WRITTEN FONT
𓂀
<!DOCTYPE html>
<html>
<head>
<title>.glb box</title>
<style>
#fullScreen {
position: fixed;
z-index: 100;
top: 0px;
bottom: 0px;
left: 0px;
right: 0px;
background-color: black;
color: lime;
opacity: 1;
text-align: left;
width: 100%;
height: 100%;
border: 1px solid #00ff00;
}
</style>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/serializers/babylon.glTF2Serializer.js"></script>
</head>
<body>
<div id="fullScreen" style="background-color: black; border-color: rgba(0,0,0,0);">
<br />
<canvas id="renderCanvas" touch-action="true" style="width:availWidth; height:availHeight"></canvas>
</div>
<script>
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var createScene = function() {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("camera", Math.PI / 2, Math.PI / 2, 20, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene);
light.diffuse = new BABYLON.Color3(1, 1, 1);
light.intensity = 0.66;
var light1 = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(-1, -1, -1), scene);
light1.diffuse = new BABYLON.Color3(1, 1, 1);
light1.intensity = 0.33;
var light2 = new BABYLON.HemisphericLight("light2", new BABYLON.Vector3(0, -1, -1), scene);
light2.diffuse = new BABYLON.Color3(1, 1, 1);
light2.intensity = 0.1;
var material = new BABYLON.StandardMaterial("material", scene);
material.diffuseColor = new BABYLON.Color3(0, 1, 0);
material.specularColor = new BABYLON.Color3(0, 1, 0);
material.specularPower = 64;
var box = BABYLON.MeshBuilder.CreateBox("box", {size: 5}, scene);
box.material = material;
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
window.addEventListener("resize", function() {
engine.resize();
});
</script>
</body>
</html>
<!DOCTYPE html>
<html>
<head>
<style>
body {
margin: 0;
background: black;
font-family: monospace;
color: lime;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
#game-wrapper {
position: relative;
width: 100%;
height: 100%;
border: ;
}
#scoreboard {
position: absolute;
top: 5px;
left: 5px;
font-size: 14px;
z-index: 10;
}
canvas {
display: block;
}
</style>
</head>
<body>
<div id="game-wrapper">
<div id="scoreboard">Blue: 0 | Red: 0</div>
<canvas id="tron" style="width:100%; height:100%"></canvas>
</div>
<script>
const canvas = document.getElementById("tron");
const ctx = canvas.getContext("2d");
const players = [
{ x: 50, y: 50, dir: 0, color: "blue", trail: [], score: 0 },
{ x: 400, y: 200, dir: 2, color: "red", trail: [], score: 0 }
];
function drawTrail(p) {
ctx.fillStyle = p.color;
p.trail.forEach(([x, y]) => ctx.fillRect(x, y, 3, 3));
}
function movePlayer(p) {
if (Math.random() < 0.05) p.dir = Math.floor(Math.random() * 4);
const speed = 1;
switch (p.dir) {
case 0: p.y -= speed; break;
case 1: p.x += speed; break;
case 2: p.y += speed; break;
case 3: p.x -= speed; break;
}
// Stay inside bounds
p.x = Math.max(0, Math.min(canvas.width, p.x));
p.y = Math.max(0, Math.min(canvas.height, p.y));
p.trail.push([p.x, p.y]);
if (p.trail.length > 500) p.trail.shift();
p.score++;
}
function updateScoreboard() {
document.getElementById("scoreboard").textContent =
`Blue: ${players[0].score} | Red: ${players[1].score}`;
}
function gameLoop() {
ctx.fillStyle = "rgba(0, 0, 0, 0.1)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
players.forEach(p => {
movePlayer(p);
drawTrail(p);
});
updateScoreboard();
requestAnimationFrame(gameLoop);
}
gameLoop();
</script>
</body>
</html>
<!DOCTYPE html>
<html>
<head>
<meta name="author" content="Phillip Macias">
<meta name="description" content="blackoctopuscartoons.com box.glb">
<title>.glb box</title>
<style>
#fullScreen {
position: fixed;
z-index: 100;
top: 0px;
bottom: 0px;
left: 0px;
right: 0px;
background-color: black;
color: lime;
opacity: 1;
text-align: left;
width: 100%;
height: 100%;
border: 1px solid #00ff00;
}
</style>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/serializers/babylon.glTF2Serializer.js"></script>
</head>
<body>
<div style="background-color: black; border-color: rgba(0,0,0,0);" id="fullScreen" style="text-align: ;">
<button onclick="downloadScene()">Download .glb box</button>
<br />
<canvas id="renderCanvas" touch-action="true" style="width:availWidth; height:availHeight"></canvas>
</div>
<script>
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var createScene = function() {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("camera", Math.PI / 2, Math.PI / 2, 5, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene);
light.diffuse = new BABYLON.Color3(1, 1, 1);
light.intensity = .66;
var light1 = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(-1, -1, -1), scene);
light1.diffuse = new BABYLON.Color3(1, 1, 1);
light1.intensity = .33;
var light2 = new BABYLON.HemisphericLight("light2", new BABYLON.Vector3(0, -1, -1), scene);
light2.diffuse = new BABYLON.Color3(1, 1, 1);
light2.intensity = .1;
var material = new BABYLON.StandardMaterial("material", scene);
material.diffuseColor = new BABYLON.Color3(.8, .5, .2);
material.specularColor = new BABYLON.Color3(.8, .5, .2);
material.specularPower = 64;
const shaft = BABYLON.MeshBuilder.CreateCylinder("shaft", {
diameter: 0.4,
height: 2,
tessellation: 64
}, scene);
shaft.position.y = 1;
shaft.material = material;
var newTarget = new BABYLON.Vector3(1, 1, 0);
camera.setTarget(shaft.position);
// Bolt head
const head = BABYLON.MeshBuilder.CreateCylinder("head", {
diameter: 0.7,
height: 0.3,
tessellation: 6 // hexagonal head
}, scene);
head.position.y = 2.15;
head.material = material;
// Simulated thread using a helix
const threadPoints = [];
const turns = 20;
const radius = 0.2;
const height = 2;
const segments = 200;
for (let i = 0; i <= segments; i++) {
const angle = i * (Math.PI * 2 * turns / segments);
const y = i * (height / segments);
const x = radius * Math.cos(angle);
const z = radius * Math.sin(angle);
threadPoints.push(new BABYLON.Vector3(x, y, z));
}
const thread = BABYLON.MeshBuilder.CreateTube("thread", {
path: threadPoints,
radius: 0.02,
tessellation: 8,
cap: BABYLON.Mesh.CAP_ROUND
}, scene);
thread.position.y = 0;
thread.material = material;
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
window.addEventListener("resize", function() {
engine.resize();
});
</script>
<script>
function downloadScene() {
BABYLON.GLTF2Export.GLBAsync(scene, "blackoctopuscombox").then((glb) => {
glb.downloadFiles();
});
}
</script>
</body>
</html>
<!DOCTYPE html>
<html>
<body>
<a href="https://www.example.com">
example.com
</a>
</body>
</html>
sun.json
"sun": {
"position": {
"x": 100,
"y": 100
},
"radius": 50,
"color": "#FFD700",
"glow": {
"radius": 80,
"color": "rgba(255, 215, 0, 0.5)"
},
"animation": {
"speed": 1,
"trajectory": "circular"
}
}
}
Star_21.html
const canvas = document.getElementById("");
const ctx =
canvas.getContext("2d");
ctx.beginPath();
ctx.arc(100, 100, 50, 0, Math.PI * 2);
ctx.fillStyle = "red";
ctx.fill();
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