Make your JavaScript Application or HTML5 game protect itself with Jscrambler 4

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 Do you know how I am protecting my hard written lines of code? With Jscrambler. I already blogged about Jscrambler in this post and in this other post and I have to say it’s the tool I am actually using to protect my commercial work for two years and believe me when I say I do care about my code. With version 4, Jscrambler introduces a lot of new features, including a full control panel with a lot of customizable options: jscrambler Let’s make a quick example with the code used int he post Understanding HTML5 sprite animation with Phaser. This is the original code:
var game;

window.onload = function() {
	game = new Phaser.Game(480, 60, Phaser.AUTO, "");
     game.state.add("PlayGame", playGame);
     game.state.start("PlayGame");
}

var playGame = function(game){};
playGame.prototype = {
     preload: function(){
          // the hero is a spritesheet with all animation frames
          game.load.spritesheet("hero", "hero.png", 20, 32);
     },
     create: function(){
          // the hero is initally placed like a normal sprite
          this.hero = game.add.sprite(game.width / 2, game.height / 2, "hero");
          // flag to determine if the hero is supposed to move right
          this.hero.goingRight = false;
          // flag to determine if the hero is supposed to move left
          this.hero.goingLeft = false;
          // default idle frame, with the hero facing right
          this.hero.idleFrame = 0;
          // this is how we set an animation, we give it a name and an array with the frames.
          var walkRightAnimation = this.hero.animations.add("walkRight", [0, 1, 2, 3]);
          var walkLeftAnimation = this.hero.animations.add("walkLeft", [4, 5, 6, 7]);
          // these are just listeners for X and Z keys
          this.rightKeyPressed = game.input.keyboard.addKey(Phaser.Keyboard.X);
          this.leftKeyPressed = game.input.keyboard.addKey(Phaser.Keyboard.Z);          
          // setting goingRight to true if X is pressed
          this.rightKeyPressed.onDown.add(function(){
               this.hero.goingRight = true;     
          }, this);
          // setting goingRight to false if X is released
          this.rightKeyPressed.onUp.add(function(){
               this.hero.goingRight = false;     
          }, this);  
          // setting goingLeft to true if Y is pressed
          this.leftKeyPressed.onDown.add(function(){
               this.hero.goingLeft = true;     
          }, this);
          // setting goingLeft to false if Y is released
          this.leftKeyPressed.onUp.add(function(){
               this.hero.goingLeft = false;     
          }, this);
     },
     update: function(){
          // if we are going left and not right (we don't want two keys to be pressed at the same time)
          if(this.hero.goingRight && !this.hero.goingLeft){
               this.hero.animations.play("walkRight", 10, true);
               // idle frame with hero facing right
               this.hero.idleFrame = 0;     
          }
          else{
               // if we are going right and not left
               if(!this.hero.goingRight && this.hero.goingLeft){
                    this.hero.animations.play("walkLeft", 10, true); 
                    // idle frame with hero facing left
                    this.hero.idleFrame = 4;      
               }
               else{
                    // show idle frame
                    this.hero.frame = this.hero.idleFrame;         
               }
          }
     }            
}
With no setting specified, you can use Jscrabler to remove comments and adjust indentationation. Useful for lazy people like me who still use PSPad which has limited code formatting options:
var game;
window.onload = function () {
    game = new Phaser.Game(480, 60, Phaser.AUTO, "");
    game.state.add("PlayGame", playGame);
    game.state.start("PlayGame");
};
var playGame = function (game) {
};
playGame.prototype = {
    preload: function () {
        game.load.spritesheet("hero", "hero.png", 20, 32);
    },
    create: function () {
        this.hero = game.add.sprite(game.width / 2, game.height / 2, "hero");
        this.hero.goingRight = false;
        this.hero.goingLeft = false;
        this.hero.idleFrame = 0;
        var walkRightAnimation = this.hero.animations.add("walkRight", [
            0,
            1,
            2,
            3
        ]);
