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NT Programmer retweeted
รับเขียน-แก้ไขโปรแกรมหรือหน้าเว็บเล็กๆ ด้วย Python, HTML5, CSS, php รับแปลงาน/โปรเจค สำหรับนักเรียน-นักศึกษา (ENG-TH, TH-ENG) สนใจรายละเอียดทักแชท Line ID: ntprogrammer หรือ inbox มาคุยกันก่อนได้นะคะ #รับเขียนโปรแกรม #รับทำเว็บ #รับเขียนโค้ด #ไพธอน #เขียนโปรแกรม #รับแปลภาษา
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17. HbbTV (Hybrid Broadcast Broadband TV) What it does: If you watch live broadcast television via an over-the-air antenna, HbbTV pulls data from the internet to overlay interactive widgets like live sports stats or reality show voting buttons right on top of the broadcast. Why it kills performance: It forces the TV to sync an incoming live radio frequency signal with web-based HTML5 code in real-time. It is notoriously poorly optimized and causes the entire TV to crawl at a snail's pace. How to kill it: Settings → Broadcasting → Expert Settings → HbbTV → OFF.
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Required Skills Backend: Java 8/11/17, Spring Boot, REST APIs, Microservices Architecture, Hibernate / JPA, JWT Authentication, Maven Frontend: Angular , TypeScript, HTML5, CSS3, Bootstrap Database: PostgreSQL/MySQL /Oracle,SQL knowledge Tools & Version Control: Git, Maven
Modefin Server Private Limited is hiring Full Stack Developer Location: Bangalore Skills: Full Stack Development Eligibility: Experienced Professionals Salary: ₹6 LPA - 12 LPA Application 🔗: unstop.com/o/5IAfP1O?lb=Bnie…
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PG电子游戏采用顶级HTML5技术,支持无缝适配各种设备。丰富主题从神话到水果,搭配高品质音效和动画,带来沉浸式娱乐体验 PG电子游戏 麻将胡了2 网址sts587.com
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Replying to @Lucasynew
啊 还在做呢~现在是html5的,我在试着在unitl里开发试试呢
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designer drugs designed by YOU on an old website that still shows the html5 shield logo like it's a new thing
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sirajsolutions.great-site.ne… 🔥Unleash the power of AI on your website! Stunning #AIwebdesignscustom & #AIWordpressTheme crafted with #CSS3 & #HTML5. 🌟Freelance web expert ready when you are. sirajsolutions.great-site.ne… #FreeLanceWeb #Preloader @greensock
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艦これ 2期(HTML5版)になってからは初めての江風改。
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@itspimpbunny sorry, i have a problem: I can no longer watch videos from people I follow: when I try to watch a video, I get the message "HTML5 video file not found" and the screen stays black. How can I fix this? I use Brave as my browser.
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Check out my Gig on Fiverr: be your frontend web designer html5, css3, bootstrap5, web developer fiverr.com/s/38DZPea
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集中サウンドシンセ(2/3) 次にこれ。 外部の音楽ファイル不要。 ブラウザだけで ・ホワイトノイズ ・バイノーラルビーツ ・アンビエントドローン をリアルタイム合成しながら ポモドーロタイマーと完全連動する 集中環境生成マシンが作れます。 耳から脳を集中状態に持っていく 本格的な音響設計を プロンプト1本で再現できる異常さ。 ▼そのまま使えるプロンプト # 役割 あなたは音響設計、オーディオプログラミング(Web Audio API / Tone.js)、および認知心理学に長けたクリエイティブ開発者です。 # ゴール ブラウザ内で完全にクライアントサイドの波形合成を行う、極めて実用的な「業務用集中サウンド・シンセサイザー内蔵ポモドーロタイマー」を単一HTMLとして構築してください。 # 技術的要件 - Tailwind CSS、およびオーディオライブラリである Tone.js をCDN経由で読み込んで使用してください。 - 外部のオーディオファイル(.mp3等)には一切アクセスせず、すべてのサウンド(ノイズ、バイノーラルビーツ、チャイム音、サイン波、フィルター効果)はJavaScriptとTone.jsのシンセサイザーノード、オシレーターを動的に生成して発音させてください。 # 対象読者とデザイン美観 - リモートワーカー、開発者、執筆者、その他極度の集中環境を必要とするビジネスパーソン。 - スピリチュアルすぎない、現代的でミニマルな「北欧風・禅(Zen)デザイン」(背景色: ベージュ/サンドトーン(オフホワイト)、アクセントカラー: 落ち着いたアースグリーン、チャコールグレー、超極細のコントロールスライダーとロータリー風コントロール)。 # 必須機能とインタラクション 1. 高度ポモドーロコントロール: 25分集中、5分休憩、15分長期休憩を円形の滑らかなSVGリングアニメーションで可視化するモダンタイマー。 2. 3チャネル・リアルタイムサウンドミキサー(各チャネル個別のON/OFFおよび音量スライダー): - チャネル1 [ノイズジェネレーター]: Tone.jsの `Noise` ソースを用いた、集中用ホワイトノイズ/ピンクノイズ/ブラウンノイズの切り替えと、その遮断周波数を変えるローパスフィルター・スライダー。 - チャネル2 [バイノーラルビーツ]: 左右のパンナー(Panner)を用いて、左耳に $100\text{Hz}$、右耳に $104\text{Hz}$(ユーザーがスライダーで周波数差 $1\text{Hz}$〜$20\text{Hz}$ を調整可能)のサイン波を完全に分離して流すことで脳波をアルファ波/シータ波へと同期させる本格的なオシレーター。 - チャネル3 [アンビエントドローン]: 心地よいドローン和音(例:C - G - C - E のサイン波を包み込むようなゆっくりとしたLFOフィルターでうねらせたもの)の自動再生。 3. シンセチャイムによる動的通知: タイマーがゼロに達した瞬間、ポーンという美しいアコースティック感のあるシンセベル音(Tone.jsの `PolySynth` と `Reverb` / `Delay` エフェクトをチェーン接続してリアルタイムに物理モデリング風に生成した音)を自動でトリガー・再生。 4. 視覚的オーディオ波形ビジュアライザー: Tone.jsの `Analyser` ノードを接続し、現在再生されている集中用サウンドの波形(Waveform)または周波数(FFT)を、HTML5 Canvas上に流れるような繊細なラインでリアルタイムに描画。 5. セーフティ設計: ユーザーが突発的な大音量で耳を痛めないよう、マスター音量のソフトリミッター(Limiter)を噛ませ、ブラウザのバックグラウンド動作時でもタイマーと和音が破綻しないようにWeb Workersまたはネイティブクロック処理を施すること。
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Yes. Copy/paste this full detailed prompt You are an expert HTML5 game developer, retro platformer designer, pixel artist, chiptune composer, mobile web optimization engineer, and deployment engineer. Build a complete, playable, mobile-friendly browser platformer game. IMPORTANT: Do not use the old game title. Create a new original title yourself, or use [GAME_TITLE] as a placeholder until the owner chooses a name. The game must be an original late-NES cartoon platformer homage. It should capture the feel of a fast 1991 NES-style hop-and-bop platformer: responsive controls, bright cartoon pixel art, black outlines, cheerful energy, bottom HUD, tight jump physics, collectible carrots, balloons with items, hidden routes, helper characters, and pattern-based bosses. Everything must be original: - original game title - original hero - original helpers - original enemies - original bosses - original levels - original maps - original sprites - original music - original sound effects - original UI - original story Do NOT copy any existing copyrighted game, character, map, sprite, music, sound effect, logo, level layout, enemy design, boss design, or title. The game can be inspired by the general feeling of late-NES cartoon platformers, but it must be legally distinct. PROJECT GOAL: Create a complete 5-world, 5-boss NES-style browser platformer that runs online as a static website, works on desktop and mobile, and feels like an authentic early-1990s console platformer rebuilt with modern web tools. TECH STACK: Use: - TypeScript - Vite - HTML5 Canvas2D - Web Audio API - CSS for responsive layout - No backend - No database - No login system - No Unity - No Godot - No Phaser unless absolutely necessary - No external image assets required Prefer a custom small game engine using Canvas2D instead of a large framework. The game should use deterministic fixed-step physics, custom pixel rendering, generated sprites, generated tiles, and generated NES-style audio. The project must run with: npm install npm run dev npm run build The final build must output a static dist/ folder that can be deployed to: - Cloudflare Pages - Cloudflare Workers static assets - Netlify - Vercel - GitHub Pages - any normal static web host DELIVERABLES: Create a complete runnable project with: /package.json /tsconfig.json /index.html /README.md /src/config.ts /src/types.ts /src/main.ts /src/utils/pixelTextureFactory.ts /src/data/palettes.ts /src/data/sprites.ts /src/data/tiles.ts /src/data/music.ts /src/data/levels.ts /src/systems/PhysicsTuning.ts /src/systems/InputManager.ts /src/systems/TouchControls.ts /src/systems/SaveSystem.ts /src/systems/LevelLoader.ts /src/systems/AudioEngine.ts /src/entities/Player.ts /src/entities/Enemy.ts /src/entities/Collectible.ts /src/entities/Boss.ts /src/scenes/SceneManager.ts /src/scenes/TitleScene.ts /src/scenes/MapScene.ts /src/scenes/GameScene.ts /src/scenes/EndingScene.ts The project must be complete, not just a demo. GAME FORMAT: Use a NES-like screen format. Internal resolution: - 256x240 total - 256x192 gameplay viewport - 48px bottom HUD band Rendering: - Canvas must scale to