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Script
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Boss Balanceado</title> <style> body { margin:0; overflow:hidden; background:black; } canvas { display:block; margin:auto; background:#111; } /* JOYSTICK MÁS GRANDE πŸ”₯ */ #joystick { position:absolute; bottom:30px; left:30px; width:160px; height:160px; background:rgba(255,255,255,0.1); border-radius:50%; touch-action:none; } #stick { width:70px; height:70px; background:rgba(255,255,255,0.5); border-radius:50%; position:absolute; top:45px; left:45px; } /* DISPARO */ #shoot { position:absolute; bottom:40px; right:40px; width:100px; height:100px; background:rgba(255,0,0,0.5); border-radius:50%; touch-action:none; } </style> </head> <body> <canvas id="game" width="900" height="500"></canvas> <div id="joystick"><div id="stick"></div></div> <div id="shoot"></div> <script> const canvas = document.getElementById("game"); const ctx = canvas.getContext("2d"); let state="menu"; // πŸ”₯ VIDA BALANCEADA (~1 MIN) let player={ x:100,y:250,size:30,hp:12 }; let boss={ x:650,y:180,size:120,hp:600,maxHp:600,phase:1 }; let bullets=[]; let bossBullets=[]; // JOYSTICK GRANDE let joy=document.getElementById("joystick"); let stick=document.getElementById("stick"); let joyData={x:0,y:0}; joy.addEventListener("touchmove", e=>{ let r=joy.getBoundingClientRect(); let t=e.touches[0]; let dx=t.clientX-(r.left+80); let dy=t.clientY-(r.top+80); let d=Math.sqrt(dx*dx+dy*dy); let m=70; if(d>m){ dx=dx/d*m; dy=dy/d*m; } stick.style.left=(dx+45)+"px"; stick.style.top=(dy+45)+"px"; joyData.x=dx/m; joyData.y=dy/m; }); joy.addEventListener("touchend", ()=>{ joyData={x:0,y:0}; stick.style.left="45px"; stick.style.top="45px"; }); // DISPARO let shooting=false; document.getElementById("shoot").ontouchstart=()=>shooting=true; document.getElementById("shoot").ontouchend=()=>shooting=false; // START canvas.addEventListener("touchstart", ()=>{ if(state==="menu") state="game"; }); let shootTimer=0; let bossTimer=0; // UPDATE function update(){ if(state!=="game") return; // movimiento player.x+=joyData.x*5; player.y+=joyData.y*5; player.x=Math.max(0,Math.min(900-player.size,player.x)); player.y=Math.max(0,Math.min(500-player.size,player.y)); // DISPARO PLAYER shootTimer++; if(shooting && shootTimer>6){ shootTimer=0; bullets.push({x:player.x+30,y:player.y+12}); } // πŸ”₯ DISPARO BOSS ALEATORIO bossTimer++; if(bossTimer>35){ bossTimer=0; for(let i=0;i<5+boss.phase;i++){ let angle=Math.random()*Math.PI*2; bossBullets.push({ x:boss.x+60, y:boss.y+60, dx:Math.cos(angle)*(2+boss.phase*0.3), dy:Math.sin(angle)*(2+boss.phase*0.3) }); } } // BALAS PLAYER for(let i=bullets.length-1;i>=0;i--){ let b=bullets[i]; b.x+=8; if(b.x>900){ bullets.splice(i,1); continue; } if( b.x<boss.x+boss.size && b.x+6>boss.x && b.y<boss.y+boss.size && b.y+6>boss.y ){ boss.hp-=2; bullets.splice(i,1); } } // BALAS BOSS for(let i=bossBullets.length-1;i>=0;i--){ let b=bossBullets[i]; b.x+=b.dx; b.y+=b.dy; if( b.x<player.x+player.size && b.x+6>player.x && b.y<player.y+player.size && b.y+6>player.y ){ player.hp--; bossBullets.splice(i,1); continue; } if(b.x<0||b.x>900||b.y<0||b.y>500){ bossBullets.splice(i,1); } } // fases boss.phase = Math.min(10, 1 + Math.floor((1 - boss.hp / boss.maxHp) * 10)); if(player.hp<=0){ alert("Perdiste πŸ’€"); location.reload(); } if(boss.hp<=0){ alert("GANASTE 😈πŸ”₯"); location.reload(); } } // DRAW function draw(){ ctx.clearRect(0,0,900,500); if(state==="menu"){ ctx.fillStyle="white"; ctx.font="40px Arial"; ctx.fillText("TOCA PARA EMPEZAR",250,250); return; } ctx.fillStyle="white"; ctx.beginPath(); ctx.arc(player.x+15,player.y+15,15,0,Math.PI*2); ctx.fill(); let colors=["red","orange","yellow","green","blue","purple","pink","cyan","white","gold"]; ctx.fillStyle=colors[boss.phase-1]; ctx.fillRect(boss.x,boss.y,boss.size,boss.size); ctx.fillStyle="gray"; ctx.fillRect(200,20,500,20); ctx.fillStyle="green"; ctx.fillRect(200,20,(boss.hp/boss.maxHp)*500,20); ctx.fillStyle="yellow"; bullets.forEach(b=>ctx.fillRect(b.x,b.y,6,6)); ctx.fillStyle="cyan"; bossBullets.forEach(b=>ctx.fillRect(b.x,b.y,6,6)); ctx.fillStyle="white"; ctx.fillText("HP: "+player.hp,20,30); ctx.fillText("FASE: "+boss.phase,20,60); } function loop(){ update(); draw(); requestAnimationFrame(loop); } loop(); </script> </body> </html
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107.0ms

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124.0ms

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108.0ms

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