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
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)
_
1002
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);