fit the browser window - Preserve 4:3 aspect ratio - Use nearest-neighbor scaling - Use image-rendering: pixelated - Disable antialiasing - No HD blur - No modern glow effects - No vector-looking art - No smooth skeletal animation - No shader effects - Pixel art must look hand-made and readable CSS: - Full-screen black background - Center the canvas - Letterbox/pillarbox when needed - Work on desktop and mobile - Respect safe-area insets on phones - Prevent page scroll/zoom while playing VISUAL STYLE: The game should look like a bright late-NES cartoon platformer. Use: - bold black outlines - bright sky colors - readable silhouettes - chunky pixel shapes - limited palettes - 16x16 tiles - 16x24-ish hero sprite - 32x32 to 64x48 boss sprites - simple but expressive animation frames - colorful environments - bottom HUD with pixel-font styling Avoid: - realistic art - modern vector art - over-detailed textures - dark muddy palettes - AI-photo-looking sprites - gradients - antialiased curves - copyrighted-looking characters ART GENERATION: Generate all sprites and tiles in code using Canvas2D pixel drawing. Use a pixel texture factory that: - creates small offscreen canvases - draws pixel rectangles - scales them cleanly - applies optional top-lit/bottom-shadow pixel shading - creates mirrored versions of sprites - creates tile and sprite variants - avoids antialiasing All game art should be generated at boot from code: - hero - helpers - enemies - bosses - items - balloons - carrots - terrain tiles - trees - bushes - clouds - water - waterfalls - HUD icons - title logo letters - particles MAIN HERO: Create one original small human platform hero. Visual: - fair skin - short light-brown hair - neat faded side cut - black sleeveless shirt - dark gray pants - black shoes - big readable head - small athletic body - serious/focused face - cute but not childish - original human character, not an animal, not copied from any existing game Sprite: - about 16x24 pixels - strong black outline - readable face - visible hair block - sleeveless arms - dark outfit - clear feet - clear direction/facing - must look good at 2x, 3x, and phone scale Hero animations: - idle - blink idle - walk/run - jump - fall - skid - duck/squat - slide - swim - hurt - victory - small portrait for HUD Important: The duck/squat animation must make the hero visibly squat down. The knees should bend, the body should lower, and the arms should brace. Do not simply shrink the sprite vertically. It should look like a deliberate crouch. Do not redraw the hero as a realistic person or portrait. Keep him as a simple readable NES-style pixel hero. CORE GAMEPLAY: Make a side-scrolling hop-and-bop platformer. The player should: - run through levels - jump on enemies to defeat them - collect carrots - pop balloons to reveal items - avoid pits - avoid spikes - swim in water levels - slide down slopes - duck under hazards - enter hidden shop doors - collect golden frames from bosses - unlock the ending after all golden frames Gameplay must feel fast, responsive, and fair. The game should include: - 5 worlds - 3 acts per world - 5 bosses - helper selection - save data - options - mobile controls - gamepad support if feasible - original music - original sound effects - full ending CONTROLS: Desktop keyboard: - Arrow keys or WASD = move - Down = duck - Z / K / A = jump - X / S / L = run or special - Enter = start / pause - Escape = pause - F1 = debug overlay Gamepad: - D-pad or left stick = move - South / east button = jump - West / north button = run or special - Start = pause Mobile touch: - D-pad on lower left - A button on lower right for jump - B button on lower right for run/special - Pause button top right - Buttons large enough for thumbs - Multi-touch must work - Player must be able to hold right and press jump at the same time - Player must be able to hold run and jump at the same time - Prevent page scrolling - Prevent pinch zoom - Prevent double-tap zoom - In portrait mode, keep the game playable if possible, but landscape should be best PHYSICS: Use a fixed 60 FPS simulation step. Do not move using variable frame delta directly. Use an accumulator loop: - fixed update at 1/60 - render once per animation frame - if the app falls too far behind, drop excess steps to avoid spiral-of-death Create a central TUNING object in src/systems/PhysicsTuning.ts. Use these starting values: gravity: 900 gravityFallMultiplier: 1.05 maxWalkSpeed: 82 maxRunSpeed: 128 groundAcceleration: 1500 airAcceleration: 850 groundFriction: 2200 airFriction: 80 jumpVelocity: -315 jumpHoldGravityMultiplier: 0.45 jumpHoldMaxMs: 160 shortHopCutVelocity: -145 coyoteTimeMs: 70 jumpBufferMs: 90 stompBounceVelocity: -255 stompHighBounceVelocity: -340 stompHighBounceRequiresJumpHeld: true hurtInvulnMs: 1400 postStompInputLockMs: 40 slideInitialSpeed: 150 slideDurationMs: 420 slideFriction: 450 duckHitboxHeight: 14 normalHitboxWidth: 12 normalHitboxHeight: 20 enemyStompForgivenessPx: 7 terminalVelocity: 420 slopeSnapPx: 5 Water physics: waterGravity: 220 waterSwimImpulse: -130 waterMaxSpeed: 60 waterTerminal: 90 waterExitJump: -280 Glider helper: glideGravity: 160 glideMaxFall: 55 gliderRunSpeed: 118 gliderSwimImpulse: -165 gliderWaterMaxSpeed: 84 Spin helper: spinDrainPerSec: 65 spinRechargePerSec: 30 spinRechargeDelayMs: 600 spinJumpVelocity: -285 spinWindupMs: 80 Climber helper: wallSlideSpeed: 25 wallHopVelocity: -240 wallJumpVelocityY: -300 wallJumpVelocityX: 140 POW: powMax: 100 Whirlpool: whirlpoolCost: 25 whirlpoolSpeed: 140 whirlpoolLifeMs: 900 Player physics requirements: - immediate jump on press - variable jump height - short hop on early release - coyote time - jump buffering - strong ground friction - light air control - running - ducking - sliding - downhill slide boost - skidding effect when changing direction at speed - stomp bounce - higher stomp bounce when jump is held - hurt invulnerability - water swimming - underwater jump/swim impulse - water exit jump - wall cling for climber - glide for glider - spin attack for spinner - POW drain/recharge Collision: - tile-based collision - resolve horizontal then vertical - support solid tiles - support cracked blocks - support slopes - support one-way platforms - support spikes - support water - support pits/death below level - support moving platforms if possible Important slope fix: When snapping to slopes, check rows [-1, 0, 1] around the player feet. If you only check current and lower rows, walking uphill can wedge the player into slope fill. Slope walking must work smoothly uphill and downhill. Stomp detection: Use the previous frame’s feet position plus a small forgiveness distance. Do not require pixel-perfect overlap. The player should be able to stomp enemies fairly even when moving fast. HELPER SYSTEM: At the start of each world/level, show a helper selection screen. The player always begins as the main hero. The selected helper is only activated after collecting a yellow Swap Star balloon hidden in the level. Collecting another Swap Star toggles back to the main hero. Do not allow free helper switching from pause. Helper 1: Glider Kid Role: - easier platforming - better water control - safer long jumps Abilities: - hold jump while falling to slow fall - lower fall gravity - capped glide fall speed - better swim impulse - faster swim speed Weakness: - slightly lower run speed than main hero if needed Helper 2: Spin Kid Role: - combat and destructible routes Abilities: - B button spin attack - spin can defeat enemies from the side - spin can break cracked blocks - spin can deflect small projectiles if feasible - uses POW meter - POW drains while spinning - POW