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OMG OMG I LOVE HTML ITS SO FUN TO USE, DICE LOOK AT THE FRONT PAGE Sticky

A topic by OtKami Jin created May 27, 2022 Views: 128 Replies: 13
Viewing posts 1 to 5
Developer

NICE

Developer

WIAH WTF

Developer

is the wtf a good thing?

Developer

Yes,

Developer

i tried making a funny game with html but it failed :(

Developer

I would try but I’m currently way too sleepy

Developer

what time is it where you live

Developer

4:37

It was 4:15 when I made the post

Developer

oh god, your time is hours ahead of mine, its barely 2:38

Developer

Oh wo

Developer

agoti crashed my computer :(

Developer

how its supposed  to look

how it appears :(

Developer

<!DOCTYPE html>

<html>

<head>

<meta name="viewport" content="width=device-width, initial-scale=1.0"/>

<style>

canvas {

    border:1px solid #d3d3d3;

    background-color: #f1f1f1;

}

</style>

</head>

<body onload="startGame()">

<script>

var myGamePiece;

var myObstacles = [];

var myScore;

function startGame() {

    myGamePiece = new component(30, 30, "red", 10, 120);

    myGamePiece.gravity = 0.05;

    myScore = new component("30px", "Consolas", "black", 280, 40, "text");

    myGameArea.start();

}

var myGameArea = {

    canvas : document.createElement("canvas"),

    start : function() {

        this.canvas.width = 480;

        this.canvas.height = 270;

        this.context = this.canvas.getContext("2d");

        document.body.insertBefore(this.canvas, document.body.childNodes[0]);

        this.frameNo = 0;

        this.interval = setInterval(updateGameArea, 20);

        },

    clear : function() {

        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);

    }

}

function component(width, height, color, x, y, type) {

    this.type = type;

    this.score = 0;

    this.width = width;

    this.height = height;

    this.speedX = 0;

    this.speedY = 0;    

    this.x = x;

    this.y = y;

    this.gravity = 0;

    this.gravitySpeed = 0;

    this.update = function() {

        ctx = myGameArea.context;

        if (this.type == "text") {

            ctx.font = this.width + " " + this.height;

            ctx.fillStyle = color;

            ctx.fillText(this.text, this.x, this.y);

        } else {

            ctx.fillStyle = color;

            ctx.fillRect(this.x, this.y, this.width, this.height);

        }

    }

    this.newPos = function() {

        this.gravitySpeed += this.gravity;

        this.x += this.speedX;

        this.y += this.speedY + this.gravitySpeed;

        this.hitBottom();

    }

    this.hitBottom = function() {

        var rockbottom = myGameArea.canvas.height - this.height;

        if (this.y > rockbottom) {

            this.y = rockbottom;

            this.gravitySpeed = 0;

        }

    }

    this.crashWith = function(otherobj) {

        var myleft = this.x;

        var myright = this.x + (this.width);

        var mytop = this.y;

        var mybottom = this.y + (this.height);

        var otherleft = otherobj.x;

        var otherright = otherobj.x + (otherobj.width);

        var othertop = otherobj.y;

        var otherbottom = otherobj.y + (otherobj.height);

        var crash = true;

        if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {

            crash = false;

        }

        return crash;

    }

}

function updateGameArea() {

    var x, height, gap, minHeight, maxHeight, minGap, maxGap;

    for (i = 0; i < myObstacles.length; i += 1) {

        if (myGamePiece.crashWith(myObstacles[i])) {

            return;

        } 

    }

    myGameArea.clear();

    myGameArea.frameNo += 1;

    if (myGameArea.frameNo == 1 || everyinterval(150)) {

        x = myGameArea.canvas.width;

        minHeight = 20;

        maxHeight = 200;

        height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);

        minGap = 50;

        maxGap = 200;

        gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);

        myObstacles.push(new component(10, height, "green", x, 0));

        myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));

    }

    for (i = 0; i < myObstacles.length; i += 1) {

        myObstacles[i].x += -1;

        myObstacles[i].update();

    }

    myScore.text="SCORE: " + myGameArea.frameNo;

    myScore.update();

    myGamePiece.newPos();

    myGamePiece.update();

}

function everyinterval(n) {

    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}

    return false;

}

function accelerate(n) {

    myGamePiece.gravity = n;

}

</script>

<br>

<button onmousedown="SEX(-0.2)" onmouseup="SEX(0.05)">SEX</button>

<p>Use the SEX button for  nothing to happen</p>

<p>How long can you stay alive?</p>

</body>

</html>

Developer

this was 100 days ago