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<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>Survival Strike Pro</title> <style> body { margin: 0; background: #1a3311; overflow: hidden; touch-action: none; font-family: 'Arial Black', sans-serif; } #ui { position: absolute; top: 10px; left: 10px; color: #fff; z-index: 100; pointer-events: none; } #health-bar { width: 180px; height: 15px; background: #551111; border: 2px solid white; border-radius: 10px; margin-top: 5px; } #health-inner { width: 100%; height: 100%; background: #00ff00; border-radius: 8px; transition: 0.1s; } #status { position: absolute; top: 50%; width: 100%; text-align: center; color: #ffcc00; font-size: 35px; text-shadow: 3px 3px #000; z-index: 100; font-weight: bold; } canvas { display: block; } </style> </head> <body> <div id="ui"> KILLS: <span id="score">0</span> | ALIVE: <span id="alive">20</span> <div id="health-bar"><div id="health-inner"></div></div> </div> <div id="status">BOARDING PLANE...</div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const scoreText = document.getElementById('score'); const aliveText = document.getElementById('alive'); const healthInner = document.getElementById('health-inner'); const statusText = document.getElementById('status'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; let score = 0; let health = 100; let gameState = "plane"; let planeX = -200; let player = { x: 0, y: 0, landed: false }; let enemies = []; let bullets = []; let enemyBullets = []; let flash = false; function drawSoldier(x, y, color, isEnemy = false) { ctx.save(); ctx.translate(x, y); // Body ctx.fillStyle = color; ctx.fillRect(-15, -15, 30, 30); // Head ctx.fillStyle = "#D2B48C"; ctx.beginPath(); ctx.arc(0, -20, 10, 0, Math.PI * 2); ctx.fill(); // Eyes ctx.fillStyle = "white"; ctx.beginPath(); ctx.arc(-4, -22, 3, 0, Math.PI * 2); ctx.arc(4, -22, 3, 0, Math.PI * 2); ctx.fill(); // Gun ctx.fillStyle = "#222"; ctx.fillRect(10, -5, 30, 8); ctx.restore(); } function spawnEnemy() { return { x: Math.random() * canvas.width, y: Math.random() * (canvas.height - 100), vx: (Math.random() - 0.5) * 3, vy: (Math.random() - 0.5) * 3, timer: Math.random() * 50 }; } function animate() { ctx.fillStyle = "#346e2a"; // Grass Color ctx.fillRect(0, 0, canvas.width, canvas.height); if (gameState === "plane") { // Drawing Airplane ctx.fillStyle = "#silver"; ctx.fillRect(planeX, 100, 200, 50); ctx.fillStyle = "darkgray"; ctx.fillRect(planeX+50, 80, 20, 90); planeX += 4; statusText.innerText = "TAP TO EJECT!"; if(planeX > canvas.width + 200) planeX = -200; // Loop plane } if (gameState === "parachute") { statusText.innerText = "LANDING..."; // Parachute ctx.strokeStyle = "white"; ctx.beginPath(); ctx.moveTo(player.x, player.y); ctx.lineTo(player.x-30, player.y-40); ctx.moveTo(player.x, player.y); ctx.lineTo(player.x+30, player.y-40); ctx.stroke(); ctx.fillStyle = "orange"; ctx.beginPath(); ctx.arc(player.x, player.y-45, 40, Math.PI, 0); ctx.fill(); drawSoldier(player.x, player.y, "#1b4d3e"); player.y += 2.5; if(player.y > canvas.height - 150) { gameState = "fight"; statusText.innerText = ""; for(let i=0; i<20; i++) enemies.push(spawnEnemy()); } } if (gameState === "fight") { drawSoldier(player.x, player.y, "#1b4d3e"); // Enemy Logic enemies.forEach((en, index) => { drawSoldier(en.x, en.y, "#881111", true); en.x += en.vx; en.y += en.vy; if(en.x < 0 || en.x > canvas.width) en.vx *= -1; if(en.y < 0 || en.y > canvas.height - 100) en.vy *= -1; // Enemy shoots at player en.timer++; if(en.timer > 100) { enemyBullets.push({x: en.x, y: en.y, targetX: player.x, targetY: player.y}); en.timer = 0; } }); // Enemy Bullets enemyBullets.forEach((b, idx) => { ctx.fillStyle = "yellow"; ctx.beginPath(); ctx.arc(b.x, b.y, 4, 0, Math.PI*2); ctx.fill(); let angle = Math.atan2(player.y - b.y, player.x - b.x); b.x += Math.cos(angle) * 5; b.y += Math.sin(angle) * 5; if(Math.hypot(b.x-player.x, b.y-player.y) < 20) { health -= 5; healthInner.style.width = health + "%"; enemyBullets.splice(idx, 1); if(health <= 0) location.reload(); // Restart on death } }); } requestAnimationFrame(animate); } window.addEventListener('mousedown', (e) => { if (gameState === "plane") { player.x = planeX + 100; player.y = 150; gameState = "parachute"; } else if (gameState === "fight") { flash = true; setTimeout(()=>flash=false, 50); enemies.forEach((en, idx) => { if(Math.hypot(e.clientX-en.x, e.clientY-en.y) < 35) { enemies.splice(idx, 1); score++; scoreText.innerText = score; aliveText.innerText = enemies.length; if(enemies.length === 0) statusText.innerText = "BOOYAH!"; } }); } }); animate(); </script> </body> </html>
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