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01/19/2024
09/22/2023

Next game code from will be mortal Kombat xl đŸĨ°

   đŸŽ¯ đŸŽ¯ 🎮 🎮 🎮 unique full code for the archery game
09/22/2023

đŸŽ¯ đŸŽ¯ 🎮 🎮 🎮 unique full code for the archery game

09/21/2023

Hello

Tic tac toe on the way 👋👋
09/19/2023

Tic tac toe on the way 👋👋

09/19/2023

🎮 🎮 🎮 Hello everyone dropping new game code soon (HJ unique copyright ÂŠī¸ÂŠī¸)

09/09/2023

brick smash đŸŽŽđŸŽ¯đŸŽ¯đŸŽ¯đŸ§ą game continuation

event.preventDefault();
break;
}
}
}, { passive: false });
}

// index.js
// ============================================================================
// ============================================================================

setupCanvases();


body {
margin: 0;
background-color: #000;
background-image: radial-gradient(ellipse at top, #335476 0.0%, 11.1%, 22.2%, 33.3%, 44.4%, 55.6%, 66.7%, #293643 77.8%, 88.9%, 100.0%);
height: 100vh;
overflow: hidden;

font-family: monospace;
font-weight: bold;
letter-spacing: 0.06em;
color: rgba(255, 255, 255, 0.75);
}

{
display: block;
touch-action: none;
transform: translateZ(0);
}

/*/////////////////////
// HUD //
/////////////////////*/menus::before {
content: '';
pointer-events: none;
position: fixed;
top: 0;
right: 0;
bottom: 0;
left: 0;
background-color: #000;
opacity: 0;
transition: opacity 0.2s;
transition-timing-function: ease-in;
}
menus.has-active::before {
opacity: 0.08;
transition-duration: 0.4s;
transition-timing-function: ease-out;
}
menus.interactive-mode::before {
opacity: 0.02;
}

/* Menu containers */menu {
pointer-events: none;
position: fixed;
top: 0;
right: 0;
bottom: 0;
left: 0;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
user-select: none;
text-align: center;
color: rgba(255, 255, 255, 0.9);
opacity: 0;
visibility: hidden;
transform: translateY(30px);
transition-property: opacity, visibility, transform;
transition-duration: 0.2s;
transition-timing-function: ease-in;
}
menu.active {
opacity: 1;
visibility: visible;
transform: translateY(0);
transition-duration: 0.4s;
transition-timing-function: ease-out;
}
menus.interactive-mode .menu.active {
opacity: 0.6;
}
menus:not(.interactive-mode) .menu.active > * {
pointer-events: auto;
}

/* Common menu elements */

h1 {
font-size: 4rem;
line-height: 0.95;
text-align: center;
font-weight: bold;
margin: 0 0.65em 1em;
}

h2 {
font-size: 1.2rem;
line-height: 1;
text-align: center;
font-weight: bold;
margin: -1em 0.65em 1em;
}
final-score-lbl {
font-size: 5rem;
margin: -0.2em 0 0;
}
high-score-lbl {
font-size: 1.2rem;
margin: 0 0 2.5em;
}

button {
display: block;
position: relative;
width: 200px;
padding: 12px 20px;
background: transparent;
border: none;
outline: none;
user-select: none;
font-family: monospace;
font-weight: bold;
font-size: 1.4rem;
color: ;
opacity: 0.75;
transition: opacity 0.3s;
}

button::before {
content: '';
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
background-color: rgba(255, 255, 255, 0.15);
transform: scale(0, 0);
opacity: 0;
transition: opacity 0.3s, transform 0.3s;
}

/* No `:focus` styles because this is a mouse/touch game! */
button:active {
opacity: 1;
}

button:active::before {
transform: scale(1, 1);
opacity: 1;
}
credits {
position: fixed;
width: 100%;
left: 0;
bottom: 20px;
}

a {
color: white;
}

/* Only enable hover state on large screens */
(min-width: 1025px) {
button:hover {
opacity: 1;
}

button:hover::before {
transform: scale(1, 1);
opacity: 1;
}
}

# # End of brick smash 🎮 đŸŽ¯ 🧱 🧱 game

  Brick smash đŸŽŽđŸŽ¯đŸŽ¯đŸŽ¯đŸ§ą game continuation// canvas.js// ====================================================================...
09/09/2023

