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<!DOCTYPE html> <html lang="hi"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>Mini PUBG 2D</title> <style> body { margin: 0; padding: 0; background-color: #222; color: white; font-family: Arial, sans-serif; overflow: hidden; touch-action: none; } #ui { position: absolute; top: 10px; left: 10px; font-size: 20px; z-index: 10; font-weight: bold; text-shadow: 2px 2px 4px #000; } canvas { display: block; background: #4a752c; /* Grass color like Erangel */ } #gameOverScreen { display: none; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); text-align: center; background: rgba(0,0,0,0.8); padding: 30px; border-radius: 10px; border: 2px solid #ff4444; } button { padding: 10px 20px; font-size: 18px; background: #ff4444; color: white; border: none; cursor: pointer; border-radius: 5px; margin-top: 15px; } </style> </head> <body> <div id="ui"> 🔫 Kills: <span id="score">0</span> | ❤️ HP: <span id="hp">100</span> </div> <div id="gameOverScreen"> <h1 style="color: #ff4444; margin: 0;">BETTER LUCKY NEXT TIME!</h1> <p style="font-size: 18px; margin: 10px 0;">Winner Winner Chicken Dinner नहीं मिल पाया।</p> <p>Your Kills: <span id="finalScore">0</span></p> <button onclick="resetGame()">Play Again</button> </div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById("gameCanvas"); const ctx = canvas.getContext("2d"); // Canvas Size Setup function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; } resizeCanvas(); // Game Variables let player = { x: canvas.width/2, y: canvas.height/2, radius: 20, color: '#2ecc71', hp: 100 }; let bullets = []; let enemies = []; let score = 0; let gameOver = false; let enemySpawnTimer = 0; // Controls for Mobile and Desktop let touchX = 0; let touchY = 0; window.addEventListener('pointerdown', (e) => { if (gameOver) return; shoot(e.clientX, e.clientY); }); function shoot(targetX, targetY) { let angle = Math.atan2(targetY - player.y, targetX - player.x); bullets.push({ x: player.x, y: player.y, radius: 5, color: '#f1c40f', velocity: { x: Math.cos(angle) * 8, y: Math.sin(angle) * 8 } }); } function spawnEnemy() { let x, y; if (Math.random() < 0.5) { x = Math.random() < 0.5 ? 0 - 30 : canvas.width + 30; y = Math.random() * canvas.height; } else { x = Math.random() * canvas.width; y = Math.random() < 0.5 ? 0 - 30 : canvas.height + 30; } enemies.push({ x: x, y: y, radius: 18, color: '#e74c3c', speed: 1.5 + Math.random() * 1.5 }); } function resetGame() { player.hp = 100; player.x = canvas.width / 2; player.y = canvas.height / 2; bullets = []; enemies = []; score = 0; gameOver = false; document.getElementById("gameOverScreen").style.display = "none"; document.getElementById("score").innerText = score; document.getElementById("hp").innerText = player.hp; animate(); } // Game Loop function animate() { if (gameOver) return; requestAnimationFrame(animate); ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw Player (Safe Zone Survivor) ctx.beginPath(); ctx.arc(player.x, player.y, player.radius, 0, Math.PI * 2); ctx.fillStyle = player.color; ctx.fill(); ctx.closePath(); // Spawn Enemies enemySpawnTimer++; if (enemySpawnTimer % 60 === 0) { spawnEnemy(); } // Update & Draw Bullets bullets.forEach((bullet, bIndex) => { bullet.x += bullet.velocity.x; bullet.y += bullet.velocity.y; ctx.beginPath(); ctx.arc(bullet.x, bullet.y, bullet.radius, 0, Math.PI * 2); ctx.fillStyle = bullet.color; ctx.fill(); ctx.closePath(); // Delete out of bounds bullets if (bullet.x < 0 || bullet.x > canvas.width || bullet.y < 0 || bullet.y > canvas.height) { bullets.splice(bIndex, 1); } }); // Update & Draw Enemies enemies.forEach((enemy, eIndex) => { let angle = Math.atan2(player.y - enemy.y, player.x - enemy.x); enemy.x += Math.cos(angle) * enemy.speed; enemy.y += Math.sin(angle) * enemy.speed; ctx.beginPath(); ctx.arc(enemy.x, enemy.y, enemy.radius, 0, Math.PI * 2); ctx.fillStyle = enemy.color; ctx.fill(); ctx.closePath(); // Collision: Enemy touches Player let distToPlayer = Math.hypot(player.x - enemy.x, player.y - enemy.y); if (distToPlayer - enemy.radius - player.radius < 1) { enemies.splice(eIndex, 1); player.hp -= 20; document.getElementById("hp").innerText = player.hp; if (player.hp <= 0) { gameOver = true; document.getElementById("finalScore").innerText = score; document.getElementById("gameOverScreen").style.display = "block"; } } // Collision: Bullet hits Enemy bullets.forEach((bullet, bIndex) => { let distToBullet = Math.hypot(bullet.x - enemy.x, bullet.y - enemy.y); if (distToBullet - enemy.radius - bullet.radius < 1) { enemies.splice(eIndex, 1); bullets.splice(bIndex, 1); score += 1; document.getElementById("score").innerText = score; } }); }); } window.addEventListener('resize', resizeCanvas); animate(); </script> </body> </html><!DOCTYPE