.min(playerYSpeed,maxFallingSpeed);
// updating speed according to key pressed
if(rightPressed){
playerXSpeed=movementSpeed
}
else{
if(leftPressed){
playerXSpeed=-movementSpeed;
}
else{
if(upPressed){
/*playerYSpeed=-movementSpeed;*/
}
else{
if(downPressed){
/*playerYSpeed=movementSpeed;*/
}
}
}
}
// updating player position
playerXPos+=playerXSpeed;
playerYPos+=playerYSpeed;
// check for vertical collisions, got to do it first this time
var baseCol = Math.floor(playerXPos/tileSize);
var baseRow = Math.floor(playerYPos/tileSize);
var colOverlap = playerXPos%tileSize>sizeDiff;
var rowOverlap = playerYPos%tileSize>sizeDiff;
if(playerYSpeed>0){
if((level[baseRow+1][baseCol] && !level[baseRow][baseCol] && rowOverlap) || (level[baseRow+1][baseCol+1] && !level[baseRow][baseCol+1] && colOverlap && rowOverlap)){
playerYPos = baseRow*tileSize+sizeDiff;
playerYSpeed=0;
onTheGround=true;
if(jumped){
lastTouch=new Date().getTime();
jumped=false;
}
}
}
if(playerYSpeed<0){
if((!level[baseRow+1][baseCol] && level[baseRow][baseCol]) || (!level[baseRow+1][baseCol+1] && level[baseRow][baseCol+1] && colOverlap)){
playerYPos = (baseRow+1)*tileSize;
playerYSpeed=0;
}
}
// check for horizontal collisions
var baseCol = Math.floor(playerXPos/tileSize);
var baseRow = Math.floor(playerYPos/tileSize);
var colOverlap = playerXPos%tileSize>sizeDiff;
var rowOverlap = playerYPos%tileSize>sizeDiff;
if(playerXSpeed>0){
if((level[baseRow][baseCol+1] && !level[baseRow][baseCol] && colOverlap) || (level[baseRow+1][baseCol+1] && !level[baseRow+1][baseCol] && rowOverlap && colOverlap)){
playerXPos=baseCol*tileSize+sizeDiff;
}
}
if(playerXSpeed<0){
if((!level[baseRow][baseCol+1] && level[baseRow][baseCol]) || (!level[baseRow+1][baseCol+1] && level[baseRow+1][baseCol] && rowOverlap)){
playerXPos=(baseCol+1)*tileSize;
}
}
// rendering level
renderLevel();
// update the game in about 1/60 seconds
requestAnimFrame(function() {
updateGame();
});
}
updateGame();
})();
JScrambler has a lot of options to tune the obfuscation but it also provides a quick wizard to complete the process in a couple of clicks:
And this is the output, without sitelocking or date restriction so you can even test it on your own:
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P>D;},'y9':function(P,D){return P*D;},'H2':function(P,D){return P>D;},'b9':function(P,D){return P<D;},'S2':function(P,D){return P/D;},'P9':function(P,D){return P>D;},'M2':function(P,D){return P*D;},'C2':function(P,D){return P*D;},'z2':function(P,D){return P<D;},'i9':function(P,D){return P>D;},'O2':function(P,D){return P==D;},'E2':function(P,D){return P/D;},'B9':function(P,D){return P*D;},'h2':function(P,D){return P<D;},'d2':function(P,D){return P<D;},'o9':function(P,D){return P/D;},'D2':function(P,D){return P*D;}};(function(){var y2=d9P.C3.G3("3f53")?"tileSize":"requestAnimFrame",E=d9P.C3.G3("5d")?"lastTouch":"keyCode",f=d9P.C3.G3("7a")?"addEventListener":"sizeDiff",e2=d9P.C3.G3("aec4")?20:"A2",G2=d9P.C3.G3("a16")?"C2":24,w2=d9P.C3.G3("8f")?"s2":"#00ff00",c2=d9P.C3.G3("c88")?"2d":"D2",W2=d9P.C3.G3("d44")?"u":"requestAnimFrame",U2=d9P.C3.G3("7a4")?"getContext":"requestAnimationFrame",l2=d9P.C3.G3("d6d6")?"msRequestAnimationFrame":"getElementById",m="getTime";function