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Playing video games offers a variety of benefits, including cognitive, social, and emotional advantages. Here are some of the key benefits: Cognitive Benefits Improves Problem-Solving Skills – Many games require players to think strategically, solve puzzles, and make quick decisions. Enhances Memory & Concentration – Games often involve remembering complex rules, maps, and objectives, improving working memory. Boosts Multitasking Ability – Action and strategy games train players to manage multiple objectives simultaneously. Improves Hand-Eye Coordination – Fast-paced games help refine motor skills and reaction times. Encourages Creativity – Sandbox and open-world games, like Minecraft, let players build and explore freely, enhancing creativity. Social Benefits Builds Teamwork & Communication – Multiplayer games encourage collaboration, strategy discussions, and social bonding. Fosters New Friendships – Online gaming communities allow players to connect and build friendships worldwide. Teaches Leadership Skills – Managing teams in games (e.g., MMO raids, strategy games) can improve leadership and delegation skills. Emotional & Psychological Benefits Reduces Stress & Anxiety – Engaging in games can be an effective way to unwind and relax. Boosts Self-Confidence – Achieving goals in games can translate to increased confidence in real-life problem-solving. Encourages Perseverance – Overcoming challenges in difficult games teaches persistence and resilience. Physical & Health Benefits Improves Reflexes & Coordination – Fast-paced games enhance motor skills and reaction speeds. Encourages Exercise (in some games) – VR games and motion-based games (Ring Fit Adventure, Beat Saber) promote physical activity. Educational Benefits Enhances Learning in Various Subjects – Games like Civilization teach history, while others improve math, science, or language skills. Develops Computational Thinking – Games that involve coding, logic, or system optimization (Factorio, Minecraft: Education Edition) foster computational skills. Career & Skill Development Benefits Can Lead to a Career in Gaming – Esports, game design, streaming, or content creation can be viable career paths. Improves Strategic Thinking for Business & Life – Decision-making in strategy games applies to real-world planning and management. While video games offer many benefits, moderation is key to maintaining a healthy balance with other life activities. Do you play games yourself? If so, what kind?
Making a platformer fun in Scratch involves a mix of smooth gameplay, engaging mechanics, and creative design. Here are some key tips to make your game more enjoyable: 1. Smooth and Responsive Controls Use arrow keys or WASD for movement. Add acceleration and deceleration to make movement feel natural. Implement jump buffering (allow jumps slightly before landing). Fine-tune gravity so the jump height feels right. 2. Engaging Level Design Create varied obstacles like moving platforms, spikes, and enemies. Use different level themes (cave, forest, sky, lava, etc.). Introduce secrets or hidden paths to reward exploration. Ensure the difficulty increases gradually (tutorial -> easy -> harder). 3. Interesting Mechanics Wall jumping, double jumping, or dash abilities can make movement more exciting. Power-ups like speed boosts, temporary invincibility, or high jump add variety. Add a timer or collectible challenge to encourage replayability. 4. Enemy & NPC Interactions Add enemies with different behaviors (patrolling, jumping, shooting). Include friendly NPCs that give hints or mini-quests. 5. Sound & Visual Effects Use satisfying jump and landing sounds to make movement feel impactful. Add particle effects when landing, collecting items, or defeating enemies. Use animations to make the character feel alive (idle, walking, jumping). 6. Goals & Progression Add checkpoints to avoid frustration in long levels. Reward players with coins, stars, or trophies for completing challenges. Unlock new levels or abilities as rewards for progress.
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Sorry...
The links don't work. To use them, right-click them and select "open link". And for the photo, it just doesn't work.
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URL
https://cz2425.github.io/
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The best roast
you are so dumb that when you were teaching
you peed on all the students
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little tricks:
1+1=3
1+1=11
1+1=window
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Use this to add text boxes in your own website:
<!DOCTYPE html>
**your title**
**your text**
<!DOCTYPE html>
💣
Example:
*****************************************************
*******************************************************
****************************************************abc123!@#$%^&?/|\{[}]-_
*****************************************************************************
<!DOCTYPE html>
Only for brain rot people:
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🥇
Comments to class
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Let me know.
Make sure to read all of this!
