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<!DOCTYPE html> <html lang="es"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>Header Hero Pro - Polished</title> <style> body { margin: 0; overflow: hidden; background: #2c3e50; font-family: 'Segoe UI', sans-serif; touch-action: none; } canvas { display: block; background: linear-gradient(#4facfe 0%, #00f2fe 100%); } #ui { position: absolute; top: 30px; width: 100%; text-align: center; pointer-events: none; color: white; } #score { font-size: 60px; font-weight: 900; text-shadow: 4px 4px 0px rgba(0,0,0,0.2); margin: 0; } #highScore { font-size: 18px; opacity: 0.8; margin: 0; } #combo-container { height: 30px; margin-top: 10px; } #combo-text { color: #f1c40f; font-weight: bold; font-size: 24px; display: none; transform: scale(1.2); } .overlay { position: absolute; top: 0; left: 0; width: 100%; height: 100%; display: flex; flex-direction: column; justify-content: center; align-items: center; background: rgba(0,0,0,0.4); backdrop-filter: blur(5px); color: white; } </style> </head> <body> <div id="ui"> <p id="highScore">BEST: 0</p> <h1 id="score">0</h1> <div id="combo-container"><div id="combo-text">¡COMBO X5!</div></div> </div> <div id="start-screen" class="overlay"> <h1 style="font-size: 48px; margin-bottom: 10px;">HEADER HERO</h1> <p>TOCA PARA EMPEZAR</p> </div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const scoreEl = document.getElementById('score'); const comboText = document.getElementById('combo-text'); const startScreen = document.getElementById('start-screen'); const highScoreEl = document.getElementById('highScore'); // --- Configuración y Estado --- let gameState = 'START'; let score = 0, combo = 0, highScore = localStorage.getItem('headerHighScore') || 0; let shake = 0; highScoreEl.innerText = `BEST: ${highScore}`; const physics = { gravity: 0.3, jump: -11, windIntensity: 0.04 }; const ball = { x: 0, y: 150, vx: 0, vy: 0, r: 22, color: '#fff', trail: [] }; const player = { x: 0, y: 0, targetX: 0, w: 70, h: 90, squash: 1 }; let particles = []; let floatingTexts = []; let currentWind = 0; function init() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; ball.x = canvas.width / 2; ball.y = 150; ball.vx = 0; ball.vy = 0; player.x = canvas.width / 2; player.y = canvas.height - 150; particles = []; floatingTexts = []; } // --- Lógica de Partículas y Efectos --- function spawnParticles(x, y, color, count = 8) { for(let i=0; i<count; i++) { particles.push({ x, y, vx: (Math.random() - 0.5) * 10, vy: (Math.random() - 0.5) * 10, life: 1.0, color }); } } function addFloatingText(x, y, text, color) { floatingTexts.push({ x, y, text, color, life: 1.0 }); } // --- Bucle Principal --- function update() { if (gameState !== 'PLAYING') return; // Viento y Gravedad ball.vy += physics.gravity; ball.vx += currentWind; ball.vx *= 0.99; // Fricción ball.x += ball.vx; ball.y += ball.vy; // Rebote paredes if(ball.x < ball.r || ball.x > canvas.width - ball.r) ball.vx *= -0.8; // Movimiento suave del jugador player.x += (ball.x - player.x) * 0.2; player.squash += (1 - player.squash) * 0.15; // Partículas y Textos particles.forEach(p => { p.x += p.vx; p.y += p.vy; p.life -= 0.02; }); particles = particles.filter(p => p.life > 0); floatingTexts.forEach(t => { t.y -= 2; t.life -= 0.02; }); floatingTexts = floatingTexts.filter(t => t.life > 0); if (shake > 0) shake *= 0.9; if (ball.y > canvas.height) endGame(); } function draw() { ctx.save(); if (shake > 0) ctx.translate(Math.random()*shake - shake/2, Math.random()*shake - shake/2); ctx.clearRect(0, 0, canvas.width, canvas.height); // Suelo ctx.fillStyle = '#27ae60'; ctx.fillRect(0, canvas.height - 80, canvas.width, 80); // Partículas particles.forEach(p => { ctx.globalAlpha = p.life; ctx.fillStyle = p.color; ctx.beginPath(); ctx.arc(p.x, p.y, 4, 0, Math.PI*2); ctx.fill(); }); ctx.globalAlpha = 1; // Jugador (Cabeza con Squash) ctx.fillStyle = '#f3e5ab'; ctx.beginPath(); ctx.ellipse(player.x, player.y - 30, 40, 40 * player.squash, 0, 0, Math.PI*2); ctx.fill(); ctx.fillStyle = '#e67e22'; // Pelo/Gorra ctx.arc(player.x, player.y - 45, 42, Math.PI, 0); ctx.fill(); // Pelota ctx.shadowBlur = (combo >= 5) ? 20 : 0; ctx.shadowColor = "yellow"; ctx.fillStyle = (combo >= 5) ? "#f1c40f" : "white"; ctx.beginPath(); ctx.arc(ball.x, ball.y, ball.r, 0, Math.PI*2); ctx.fill(); ctx.strokeStyle = "#000"; ctx.lineWidth = 2; ctx.stroke(); ctx.shadowBlur = 0; // Textos flotantes floatingTexts.forEach(t => { ctx.globalAlpha = t.life; ctx.fillStyle = t.color; ctx.font = "bold 24px Arial"; ctx.textAlign = "center"; ctx.fillText(t.text, t.x, t.y); }); ctx.globalAlpha = 1; ctx.restore(); requestAnimationFrame(() => { update(); draw(); }); } // --- Interacción --- function handleInput() { if (gameState !== 'PLAYING') { resetGame(); return; } const distY = Math.abs(ball.y - (player.y - 60)); const distX = Math.abs(ball.x - player.x); if (distY < 60 && distX < 55 && ball.vy > 0) { player.squash = 0.6; // Efecto de aplastamiento ball.vy = physics.jump; ball.vx += (ball.x - player.x) * 0.2; // Dirección basada en impacto if (distY < 25) { // ¡PERFECTO! score += 20; combo++; shake = 10; spawnParticles(ball.x, ball.y, '#f1c40f', 15); addFloatingText(ball.x, ball.y - 40, "PERFECTO!", "#f1c40f"); } else { // BUENO score += 10; combo = 0; shake = 4; spawnParticles(ball.x, ball.y, '#fff', 5); addFloatingText(ball.x, ball.y - 40, "BIEN", "#fff"); } currentWind = (Math.random() - 0.5) * physics.windIntensity * (score/50 + 1); scoreEl.innerText = score; updateComboUI(); } } function updateComboUI() { if (combo >= 5) { comboText.style.display = 'block'; comboText.innerText = `FUEGO x${Math.floor(combo/5) + 1}`; } else { comboText.style.display = 'none'; } } function endGame() { gameState = 'GAMEOVER'; if (score > highScore) { highScore = score; localStorage.setItem('headerHighScore', highScore); } startScreen.style.display = 'flex'; startScreen.innerHTML = `<h1>PUNTUACIÓN: ${score}</h1><p>NUEVO RÉCORD: ${highScore}</p><p>TOCA PARA REINTENTAR</p>`; } function resetGame() { score = 0; combo = 0; scoreEl.innerText = "0"; highScoreEl.innerText = `BEST: ${highScore}`; startScreen.style.display = 'none'; init(); gameState = 'PLAYING'; } window.addEventListener('mousedown', handleInput); window.addEventListener('touchstart', (e) => { e.preventDefault(); handleInput(); }); window.addEventListener('resize', init); init(); draw(); </script> </body> </html>
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