recharges after delay Weaknesses: - cannot slide - slightly shorter jump Helper 3: Climber Kid Role: - vertical routes and hidden collectibles Abilities: - press toward wall while airborne to cling - slowly slide down wall - jump while clinging to hop upward - opposite direction jump to wall-jump away LEVEL FORMAT: Use ASCII tile maps that are parsed into tile collision, objects, and enemies. Tile symbols: # = solid * = cracked block / = slope rising right \ = slope falling right = = one-way platform ^ = spikes ~ = water . = empty Object symbols: @ = player start c = carrot b = generic balloon S = swap star balloon h = heart balloon t = timer balloon 1 = one-up balloon P = POW refill balloon k = checkpoint D = hidden shop door E = exit m = moving platform V = waterfall Enemy symbols: W = walker O = hopper F = flyer C = charger T = thrower Q = water enemy L = roller/walker variant Parse these symbols into arrays of: - tile grid - objects - enemies - player start Use a level builder DSL in src/data/levels.ts to create readable maps. LEVELS: Create 5 themed worlds. Each world has: - Act A: main platforming - Act B: harder variation or chase act - Act C: boss arena WORLD 1: Theme: Sunny meadow slopes. Visuals: - bright blue sky - lumpy white clouds with black outlines - green scalloped grass cap - dark grass underline/fringe - tan dirt interior - dirt speckles and rocks - large rounded trees - smaller trees - bushes - flowers - fences - sloped ground - cartoon meadow look Mechanics: - slopes - slides - carrots above jumps - beginner enemies - chase act in Act B Boss: Burrow Baron Boss design: - mole-like original boss - miner helmet or digging theme - pops from 3 holes - throws pebble arcs - charges across floor - becomes tired/panting - vulnerable while popped or tired - 5 hits on normal difficulty - must clearly telegraph hole before popping WORLD 2: Theme: Bricktop rooftops. Visuals: - rooftops - brick buildings - chimneys - pipes - clotheslines - city skyline - rolling cans - rooftop ledges Mechanics: - slide under pipes - jump between rooftops - clothesline platforms - rolling hazards - chase act in Act B Boss: Pigeon Don Boss design: - original cartoon pigeon boss - perches on chimney - swoops diagonally - drops egg bombs - can summon small minions once - after attacking, drops low or becomes winded - during winded state, he must be reachable by plain hero - 6 hits on normal difficulty - must be beatable without helper tricks Important boss #2 fix: Do not leave this boss hovering too high forever. After swoop/egg/drop patterns, force a ground-level winded state with a generous stomp window. On hit, put him into recovery and then perch return. Touching him during winded/recover should not punish unfairly. WORLD 3: Theme: Crystal cave. Visuals: - dark cave walls - bright crystals - shafts - spike pits - cracked blocks - glowing crystal clusters Mechanics: - vertical shafts - cracked blocks - hidden routes - spikes - careful jumps - chase act in Act B Boss: Crystal Bat Maestro Boss design: - original bat conductor/maestro boss - sine-wave flight - drops crystal shards - emits sonic rings - swoops low - hangs and becomes vulnerable - 6 hits on normal difficulty WORLD 4: Theme: Splash pier lagoon. Visuals: - water - pier - underwater maze - bubbles - waves - beach/lagoon objects - animated waterfall or water columns - froth where water lands Mechanics: - swimming - underwater maze - whirlpool special - water enemies - surface jumps - chase act in Act B if feasible Boss: Captain Crabclaw Boss design: - original crab boss - walks side to side - claw snap - floor wave - bubble dive - rest/vulnerable state when claws drop - whirlpool can stun him Important boss #4 difficulty fix: This boss must be easier to win. Use: - 5 hits on normal difficulty - slower walking - slower wave projectile - fewer bubble projectiles - slower bubble speed - longer vulnerable rest window around 2.4 seconds - touching him should not hurt while vulnerable or stunned - after each successful stomp, if not defeated, return him to rest/vulnerable state instead of instantly punishing player - make the pattern readable and fair WORLD 5: Theme: Midnight studio mansion. Visuals: - mansion/studio - stage props - spotlights - film reels - dark but colorful background - final-level energy Mechanics: - combines previous mechanics - tougher platforming - final chase - final boss arena Boss: Director Rex Maxson or another original final boss name. Boss design: - original villain - 3 phases - 9 total hits - phase 1: throws reels - phase 2: spotlight sweeps - phase 3: camera cart charges - clear telegraphs - vulnerable windows after each attack pattern BOSS SYSTEM: Implement all bosses as state machines. Every boss must include: - intro state - telegraph before attack - attack pattern - vulnerable window - hit flash - invulnerability after hit - death sequence - boss health display - original sprite - sound effects - screen shake on hit/defeat Common boss rules: - Player damages boss by stomping vulnerable area - Spin/whirlpool may damage or stun if appropriate - Player bounces after successful stomp - Bosses should not rely on random unfair movement - All bosses must be beatable as normal hero - Helpers can make fights easier but must not be required Boss HP on normal: - World 1 boss: 5 - World 2 boss: 6 - World 3 boss: 6 - World 4 boss: 5 - World 5 boss: 9 Difficulty options: Easy: - 7 lives - boss HP -1 except final boss can stay 9 if needed - extra heart at act start - coyote time 1.4x Normal: - 5 lives - normal HP - standard coyote time Challenge: - 3 lives - normal HP - coyote time 0.7x ENEMIES: Create original enemies with theme skins. Enemy types: 1. Walker - patrols - turns at edges/walls - stompable 2. Hopper - jumps periodically - stompable 3. Flyer - flies in simple sine or patrol - stompable if approached from above 4. Charger - waits then charges - telegraph before dash 5. Thrower - throws small projectiles - keeps distance if possible 6. Water enemy - swims in water - simple patrol or chase 7. Chaser - used in Act B chase levels - hounds the player but should be fair Each enemy needs: - sprite - hitbox - hurtbox - health or one-stomp defeat - stomp behavior - side collision damage - hurt flash - death particles - theme-specific skin if possible ITEMS: Implement: Carrot: - 100 score - carrot counter - max 99 Balloon: - floating poppable container - can contain heart, timer, one-up, POW refill, carrot burst, or Swap Star Heart shield: - absorbs one hit - if already shielded, gives 1 life Freeze timer: - freezes enemies for about 5 seconds - slows boss projectiles, but do not freeze bosses completely unless balanced Swap Star: - toggles selected helper mode One-up: - adds life - max lives 9 POW refill: - restores POW meter Carrot burst: - spawns several carrots Checkpoint: - respawn point after death Hidden shop door: - player presses Up near it - spend 30 carrots for 1 life - max lives 9 Golden frame: - boss reward - collect 5 to unlock ending HUD: Bottom HUD should feel like a NES platformer HUD. Must show: - POW label - segmented POW meter - hero face portrait - lives count - carrot count - golden frame/key count - score - timer - heart shield icon HUD requirements: - readable on mobile - pixel font style - black/cream panel look - not too modern - no tiny unreadable text TITLE SCREEN: Create a polished title screen. Elements: - original game title or [GAME_TITLE] - chunky pixel logo - bright cartoon background - lumpy clouds - trees/bushes - hero shown near center - carrot/item floating nearby - “PRESS START / TAP” - copyright-style line with original fake studio name, e.g. “2026 ORIGINAL