html> <html lang="hi"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>Mini PUBG 2D</title> <style> body { margin: 0; padding: 0; background-color: #222; color: white; font-family: Arial, sans-serif; overflow: hidden; touch-action: none; } #ui { position: absolute; top: 10px; left: 10px; font-size: 20px; z-index: 10; font-weight: bold; text-shadow: 2px 2px 4px #000; } canvas { display: block; background: #4a752c; /* Grass color like Erangel */ } #gameOverScreen { display: none; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); text-align: center; background: rgba(0,0,0,0.8); padding: 30px; border-radius: 10px; border: 2px solid #ff4444; } button { padding: 10px 20px; font-size: 18px; background: #ff4444; color: white; border: none; cursor: pointer; border-radius: 5px; margin-top: 15px; } </style> </head> <body> <div id="ui"> 🔫 Kills: <span id="score">0</span> | ❤️ HP: <span id="hp">100</span> </div> <div id="gameOverScreen"> <h1 style="color: #ff4444; margin: 0;">BETTER LUCKY NEXT TIME!</h1> <p style="font-size: 18px; margin: 10px 0;">Winner Winner Chicken Dinner नहीं मिल पाया।</p> <p>Your Kills: <span id="finalScore">0</span></p> <button onclick="resetGame()">Play Again</button> </div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById("gameCanvas"); const ctx = canvas.getContext("2d"); // Canvas Size Setup function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; } resizeCanvas(); // Game Variables let player = { x: canvas.width/2, y: canvas.height/2, radius: 20, color: '#2ecc71', hp: 100 }; let bullets = []; let enemies = []; let score = 0; let gameOver = false; let enemySpawnTimer = 0; // Controls for Mobile and Desktop let touchX = 0; let touchY = 0; window.addEventListener('pointerdown', (e) => { if (gameOver) return; shoot(e.clientX, e.clientY); }); function shoot(targetX, targetY) { let angle = Math.atan2(targetY - player.y, targetX - player.x); bullets.push({ x: player.x, y: player.y, radius: 5, color: '#f1c40f', velocity: { x: Math.cos(angle) * 8, y: Math.sin(angle) * 8 } }); } function spawnEnemy() { let x, y; if (Math.random() < 0.5) { x = Math.random() < 0.5 ? 0 - 30 : canvas.width + 30; y = Math.random() * canvas.height; } else { x = Math.random() * canvas.width; y = Math.random() < 0.5 ? 0 - 30 : canvas.height + 30; } enemies.push({ x: x, y: y, radius: 18, color: '#e74c3c', speed: 1.5 + Math.random() * 1.5 }); } function resetGame() { player.hp = 100; player.x = canvas.width / 2; player.y = canvas.height / 2; bullets = []; enemies = []; score = 0; gameOver = false; document.getElementById("gameOverScreen").style.display = "none"; document.getElementById("score").innerText = score; document.getElementById("hp").innerText = player.hp; animate(); } // Game Loop function animate() { if (gameOver) return; requestAnimationFrame(animate); ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw Player (Safe Zone Survivor) ctx.beginPath(); ctx.arc(player.x, player.y, player.radius, 0, Math.PI * 2); ctx.fillStyle = player.color; ctx.fill(); ctx.closePath(); // Spawn Enemies enemySpawnTimer++; if (enemySpawnTimer % 60 === 0) { spawnEnemy(); } // Update & Draw Bullets bullets.forEach((bullet, bIndex) => { bullet.x += bullet.velocity.x; bullet.y += bullet.velocity.y; ctx.beginPath(); ctx.arc(bullet.x, bullet.y, bullet.radius, 0, Math.PI * 2); ctx.fillStyle = bullet.color; ctx.fill(); ctx.closePath(); // Delete out of bounds bullets if (bullet.x < 0 || bullet.x > canvas.width || bullet.y < 0 || bullet.y > canvas.height) { bullets.splice(bIndex, 1); } }); // Update & Draw Enemies enemies.forEach((enemy, eIndex) => { let angle = Math.atan2(player.y - enemy.y, player.x - enemy.x); enemy.x += Math.cos(angle) * enemy.speed; enemy.y += Math.sin(angle) * enemy.speed; ctx.beginPath(); ctx.arc(enemy.x, enemy.y, enemy.radius, 0, Math.PI * 2); ctx.fillStyle = enemy.color; ctx.fill(); ctx.closePath(); // Collision: Enemy touches Player let distToPlayer = Math.hypot(player.x - enemy.x, player.y - enemy.y); if (distToPlayer - enemy.radius - player.radius < 1) { enemies.splice(eIndex, 1); player.hp -= 20; document.getElementById("hp").innerText = player.hp; if (player.hp <= 0) { gameOver = true; document.getElementById("finalScore").innerText = score; document.getElementById("gameOverScreen").style.display = "block"; } } // Collision: Bullet hits Enemy bullets.forEach((bullet, bIndex) => { let distToBullet = Math.hypot(bullet.x - enemy.x, bullet.y - enemy.y); if (distToBullet - enemy.radius - bullet.radius < 1) { enemies.splice(eIndex, 1); bullets.splice(bIndex, 1); score += 1; document.getElementById("score").innerText = score; } }); }); } window.addEventListener('resize', resizeCanvas); animate(); </script> </body> </html>canvas.height/2,dgl
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