Brick smash đŸŽŽđŸŽ¯đŸŽ¯đŸŽ¯đŸ§ą game continuation

// canvas.js
// ============================================================================
// ============================================================================

function setupCanvases() {
const ctx = canvas.getContext('2d');
// devicePixelRatio alias
const dpr = window.devicePixelRatio || 1;
// View will be scaled so objects appear sized similarly on all screen sizes.
let viewScale;
// Dimensions (taking viewScale into account!)
let width, height;

function handleResize() {
const w = window.innerWidth;
const h = window.innerHeight;
viewScale = h / 1000;
width = w / viewScale;
height = h / viewScale;
canvas.width = w * dpr;
canvas.height = h * dpr;
canvas.style.width = w + 'px';
canvas.style.height = h + 'px';
}

// Set initial size
handleResize();
// resize fullscreen canvas
window.addEventListener('resize', handleResize);

// Run game loop
let lastTimestamp = 0;
function frameHandler(timestamp) {
let frameTime = timestamp - lastTimestamp;
lastTimestamp = timestamp;

// always queue another frame
raf();

// If game is paused, we'll still track frameTime (above) but all other
// game logic and drawing can be avoided.
if (isPaused()) return;
// make sure negative time isn't reported (first frame can be whacky)
if (frameTime < 0) {
frameTime = 17;
}
// - cap minimum framerate to 15fps[~68ms] (assuming 60fps[~17ms] as 'normal')
else if (frameTime > 68) {
frameTime = 68;
}

const halfW = width / 2;
const halfH = height / 2;

// Convert pointer position from screen to scene coords.
pointerScene.x = pointerScreen.x / viewScale - halfW;
pointerScene.y = pointerScreen.y / viewScale - halfH;

const lag = frameTime / 16.6667;
const simTime = gameSpeed * frameTime;
const simSpeed = gameSpeed * lag;
tick(width, height, simTime, simSpeed, lag);

// Auto clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Auto scale drawing for high res displays, and incorporate `viewScale`.
// Also shift canvas so (0, 0) is the middle of the screen.
// This just works with 3D perspective projection.
const drawScale = dpr * viewScale;
ctx.scale(drawScale, drawScale);
ctx.translate(halfW, halfH);
draw(ctx, width, height, viewScale);
ctx.setTransform(1, 0, 0, 1, 0, 0);
}
const raf = () => requestAnimationFrame(frameHandler);
// Start loop
raf();
}
// interaction.js
// ============================================================================
// ============================================================================

// Interaction
// -----------------------------

function handleCanvasPointerDown(x, y) {
if (!pointerIsDown) {
pointerIsDown = true;
pointerScreen.x = x;
pointerScreen.y = y;
// On when menus are open, point down/up toggles an interactive mode.
// We just need to rerender the menu system for it to respond.
if (isMenuVisible()) renderMenus();
}
}

function handleCanvasPointerUp() {
if (pointerIsDown) {
pointerIsDown = false;
touchPoints.push({
touchBreak: true,
life: touchPointLife
});
// On when menus are open, point down/up toggles an interactive mode.
// We just need to rerender the menu system for it to respond.
if (isMenuVisible()) renderMenus();
}
}

function handleCanvasPointerMove(x, y) {
if (pointerIsDown) {
pointerScreen.x = x;
pointerScreen.y = y;
}
}

// Use pointer events if available, otherwise fallback to touch events (for iOS).
if ('PointerEvent' in window) {
canvas.addEventListener('pointerdown', event => {
event.isPrimary && handleCanvasPointerDown(event.clientX, event.clientY);
});

canvas.addEventListener('pointerup', event => {
event.isPrimary && handleCanvasPointerUp();
});

canvas.addEventListener('pointermove', event => {
event.isPrimary && handleCanvasPointerMove(event.clientX, event.clientY);
});
// We also need to know if the mouse leaves the page. For this game, it's best if that
// cancels a swipe, so essentially acts as a "mouseup" event.
document.body.addEventListener('mouseleave', handleCanvasPointerUp);
} else {
let activeTouchId = null;
canvas.addEventListener('touchstart', event => {
if (!pointerIsDown) {
const touch = event.changedTouches[0];
activeTouchId = touch.identifier;
handleCanvasPointerDown(touch.clientX, touch.clientY);
}
});
canvas.addEventListener('touchend', event => {
for (let touch of event.changedTouches) {
if (touch.identifier === activeTouchId) {
handleCanvasPointerUp();
break;
}
}
});
canvas.addEventListener('touchmove', event => {
for (let touch of event.changedTouches) {
if (touch.identifier === activeTouchId) {
handleCanvasPointerMove(touch.clientX, touch.clientY);

  brick smash đŸŽŽđŸŽ¯đŸŽ¯đŸ§ąđŸ§ą game continuation  // Rotate shadow vertices to light source perspective  transformVertices(    allS...
09/09/2023

