TalenGames
Ropa Ropa Armas Armas Audio Audio CLEO Mods CLEO Mods
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skin MLP twilight sparkle


Ropa Ropa Armas Armas Audio Audio CLEO Mods CLEO Mods

Skin Homero Simpson 2025

Ropa Ropa Armas Armas Audio Audio CLEO Mods CLEO Mods

Skin 2D GORILLAZ X FORTNITE

Skin 2D Gorilaz from fortnite










Skin 2D Gorilaz from fortnite

Skin exclusiva con estilo fortnite texturas HD y detalles únicos. Perfecta para mods o roleplay en GTA San y GTA Online.

📁 Formato: RAR 💾 Tamaño: 12.5 MB ✅ 100% segura
Ropa Ropa Armas Armas Audio Audio CLEO Mods CLEO Mods

Skin TalenReyes with cel shading GTA ONLINE










Skin TalenReyes with cel shading GTA ONLINE

Skin TalenReyes estilo GTA Online con cel shading. Incluye instrucciones de instalación y archivos listos para usar.

📁 formato: .rar ⬇️ tamaño: FILE_SIZE 🔒 seguro: sin virus (escanea antes de abrir)
Ropa Ropa Armas Armas Audio Audio CLEO Mods CLEO Mods
Escape Road

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See the Pen Escape Road 6-7 by Grayson Brown (@Grayson-Brown) on CodePen.

