Top 5 Yoga Poses to Reduce Belly Fat Fast
Excess belly fat not only affects your appearance but can also lead to health issues like diabetes, heart disease, and metabolic disorders. While diet and cardio exercise are essential, yoga can be a powerful tool to tone your core, improve digestion, and burn stubborn fat.
Here are the top 5 yoga poses that specifically target belly fat and help you get a slimmer waistline fast.
1. Bhujangasana (Cobra Pose)
How to Do It:
Lie on your stomach with legs stretched out.
Place palms under your shoulders.
Inhale and lift your chest while keeping your pelvis grounded.
Hold for 15-30 seconds, then release.
Benefits:
Strengthens the abdominal muscles
Improves digestion & metabolism
Reduces belly fat by engaging the core
2. Naukasana (Boat Pose)
How to Do It:
Sit with legs extended.
Lean back slightly and lift legs to a 45-degree angle.
Extend arms parallel to the ground.
Hold for 10-20 seconds, then relax.
Benefits:
Burns belly fat effectively
Strengthens core & hip flexors
Improves balance & digestion
3. Dhanurasana (Bow Pose)
How to Do It:
Lie on your stomach, bend knees, and hold ankles.
Lift chest and thighs while pulling legs up.
Hold for 15-30 seconds, then release.
Benefits:
Massages abdominal organs
Reduces love handles & belly fat
Strengthens the spine & core
4. Uttanpadasana (Raised Leg Pose
How to Do It:
Lie on your back, legs straight.
Slowly lift legs to 90 degrees (or as high as possible).
Hold for 10-30 seconds, then lower slowly.
Benefits:
Tones lower abs
Improves digestion & blood circulation
Reduces bloating & fat accumulation
5. Kapalbhati Pranayama (Skull-Shining Breathing)
How to Do It:
Sit cross-legged, spine straight.
Take a deep breath in.
Exhale forcefully through the nose while pulling belly in.
Repeat 50-100 times in quick succession.
Benefits:
Burns belly fat fast
Detoxifies the body
Boosts metabolism & digestion
Final Tips for Best Results
✅ Practice daily for at least 20-30 minutes
✅ Combine with cardio (walking, cycling) for faster results
✅ Eat a balanced diet (avoid sugar & processed foods)
✅ Stay hydrated to flush out toxins
Conclusion
These 5 powerful yoga poses can help you reduce belly fat naturally while improving flexibility and overall health. Consistency is key! Start today and see visible changes in 4-6 weeks.
Did you find this helpful? Let us know in the comments
R.E.P.O. Mobile - REPO ONLINE Game HTML/CSS/JavaScript Code
Here's a complete code for a simple REPO ONLINE game that you can paste into an HTML file and run in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>R.E.P.O. Mobile - REPO ONLINE</title> <style> body { font-family: 'Arial', sans-serif; background-color: #121212; color: #e0e0e0; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; height: 100vh; } .game-container { width: 95%; max-width: 500px; background-color: #1e1e1e; border-radius: 10px; padding: 20px; box-shadow: 0 0 20px rgba(0, 0, 0, 0.5); margin-top: 20px; } .header { text-align: center; margin-bottom: 20px; } .header h1 { color: #4CAF50; margin: 0; font-size: 24px; } .header p { color: #888; margin: 5px 0 0; } .game-area { background-color: #252525; border-radius: 8px; padding: 15px; margin-bottom: 20px; height: 300px; overflow-y: auto; } .message { margin: 5px 0; padding: 8px; border-radius: 5px; background-color: #333; animation: fadeIn 0.3s; } .system-message { color: #FF9800; font-style: italic; } .player-message { color: #4CAF50; } .enemy-message { color: #F44336; } .controls { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; } button { background-color: #333; color: white; border: none; padding: 12px; border-radius: 5px; cursor: pointer; font-weight: bold; transition: background-color 0.2s; } button:hover { background-color: #444; } .action-btn { background-color: #4CAF50; } .action-btn:hover { background-color: #45a049; } .danger-btn { background-color: #F44336; } .danger-btn:hover { background-color: #d32f2f; } .stats { display: flex; justify-content: space-between; margin-bottom: 15px; padding: 10px; background-color: #252525; border-radius: 8px; } .stat { text-align: center; } .stat-value { font-weight: bold; font-size: 18px; color: #4CAF50; } @keyframes fadeIn { from { opacity: 0; transform: translateY(10px); } to { opacity: 1; transform: translateY(0); } } /* Mobile responsiveness */ @media (max-width: 600px) { .controls { grid-template-columns: 1fr; } .game-container { width: 100%; height: 100%; border-radius: 0; margin-top: 0; } } </style> </head> <body> <div class="game-container"> <div class="header"> <h1>R.E.P.O. Mobile - REPO ONLINE</h1> <p>Recover vehicles in this high-stakes repo game</p> </div> <div class="stats"> <div class="stat"> <div>Day</div> <div class="stat-value" id="day">1</div> </div> <div class="stat"> <div>Cash</div> <div class="stat-value" id="cash">$1,000</div> </div> <div class="stat"> <div>Reputation</div> <div class="stat-value" id="reputation">50%</div> </div> </div> <div class="game-area" id="game-area"> <div class="message system-message">Welcome to REPO ONLINE. Your mission is to recover vehicles while avoiding trouble.</div> <div class="message system-message">Day 1: New contracts available. Choose your action carefully.</div> </div> <div class="controls"> <button class="action-btn" id="easy-repo">Easy Repo ($500)</button> <button class="action-btn" id="medium-repo">Medium Repo ($1,000)</button> <button class="danger-btn" id="hard-repo">Hard Repo ($2,000)</button> <button id="upgrade">Upgrade Tools ($1,500)</button> <button id="rest">Rest (Skip Day)</button> <button id="bribe">Bribe Official ($1,000)</button> </div> </div> <script> // Game state const gameState = { day: 1, cash: 1000, reputation: 50, tools: 1, bribes: 0, gameOver: false }; // DOM elements const gameArea = document.getElementById('game-area'); const dayElement = document.getElementById('day'); const cashElement = document.getElementById('cash'); const reputationElement = document.getElementById('reputation'); // Button elements const easyRepoBtn = document.getElementById('easy-repo'); const mediumRepoBtn = document.getElementById('medium-repo'); const hardRepoBtn = document.getElementById('hard-repo'); const upgradeBtn = document.getElementById('upgrade'); const restBtn = document.getElementById('rest'); const bribeBtn = document.getElementById('bribe'); // Add message to game area function addMessage(text, type = 'system') { const message = document.createElement('div'); message.className = `message ${type}-message`; message.textContent = text; gameArea.appendChild(message); gameArea.scrollTop = gameArea.scrollHeight; } // Update stats display function updateStats() { dayElement.textContent = gameState.day; cashElement.textContent = `$${gameState.cash.toLocaleString()}`; reputationElement.textContent = `${gameState.reputation}%`; } // Check for game over conditions function checkGameOver() { if (gameState.reputation <= 0) { addMessage("GAME OVER: Your reputation is ruined. No one will work with you anymore.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } if (gameState.cash <= 0) { addMessage("GAME OVER: You're out of money and can't continue your repo business.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } return false; } // Disable all buttons when game is over function disableAllButtons() { const buttons = document.querySelectorAll('button'); buttons.forEach(button => { button.disabled = true; }); } // Attempt a repo mission function attemptRepo(difficulty, reward) { if (gameState.gameOver) return; const baseSuccessRate = 80 - (difficulty * 20) + (gameState.tools * 10); let successRate = Math.max(20, Math.min(90, baseSuccessRate)); // Bribes help with success rate successRate += gameState.bribes * 5; const isSuccess = Math.random() * 100 < successRate; if (isSuccess) { gameState.cash += reward; gameState.reputation += 5; addMessage(`Success! You repo'd the vehicle and earned $${reward}. (+5% reputation)`, 'player'); } else { const penalty = Math.floor(reward / 2); gameState.cash -= penalty; gameState.reputation -= 10; if (Math.random() < 0.3) { // 30% chance of additional trouble const trouble = Math.floor(reward / 4); gameState.cash -= trouble; gameState.reputation -= 5; addMessage(`Failed! You got caught and paid $${penalty} in damages. Also had to pay $${trouble} to settle the trouble. (-15% reputation)`, 'enemy'); } else { addMessage(`Failed! You got caught and paid $${penalty} in damages. (-10% reputation)`, 'enemy'); } } gameState.day++; updateStats(); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); checkGameOver(); } // Upgrade tools function upgradeTools() { if (gameState.gameOver) return; if (gameState.cash >= 1500) { gameState.cash -= 1500; gameState.tools++; addMessage(`You upgraded your repo tools to level ${gameState.tools}.