HOMAGE GAMES” - title music loop Do not use the old game title. Use a new original title or placeholder. MAP / HELPER SELECT SCREEN: After start: - show world selection/map or level select progression - show helper selection before each level - explain helpers briefly through icons/text - keep it simple and NES-like GAME SCENE: Needs: - camera following player horizontally - small dead zone - tile rendering - decor rendering - object rendering - enemy updates - collectible updates - boss updates - HUD rendering - pause handling - death/retry - checkpoint respawn - act exit - boss reward - transition to next act/world CAMERA: - follow horizontally - do not make camera too smooth or floaty - clamp to level bounds - keep HUD fixed - show enough space ahead of player AUDIO: Use Web Audio to create original chiptune-style audio. Implement: - Pulse 1 lead - Pulse 2 harmony - Triangle bass - Noise drums - SFX channel stealing - music tracks in tiny tracker-like notation - title music - meadow music - rooftop music - cave music - lagoon music - mansion music - chase music - boss music - ending music - game over jingle Sound effects: - jump - stomp - high bounce - collect carrot - pop balloon - item pickup - hurt - die - boss hit - boss defeat - throw projectile - splash - freeze - spin - slide - land - menu select Audio requirements: - unlock audio on first user interaction - pause audio when tab hidden - resume safely - volume controls for music and SFX - underwater low-pass effect if possible SAVE SYSTEM: Use localStorage. Save: - completed worlds - collected golden frames count - best score per level - best time per level - options: - music volume - SFX volume - touch opacity - difficulty - reduced flash Use save key: - choose a new key based on the new title - do not reuse old title in key name OPTIONS: Include: - difficulty: Easy / Normal / Challenge - music volume - SFX volume - touch opacity - reduced flash LEVEL ART DETAILS: Meadow: - bright blue sky - clouds with black pixel outline - round trees - bushes - grass tufts - flowers - fences - tan dirt - dark root/grass underline - sloped terrain with clean outline Rooftop: - brick textures - chimneys - pipes - clotheslines - city skyline - rooftop ledges - cans Cave: - rock walls - crystals - darker background - spike pits - cracked blocks Lagoon: - water animation - bubbles - pier wood - beach/lagoon palette - waterfalls - froth Mansion: - dark studio/mansion palette - spotlights - curtains - film reels - props - dramatic final stage mood DECOR SYSTEM: Create deterministic decor placement: - trees - bushes - flowers - fences - crystals - gravestones/props depending on theme - water columns - waterfall objects Decor should not block gameplay unless intentionally part of collision. Decor should not hide hazards unfairly. PARTICLES: Simple pixel particles only: - dust on landing/skid/slide - sparkle on item - pop on balloon - splash in water - boss hit flash - small debris on cracked block No modern particle glow. PROJECT FILE RESPONSIBILITIES: config.ts: - global constants: width, height, tile size, HUD height, fixed dt, save key, score values, difficulty definitions types.ts: - shared types for player states, enemy types, boss types, item types, level definitions, save data, rectangles main.ts: - boot canvas - fixed-step game loop - resize/scaling - create scene manager - expose debug hooks pixelTextureFactory.ts: - helper functions for generating pixel canvases - palette drawing - mirroring - scaling - auto-shading if useful palettes.ts: - global colors - theme palettes - hero/helper palettes sprites.ts: - generate all player/helper/enemy/boss/item/HUD sprites in code tiles.ts: - generate tiles and decor - theme backdrops - clouds - trees - bushes - water - waterfall visuals music.ts: - define tracker patterns and songs