brick smash đŸŽŽđŸŽ¯đŸŽ¯đŸ§ąđŸ§ą game continuation

// Rotate shadow vertices to light source perspective
transformVertices(
allShadowVertices,
allShadowVertices,
0, 0, 0,
TAU/8, 0, 0,
1, 1, 1
);

allShadowPolys.forEach(p => computePolyNormal(p, 'normalWorld'));

const shadowDistanceMult = Math.hypot(1, 1);
const shadowVerticesLength = allShadowVertices.length;
for (let i=0; i {
if (p.wireframe) {
ctx.lineWidth = 2;
ctx.beginPath();
const { vertices } = p;
const vCount = vertices.length;
const firstV = vertices[0];
ctx.moveTo(firstV.x, firstV.y);
for (let i=1; i cameraFadeStartZ;
if (!p.wireframe) {
const normalLight = p.normalWorld.y * 0.5 + p.normalWorld.z * -0.5;
const lightness = normalLight > 0
? 0.1
: ((normalLight ** 32 - normalLight) / 2) * 0.9 + 0.1;
ctx.fillStyle = shadeColor(p.color, lightness);
}

// Fade out polys close to camera. `globalAlpha` must be reset later.
if (fadeOut) {
// If polygon gets really close to camera (outside `cameraFadeRange`) the alpha
// can go negative, which has the appearance of alpha = 1. So, we'll clamp it at 0.
ctx.globalAlpha = Math.max(0, 1 - (p.middle.z - cameraFadeStartZ) / cameraFadeRange);
}

ctx.beginPath();
ctx.moveTo(lastV.x, lastV.y);
for (let v of vertices) {
ctx.lineTo(v.x, v.y);
}

if (!p.wireframe) {
ctx.fill();
}
if (p.strokeWidth !== 0) {
ctx.stroke();
}

if (fadeOut) {
ctx.globalAlpha = 1;
}
});
PERF_END('drawPolys');

PERF_START('draw2D');

// 2D Sparks
// ---------------
ctx.strokeStyle = sparkColor;
ctx.lineWidth = sparkThickness;
ctx.beginPath();
sparks.forEach(spark => {
ctx.moveTo(spark.x, spark.y);
// Shrink sparks to zero length as they die.
// Speed up shrinking as life approaches 0 (root curve).
// Note that sparks already get smaller over time as their speed slows
// down from damping. So this is like a double scale down. To counter this
// a bit and keep the sparks larger for longer, we'll also increase the scale
// a bit after applying the root curve.
const scale = (spark.life / spark.maxLife) ** 0.5 * 1.5;
ctx.lineTo(spark.x - spark.xD*scale, spark.y - spark.yD*scale);

});
ctx.stroke();

// Touch Strokes
// ---------------

ctx.strokeStyle = touchTrailColor;
const touchPointCount = touchPoints.length;
for (let i=1; i

  brick smash đŸŽŽđŸŽ¯đŸŽ¯đŸŽ¯đŸ§ąđŸ§ą game continuation     // We can't use scaled pointer speed to determine this, since we care about a...
09/09/2023

brick smash đŸŽŽđŸŽ¯đŸŽ¯đŸŽ¯đŸ§ąđŸ§ą game continuation

// We can't use scaled pointer speed to determine this, since we care about actual screen
// distance covered.
const hitTestCount = Math.ceil(pointerSpeed / targetRadius * 2);
// Start loop at `1` and use ` centerY + targetHitRadius ||
// Sides of screen
frag.projected.x < fragLeftBound ||
frag.projected.x > fragRightBound ||
// Too close to camera
frag.z > cameraFadeEndZ
) {
frags.splice(i, 1);
returnFrag(frag);
continue;
}
}

// 2D sparks
for (let i = sparks.length - 1; i >= 0; i--) {
const spark = sparks[i];
spark.life -= simTime;
if (spark.life {
allVertices.push(...entity.vertices);
allPolys.push(...entity.polys);
allShadowVertices.push(...entity.shadowVertices);
allShadowPolys.push(...entity.shadowPolys);
});
frags.forEach(entity => {
allVertices.push(...entity.vertices);
allPolys.push(...entity.polys);
allShadowVertices.push(...entity.shadowVertices);
allShadowPolys.push(...entity.shadowPolys);
});

// Scene calculations/transformations
allPolys.forEach(p => computePolyNormal(p, 'normalWorld'));
allPolys.forEach(computePolyDepth);
allPolys.sort((a, b) => b.depth - a.depth);

// Perspective projection
allVertices.forEach(projectVertex);

allPolys.forEach(p => computePolyNormal(p, 'normalCamera'));

PERF_END('3D');

PERF_START('shadows');

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