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the upgrade!", 'system'); } } // Rest for the day function rest() { if (gameState.gameOver) return; // Resting costs money but helps reputation const cost = 200; gameState.cash -= cost; gameState.reputation += 2; gameState.day++; addMessage(`You took a day off to rest. Cost: $${cost}, but gained 2% reputation.`, 'system'); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); updateStats(); checkGameOver(); } // Bribe an official function bribeOfficial() { if (gameState.gameOver) return; if (gameState.cash >= 1000) { gameState.cash -= 1000; gameState.bribes++; addMessage(`You bribed an official. This will help with future repo attempts.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the bribe!", 'system'); } } // Event listeners easyRepoBtn.addEventListener('click', () => attemptRepo(1, 500)); mediumRepoBtn.addEventListener('click', () => attemptRepo(2, 1000)); hardRepoBtn.addEventListener('click', () => attemptRepo(3, 2000)); upgradeBtn.addEventListener('click', upgradeTools); restBtn.addEventListener('click', rest); bribeBtn.addEventListener('click', bribeOfficial); // Initialize game updateStats(); </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file with a
.htmlextension (e.g.,repo-game.html)Paste the code into this file
Open the file in any web browser to play the game
Game Features:
Three difficulty levels of repo missions (Easy, Medium, Hard)
Upgrade system for your tools to improve success rates
Reputation mechanic that affects your game
Bribery system to help with difficult missions
Day progression with resting option
Game over conditions (running out of money or reputation)
You can easily modify the game mechanics, prices, or success rates by editing the JavaScript section of the code. The game is also mobile-responsive so it will work well on phones.
Prince of Persia: Lost Crown HTML Game
Here's a simplified 2D platformer-style game inspired by Prince of Persia: Lost Crown that you can paste into an HTML file and play in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Prince of Persia: Lost Crown</title> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #222; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: 'Arial', sans-serif; } #game-container { position: relative; width: 800px; height: 500px; background-color: #111; overflow: hidden; border: 4px solid #654321; box-shadow: 0 0 20px rgba(0, 0, 0, 0.7); } #game-canvas { background-color: #1a1a1a; } #start-screen { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background: linear-gradient(rgba(0, 0, 0, 0.8), rgba(0, 0, 0, 0.8)), url('https://via.placeholder.com/800x500/333/666/?text=Prince+of+Persia'); background-size: cover; display: flex; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; text-align: center; } #start-screen h1 { font-size: 48px; text-shadow: 2px 2px 4px #000; margin-bottom: 20px; color: #e8c060; } #start-screen p { font-size: 18px; margin-bottom: 30px; max-width: 80%; } #start-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; } #start-button:hover { background-color: #f0d483; transform: scale(1.05); } #hud { position: absolute; top: 10px; left: 10px; color: #f0d483; font-size: 18px; display: flex; gap: 20px; } #controls { position: absolute; bottom: 10px; left: 10px; color: #aaa; font-size: 14px; } #game-over { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0, 0, 0, 0.8); display: none; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; font-size: 36px; } #restart-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; margin-top: 20px; } #restart-button:hover { background-color: #f0d483; transform: scale(1.05); } </style> </head> <body> <div id="game-container"> <canvas id="game-canvas" width="800" height="500"></canvas> <div id="start-screen"> <h1>Prince of Persia: Lost Crown</h1> <p>Embark on an epic adventure through the cursed city of Mount Qaf. Use your acrobatic skills and time powers to overcome obstacles and defeat enemies.