<!DOCTYPE html>
UNFINISHED
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* Cheat code for colourful platformer on scratch made by CZ2425: 12131 (skip level) *
const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50,
y: 300,
width: 30,
height: 50,
color: "red",
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,
grounded: false
};
// Platforms
const platforms = [
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);
window.addEventListener("keyup", (e) => keys[e.code] = false);
// Update Game Loop
function update() {
// Movement
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;
else player.dx *= friction;
// Jump
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;
}
// Apply Gravity
player.dy += gravity;
// Update Position
player.x += player.dx;
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.y
) {
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height; if you read this, let me know!
player.dy = 0;
player.grounded = true; 🥉
}
}
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
// Draw Platforms
ctx.fillStyle = "green";
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
gameLoop();
const canvas = document.getElementById("gameCanvas"); if you read this, let me know!
const ctx = canvas.getContext("2d");
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50,
y: 300,
width: 30,
height: 50,
color: "red", if you read this, let me know!
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,
grounded: false🧮
};
// Platforms
const platforms = [
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);
window.addEventListener("keyup", (e) => keys[e.code] = false); if you read this, let me know!
// Update Game Loop
function update() {
// Movement
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;
else player.dx *= friction;
// Jump
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;💍
}
// Apply Gravity
player.dy += gravity;
// Update Position
player.x += player.dx;
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.y
) { if you read this, let me know!
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height;
player.dy = 0;
player.grounded = true;
}
}
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height); if you read this, let me know!
// Draw Platforms
ctx.fillStyle = "green";💎
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() { if you read this, let me know!
update();
draw();
requestAnimationFrame(gameLoop);
}
gameLoop();
const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50,
y: 300,
width: 30,
height: 50,
color: "red", if you read this, let me know!
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,
grounded: false
};
// Platforms
const platforms = [
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);
window.addEventListener("keyup", (e) => keys[e.code] = false);
// Update Game Loop
function update() {
// Movement
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;if you read this, let me know!
else player.dx *= friction;
// Jump
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;
}
// Apply Gravity
player.dy += gravity;
// Update Position
player.x += player.dx;
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&if you read this, let me know!
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.y
) {
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {if you read this, let me know!
player.y = canvas.height - player.height;
player.dy = 0;
player.grounded = true;
}
}
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);if you read this, let me know!
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
// Draw Platforms
ctx.fillStyle = "green";
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
gameLoop();
const canvas = document.getElementById("gameCanvas");if you read this, let me know!
const ctx = canvas.getContext("2d");
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50,
y: 300,
width: 30,
height: 50,
color: "red",
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,
grounded: false
};
// Platforms
const platforms = [if you read this, let me know!
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }♂️
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);
window.addEventListener("keyup", (e) => keys[e.code] = false);
// Update Game Loop
function update() {if you read this, let me know!
// Movement
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;
else player.dx *= friction;
// Jump
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;
}
// Apply Gravity
player.dy += gravity;
// Update Position
player.x += player.dx;if you read this, let me know!
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.y
) {
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height;♀️
player.dy = 0;
player.grounded = true;if you read this, let me know!
}
}
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
// Draw Platforms
ctx.fillStyle = "green";
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);⚧️
}
if you read this, let me know!
gameLoop();
const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50,
y: 300,
width: 30,
height: 50,
color: "red",if you read this, let me know!
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,
grounded: false
};
// Platforms
const platforms = [
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);if you read this, let me know!if you read this, let me know!
window.addEventListener("keyup", (e) => keys[e.code] = false);
// Update Game Loop
function update() {
// Movement
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;
else player.dx *= friction;
// Jump
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;
}
// Apply Gravity
player.dy += gravity;
// Update Position🎱
player.x += player.dx;
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.y
) {
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height;
player.dy = 0;
player.grounded = true;
}
}if you read this, let me know!
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
// Draw Platforms
ctx.fillStyle = "green";
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() {
update();if you read this, let me know!if you read this, let me know!if you read this, let me know!if you read this, let me know!if you read this, let me know!if you read this, let me know!
draw();
requestAnimationFrame(gameLoop);
}
gameLoop();
const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50,
y: 300,
width: 30,
height: 50,
color: "red",
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,
grounded: false
};
// Platforms
const platforms = [if you read this, let me know!if you read this, let me know!if you read this, let me know!if you read this, let me know!if you read this, let me know!
