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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>2D Free Fire Mini</title> <style> body { margin: 0; padding: 0; background-color: #222; font-family: Arial, sans-serif; display: flex; flex-direction: column; align-items: center; justify-content: center; height: 100vh; overflow: hidden; user-select: none; } #scoreBoard { color: white; font-size: 20px; margin-bottom: 10px; font-weight: bold; } canvas { background-color: #34495e; border: 4px solid #2c3e50; box-shadow: 0px 0px 15px rgba(0,0,0,0.5); max-width: 100%; max-height: 60vh; } /* Mobile Controls */ .controls { display: grid; grid-template-columns: repeat(3, 70px); grid-template-rows: repeat(2, 60px); gap: 10px; margin-top: 15px; } .btn { background-color: #e74c3c; color: white; font-size: 18px; font-weight: bold; border: none; border-radius: 10px; display: flex; align-items: center; justify-content: center; active-background-color: #c0392b; box-shadow: 0 4px #95a5a6; } .btn:active { box-shadow: 0 2px #95a5a6; transform: translateY(2px); } .shoot-btn { grid-column: 3; grid-row: 1 / span 2; background-color: #2ecc71; height: 130px; } </style> </head> <body> <div id="scoreBoard">Kills: <span id="score">0</span> | HP: <span id="hp">100</span></div> <canvas id="gameCanvas" width="400" height="500"></canvas> <div class="controls"> <button class="btn" id="btnUp">▲</button> <div></div> <button class="btn shoot-btn" id="btnShoot">FIRE</button> <button class="btn" id="btnLeft">◀</button> <button class="btn" id="btnDown">▼</button> <button class="btn" id="btnRight">▶</button> </div> <script> const canvas = document.getElementById("gameCanvas"); const ctx = canvas.getContext("2d"); const scoreEl = document.getElementById("score"); const hpEl = document.getElementById("hp"); let score = 0; let hp = 100; let gameOver = false; // Player Setup (Your Character) const player = { x: 180, y: 400, width: 30, height: 30, speed: 5 }; let bullets = []; let enemies = []; let enemySpeed = 2; // Controls State let keys = {}; // Keyboard Listeners window.addEventListener("keydown", (e) => keys[e.code] = true); window.addEventListener("keyup", (e) => { keys[e.code] = false; if (e.code === "Space") shootBullet(); }); // Mobile Button Listeners setupMobileButton("btnLeft", "ArrowLeft"); setupMobileButton("btnRight", "ArrowRight"); setupMobileButton("btnUp", "ArrowUp"); setupMobileButton("btnDown", "ArrowDown"); document.getElementById("btnShoot").addEventListener("touchstart", (e) => { e.preventDefault(); shootBullet(); }); document.getElementById("btnShoot").addEventListener("click", shootBullet); function setupMobileButton(id, keyCode) { const btn = document.getElementById(id); btn.addEventListener("touchstart", (e) => { e.preventDefault(); keys[keyCode] = true; }); btn.addEventListener("touchend", () => keys[keyCode] = false); // Deskop mouse fallback btn.addEventListener("mousedown", () => keys[keyCode] = true); btn.addEventListener("mouseup", () => keys[keyCode] = false); } function shootBullet() { if (gameOver) return; bullets.push({ x: player.x + player.width / 2 - 3, y: player.y, width: 6, height: 15, speed: 7 }); } function spawnEnemy() { if (gameOver) return; let size = 30; let x = Math.random() * (canvas.width - size); enemies.push({ x: x, y: -size, width: size, height: size }); } setInterval(spawnEnemy, 1000); // New enemy every 1 second // Collision Detector function rectIntersect(r1, r2) { return !(r2.x > r1.x + r1.width || r2.x + r2.width < r1.x || r2.y > r1.y + r1.height || r2.y + r2.height < r1.y); } // Main Game Loop function update() { if (gameOver) return; // Player Movement if (keys["ArrowLeft"] && player.x > 0) player.x -= player.speed; if (keys["ArrowRight"] && player.x < canvas.width - player.width) player.x += player.speed; if (keys["ArrowUp"] && player.y > 0) player.y -= player.speed; if (keys["ArrowDown"] && player.y < canvas.height - player.height) player.y += player.speed; // Move Bullets bullets.forEach((bullet, bIndex) => { bullet.y -= bullet.speed; if (bullet.y < 0) bullets.splice(bIndex, 1); }); // Move Enemies enemies.forEach((enemy, eIndex) => { enemy.y += enemySpeed; // Enemy goes past screen if (enemy.y > canvas.height) { enemies.splice(eIndex, 1); hp -= 10; hpEl.innerText = hp; } // Player and Enemy collision if (rectIntersect(player, enemy)) { enemies.splice(eIndex, 1); hp -= 20; hpEl.innerText = hp; } // Bullet and Enemy collision bullets.forEach((bullet, bIndex) => { if (rectIntersect(bullet, enemy)) { enemies.splice(eIndex, 1); bullets.splice(bIndex, 1); score += 1; scoreEl.innerText = score; if(score % 10 === 0) enemySpeed += 0.5; // Game gets harder } }); }); if (hp <= 0) { gameOver = true; alert("Game Over! आपका स्कोर: " + score + "\nखेलने के लिए पेज रीलोड करें।"); location.reload(); } } function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw Player (Blue) ctx.fillStyle = "#3498db"; ctx.fillRect(player.x, player.y, player.width, player.height); // Draw Bullets (Yellow) ctx.fillStyle = "#f1c40f"; bullets.forEach(bullet => ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height)); // Draw Enemies (Red) ctx.fillStyle = "#e74c3c"; enemies.forEach(enemy => ctx.fillRect(enemy.x, enemy.y, enemy.width, enemy.height)); } function gameLoop() { update(); draw(); requestAnimationFrame(gameLoop); } gameLoop(); </script> </body> </html>
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