</p> <button id="start-button">Begin Adventure</button> </div> <div id="hud"> <div id="health">Health: 100%</div> <div id="time-shards">Time Shards: 0</div> </div> <div id="controls"> Arrow Keys: Move | Space: Jump | Shift: Dash | F: Attack | R: Rewind Time </div> <div id="game-over"> <h2>Game Over</h2> <p id="final-score">You collected 0 Time Shards</p> <button id="restart-button">Try Again</button> </div> </div> <script> // Game elements const canvas = document.getElementById('game-canvas'); const ctx = canvas.getContext('2d'); const startScreen = document.getElementById('start-screen'); const startButton = document.getElementById('start-button'); const gameOverScreen = document.getElementById('game-over'); const restartButton = document.getElementById('restart-button'); const healthDisplay = document.getElementById('health'); const timeShardsDisplay = document.getElementById('time-shards'); const finalScoreDisplay = document.getElementById('final-score'); // Game state const gameState = { running: false, player: { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] // For rewind ability }, gravity: 0.5, platforms: [ { x: 0, y: 460, width: 200, height: 40 }, { x: 250, y: 400, width: 150, height: 40 }, { x: 450, y: 350, width: 150, height: 40 }, { x: 650, y: 300, width: 150, height: 40 }, { x: 500, y: 200, width: 150, height: 40 }, { x: 300, y: 250, width: 150, height: 40 }, { x: 100, y: 150, width: 150, height: 40 } ], enemies: [ { x: 300, y: 360, width: 40, height: 40, health: 30, speed: 2, direction: 1 }, { x: 600, y: 260, width: 40, height: 40, health: 30, speed: 2, direction: -1 }, { x: 400, y: 160, width: 40, height: 40, health: 30, speed: 2, direction: 1 } ], timeShards: [ { x: 280, y: 330, width: 20, height: 20, collected: false }, { x: 530, y: 280, width: 20, height: 20, collected: false }, { x: 350, y: 180, width: 20, height: 20, collected: false }, { x: 150, y: 80, width: 20, height: 20, collected: false } ], keys: { left: false, right: false, up: false, space: false, shift: false, f: false, r: false }, camera: { x: 0, y: 0 } }; // Event listeners startButton.addEventListener('click', startGame); restartButton.addEventListener('click', restartGame); document.addEventListener('keydown', (e) => { if (!gameState.running) return; switch(e.key) { case 'ArrowLeft': gameState.keys.left = true; break; case 'ArrowRight': gameState.keys.right = true; break; case 'ArrowUp': case ' ': gameState.keys.space = true; break; case 'Shift': gameState.keys.shift = true; break; case 'f': case 'F': gameState.keys.f = true; break; case 'r': case 'R': gameState.keys.r = true; break; } }); document.addEventListener('keyup', (e) => { switch(e.key) { case 'ArrowLeft': gameState.keys.left = false; break; case 'ArrowRight': gameState.keys.right = false; break; case 'ArrowUp': case ' ': gameState.keys.space = false; break; case 'Shift': gameState.keys.shift = false; break; case 'f': case 'F': gameState.keys.f = false; break; case 'r': case 'R': gameState.keys.r = false; break; } }); // Game functions function startGame() { gameState.running = true; startScreen.style.display = 'none'; gameState.player.positions = []; gameLoop(); } function restartGame() { gameState.player = { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] }; gameState.timeShards.forEach(shard => shard.collected = false); gameState.enemies.forEach(enemy => enemy.health = 30); gameOverScreen.style.display = 'none'; updateHUD(); gameLoop(); } function gameLoop() { if (!gameState.running) return; update(); render(); requestAnimationFrame(gameLoop); } function update() { const player = gameState.player; // Store player position for rewind (every 5 frames) if (gameState.running && gameLoop.frameCount % 5 === 0) { player.positions.push({ x: player.x, y: player.y }); if (player.positions.length > 100) { player.positions.shift(); } } // Handle rewind if (gameState.keys.r && player.rewindCharges > 0 && player.positions.length > 0) { const lastPosition = player.positions.pop(); player.x = lastPosition.x; player.y = lastPosition.y; player.velocityY = 0; player.rewindCharges--; updateHUD(); return; // Skip other updates during rewind } // Horizontal movement if (gameState.keys.left) { player.x -= player.speed; player.facing = 'left'; } if (gameState.keys.right) { player.x += player.speed; player.facing = 'right'; } // Dash if (gameState.keys.shift && player.dashCooldown === 0) { const dashDistance = player.facing === 'right' ? 100 : -100; player.x += dashDistance; player.dashCooldown = 60; // 1 second cooldown (60 frames) } if (player.dashCooldown > 0) { player.dashCooldown--; } // Jump if (gameState.keys.space && !player.isJumping) { player.velocityY = -player.jumpForce; player.isJumping = true; } // Apply gravity player.velocityY += gameState.gravity; player.y += player.velocityY; // Check platform collisions player.isJumping = true; gameState.platforms.forEach(platform => { if (player.x < platform.x + platform.width && player.x + player.width > platform.x && player.y < platform.y + platform.height && player.y + player.height > platform.y && player.velocityY > 0) { player.y = platform.y - player.height; player.velocityY = 0; player.isJumping = false; } }); // Check enemy collisions gameState.enemies.forEach(enemy => { // Enemy movement enemy.x += enemy.speed * enemy.direction; // Change direction if at edge of platform let onPlatform = false; gameState.platforms.forEach(platform => { if (enemy.x >= platform.x && enemy.x + enemy.width <= platform.x + platform.width && enemy.y + enemy.height === platform.y) { onPlatform = true; if (enemy.x <= platform.x || enemy.x + enemy.width >= platform.x + platform.width) { enemy.direction *= -1; } } }); if (!onPlatform) { enemy.direction *= -1; } // Player attack if (gameState.keys.f && player.attackCooldown === 0) { const attackRange = player.facing === 'right' ? 60 : -60; const attackRect = { x: player.facing === 'right' ? player.x + player.width : player.x - 40, y: player.y, width: 40, height: 40 }; if (checkCollision(attackRect, enemy)) { enemy.health -= 10; if (enemy.health <= 0) { enemy.x = -100; // Move off screen } } player.attackCooldown = 30; } if (player.attackCooldown > 0) { player.attackCooldown--; } // Enemy damage to player if (checkCollision(player, enemy)) { player.health -= 0.5; if (player.health <= 0) { gameOver(); } } }); // Collect time shards gameState.timeShards.forEach(shard => { if (!shard.collected && checkCollision(player, shard)) { shard.collected = true; player.timeShards++; updateHUD(); } }); // Check if all shards collected if (player.timeShards === gameState.timeShards.length) { finalScoreDisplay.textContent = `You collected all ${player.timeShards} Time Shards! Victory!`; gameOver(); } // Update camera gameState.camera.x = player.x - canvas.width / 3; gameState.camera.y = player.y - canvas.height / 2; // Keep camera within bounds gameState.camera.x = Math.max(0, gameState.camera.x); gameState.camera.y = Math.max(0, gameState.camera.y); updateHUD(); } function render() { // Clear canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw background ctx.fillStyle = '#1a1a1a'; ctx.fillRect(0, 0, canvas.width, canvas.height); // Draw platforms (relative to camera) ctx.fillStyle = '#654321'; gameState.platforms.forEach(platform => { ctx.fillRect( platform.x - gameState.camera.x, platform.y - gameState.camera.y, platform.width, platform.height ); }); // Draw time shards ctx.fillStyle = '#4af'; gameState.timeShards.forEach(shard => { if (!shard.collected) { ctx.beginPath(); ctx.arc( shard.x + shard.width/2 - gameState.camera.x, shard.y + shard.height/2 - gameState.camera.y, shard.width/2, 0, Math.PI * 2 ); ctx.fill(); } }); // Draw enemies ctx.fillStyle = '#a33'; gameState.enemies.forEach(enemy => { if (enemy.health > 0) { ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y, enemy.width, enemy.height ); // Health bar ctx.fillStyle = '#300'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width, 5 ); ctx.fillStyle = '#a00'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width * (enemy.health / 30), 5 ); ctx.fillStyle = '#a33'; } }); // Draw player ctx.fillStyle = '#f0d483'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y, gameState.player.width, gameState.player.height ); // Draw sword when attacking if (gameState.keys.f && gameState.player.attackCooldown > 25) { ctx.fillStyle = '#aaa'; if (gameState.player.facing === 'right') { ctx.fillRect( gameState.player.x + gameState.player.width - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } else { ctx.fillRect( gameState.player.x - 30 - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } } // Draw health bar ctx.fillStyle = '#300'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width, 8 ); ctx.fillStyle = '#a00'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width * (gameState.player.health / 100), 8 ); // Draw rewind charges ctx.fillStyle = '#4af'; for (let i = 0; i < gameState.player.rewindCharges; i++) { ctx.beginPath(); ctx.arc( gameState.player.x - gameState.camera.x + (i * 15), gameState.player.y - gameState.camera.y - 25, 4, 0, Math.PI * 2 ); ctx.fill(); } } function checkCollision(rect1, rect2) { return rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.y + rect1.height > rect2.y; } function updateHUD() { healthDisplay.textContent = `Health: ${Math.max(0, Math.floor(gameState.player.health))}%`; timeShardsDisplay.textContent = `Time Shards: ${gameState.player.timeShards}/${gameState.timeShards.length}`; } function gameOver() { gameState.running = false; finalScoreDisplay.textContent = `You collected ${gameState.player.timeShards} Time Shards`; gameOverScreen.style.display = 'flex'; } // Initialize frame counter for rewind gameLoop.frameCount = 0; </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file named
prince-of-persia.htmlPaste the code into this file
Open the file in a web browser to play the game
Game Features:
Platformer gameplay inspired by Prince of Persia: Lost Crown
Player movement with running, jumping, and dashing
Time shard collection as the main objective
Enemies to avoid or attack
Time rewind ability (press R) to undo mistakes
Health system and game over state
Responsive controls with keyboard inputs
Camera that follows the player character
Start screen and game over screen
Controls:
Arrow Keys: Move left/right
Space: Jump
Shift: Dash
F: Attack
R: Rewind Time (limited uses)
You can easily modify the game by changing the platform positions, adding more enemies, or adjusting the player's abilities in the JavaScript section.
Top 5 Yoga Poses to Reduce Belly Fat Fast
Excess belly fat not only affects your appearance but can also lead to health issues like diabetes, heart disease, and metabolic disorders. While diet and cardio exercise are essential, yoga can be a powerful tool to tone your core, improve digestion, and burn stubborn fat.
Here are the top 5 yoga poses that specifically target belly fat and help you get a slimmer waistline fast.
1. Bhujangasana (Cobra Pose)
How to Do It:
Lie on your stomach with legs stretched out.
Place palms under your shoulders.
Inhale and lift your chest while keeping your pelvis grounded.
Hold for 15-30 seconds, then release.
Benefits:
Strengthens the abdominal muscles
Improves digestion & metabolism
Reduces belly fat by engaging the core
2. Naukasana (Boat Pose)
How to Do It:
Sit with legs extended.
Lean back slightly and lift legs to a 45-degree angle.
Extend arms parallel to the ground.
Hold for 10-20 seconds, then relax.
Benefits:
Burns belly fat effectively
Strengthens core & hip flexors
Improves balance & digestion
3. Dhanurasana (Bow Pose)
How to Do It:
Lie on your stomach, bend knees, and hold ankles.
Lift chest and thighs while pulling legs up.
Hold for 15-30 seconds, then release.
Benefits:
Massages abdominal organs
Reduces love handles & belly fat
Strengthens the spine & core
4. Uttanpadasana (Raised Leg Pose)
How to Do It:
Lie on your back, legs straight.
Slowly lift legs to 90 degrees (or as high as possible).
Hold for 10-30 seconds, then lower slowly.
