Meta Description" name="description" />

Share this result

Previews are deleted daily. Get a permanent share link sent to your inbox:
Script
<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>Monkey Survivor 3D-ish</title> <style> body { margin: 0; background: #1a3311; overflow: hidden; touch-action: none; font-family: 'Arial Black', sans-serif; } #ui { position: absolute; top: 10px; left: 10px; color: #fff; z-index: 100; pointer-events: none; } #health-bar { width: 200px; height: 20px; background: red; border: 2px solid white; margin-top: 5px; } #health-inner { width: 100%; height: 100%; background: #00ff00; transition: 0.2s; } #status { position: absolute; top: 50%; width: 100%; text-align: center; color: yellow; font-size: 30px; text-shadow: 3px 3px #000; z-index: 100; } canvas { display: block; } </style> </head> <body> <div id="ui"> KILLS: <span id="score">0</span> <div>HEALTH</div> <div id="health-bar"><div id="health-inner"></div></div> </div> <div id="status">WAITING FOR PLANE...</div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const scoreText = document.getElementById('score'); const healthInner = document.getElementById('health-inner'); const statusText = document.getElementById('status'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; let score = 0; let health = 100; let gameState = "plane"; let planeX = -300; let player = { x: canvas.width/2, y: canvas.height - 100, radius: 25 }; let enemies = []; let enemyBullets = []; let flash = false; let isGameOver = false; function drawSoldier(x, y, color, hasGun, isEnemy = false, angle = 0) { ctx.save(); ctx.translate(x, y); // Body (Vest look) ctx.fillStyle = color; ctx.fillRect(-15, -15, 30, 30); // Head ctx.fillStyle = "#D2B48C"; ctx.beginPath(); ctx.arc(0, -20, 12, 0, Math.PI * 2); ctx.fill(); // Eyes (Real look) ctx.fillStyle = "white"; ctx.beginPath(); ctx.arc(-5, -22, 3, 0, Math.PI * 2); ctx.arc(5, -22, 3, 0, Math.PI * 2); ctx.fill(); ctx.fillStyle = "black"; ctx.beginPath(); ctx.arc(-5, -22, 1.5, 0, Math.PI * 2); ctx.arc(5, -22, 1.5, 0, Math.PI * 2); ctx.fill(); // Real Gun if (hasGun) { ctx.fillStyle = "#333"; ctx.fillRect(10, -5, 35, 8); // Barrel ctx.fillRect(12, 2, 6, 10); // Grip if(flash && !isEnemy) { ctx.fillStyle = "orange"; ctx.beginPath(); ctx.arc(50, -1, 10, 0, Math.PI*2); ctx.fill(); } } ctx.restore(); } function spawnEnemy() { return { x: Math.random() * (canvas.width - 60) + 30, y: Math.random() * (canvas.height / 2), speedX: (Math.random() - 0.5) * 5, shootTimer: Math.random() * 100 }; } function animate() { if(isGameOver) return; ctx.fillStyle = "#2d5a27"; // Grass ctx.fillRect(0, 0, canvas.width, canvas.height); if (gameState === "plane") { ctx.fillStyle = "silver"; ctx.fillRect(planeX, 100, 250, 60); planeX += 6; if (planeX > canvas.width / 2) statusText.innerText = "TAP TO DROP!"; if (planeX > canvas.width + 300) { gameState = "parachute"; planeX = -300; } } if (gameState === "parachute") { statusText.innerText = "LANDING..."; drawSoldier(player.x, player.y, "#1b4d3e", true); player.y = canvas.height - 150; setTimeout(() => { gameState = "fight"; statusText.innerText = ""; for(let i=0; i<4; i++) enemies.push(spawnEnemy()); }, 1000); } if (gameState === "fight") { drawSoldier(player.x, player.y, "#1b4d3e", true); // Enemies Logic enemies.forEach((en, eIdx) => { drawSoldier(en.x, en.y, "#7a1a1a", true, true); en.x += en.speedX; if(en.x < 0 || en.x > canvas.width) en.speedX *= -1; // Enemy Shooting en.shootTimer++; if(en.shootTimer > 80) { enemyBullets.push({ x: en.x, y: en.y + 20 }); en.shootTimer = 0; } }); // Enemy Bullets Logic enemyBullets.forEach((b, bIdx) => { ctx.fillStyle = "yellow"; ctx.beginPath(); ctx.arc(b.x, b.y, 5, 0, Math.PI*2); ctx.fill(); b.y += 7; // Bullet speed // Hit Player Detection let d = Math.hypot(b.x - player.x, b.y - player.y); if(d < 30) { health -= 10; healthInner.style.width = health + "%"; enemyBullets.splice(bIdx, 1); if(health <= 0) { isGameOver = true; statusText.innerText = "ELIMINATED! GAME OVER"; statusText.style.color = "red"; } } if(b.y > canvas.height) enemyBullets.splice(bIdx, 1); }); } requestAnimationFrame(animate); } window.addEventListener('mousedown', (e) => { if (gameState === "plane") { gameState = "parachute"; } else if (gameState === "fight") { flash = true; setTimeout(() => flash = false, 50); enemies.forEach((en, index) => { let dist = Math.hypot(e.clientX - en.x, e.clientY - en.y); if (dist < 45) { enemies.splice(index, 1); score++; scoreText.innerText = score; setTimeout(() => enemies.push(spawnEnemy()), 1500); } }); } }); animate(); </script> </body> </html>
Landing Page
This ad does not have a landing page available
Network Timeline
Performance Summary

1

Requests

1

Domains

6KB

Transfer Size

6KB

Content Size

118.0ms

Dom Content Loaded

192.0ms

First Paint

118.0ms

Load Time
Domain Breakdown
Transfer Size (bytes)
Loading...
Content Size (bytes)
Loading...
Header Size (bytes)
Loading...
Requests
Loading...
Timings (ms)
Loading...
Total Time
Loading...
Content Breakdown
Transfer Size (bytes)
Loading...
Content Size (bytes)
Loading...
Header Size (bytes)
Loading...
Requests
Loading...