        var walkLeftAnimation = this.hero.animations.add("walkLeft", [
            4,
            5,
            6,
            7
        ]);
        this.rightKeyPressed = game.input.keyboard.addKey(Phaser.Keyboard.X);
        this.leftKeyPressed = game.input.keyboard.addKey(Phaser.Keyboard.Z);
        this.rightKeyPressed.onDown.add(function () {
            this.hero.goingRight = true;
        }, this);
        this.rightKeyPressed.onUp.add(function () {
            this.hero.goingRight = false;
        }, this);
        this.leftKeyPressed.onDown.add(function () {
            this.hero.goingLeft = true;
        }, this);
        this.leftKeyPressed.onUp.add(function () {
            this.hero.goingLeft = false;
        }, this);
    },
    update: function () {
        if (this.hero.goingRight && !this.hero.goingLeft) {
            this.hero.animations.play("walkRight", 10, true);
            this.hero.idleFrame = 0;
        } else {
            if (!this.hero.goingRight && this.hero.goingLeft) {
                this.hero.animations.play("walkLeft", 10, true);
                this.hero.idleFrame = 4;
            } else {
                this.hero.frame = this.hero.idleFrame;
            }
        }
    }
};
The magic happens when you check some protection options and get a really unreadable code:
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Phaser[(yNTa.y1("142"*1))](+"480","60"|0,Phaser[yNTa.y1("150"|0)],yNTa.w1("108"-0)));game[yNTa.w1("68"-0)][yNTa.w1(+"69")](yNTa.x1(+"140"),playGame);k+=yNTa.U(+"2");}if(yNTa.V(yNTa[yNTa.W(("6310"|0,+"7403"),"250.73"*1)?+"410.30":yNTa.z1("120"|0)](k[yNTa.z1("60"*1)](),k[yNTa.z1("36"|0)]()[yNTa.A1("161"*1)],+"41212"),j)){game[yNTa.z1("42"|0)][yNTa.x1(+"9")](yNTa.A1("59"|0));}game[yNTa.z1("68"|0)][yNTa.y1("23"*1)](yNTa.y1("136"-0));});playGame=yNTa.Y(function(a){});playGame[yNTa.A1("32"-0)]=yNTa.a0({'\x75\x70\x64\x61\x74\x65':function(){if(yNTa.q1(this[yNTa.w1(+"46")][yNTa.x1(+"118")])&&!this[yNTa.w1("7"*1)][yNTa.z1("87"|0)]){this[yNTa.y1(+"74")][yNTa.w1(+"29")][yNTa.y1("104"|0)](yNTa.x1("3"*1),+"10",!!1);this[yNTa.A1(+"83")][yNTa.z1(+"137")]=yNTa.r1(+"0");}else{if(yNTa.s1(!this[yNTa.w1(+"85")][yNTa.A1("52"*1)])&&this[yNTa.w1(+"76")][yNTa.x1("64"-0)]){this[yNTa.z1("74"|0)][yNTa.y1(+"56")][yNTa.x1(+"104")](yNTa.x1(+"66"),+"10",!!{});this[yNTa.y1("74"*1)][yNTa.x1("137"|0)]=yNTa.t1(+"4");}else{this[yNTa.A1(+"74")][yNTa.y1("129"*1)]=yNTa.u1(this[yNTa.x1("34"|0)][yNTa.y1(+"144")]);}}},'\x63\x72\x65\x61\x74\x65':function(){var a,b;this[yNTa.w1("40"-0)]=yNTa.k0(game[yNTa.A1("71"-0)][yNTa.x1(+"152")](yNTa.l0(game[yNTa.A1("82"-0)],+"2"),yNTa.m0(game[yNTa.y1("78"*1)],"2"-0),yNTa.x1("34"*1)));this[yNTa.w1("43"-0)][yNTa.z1(+"93")]=yNTa.n0(!{});this[yNTa.w1(+"67")][yNTa.A1(+"126")]=yNTa.o0(!!0);this[yNTa.A1("33"*1)][yNTa.z1(+"12")]=yNTa.p0("0"*1);a=yNTa.q0(this[yNTa.y1(+"43")][yNTa.x1("84"*1)][yNTa.z1("69"*1)](yNTa.y1("58"-0),["0"-0,"1"|0,"2"*1,+"3"]));b=yNTa.r0(this[yNTa.z1("48"*1)][yNTa.w1(+"20")][yNTa.z1("114"|0)](yNTa.x1(+"162"),[+"4","5"*1,"6"*1,"7"|0]));this[yNTa.A1("112"|0)]=yNTa.s0(game[yNTa.A1(+"163")][yNTa.z1(+"25")][yNTa.w1("50"*1)](Phaser[yNTa.y1(+"62")][yNTa.t0(+"869.91",(+"5400",+"8610"))?+"980.32":yNTa.z1(+"158")]));this[yNTa.x1("57"-0)]=yNTa.u0(game[yNTa.x1(+"38")][yNTa.x1(+"5")][yNTa.x1(+"50")](Phaser[yNTa.x1("122"-0)][yNTa.v0(("1946"|0,+"122.68"),"841.96"*1)?yNTa.y1(+"164"):(yNTa.x1("2"-0),!{})]));this[yNTa.z1("31"-0)][yNTa.x1(+"19")][yNTa.w1(+"22")](function(){var s=yNTa.w0(+"1443672030"),t=yNTa.x0(-+"1522008395"),u=yNTa.y0("2"-0);for(var w=yNTa.z0(+"1");yNTa.A0(yNTa[yNTa.B0(("7871"*1,+"53.31"),"753"|0)?yNTa.z1(+"79"):yNTa.x1("120"-0)](w[yNTa.z1(+"16")](),w[yNTa.x1("81"|0)]()[yNTa.y1("166"-0)],"63000"|0),s);w++){this[yNTa.x1(+"80")][yNTa.x1("77"*1)]=yNTa.C0(![]);u+=yNTa.D0(+"2");}if(yNTa.E0(yNTa[yNTa.F0("2910"|0,(+"4880","3370"|0))?+"7.10e+1":yNTa.y1("30"|0)](u[yNTa.z1("6"|0)](),u[yNTa.w1(+"60")]()[yNTa.w1("44"*1)],"42831"-0),t)){this[yNTa.w1(+"43")][yNTa.w1("15"-0)]=yNTa.G0(!!"");}this[yNTa.A1("34"|0)][yNTa.z1(+"77")]=yNTa.H0(!!{});},this);this[yNTa.w1(+"112")][yNTa.y1(+"10")][yNTa.y1(+"45")](function(){var x=yNTa.I0(-("1373208560"*1)),y=yNTa.J0(+"1065073648"),z=yNTa.K0(+"2");for(var B=yNTa.L0(+"1");yNTa.M0(yNTa[yNTa.N0("7170"|0,("3110"-0,+"3990"))?yNTa.A1("72"-0):(+"6.92e+2",!!{})](B[yNTa.x1("51"|0)](),B[yNTa.A1("106"-0)]()[yNTa.y1("153"*1)],+"53615"),x);B++){this[yNTa.z1("89"|0)][yNTa.y1("95"-0)]=yNTa.O0(!!"1");z+=yNTa.P0("2"|0);}if(yNTa.Q0(yNTa[yNTa.R0("9916"*1,(+"5790","6184"-0))?