Benefits:
Tones lower abs
Improves digestion & blood circulation
Reduces bloating & fat accumulation
R.E.P.O. Mobile - REPO ONLINE Game HTML/CSS/JavaScript Code
Here's a complete code for a simple REPO ONLINE game that you can paste into an HTML file and run in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>R.E.P.O. Mobile - REPO ONLINE</title> <style> body { font-family: 'Arial', sans-serif; background-color: #121212; color: #e0e0e0; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; height: 100vh; } .game-container { width: 95%; max-width: 500px; background-color: #1e1e1e; border-radius: 10px; padding: 20px; box-shadow: 0 0 20px rgba(0, 0, 0, 0.5); margin-top: 20px; } .header { text-align: center; margin-bottom: 20px; } .header h1 { color: #4CAF50; margin: 0; font-size: 24px; } .header p { color: #888; margin: 5px 0 0; } .game-area { background-color: #252525; border-radius: 8px; padding: 15px; margin-bottom: 20px; height: 300px; overflow-y: auto; } .message { margin: 5px 0; padding: 8px; border-radius: 5px; background-color: #333; animation: fadeIn 0.3s; } .system-message { color: #FF9800; font-style: italic; } .player-message { color: #4CAF50; } .enemy-message { color: #F44336; } .controls { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; } button { background-color: #333; color: white; border: none; padding: 12px; border-radius: 5px; cursor: pointer; font-weight: bold; transition: background-color 0.2s; } button:hover { background-color: #444; } .action-btn { background-color: #4CAF50; } .action-btn:hover { background-color: #45a049; } .danger-btn { background-color: #F44336; } .danger-btn:hover { background-color: #d32f2f; } .stats { display: flex; justify-content: space-between; margin-bottom: 15px; padding: 10px; background-color: #252525; border-radius: 8px; } .stat { text-align: center; } .stat-value { font-weight: bold; font-size: 18px; color: #4CAF50; } @keyframes fadeIn { from { opacity: 0; transform: translateY(10px); } to { opacity: 1; transform: translateY(0); } } /* Mobile responsiveness */ @media (max-width: 600px) { .controls { grid-template-columns: 1fr; } .game-container { width: 100%; height: 100%; border-radius: 0; margin-top: 0; } } </style> </head> <body> <div class="game-container"> <div class="header"> <h1>R.E.P.O. Mobile - REPO ONLINE</h1> <p>Recover vehicles in this high-stakes repo game</p> </div> <div class="stats"> <div class="stat"> <div>Day</div> <div class="stat-value" id="day">1</div> </div> <div class="stat"> <div>Cash</div> <div class="stat-value" id="cash">$1,000</div> </div> <div class="stat"> <div>Reputation</div> <div class="stat-value" id="reputation">50%</div> </div> </div> <div class="game-area" id="game-area"> <div class="message system-message">Welcome to REPO ONLINE. Your mission is to recover vehicles while avoiding trouble.</div> <div class="message system-message">Day 1: New contracts available. Choose your action carefully.</div> </div> <div class="controls"> <button class="action-btn" id="easy-repo">Easy Repo ($500)</button> <button class="action-btn" id="medium-repo">Medium Repo ($1,000)</button> <button class="danger-btn" id="hard-repo">Hard Repo ($2,000)</button> <button id="upgrade">Upgrade Tools ($1,500)</button> <button id="rest">Rest (Skip Day)</button> <button id="bribe">Bribe Official ($1,000)</button> </div> </div> <script> // Game state const gameState = { day: 1, cash: 1000, reputation: 50, tools: 1, bribes: 0, gameOver: false }; // DOM elements const gameArea = document.getElementById('game-area'); const dayElement = document.getElementById('day'); const cashElement = document.getElementById('cash'); const reputationElement = document.getElementById('reputation'); // Button elements const easyRepoBtn = document.getElementById('easy-repo'); const mediumRepoBtn = document.getElementById('medium-repo'); const hardRepoBtn = document.getElementById('hard-repo'); const upgradeBtn = document.getElementById('upgrade'); const restBtn = document.getElementById('rest'); const bribeBtn = document.getElementById('bribe'); // Add message to game area function addMessage(text, type = 'system') { const message = document.createElement('div'); message.className = `message ${type}-message`; message.textContent = text; gameArea.appendChild(message); gameArea.scrollTop = gameArea.scrollHeight; } // Update stats display function updateStats() { dayElement.textContent = gameState.day; cashElement.textContent = `$${gameState.cash.toLocaleString()}`; reputationElement.textContent = `${gameState.reputation}%`; } // Check for game over conditions function checkGameOver() { if (gameState.reputation <= 0) { addMessage("GAME OVER: Your reputation is ruined. No one will work with you anymore.