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<!DOCTYPE html> <html> <head> <title>Hill Climb JS</title> <style> body { margin: 0; overflow: hidden; background: #87CEEB; font-family: sans-serif; } canvas { display: block; } #ui { position: absolute; top: 20px; left: 20px; color: white; text-shadow: 2px 2px 4px #000; pointer-events: none; } </style> </head> <body> <div id="ui"> <h1>Hill Climb JS</h1> <p>Hold <b>SPACE</b> or <b>CLICK</b> to Accelerate</p> </div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // --- Game Settings --- let speed = 0; let accel = 0; let pos = 0; // Horizontal scroll position const gravity = 0.15; const friction = 0.98; // --- Terrain Generation --- const points = []; let nextPoint = 0; function generateTerrain() { while (points.length < 200) { const x = nextPoint; // Using sine waves to create "curved" hills const y = (canvas.height * 0.7) + Math.sin(nextPoint * 0.01) * 50 + Math.sin(nextPoint * 0.005) * 100; // Randomly decide to place a tree const hasTree = Math.random() > 0.95 && nextPoint > 500; points.push({ x, y, hasTree }); nextPoint += 20; } } // --- Player Object --- const player = { x: 150, y: 0, vY: 0, angle: 0, wheelRot: 0 }; // --- Input Handling --- let isAccelerating = false; window.addEventListener('keydown', (e) => { if (e.code === 'Space') isAccelerating = true; }); window.addEventListener('keyup', (e) => { if (e.code === 'Space') isAccelerating = false; }); window.addEventListener('mousedown', () => isAccelerating = true); window.addEventListener('mouseup', () => isAccelerating = false); function drawTree(x, y) { ctx.fillStyle = '#644117'; // Trunk ctx.fillRect(x - 5, y - 40, 10, 40); ctx.fillStyle = '#0B5345'; // Leaves ctx.beginPath(); ctx.arc(x, y - 50, 25, 0, Math.PI * 2); ctx.fill(); } function update() { generateTerrain(); // Physics logic if (isAccelerating) accel += 0.2; else accel *= 0.9; speed = (speed + accel) * friction; if (speed < 0) speed = 0; pos += speed; // Find current ground height const currentPoint = points.find(p => p.x >= pos + player.x); const groundY = currentPoint ? currentPoint.y : canvas.height; // Simple gravity and collision if (player.y < groundY - 20) { player.vY += gravity; } else { player.vY = 0; player.y = groundY - 20; // Adjust angle based on hill slope const nextP = points.find(p => p.x >= pos + player.x + 20); if (nextP) { player.angle = Math.atan2(nextP.y - currentPoint.y, 20); } } player.y += player.vY; player.wheelRot += speed * 0.1; } function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw Terrain & Trees ctx.beginPath(); ctx.moveTo(0, canvas.height); ctx.fillStyle = '#228B22'; for (let i = 0; i < points.length; i++) { const p = points[i]; const screenX = p.x - pos; if (screenX < -50) continue; if (screenX > canvas.width + 50) break; ctx.lineTo(screenX, p.y); if (p.hasTree) drawTree(screenX, p.y); } ctx.lineTo(canvas.width, canvas.height); ctx.fill(); // Draw Car ctx.save(); ctx.translate(player.x, player.y); ctx.rotate(player.angle); // Car Body ctx.fillStyle = '#E74C3C'; ctx.fillRect(-25, -15, 50, 20); ctx.fillStyle = '#3498DB'; // Window ctx.fillRect(0, -12, 15, 8); // Wheels const drawWheel = (wx) => { ctx.save(); ctx.translate(wx, 5); ctx.rotate(player.wheelRot); ctx.fillStyle = '#333'; ctx.beginPath(); ctx.arc(0, 0, 8, 0, Math.PI * 2); ctx.fill(); ctx.strokeStyle = 'white'; ctx.moveTo(0, 0); ctx.lineTo(8, 0); ctx.stroke(); ctx.restore(); }; drawWheel(-15); drawWheel(15); ctx.restore(); requestAnimationFrame(() => { update(); draw(); }); } // Start generateTerrain(); draw(); </script> </body> </html>
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