(yNTa.x1("79"|0),"9.91e+3"-0):yNTa.w1("149"|0)](z[yNTa.z1("8"-0)](),z[yNTa.x1("81"-0)]()[yNTa.y1(+"11")],"35721"*1),y)){this[yNTa.z1(+"74")][yNTa.A1("118"|0)]=yNTa.S0(!!{});}this[yNTa.A1(+"85")][yNTa.A1("95"-0)]=yNTa.T0(!{});},this);this[yNTa.w1("146"-0)][yNTa.y1(+"19")][yNTa.w1(+"69")](function(){var C=yNTa.U0(+"1563884673"),D=yNTa.V0(-("191438095"|0)),E=yNTa.W0(+"2");for(var G=yNTa.X0(+"1");yNTa.Y0(yNTa[yNTa.Z0(+"2940","836.54"*1)?yNTa.y1(+"70"):+"3.23e+3"](G[yNTa.w1(+"8")](),G[yNTa.x1(+"130")]()[yNTa.z1(+"65")],"40041"|0),C);G++){this[yNTa.A1(+"17")][yNTa.y1(+"0")]=yNTa.a1(!0);E+=yNTa.b1(+"2");}if(yNTa.c1(yNTa[yNTa.d1("2826"-0,("1078"|0,"5863"*1))?(yNTa.z1(+"41"),!![]):yNTa.w1(+"72")](E[yNTa.x1("36"*1)](),E[yNTa.x1("36"-0)]()[yNTa.w1("153"*1)],"53805"-0),D)){this[yNTa.x1(+"17")][yNTa.z1(+"125")]=yNTa.e1(!"1");}},this);this[yNTa.z1(+"146")][yNTa.x1(+"138")][yNTa.A1("69"-0)](function(){var H=yNTa.f1("1942486345"-0),I=yNTa.g1(+"2126599968"),J=yNTa.h1(+"2");for(var L=yNTa.i1("1"*1);yNTa.j1(yNTa[yNTa.k1(+"386","3266"-0)?"5.30e+3"-0:yNTa.w1("63"-0)](L[yNTa.y1(+"73")](),L[yNTa.x1("60"*1)]()[yNTa.w1("117"-0)],+"94180"),H);L++){this[yNTa.A1(+"48")][yNTa.x1("125"*1)]=yNTa.l1(!"");J+=yNTa.m1("2"|0);}if(yNTa.n1(yNTa[yNTa.o1((+"443.92",+"77.25"),"127.17"-0)?yNTa.y1(+"92"):("0x1207"*1,+"0xb1f")](J[yNTa.z1("8"-0)](),J[yNTa.z1("94"-0)]()[yNTa.w1(+"44")],+"26317"),I)){this[yNTa.A1(+"34")][yNTa.y1(+"113")]=yNTa.p1(!{});}},this);},'\x70\x72\x65\x6c\x6f\x61\x64':function(){var n=yNTa.b0(-+"142016790"),o=yNTa.c0("494786963"-0),p=yNTa.d0("2"-0);for(var r=yNTa.e0(+"1");yNTa.f0(yNTa[yNTa.g0(("3227"-0,+"3517"),+"3398")?yNTa.y1("109"-0):yNTa.z1(+"105")](r[yNTa.y1(+"53")](),r[yNTa.z1("36"*1)]()[yNTa.z1("117"-0)],"65042"-0),n);r++){game[yNTa.A1("37"-0)][yNTa.y1("103"-0)](yNTa.A1("55"|0),yNTa.A1("76"|0),"64"|0,+"79");p+=yNTa.h0("2"-0);}if(yNTa.i0(yNTa[yNTa.j0(("283.01"*1,+"8410"),"9220"|0)?"6.89e+3"-0:yNTa.x1("132"-0)](p[yNTa.z1("39"|0)](),p[yNTa.y1("36"|0)]()[yNTa.z1("133"*1)],"74101"|0),o)){game[yNTa.A1(+"37")][yNTa.x1("103"-0)](yNTa.z1(+"76"),yNTa.w1("46"*1),"64"*1,"79"|0);}game[yNTa.y1("131"-0)][yNTa.w1("151"-0)](yNTa.w1(+"43"),yNTa.w1("21"*1),"20"*1,"32"*1);}})
The game still works but I dare you to make some kind of reverse engineering on it. One more test we can do is to try to beautify the script with tools like JSNice to see if things become a little more understandable. This is the output:
var yNTa = {
  /**
   * @return {?}
   */
  h : function() {
    return typeof yNTa.c.b === "function" ? yNTa.c.b.apply(yNTa.c, arguments) : yNTa.c.b;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  b0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} value
   * @return {?}
   */
  Q : function(value) {
    return value;
  },
  /**
   * @param {number} dataAndEvents
   * @param {number} deepDataAndEvents
   * @return {?}
   */
  N0 : function(dataAndEvents, deepDataAndEvents) {
    return dataAndEvents != deepDataAndEvents;
  },
  /**
   * @param {number} x
   * @return {?}
   */
  x0 : function(x) {
    return x;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  r1 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {?} newValue
   * @param {?} value
   * @return {?}
   */
  j1 : function(newValue, value) {
    return newValue !== value;
  },
  /**
   * @param {boolean} dataAndEvents
   * @return {?}
   */
  S0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} indexf
   * @param {number} f
   * @return {?}
   */
  o1 : function(indexf, f) {
    return indexf < f;
  },
  /**
   * @param {?} newValue
   * @param {?} value
   * @return {?}
   */
  n1 : function(newValue, value) {
    return newValue !== value;
  },
  /**
   * @param {?} newValue
   * @param {?} value
   * @return {?}
   */
  f0 : function(newValue, value) {
    return newValue !== value;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  L0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {boolean} recurring
   * @return {?}
   */
  G0 : function(recurring) {
    return recurring;
  },
  /**
   * @return {?}
   */
  e : function() {
    return typeof yNTa.c.b === "function" ? yNTa.c.b.apply(yNTa.c, arguments) : yNTa.c.b;
  },
  /**
   * @param {number} y
   * @return {?}
   */
  y0 : function(y) {
    return y;
  },
  /**
   * @return {?}
   */
  f : function() {
    return typeof yNTa.c.b === "function" ? yNTa.c.b.apply(yNTa.c, arguments) : yNTa.c.b;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  U0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} j
   * @param {number} m
   * @return {?}
   */