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);
window.addEventListener("keyup", (e) => keys[e.code] = false);
// Update Game Loop
function update() {
// Movement
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;
else player.dx *= friction; ⬇️
// Jump
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;
}
// Apply Gravity
player.dy += gravity; ULTRA BONUS!!!!!!!!!!! 🔢🥇🥈🥉💎💍💣🧨♂️♀️⚧️
// Update Position
player.x += player.dx;
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.y
) {
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}if you read this, let me know!
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height;
player.dy = 0;
player.grounded = true;
}
}
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
💩
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
if you read this, let me know!
// Draw Platforms
ctx.fillStyle = "green";
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
if you read this, let me know!
gameLoop();
const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
🚽
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50,
y: 300,
width: 30,
height: 50,
color: "red",
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,
grounded: false
};
// Platforms
const platforms = [
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }if you read this, let me know!
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);
window.addEventListener("keyup", (e) => keys[e.code] = false);
// Update Game Loop
function update() {
// Movement
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;
else player.dx *= friction;
// Jump
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;
}
// Apply Gravityif you read this, let me know!
player.dy += gravity;
// Update Position
player.x += player.dx;
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.y
) {
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height;
player.dy = 0;
player.grounded = true;if you read this, let me know!
}
}
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
// Draw Platforms
ctx.fillStyle = "green"; if you read this, let me know!
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() {
update();
draw();if you read this, let me know!
requestAnimationFrame(gameLoop);
}
gameLoop();
const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
// Game Variables
const gravity = 0.5;
const friction = 0.8;
// Player Object
const player = {
x: 50, Ultra bonus! Tell me the name of this emoji: 🔢
y: 300,
width: 30,
height: 50,
color: "red",
dx: 0,
dy: 0,
speed: 5,
jumpPower: -10,if you read this, let me know!
grounded: false
};Answer to the ultra bonus (^) :1234
// Platforms
const platforms = [
{ x: 0, y: 350, width: 800, height: 50 },
{ x: 200, y: 280, width: 100, height: 10 },
{ x: 400, y: 220, width: 100, height: 10 }
];
// Controls
const keys = {};
window.addEventListener("keydown", (e) => keys[e.code] = true);
window.addEventListener("keyup", (e) => keys[e.code] = false);
// Update Game Loop
function update() {
// Movement Super bonus! Tell me this code to reedeem:12345Aa
if (keys["ArrowRight"]) player.dx = player.speed;
else if (keys["ArrowLeft"]) player.dx = -player.speed;
else player.dx *= friction;
// Jumpif you read this, let me know!
if (keys["Space"] && player.grounded) {
player.dy = player.jumpPower;
player.grounded = false;
}
// Apply Gravity
player.dy += gravity;
// Update Position
player.x += player.dx;
player.y += player.dy;
// Collision with Platforms
player.grounded = false;
platforms.forEach(platform => {
if (
player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y + player.height > platform.y &&
player.y + player.height - player.dy < platform.yif you read this, let me know!
) {
player.grounded = true;
player.dy = 0;
player.y = platform.y - player.height;
}
});
// Prevent Falling Through the Floor
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height;
player.dy = 0;
player.grounded = true;if you read this, let me know!
}
}
// Draw Game Elements
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw Player
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
// Draw Platforms
ctx.fillStyle = "green";
platforms.forEach(platform => {
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
});
}
// Game Loop
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}if you read this, let me know!
gameLoop();
Explanation:
src="image.jpg": Specifies the path to the image file. This can be:
A relative path (e.g., "images/photo.jpg")
An absolute path (e.g., "/users/photos/image.jpg")
A URL (e.g., "https://example.com/image.jpg")
alt="Description of image": Provides alternative text for screen readers and in case the image fails to load.
Example with Size Adjustment:
html
Copy code
Example Using an Online Image:
html
Copy code
Would you like help styling it with CSS?
You said:
how to add audio with HTML
ChatGPT said:
To add audio in HTML, use the