PhysicsTuning.ts: - all movement constants InputManager.ts: - keyboard input - gamepad input - pressed/held edge detection - pause/debug handling TouchControls.ts: - mobile pointer controls - multi-touch support - safe-area handling - opacity setting SaveSystem.ts: - load/save localStorage - defaults - options LevelLoader.ts: - parse ASCII maps - collision queries - water/spike checks - slope floor calculations AudioEngine.ts: - Web Audio music/SFX - channel stealing - volume controls - unlock on gesture Player.ts: - player state machine - movement - jump - duck - slide - water - helpers - collision - stomp bounce - hurt/death Enemy.ts: - enemy behavior - projectiles if needed - stomp/hurt/death Collectible.ts: - carrots - balloons - pickups - checkpoint - shop door - golden frame Boss.ts: - all 5 boss state machines - boss factory - boss HP based on difficulty - vulnerable windows - touch damage rules SceneManager.ts: - scene stack/change logic TitleScene.ts: - title screen - press start - options entry if included MapScene.ts: - world/helper selection GameScene.ts: - main gameplay - act loading - rendering - collisions - entities - boss arenas - HUD - pause/shop/checkpoint/death/level clear EndingScene.ts: - ending after all golden frames DEBUG HOOKS: Add: window.__MMCQ_FREEZE = true window.__MMCQ.step(n) If the title changes, the hook name can remain generic or be renamed, but include clear documentation. Debug features: - pause RAF loop if freeze is true - manually step fixed simulation - useful for headless tests - optional debug overlay with player position, velocity, state, FPS, act, boss HP
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Aprende a desarrollar aplicaciones web modernas dominando HTML5, CSS3, JavaScript, jQuery, AJAX y PHP. Conocerás la estructura y maquetación profesional de sitios web, formularios avanzados, diseño responsive con Bootstrap y manipulación dinámica del DOM.
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Replying to @narcisojuse
no mostly html5
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If your total score is higher than mine, post a screenshot in the comments section. #HTML5 #PiGame
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Just tested GLM-5.2, I ran my standard test suite, on agentic workflows and real app development tasks. Here is example of new model performance on complex test task: "Create a photorealistic, real-time 3D tropical aquarium simulation using HTML5, WebGL, and Three.js" Results 👆(Left: GLM 5.2-xhigh | Top-right: GLM 5.1-xhigh | Bottom-right: GPT 5.5-xhigh)
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看到一个挺扎实的国产AI编程模型横评,不是那种跑个FizzBuzz就下结论的,是真拿完整项目测的 两个测试任务: - 前端:HTML5 Canvas 写一个信封燃烧动画 - 全栈:从零搭一个生鲜商城,前端 后台 Java后端,登录、加购、下单、优惠券、秒杀全流程要跑通 几个值得关注的结果: Qwen 3.7 Max 和 GLM 5.2 排第一梯队。功能完成度最高,流程基本都能跑通。GLM连后台数据可视化图表都画出来了 Kimi 2.7 Code 比较分裂,纯前端能力其实是国产最强那档,但这次后端翻车了,优惠券和秒杀都没跑通 DeepSeek 和 MiniMax 短任务没问题,对话一长就开始丢东西 小米 MiMo V2.5 Pro 这次垫底。秒杀不填地址就能下单成功,逻辑都没兜住 测试者提了一个观察挺有意思的:1M超长上下文是分水岭,支持1M的模型在复杂长任务里明显更稳 当然单次测试有随机性,但趋势还是能看出一些东西的 你们实际写代码主力用的是哪个?
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17. HbbTV (Hybrid Broadcast Broadband TV) What it does: If you watch live broadcast television via an over-the-air antenna, HbbTV pulls data from the internet to overlay interactive widgets like live sports stats or reality show voting buttons right on top of the broadcast. Why it kills performance: It forces the TV to sync an incoming live radio frequency signal with web-based HTML5 code in real-time. It is notoriously poorly optimized and causes the entire TV to crawl at a snail's pace. How to kill it: Settings → Broadcasting → Expert Settings → HbbTV → OFF.
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10時間で作ったHTML5のゲームをunity移植しようとしたら、5時間分のトークンが秒で溶けた(白目
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