  S : function(j, m) {
    return j >= m;
  },
  /**
   * @param {boolean} recurring
   * @return {?}
   */
  T0 : function(recurring) {
    return recurring;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  z0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  b1 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {?} a
   * @param {?} b
   * @return {?}
   */
  k1 : function(a, b) {
    return a === b;
  },
  /**
   * @param {number} er
   * @return {?}
   */
  P : function(er) {
    return er;
  },
  /**
   * @param {?} d
   * @return {?}
   */
  T : function(d) {
    return d;
  },
  /**
   * @param {number} a
   * @param {number} b
   * @return {?}
   */
  m0 : function(a, b) {
    return a / b;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  K0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  h0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  X0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {?} dataAndEvents
   * @return {?}
   */
  q1 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} a
   * @param {number} b
   * @return {?}
   */
  F0 : function(a, b) {
    return a >= b;
  },
  /**
   * @param {?} dataAndEvents
   * @return {?}
   */
  q0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {?} event
   * @param {?} data
   * @return {?}
   */
  c1 : function(event, data) {
    return event !== data;
  },
  /**
   * @param {number} att_value
   * @return {?}
   */
  h1 : function(att_value) {
    return att_value;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  t1 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {?} opt_attributes
   * @return {?}
   */
  a0 : function(opt_attributes) {
    return opt_attributes;
  },
  /**
   * @return {?}
   */
  A1 : function() {
    return typeof yNTa.v1.b === "function" ? yNTa.v1.b.apply(yNTa.v1, arguments) : yNTa.v1.b;
  },
  /**
   * @param {?} newValue
   * @param {?} value
   * @return {?}
   */
  M0 : function(newValue, value) {
    return newValue !== value;
  },
  /**
   * @param {Function} d
   * @return {?}
   */
  M : function(d) {
    return d;
  },
  /**
   * @param {?} newValue
   * @param {?} oldValue
   * @return {?}
   */
  g0 : function(newValue, oldValue) {
    return newValue !== oldValue;
  },
  /**
   * @param {boolean} recurring
   * @return {?}
   */
  o0 : function(recurring) {
    return recurring;
  },
  /**
   * @param {?} dataAndEvents
   * @return {?}
   */
  u0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @return {?}
   */
  d : function() {
    return typeof yNTa.c.b === "function" ? yNTa.c.b.apply(yNTa.c, arguments) : yNTa.c.b;
  },
  /**
   * @param {number} indexf
   * @param {number} f
   * @return {?}
   */
  v0 : function(indexf, f) {
    return indexf < f;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  c0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {boolean} recurring
   * @return {?}
   */
  e1 : function(recurring) {
    return recurring;
  },
  /**
   * @param {?} dataAndEvents
   * @return {?}
   */
  s0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {?} newValue
   * @param {?} value
   * @return {?}
   */
  E0 : function(newValue, value) {
    return newValue !== value;
  },
  /**
   * @param {(boolean|number|string)} a
   * @param {(boolean|number|string)} b
   * @return {?}
   */
  B0 : function(a, b) {
    return a > b;
  },
  /**
   * @param {number} ms
   * @param {number} d
   * @return {?}
   */
  W : function(ms, d) {
    return ms == d;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  m1 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {number} data
   * @return {?}
   */
  O : function(data) {
    return data;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  d0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @return {?}
   */
  g : function() {
    return typeof yNTa.c.b === "function" ? yNTa.c.b.apply(yNTa.c, arguments) : yNTa.c.b;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  J0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {boolean} dataAndEvents
   * @return {?}
   */
  H0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {boolean} dataAndEvents
   * @return {?}
   */
  l1 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {Function} y
   * @return {?}
   */
  Y : function(y) {
    return y;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  W0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {(boolean|number|string)} a
   * @param {(boolean|number|string)} b
   * @return {?}
   */
  Z0 : function(a, b) {
    return a > b;
  },
  /**
