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Script
<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>Neon Defender Pro</title> <style> body { margin: 0; overflow: hidden; background: #050505; font-family: 'Segoe UI', sans-serif; } canvas { display: block; touch-action: none; } #ui { position: absolute; top: 10px; left: 10px; color: #0f0; font-size: 20px; text-shadow: 0 0 5px #0f0; pointer-events: none; } </style> </head> <body> <div id="ui">Score: 0 | High: <span id="high">0</span></div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const ui = document.getElementById('ui'); const highDisplay = document.getElementById('high'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; let score = 0; let highScore = localStorage.getItem('neonHigh') || 0; highDisplay.innerText = highScore; let gameActive = true; let turretX = canvas.width / 2; const bullets = []; const enemies = []; const particles = []; function animate() { if (!gameActive) return; // Motion Blur Background ctx.fillStyle = 'rgba(5, 5, 5, 0.3)'; ctx.fillRect(0, 0, canvas.width, canvas.height); // 1. Spawn Enemies (Faster as score increases) if (Math.random() < 0.02 + (score / 2000)) { enemies.push({ x: Math.random() * (canvas.width - 30), y: -30, size: 25 + Math.random() * 15, speed: 2 + (score / 15) }); } // 2. Update/Draw Bullets ctx.shadowBlur = 10; ctx.shadowColor = '#0ff'; ctx.fillStyle = '#0ff'; for (let i = bullets.length - 1; i >= 0; i--) { bullets[i].y -= 12; ctx.fillRect(bullets[i].x - 2, bullets[i].y, 4, 15); if (bullets[i].y < 0) bullets.splice(i, 1); } // 3. Update/Draw Enemies ctx.shadowBlur = 15; ctx.shadowColor = '#f0f'; ctx.fillStyle = '#f0f'; for (let i = enemies.length - 1; i >= 0; i--) { enemies[i].y += enemies[i].speed; ctx.fillRect(enemies[i].x, enemies[i].y, enemies[i].size, enemies[i].size); // Collision Detection for (let j = bullets.length - 1; j >= 0; j--) { if (bullets[j] && bullets[j].x > enemies[i].x && bullets[j].x < enemies[i].x + enemies[i].size && bullets[j].y < enemies[i].y + enemies[i].size && bullets[j].y > enemies[i].y) { createParticles(enemies[i].x + enemies[i].size/2, enemies[i].y + enemies[i].size/2); enemies.splice(i, 1); bullets.splice(j, 1); score++; ui.childNodes[0].nodeValue = `Score: ${score} | High: `; break; } } // Game Over if (enemies[i] && enemies[i].y > canvas.height) { endGame(); } } //
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273.0ms

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380.0ms

First Paint

284.0ms

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