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Script
<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no"> <title>Upgraded Mario Mobile</title> <style> body { margin:0; overflow:hidden; background:#87CEEB; } canvas { display:block; background:#87CEEB; } #controls { position: fixed; bottom: 10px; width: 100%; display: flex; justify-content: space-around; z-index: 10; pointer-events: all; } .btn { width: 90px; height: 90px; background: rgba(0,0,0,0.35); border-radius: 50%; display: flex; align-items:center; justify-content:center; color:white; font-size: 28px; user-select:none; } </style> </head> <body> <canvas id="game"></canvas> <div id="controls"> <div class="btn" id="btnLeft">⟵</div> <div class="btn" id="btnJump">⬆</div> <div class="btn" id="btnRight">⟶</div> </div> <script> // ----------------------------------------- // Setup // ----------------------------------------- const canvas = document.getElementById("game"); const ctx = canvas.getContext("2d"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // ----------------------------------------- // Player // ----------------------------------------- let player = { x: 100, y: 0, w: 40, h: 50, vx: 0, vy: 0, speed: 0.4, maxSpeed: 4, friction: 0.85, jumpPower: -12, onGround: false, spriteFrame: 0 }; const gravity = 0.5; // ----------------------------------------- // Game objects // ----------------------------------------- let platforms = [ {x:0, y:canvas.height-40, w:3000, h:40}, {x:200, y:canvas.height-140, w:160, h:20}, {x:450, y:canvas.height-200, w:160, h:20}, {x:800, y:canvas.height-160, w:160, h:20}, {x:1200, y:canvas.height-210, w:160, h:20}, ]; let coins = [ {x:230, y:canvas.height-180, taken:false}, {x:500, y:canvas.height-240, taken:false}, {x:850, y:canvas.height-200, taken:false}, {x:1230, y:canvas.height-250, taken:false}, ]; let enemies = [ {x:600, y:canvas.height-80, w:40, h:40, dir:1}, {x:1000, y:canvas.height-80, w:40, h:40, dir:-1} ]; let cameraX = 0; let score = 0; // ----------------------------------------- // Controls // ----------------------------------------- let left = false, right = false, jump = false; function bindButton(id, handler) { const b = document.getElementById(id); b.addEventListener("touchstart", e => { e.preventDefault(); handler(true); }); b.addEventListener("touchend", e => { e.preventDefault(); handler(false); }); } bindButton("btnLeft", v => left = v); bindButton("btnRight", v => right = v); bindButton("btnJump", v => jump = v); // ----------------------------------------- // Main Loop // ----------------------------------------- function loop() { requestAnimationFrame(loop); // Horizontal movement if (left) player.vx -= player.speed; if (right) player.vx += player.speed; // Limit speed player.vx *= player.friction; if (player.vx > player.maxSpeed) player.vx = player.maxSpeed; if (player.vx < -player.maxSpeed) player.vx = -player.maxSpeed; // Jump if (jump && player.onGround) { player.vy = player.jumpPower; player.onGround = false; } // Gravity player.vy += gravity; // Apply velocity player.x += player.vx; player.y += player.vy; // Reset ground player.onGround = false; // Platform collision for (let p of platforms) { if (player.x < p.x + p.w && player.x + player.w > p.x && player.y < p.y + p.h && player.y + player.h > p.y) { if (player.vy > 0 && player.y + player.h - p.y < 20) { player.y = p.y - player.h; player.vy = 0; player.onGround = true; } } } // Enemy movement for (let e of enemies) { e.x += e.dir * 1.5; // Simple AI: bounce if (Math.random() < 0.005) e.dir *= -1; // Player touched enemy = death if (player.x < e.x + e.w && player.x + player.w > e.x && player.y < e.y + e.h && player.y + player.h > e.y) { respawn(); } } // Coin collection for (let c of coins) { if (!c.taken && player.x < c.x + 20 && player.x + player.w > c.x && player.y < c.y + 20 && player.y + player.h > c.y) { c.taken = true; score++; } } // Respawn if falling if (player.y > canvas.height + 200) { respawn(); } // Camera follows player cameraX = player.x - canvas.width/2; // ------------------------------------- // Drawing // ------------------------------------- ctx.clearRect(0,0,canvas.width,canvas.height); // Background (simple parallax) ctx.fillStyle = "#70B8FF"; ctx.fillRect(0,0,canvas.width,canvas.height); // Platforms ctx.fillStyle = "#008000"; for (let p of platforms) { ctx.fillRect(p.x - cameraX, p.y, p.w, p.h); } // Coins ctx.fillStyle = "gold"; for (let c of coins) { if (!c.taken) ctx.beginPath(), ctx.arc(c.x - cameraX + 10, c.y + 10, 10, 0, Math.PI*2), ctx.fill(); } // Enemies ctx.fillStyle = "brown"; for (let e of enemies) { ctx.fillRect(e.x - cameraX, e.y, e.w, e.h); } // Player (simple animation) ctx.fillStyle = "#0000FF"; ctx.fillRect(player.x - cameraX, player.y, player.w, player.h); // Score ctx.fillStyle = "white"; ctx.font = "32px Arial"; ctx.fillText("Coins: " + score, 20, 40); } // ----------------------------------------- // Respawn function // ----------------------------------------- function respawn() { player.x = 100; player.y = 0; player.vx = 0; player.vy = 0; } // Start game loop(); </script> </body> </html>
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