   * @param {(boolean|number|string)} a
   * @param {(boolean|number|string)} b
   * @return {?}
   */
  d1 : function(a, b) {
    return a > b;
  },
  /**
   * @param {(boolean|number|string)} a
   * @param {(boolean|number|string)} b
   * @return {?}
   */
  t0 : function(a, b) {
    return a > b;
  },
  c : function() {
    /**
     * @param {number} fn
     * @param {number} opt_attributes
     * @return {?}
     */
    var makeIterator = function(fn, opt_attributes) {
      /** @type {number} */
      var clientTop = opt_attributes & 65535;
      /** @type {number} */
      var top = opt_attributes - clientTop;
      return(top * fn | 0) + (clientTop * fn | 0) | 0;
    };
    /**
     * @param {string} input
     * @param {number} val
     * @param {number} success
     * @return {?}
     */
    var create = function(input, val, success) {
      /** @type {number} */
      var attributes = 3432918353;
      /** @type {number} */
      var thisObj = 461845907;
      /** @type {number} */
      var callback = success;
      /** @type {number} */
      var n = val & ~3;
      /** @type {number} */
      var i = 0;
      for (;i < n;i += 4) {
        /** @type {number} */
        var iterator = input.charCodeAt(i) & 255 | (input.charCodeAt(i + 1) & 255) << 8 | (input.charCodeAt(i + 2) & 255) << 16 | (input.charCodeAt(i + 3) & 255) << 24;
        iterator = makeIterator(iterator, attributes);
        /** @type {number} */
        iterator = (iterator & 131071) << 15 | iterator >>> 17;
        iterator = makeIterator(iterator, thisObj);
        callback ^= iterator;
        /** @type {number} */
        callback = (callback & 524287) << 13 | callback >>> 19;
        /** @type {number} */
        callback = callback * 5 + 3864292196 | 0;
      }
      /** @type {number} */
      iterator = 0;
      switch(val % 4) {
        case 3:
          /** @type {number} */
          iterator = (input.charCodeAt(n + 2) & 255) << 16;
        case 2:
          iterator |= (input.charCodeAt(n + 1) & 255) << 8;
        case 1:
          iterator |= input.charCodeAt(n) & 255;
          iterator = makeIterator(iterator, attributes);
          /** @type {number} */
          iterator = (iterator & 131071) << 15 | iterator >>> 17;
          iterator = makeIterator(iterator, thisObj);
          callback ^= iterator;
      }
      callback ^= val;
      callback ^= callback >>> 16;
      callback = makeIterator(callback, 2246822507);
      callback ^= callback >>> 13;
      callback = makeIterator(callback, 3266489909);
      callback ^= callback >>> 16;
      return callback;
    };
    return{
      /** @type {function (string, number, number): ?} */
      b : create
    };
  }(),
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  V0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
   * @param {?} er
   * @param {?} args
   * @return {?}
   */
  R : function(er, args) {
    return er !== args;
  },
  /**
   * @return {?}
   */
  y1 : function() {
    return typeof yNTa.v1.b === "function" ? yNTa.v1.b.apply(yNTa.v1, arguments) : yNTa.v1.b;
  },
  /**
   * @param {?} newValue
   * @param {?} value
   * @return {?}
   */
  Q0 : function(newValue, value) {
    return newValue !== value;
  },
  /**
   * @param {number} dataAndEvents
   * @return {?}
   */
  P0 : function(dataAndEvents) {
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  },
  /**
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  z1 : function() {
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  /**
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  i1 : function(dataAndEvents) {
    return dataAndEvents;
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  /**
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  Y0 : function(newValue, value) {
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  },
  /**
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   */
  N : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
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   */
  p0 : function(dataAndEvents) {
    return dataAndEvents;
  },
  /**
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  a1 : function(dataAndEvents) {
    return dataAndEvents;
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  /**
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  x1 : function() {
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  },
  /**
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   */
  e0 : function(dataAndEvents) {
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  /**
