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Script
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Endless Vertical Platformer</title> <style> body { margin: 0; overflow: hidden; background-color: #000; } canvas { display: block; margin: auto; background-color: #000; } </style> </head> <body> <canvas id="gameCanvas" width="400" height="600"></canvas> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const PLAYER_SIZE = 20; const PLATFORM_WIDTH = 80; const PLATFORM_HEIGHT = 20; const PLATFORM_GAP = 200; const PLATFORM_SPEED = 2; const PLAYER_SPEED = 5; let playerX = canvas.width / 2; let playerY = canvas.height / 2; let platforms = []; let score = 0; function drawPlayer() { ctx.fillStyle = '#fff'; ctx.fillRect(playerX - PLAYER_SIZE / 2, playerY - PLAYER_SIZE / 2, PLAYER_SIZE, PLAYER_SIZE); } function drawPlatforms() { ctx.fillStyle = '#fff'; platforms.forEach(platform => { ctx.fillRect(platform.x, platform.y, PLATFORM_WIDTH, PLATFORM_HEIGHT); }); } function movePlatforms() { platforms.forEach(platform => { platform.y -= PLATFORM_SPEED; if (platform.y + PLATFORM_HEIGHT < 0) { platforms.shift(); score++; } }); } function generatePlatforms() { const lastPlatform = platforms[platforms.length - 1]; if (!lastPlatform || lastPlatform.y + PLATFORM_GAP < canvas.height) { const x = Math.random() * (canvas.width - PLATFORM_WIDTH); const y = canvas.height + PLATFORM_GAP; platforms.push({ x, y }); } } function update() { movePlatforms(); generatePlatforms(); } function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); drawPlayer(); drawPlatforms(); requestAnimationFrame(draw); } function handleKeyPress(e) { if (e.key === 'ArrowLeft' && playerX > PLAYER_SIZE / 2) { playerX -= PLAYER_SPEED; } else if (e.key === 'ArrowRight' && playerX < canvas.width - PLAYER_SIZE / 2) { playerX += PLAYER_SPEED; } else if (e.key === 'ArrowUp' && playerY > PLAYER_SIZE / 2) { playerY -= PLAYER_SPEED; } else if (e.key === 'ArrowDown' && playerY < canvas.height - PLAYER_SIZE / 2) { playerY += PLAYER_SPEED; } } document.addEventListener('keydown', handleKeyPress); function mainLoop() { update(); draw(); } setInterval(mainLoop, 1000 / 60); // 60 FPS </script> </body> </html>
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88.0ms

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92.0ms

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92.0ms

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