// --- Game Setup --- const canvas = document.getElementById("gameCanvas"); const ctx = canvas.getContext("2d"); canvas.width = 800; canvas.height = 400; // --- Game Classes --- class Player { constructor(game) { this.game = game; this.width = 30; this.height = 30; this.x = 50; this.y = this.game.groundLevel - this.height; this.color = "#4db8ff"; this.velocityY = 0; this.isJumping = false; this.isGrounded = true; } draw() { ctx.fillStyle = this.color; ctx.fillRect(this.x, this.y, this.width, this.height); // Shield visual effect if (this.game.shieldActive) { ctx.strokeStyle = "rgba(255, 255, 255, 0.7)"; ctx.lineWidth = 4; ctx.beginPath(); ctx.arc( this.x + this.width / 2, this.y + this.height / 2, this.width, 0, 2 * Math.PI ); ctx.stroke(); } } update() { // Apply gravity if not on the ground if (!this.isGrounded) { this.velocityY += this.game.physics.gravity; } this.y += this.velocityY; // Check for ground collision if (this.y >= this.game.groundLevel - this.height) { this.y = this.game.groundLevel - this.height; this.velocityY = 0; this.isGrounded = true; this.isJumping = false; } } jump() { if (this.isGrounded) { this.isGrounded = false; this.isJumping = true; this.velocityY = this.game.physics.jumpForce; } } } class Obstacle { constructor(game) { this.game = game; this.width = 30; this.height = 30; this.x = canvas.width; this.y = this.game.groundLevel - this.height; this.color = "#ff4d4d"; } draw() { ctx.fillStyle = this.color; ctx.fillRect(this.x, this.y, this.width, this.height); } update() { if (!this.game.timeSlowed) { this.x -= this.game.obstacleSpeed; } else { this.x -= this.game.obstacleSpeed / 2; } } } class PowerUp { constructor(game) { this.game = game; this.width = 20; this.height = 20; this.x = canvas.width; this.y = this.game.groundLevel - this.height - Math.random() * 80 - 40; // Random height this.duration = 5000; // 5 seconds for all power-ups this.type = this.getRandomType(); this.color = this.getColorForType(); } getRandomType() { const types = ["scoreMultiplier", "shield", "highJump", "slowTime"]; return types[Math.floor(Math.random() * types.length)]; } getColorForType() { switch (this.type) { case "scoreMultiplier": return "#ffd700"; // Gold case "shield": return "#00bfff"; // Deep Sky Blue case "highJump": return "#32cd32"; // Lime Green case "slowTime": return "#8a2be2"; // Blue Violet default: return "#cccccc"; } } draw() { ctx.fillStyle = this.color; ctx.fillRect(this.x, this.y, this.width, this.height); } update() { if (!this.game.timeSlowed) { this.x -= this.game.obstacleSpeed; } else { this.x -= this.game.obstacleSpeed / 2; } } } class Game { constructor() { this.player = new Player(this); this.physics = { gravity: 0.5, jumpForce: -12 }; this.obstacles = []; this.powerUps = []; this.obstacleSpeed = 5; this.obstacleInterval = 1200; this.powerUpInterval = 5000; this.lastObstacleTime = Date.now(); this.lastPowerUpTime = Date.now(); this.gameOver = false; this.score = 0; this.highScore = localStorage.getItem("highScore") || 0; this.scoreMultiplier = 1; this.groundLevel = canvas.height - 30; this.lastUpdateTime = 0; this.parallaxBackground = { x: 0, y: 0, speed: 1 }; this.shieldActive = false; this.timeSlowed = false; } drawParallaxBackground() { ctx.fillStyle = "#6b5e54"; ctx.fillRect( 0, this.groundLevel, canvas.width, canvas.height - this.groundLevel ); ctx.fillStyle = "#87ceeb"; ctx.fillRect(0, 0, canvas.width, this.groundLevel); ctx.fillStyle = "#cccccc"; for (let i = 0; i < 50; i++) { const starX = (i * 50 + this.parallaxBackground.x) % canvas.width; ctx.beginPath(); ctx.arc(starX, (i * 20) % this.groundLevel, 1, 0, 2 * Math.PI); ctx.fill(); } this.parallaxBackground.x -= this.parallaxBackground.speed; } drawUI() { ctx.fillStyle = "white"; ctx.font = "20px Arial"; ctx.textAlign = "left"; ctx.fillText(`Score: ${this.score}`, 10, 25); ctx.textAlign = "right"; ctx.fillText(`High Score: ${this.highScore}`, canvas.width - 10, 25); ctx.textAlign = "center"; if (this.scoreMultiplier > 1) { ctx.fillStyle = "#ffd700"; ctx.fillText( `Multiplier: x${this.scoreMultiplier}`, canvas.width / 2, 25 ); } if (this.shieldActive) { ctx.fillStyle = "#00bfff"; ctx.fillText("Shield Active!", canvas.width / 2, 50); } if (this.timeSlowed) { ctx.fillStyle = "#8a2be2"; ctx.fillText("Time Slowed!", canvas.width / 2, 75); } } generateObstacle() { const currentTime = Date.now(); const interval = this.timeSlowed ? this.obstacleInterval * 2 : this.obstacleInterval; if (currentTime - this.lastObstacleTime > interval) { this.obstacles.push(new Obstacle(this)); this.lastObstacleTime = currentTime; } } generatePowerUp() { const currentTime = Date.now(); const interval = this.timeSlowed ? this.powerUpInterval * 2 : this.powerUpInterval; if (currentTime - this.lastPowerUpTime > interval) { this.powerUps.push(new PowerUp(this)); this.lastPowerUpTime = currentTime; } } checkCollision() { // Obstacle collision this.obstacles.forEach((obstacle, index) => { if ( this.player.x < obstacle.x + obstacle.width && this.player.x + this.player.width > obstacle.x && this.player.y < obstacle.y + obstacle.height && this.player.y + this.player.height > obstacle.y ) { if (this.shieldActive) { this.shieldActive = false; this.obstacles.splice(index, 1); } else { this.endGame(); } } }); // Power-up collision this.powerUps.forEach((powerUp, index) => { if ( this.player.x < powerUp.x + powerUp.width && this.player.x + this.player.width > powerUp.x && this.player.y < powerUp.y + powerUp.height && this.player.y + this.player.height > powerUp.y ) { this.powerUps.splice(index, 1); this.activatePowerUp(powerUp); } }); } activatePowerUp(powerUp) { switch (powerUp.type) { case "scoreMultiplier": this.scoreMultiplier = 2; setTimeout(() => { this.scoreMultiplier = 1; }, powerUp.duration); break; case "shield": this.shieldActive = true; setTimeout(() => { this.shieldActive = false; }, powerUp.duration); break; case "highJump": const originalJumpForce = this.physics.jumpForce; this.physics.jumpForce = -18; // Increased jump setTimeout(() => { this.physics.jumpForce = originalJumpForce; }, powerUp.duration); break; case "slowTime": this.timeSlowed = true; setTimeout(() => { this.timeSlowed = false; }, powerUp.duration); break; } } updateDifficulty() { const speedMultiplier = this.timeSlowed ? 0.5 : 1; this.obstacleSpeed += 0.001 * speedMultiplier; if (this.obstacleInterval > 500) { this.obstacleInterval -= 0.1 * speedMultiplier; } } endGame() { this.gameOver = true; this.updateHighScore(); ctx.fillStyle = "white"; ctx.font = "40px Arial"; ctx.textAlign = "center"; ctx.fillText("Game Over", canvas.width / 2, canvas.height / 2 - 40); ctx.font = "24px Arial"; ctx.fillText( `Your score: ${this.score}`, canvas.width / 2, canvas.height / 2 ); ctx.fillText( "Press SPACE to restart", canvas.width / 2, canvas.height / 2 + 40 ); } updateHighScore() { if (this.score > this.highScore) { this.highScore = this.score; localStorage.setItem("highScore", this.highScore); } } restart() { this.player = new Player(this); this.obstacles = []; this.powerUps = []; this.obstacleSpeed = 5; this.obstacleInterval = 1200; this.score = 0; this.scoreMultiplier = 1; this.gameOver = false; this.lastObstacleTime = Date.now(); this.lastPowerUpTime = Date.now(); this.shieldActive = false; this.timeSlowed = false; this.gameLoop(0); // Restart the loop } gameLoop(timestamp) { if (this.gameOver) { return; } const deltaTime = timestamp - this.lastUpdateTime; this.lastUpdateTime = timestamp; ctx.clearRect(0, 0, canvas.width, canvas.height); this.drawParallaxBackground(); this.player.update(); this.obstacles.forEach((obstacle) => obstacle.update()); this.powerUps.forEach((powerUp) => powerUp.update()); this.generateObstacle(); this.generatePowerUp(); this.checkCollision(); this.updateDifficulty(); this.score += this.scoreMultiplier; this.obstacles = this.obstacles.filter( (obstacle) => obstacle.x + obstacle.width > 0 ); this.powerUps = this.powerUps.filter( (powerUp) => powerUp.x + powerUp.width > 0 ); this.player.draw(); this.obstacles.forEach((obstacle) => obstacle.draw()); this.powerUps.forEach((powerUp) => powerUp.draw()); this.drawUI(); requestAnimationFrame(this.gameLoop.bind(this)); } } // --- Event Listeners --- document.addEventListener("keydown", (event) => { if (event.code === "Space") { if (myGame.gameOver) { myGame.restart(); } else { myGame.player.jump(); } } }); // --- Start the game --- const myGame = new Game(); myGame.gameLoop(0);