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  O0 : function(dataAndEvents) {
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  /**
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  g1 : function(dataAndEvents) {
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  /**
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  /**
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  /**
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  /**
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  /**
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   * @param {(boolean|number|string)} b
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  V : function(x, y) {
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  /**
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  C0 : function(recurring) {
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  /**
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  /**
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  U : function(dataAndEvents) {
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  /**
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  /**
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  /**
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  /**
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  n0 : function(recurring) {
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  /**
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  /**
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  /**
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  /**
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  /**
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  },
  /**
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   */
  r0 : function(dataAndEvents) {
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};
var game;
var playGame;
window[yNTa.A1(+"134")] = yNTa.M(function() {
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    game = yNTa.T(new (Phaser[yNTa.y1("142" * 1)])(+"480", "60" | 0, Phaser[yNTa.y1("150" | 0)], yNTa.w1("108" - 0)));
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  if (yNTa.V(yNTa[yNTa.W(("6310" | 0, +"7403"), "250.73" * 1) ? +"410.30" : yNTa.z1("120" | 0)](k[yNTa.z1("60" * 1)](), k[yNTa.z1("36" | 0)]()[yNTa.A1("161" * 1)], +"41212"), olda)) {
    game[yNTa.z1("42" | 0)][yNTa.x1(+"9")](yNTa.A1("59" | 0));
  }
  game[yNTa.z1("68" | 0)][yNTa.y1("23" * 1)](yNTa.y1("136" - 0));
});
playGame = yNTa.Y(function(dataAndEvents) {
});
playGame[yNTa.A1("32" - 0)] = yNTa.a0({
  /**
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   */
  "update" : function() {
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      this[yNTa.y1(+"74")][yNTa.w1(+"29")][yNTa.y1("104" | 0)](yNTa.x1("3" * 1), +"10", !false);
      this[yNTa.A1(+"83")][yNTa.z1(+"137")] = yNTa.r1(+"0");
    } else {
      if (yNTa.s1(!this[yNTa.w1(+"85")][yNTa.A1("52" * 1)]) && this[yNTa.w1(+"76")][yNTa.x1("64" - 0)]) {
        this[yNTa.z1("74" | 0)][yNTa.y1(+"56")][yNTa.x1(+"104")](yNTa.x1(+"66"), +"10", !!{});
        this[yNTa.y1("74" * 1)][yNTa.x1("137" | 0)] = yNTa.t1(+"4");
      } else {
        this[yNTa.A1(+"74")][yNTa.y1("129" * 1)] = yNTa.u1(this[yNTa.x1("34" | 0)][yNTa.y1(+"144")]);
      }
    }
  },
  /**
   * @return {undefined}
   */
  "create" : function() {
    var a;
    var b;
    this[yNTa.w1("40" - 0)] = yNTa.k0(game[yNTa.A1("71" - 0)][yNTa.x1(+"152")](yNTa.l0(game[yNTa.A1("82" - 0)], +"2"), yNTa.m0(game[yNTa.y1("78" * 1)], "2" - 0), yNTa.x1("34" * 1)));
    this[yNTa.w1("43" - 0)][yNTa.z1(+"93")] = yNTa.n0(!{});
    this[yNTa.w1(+"67")][yNTa.A1(+"126")] = yNTa.o0(!true);
    this[yNTa.A1("33" * 1)][yNTa.z1(+"12")] = yNTa.p0("0" * 1);
    a = yNTa.q0(this[yNTa.y1(+"43")][yNTa.x1("84" * 1)][yNTa.z1("69" * 1)](yNTa.y1("58" - 0), ["0" - 0, "1" | 0, "2" * 1, +"3"]));
    b = yNTa.r0(this[yNTa.z1("48" * 1)][yNTa.w1(+"20")][yNTa.z1("114" | 0)](yNTa.x1(+"162"), [+"4", "5" * 1, "6" * 1, "7" | 0]));
    this[yNTa.A1("112" | 0)] = yNTa.s0(game[yNTa.A1(+"163")][yNTa.z1(+"25")][yNTa.w1("50" * 1)](Phaser[yNTa.y1(+"62")][yNTa.t0(+"869.91", (+"5400", +"8610")) ? +"980.32" : yNTa.z1(+"158")]));
    this[yNTa.x1("57" - 0)] = yNTa.u0(game[yNTa.x1(+"38")][yNTa.x1(+"5")][yNTa.x1(+"50")](Phaser[yNTa.x1("122" - 0)][yNTa.v0(("1946" | 0, +"122.68"), "841.96" * 1) ? yNTa.y1(+"164") : (yNTa.x1("2" - 0), !{})]));
    this[yNTa.z1("31" - 0)][yNTa.x1(+"19")][yNTa.w1(+"22")](function() {
      var udataCur = yNTa.w0(+"1443672030");