o2(){var D="p2",C="M2",A="O2",G="z2",W="d2",c=d9P.C3.G3("57a")?24:function(P){X.fillStyle=P;},o=function(P){X.fillStyle=P;};X.clearRect(0,0,d.width,d.height);c("#ff0000");for(i=0;d9P[W](i,J2);i++){for(j=0;d9P[G](j,X2);j++){if(d9P[A](r[i][j],1)){X.fillRect(d9P[C](j,s),d9P[D](i,s),s,s);}}}o("#00ff00");X.fillRect(w,n,b,b);}var Q2=function(P){d.width=P;};function L(){var D="b9",C="F9",A="J9",G="i9",W=d9P.C3.G3("51b")?"o9":83,c="w9",o="e9",h="P9",z="t2",g=d9P.C3.G3("ab")?"H2":0,B=d9P.C3.G3("e876")?"S2":1000,O="j2",x=d9P.C3.G3("874")?"floor":"tileSize",K="min",S=d9P.C3.G3("83fc")?640:function(P){l=P;};S(0);e+=d9P.C3.G3("aea")?false:B2;e=Math[K](e,R2);if(M){var v=function(P){l=P;};v(V);}else{if(a){var q=function(){l=-V;};q();}else{if(F){}else{if(R){}}}}w+=d9P.C3.G3("53")?"j":l;n+=e;var T=Math[x](d9P[O](w,s)),y=Math[x](d9P[B](n,s)),Q=d9P.C3.G3("d52")?1:d9P[g](w%s,U),J=d9P[z](n%s,U);if(d9P[h](e,0)){if((r[y+1][T]&&!r[y][T]&&J)||(r[y+1][T+1]&&!r[y][T+1]&&Q&&J)){var H=d9P.C3.G3("6fd")?87:function(P){e=P;},Y=function(P){Z=d9P.C3.G3("3f")?"i":P;},k=function(){var P="y9";n=d9P[P](y,s)+U;};k();H(0);Y(true);if(p){var N=function(P){p=P;};I=d9P.C3.G3("44d4")?new Date()[m]():"levelCols";N(false);}}}if(d9P[o](e,0)){if((!r[y+1][T]&&r[y][T])||(!r[y+1][T+1]&&r[y][T+1]&&Q)){var t=function(){var P=d9P.C3.G3("c33d")?"W9":true;n=d9P[P]((y+1),s);},T2=function(P){e=d9P.C3.G3("e1")?P:"setTimeout";};t();T2(0);}}var T=d9P.C3.G3("c4")?83:Math[x](d9P(w,s)),y=d9P.C3.G3("b58c")?1:Math[x](d9P[W](n,s)),Q=d9P.C3.G3("d648")?d9P[G](w%s,U):15,J=d9P[A](n%s,U);if(d9P[C](l,0)){if((r[y][T+1]&&!r[y][T]&&Q)||(r[y+1][T+1]&&!r[y+1][T]&&J&&Q)){var P2=d9P.C3.G3("877a")?68:function(){var P="B9";w=d9P[P](T,s)+U;};P2();}}if(d9P[D](l,0)){if((!r[y][T+1]&&r[y][T])||(!r[y+1][T+1]&&r[y+1][T]&&J)){var r2=d9P.C3.G3("443")?function(){var P=d9P.C3.G3("86e")?1:"R9";w=d9P[P]((T+1),s);}:15;r2();}}o2();requestAnimFrame(function(){L();});}var i2=function(P){d.height=P;},d=d9P.C3.G3("d3c5")?document[l2]("canvas"):"2d",X=d[U2]("2d"),X2=20,J2=15,s=32,g2=5,F2=13,b=24,U=d9P[W2](s,b),a=d9P.C3.G3("cc4")?"jumped":false,M=d9P.C3.G3("8cb")?false:"levelRows",F=d9P.C3.G3("4dc")?false:"playerRow",R=d9P.C3.G3("256")?false:"Date",V=d9P.C3.G3("7bba")?3:"2d",l=0,e=0,B2=d9P.C3.G3("86")?13:0.5,b2=9,a2=15,Z=false,p=false,I=0,m2=d9P.C3.G3("24")?1:50,R2=d9P.C3.G3("d8a")?10:2,r=[[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]],n=d9P[c2](F2,s)+d9P[w2](U,2),w=d9P.C3.G3("a1b")?"keyup":d9P[G2](g2,s)+d9P[e2](U,2);Q2(640);i2(480);document[f]("keydown",function(D){var 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G="msRequestAnimationFrame",W="oRequestAnimationFrame",c="mozRequestAnimationFrame",o="webkitRequestAnimationFrame",h="requestAnimationFrame";return window[h]||window[o]||window||window[W]||window[G]||function(P){var D="E2",C="setTimeout";window[C](P,d9P[D](1000,60));};})();L();})();
Obviously, the game is working:
WASD key to move the green character.
No doubt JScrambler will be my tool to encrypt games and projects
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