// ----- UI elements ----- const scoreSpan = document.getElementById('scoreValue'); const comboSpan = document.getElementById('comboValue'); const balanceSpan = document.getElementById('balanceValue'); const resetBtn = document.getElementById('resetBtn'); const statusDiv = document.getElementById('statusMsg');
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no"> <title>Unicycle Hero - Rhythm Balance Game</title> <style> * user-select: none; -webkit-tap-highlight-color: transparent; body margin: 0; min-height: 100vh; background: linear-gradient(145deg, #0a2f2a 0%, #051f1b 100%); display: flex; justify-content: center; align-items: center; font-family: 'Segoe UI', 'Poppins', 'Courier New', monospace; touch-action: manipulation;
I've built a complete web game — a rhythm-action game where you balance and ride a unicycle to the beat. Here's the HTML/CSS/JS code ready to run:
// ----- RHYTHM / NOTES ----- let notes = []; // x, y, lane, hit, active, perfectWindow let lanes = []; // will define 4 vertical lanes for rhythm taps let laneWidth = 0; let noteSpeed = 3.2; // pixels per frame ( ~ 192px/sec at 60fps ) let spawnCounter = 0; let spawnDelay = 42; // frames between note spawns ( ~0.7 sec at 60fps ) let bpm = 124; // rhythmic flavour let perfectWindowRadius = 18; // hit window in pixels (near judgement line)
canvas display: block; margin: 0 auto; border-radius: 28px; box-shadow: 0 12px 28px black; cursor: pointer; background: #1e3b35;
<script> (function(){ // ----- CANVAS ----- const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d');