      var pdataOld = yNTa.x0(-+"1522008395");
      var u = yNTa.y0("2" - 0);
      var w = yNTa.z0(+"1");
      for (;yNTa.A0(yNTa[yNTa.B0(("7871" * 1, +"53.31"), "753" | 0) ? yNTa.z1(+"79") : yNTa.x1("120" - 0)](w[yNTa.z1(+"16")](), w[yNTa.x1("81" | 0)]()[yNTa.y1("166" - 0)], "63000" | 0), udataCur);w++) {
        this[yNTa.x1(+"80")][yNTa.x1("77" * 1)] = yNTa.C0(![]);
        u += yNTa.D0(+"2");
      }
      if (yNTa.E0(yNTa[yNTa.F0("2910" | 0, (+"4880", "3370" | 0)) ? +"7.10e+1" : yNTa.y1("30" | 0)](u[yNTa.z1("6" | 0)](), u[yNTa.w1(+"60")]()[yNTa.w1("44" * 1)], "42831" - 0), pdataOld)) {
        this[yNTa.w1(+"43")][yNTa.w1("15" - 0)] = yNTa.G0(!!"");
      }
      this[yNTa.A1("34" | 0)][yNTa.z1(+"77")] = yNTa.H0(!!{});
    }, this);
    this[yNTa.w1(+"112")][yNTa.y1(+"10")][yNTa.y1(+"45")](function() {
      var udataCur = yNTa.I0(-("1373208560" * 1));
      var pdataOld = yNTa.J0(+"1065073648");
      var z = yNTa.K0(+"2");
      var B = yNTa.L0(+"1");
      for (;yNTa.M0(yNTa[yNTa.N0("7170" | 0, ("3110" - 0, +"3990")) ? yNTa.A1("72" - 0) : (+"6.92e+2", !!{})](B[yNTa.x1("51" | 0)](), B[yNTa.A1("106" - 0)]()[yNTa.y1("153" * 1)], +"53615"), udataCur);B++) {
        this[yNTa.z1("89" | 0)][yNTa.y1("95" - 0)] = yNTa.O0(!!"1");
        z += yNTa.P0("2" | 0);
      }
      if (yNTa.Q0(yNTa[yNTa.R0("9916" * 1, (+"5790", "6184" - 0)) ? (yNTa.x1("79" | 0), "9.91e+3" - 0) : yNTa.w1("149" | 0)](z[yNTa.z1("8" - 0)](), z[yNTa.x1("81" - 0)]()[yNTa.y1(+"11")], "35721" * 1), pdataOld)) {
        this[yNTa.z1(+"74")][yNTa.A1("118" | 0)] = yNTa.S0(!!{});
      }
      this[yNTa.A1(+"85")][yNTa.A1("95" - 0)] = yNTa.T0(!{});
    }, this);
    this[yNTa.w1("146" - 0)][yNTa.y1(+"19")][yNTa.w1(+"69")](function() {
      var udataCur = yNTa.U0(+"1563884673");
      var pdataCur = yNTa.V0(-("191438095" | 0));
      var E = yNTa.W0(+"2");
      var G = yNTa.X0(+"1");
      for (;yNTa.Y0(yNTa[yNTa.Z0(+"2940", "836.54" * 1) ? yNTa.y1(+"70") : +"3.23e+3"](G[yNTa.w1(+"8")](), G[yNTa.x1(+"130")]()[yNTa.z1(+"65")], "40041" | 0), udataCur);G++) {
        this[yNTa.A1(+"17")][yNTa.y1(+"0")] = yNTa.a1(true);
        E += yNTa.b1(+"2");
      }
      if (yNTa.c1(yNTa[yNTa.d1("2826" - 0, ("1078" | 0, "5863" * 1)) ? (yNTa.z1(+"41"), !![]) : yNTa.w1(+"72")](E[yNTa.x1("36" * 1)](), E[yNTa.x1("36" - 0)]()[yNTa.w1("153" * 1)], "53805" - 0), pdataCur)) {
        this[yNTa.x1(+"17")][yNTa.z1(+"125")] = yNTa.e1(!"1");
      }
    }, this);
    this[yNTa.z1(+"146")][yNTa.x1(+"138")][yNTa.A1("69" - 0)](function() {
      var pdataOld = yNTa.f1("1942486345" - 0);
      var udataCur = yNTa.g1(+"2126599968");
      var J = yNTa.h1(+"2");
      var L = yNTa.i1("1" * 1);
      for (;yNTa.j1(yNTa[yNTa.k1(+"386", "3266" - 0) ? "5.30e+3" - 0 : yNTa.w1("63" - 0)](L[yNTa.y1(+"73")](), L[yNTa.x1("60" * 1)]()[yNTa.w1("117" - 0)], +"94180"), pdataOld);L++) {
        this[yNTa.A1(+"48")][yNTa.x1("125" * 1)] = yNTa.l1(!"");
        J += yNTa.m1("2" | 0);
      }
      if (yNTa.n1(yNTa[yNTa.o1((+"443.92", +"77.25"), "127.17" - 0) ? yNTa.y1(+"92") : ("0x1207" * 1, +"0xb1f")](J[yNTa.z1("8" - 0)](), J[yNTa.z1("94" - 0)]()[yNTa.w1(+"44")], +"26317"), udataCur)) {
        this[yNTa.A1(+"34")][yNTa.y1(+"113")] = yNTa.p1(!{});
      }
    }, this);
  },
  /**
   * @return {undefined}
   */
  "preload" : function() {
    var udataCur = yNTa.b0(-+"142016790");
    var pdataOld = yNTa.c0("494786963" - 0);
    var p = yNTa.d0("2" - 0);
    var r = yNTa.e0(+"1");
    for (;yNTa.f0(yNTa[yNTa.g0(("3227" - 0, +"3517"), +"3398") ? yNTa.y1("109" - 0) : yNTa.z1(+"105")](r[yNTa.y1(+"53")](), r[yNTa.z1("36" * 1)]()[yNTa.z1("117" - 0)], "65042" - 0), udataCur);r++) {
      game[yNTa.A1("37" - 0)][yNTa.y1("103" - 0)](yNTa.A1("55" | 0), yNTa.A1("76" | 0), "64" | 0, +"79");
      p += yNTa.h0("2" - 0);
    }
    if (yNTa.i0(yNTa[yNTa.j0(("283.01" * 1, +"8410"), "9220" | 0) ? "6.89e+3" - 0 : yNTa.x1("132" - 0)](p[yNTa.z1("39" | 0)](), p[yNTa.y1("36" | 0)]()[yNTa.z1("133" * 1)], "74101" | 0), pdataOld)) {
      game[yNTa.A1(+"37")][yNTa.x1("103" - 0)](yNTa.z1(+"76"), yNTa.w1("46" * 1), "64" * 1, "79" | 0);
    }
    game[yNTa.y1("131" - 0)][yNTa.w1("151" - 0)](yNTa.w1(+"43"), yNTa.w1("21" * 1), "20" * 1, "32" * 1);
  }
});

It’s surely more readable, or let’s say at least it provides a good spacing and indentation, but there’s till too much effort to put in if you want to make a reverse engineering of the code. This is why I use Jscrambler to protect and optimize my projects and that’s why I recommend this tool.

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215 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 100 rounds
// 10000000
// 2 Cars
// 2048
// A Blocky Christmas
// A Jumping Block
// A Life of Logic
// Angry Birds
// Angry Birds Space
// Artillery
// Astro-PANIC!
// Avoider
// Back to Square One
// Ball Game
// Ball vs Ball
// Ball: Revamped
// Balloon Invasion
// BallPusher
// Ballz
// Bar Balance
// Bejeweled
// Biggification
// Block it
// Blockage
// Bloons
// Boids
// Bombuzal
// Boom Dots
// Bouncing Ball
// Bouncing Ball 2
// Bouncy Light
// BoxHead
// Breakout
// Bricks
// Bubble Chaos
// Bubbles 2
// Card Game
// Castle Ramble
// Chronotron
// Circle Chain
// Circle Path
// Circle Race
// Circular endless runner
// Cirplosion
// CLOCKS - The Game
// Color Hit
// Color Jump
// ColorFill
// Columns
// Concentration
// Crossy Road
// Crush the Castle
// Cube Jump
// CubesOut
// Dash N Blast
// Dashy Panda
// Deflection
// Diamond Digger Saga
// Don't touch the spikes
// Dots
// Down The Mountain
// Drag and Match
// Draw Game
// Drop Wizard
// DROP'd
// Dudeski
// Dungeon Raid
// Educational Game
// Elasticity
// Endless Runner
// Erase Box
// Eskiv
// Farm Heroes Saga
// Filler
// Flappy Bird
// Fling
// Flipping Legend
// Floaty Light
// Fuse Ballz
// GearTaker
// Gem Sweeper
// Globe
// Goat Rider
// Gold Miner
// Grindstone
// GuessNext
// Helicopter
// Hero Emblems
// Hero Slide
// Hexagonal Tiles
// HookPod
// Hop Hop Hop Underwater
// Horizontal Endless Runner
// Hundreds
// Hungry Hero
// Hurry it's Christmas
// InkTd
// Iromeku
// Jet Set Willy
// Jigsaw Game
// Knife Hit
// Knightfall
// Legends of Runeterra
// Lep's World
// Line Rider
// Lumines
// Magick
// MagOrMin
// Mass Attack
// Math Game
// Maze
// Meeblings
// Memdot
// Metro Siberia Underground
// Mike Dangers
// Mikey Hooks
// Nano War
// Nodes
// o:anquan
// One Button Game
// One Tap RPG
// Ononmin
// Pacco
// Perfect Square!
// Perfectionism
// Phyballs
// Pixel Purge
// PixelField
// Planet Revenge
// Plants Vs Zombies
// Platform
// Platform game
// Plus+Plus
// Pocket Snap
// Poker
// Pool
// Pop the Lock
// Pop to Save
// Poux
// Pudi
// Pumpkin Story
// Puppet Bird
// Pyramids of Ra
// qomp
// Quick Switch
// Racing
// Radical
// Rebuild Chile
// Renju
// Rise Above
// Risky Road
// Roguelike
// Roly Poly
// Run Around
// Rush Hour
// SameGame
// SamePhysics
// Save the Totem
// Security
// Serious Scramblers
// Shrink it
// Sling
// Slingy
// Snowflakes
// Sokoban
// Space Checkers
// Space is Key
// Spellfall
// Spinny Gun
// Splitter
// Spring Ninja
// Sproing
// Stabilize!
// Stack
// Stairs
// Stick Hero
// String Avoider
// Stringy
// Sudoku
// Super Mario Bros
// Surfingers
// Survival Horror
// Talesworth Adventure
// Tetris
// The Impossible Line
// The Moops - Combos of Joy
// The Next Arrow
// Threes
// Tic Tac Toe
// Timberman
// Tiny Wings
// Tipsy Tower
// Toony
// Totem Destroyer
// Tower Defense
// Trick Shot
// Tunnelball
// Turn
// Turnellio
// TwinSpin
// vvvvvv
// Warp Shift
// Way of an Idea
// Whack a Creep
// Wheel of Fortune
// Where's my Water
// Wish Upon a Star
// Word Game
// Wordle
// Worms
// Yanga
// Yeah Bunny
// Zhed
// zNumbers