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } if (gameState.cash <= 0) { addMessage("GAME OVER: You're out of money and can't continue your repo business.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } return false; } // Disable all buttons when game is over function disableAllButtons() { const buttons = document.querySelectorAll('button'); buttons.forEach(button => { button.disabled = true; }); } // Attempt a repo mission function attemptRepo(difficulty, reward) { if (gameState.gameOver) return; const baseSuccessRate = 80 - (difficulty * 20) + (gameState.tools * 10); let successRate = Math.max(20, Math.min(90, baseSuccessRate)); // Bribes help with success rate successRate += gameState.bribes * 5; const isSuccess = Math.random() * 100 < successRate; if (isSuccess) { gameState.cash += reward; gameState.reputation += 5; addMessage(`Success! You repo'd the vehicle and earned $${reward}. (+5% reputation)`, 'player'); } else { const penalty = Math.floor(reward / 2); gameState.cash -= penalty; gameState.reputation -= 10; if (Math.random() < 0.3) { // 30% chance of additional trouble const trouble = Math.floor(reward / 4); gameState.cash -= trouble; gameState.reputation -= 5; addMessage(`Failed! You got caught and paid $${penalty} in damages. Also had to pay $${trouble} to settle the trouble. (-15% reputation)`, 'enemy'); } else { addMessage(`Failed! You got caught and paid $${penalty} in damages. (-10% reputation)`, 'enemy'); } } gameState.day++; updateStats(); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); checkGameOver(); } // Upgrade tools function upgradeTools() { if (gameState.gameOver) return; if (gameState.cash >= 1500) { gameState.cash -= 1500; gameState.tools++; addMessage(`You upgraded your repo tools to level ${gameState.tools}.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the upgrade!", 'system'); } } // Rest for the day function rest() { if (gameState.gameOver) return; // Resting costs money but helps reputation const cost = 200; gameState.cash -= cost; gameState.reputation += 2; gameState.day++; addMessage(`You took a day off to rest. Cost: $${cost}, but gained 2% reputation.`, 'system'); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); updateStats(); checkGameOver(); } // Bribe an official function bribeOfficial() { if (gameState.gameOver) return; if (gameState.cash >= 1000) { gameState.cash -= 1000; gameState.bribes++; addMessage(`You bribed an official. This will help with future repo attempts.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the bribe!", 'system'); } } // Event listeners easyRepoBtn.addEventListener('click', () => attemptRepo(1, 500)); mediumRepoBtn.addEventListener('click', () => attemptRepo(2, 1000)); hardRepoBtn.addEventListener('click', () => attemptRepo(3, 2000)); upgradeBtn.addEventListener('click', upgradeTools); restBtn.addEventListener('click', rest); bribeBtn.addEventListener('click', bribeOfficial); // Initialize game updateStats(); </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file with a
.htmlextension (e.g.,repo-game.html)Paste the code into this file
Open the file in any web browser to play the game
Game Features:
Three difficulty levels of repo missions (Easy, Medium, Hard)
Upgrade system for your tools to improve success rates
Reputation mechanic that affects your game
Bribery system to help with difficult missions
Day progression with resting option
Game over conditions (running out of money or reputation)
You can easily modify the game mechanics, prices, or success rates by editing the JavaScript section of the code. The game is also mobile-responsive so it will work well on phones.
Prince of Persia: Lost Crown HTML Game
Here's a simplified 2D platformer-style game inspired by Prince of Persia: Lost Crown that you can paste into an HTML file and play in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Prince of Persia: Lost Crown</title> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #222; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: 'Arial', sans-serif; } #game-container { position: relative; width: 800px; height: 500px; background-color: #111; overflow: hidden; border: 4px solid #654321; box-shadow: 0 0 20px rgba(0, 0, 0, 0.7); } #game-canvas { background-color: #1a1a1a; } #start-screen { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background: linear-gradient(rgba(0, 0, 0, 0.8), rgba(0, 0, 0, 0.8)), url('https://via.placeholder.com/800x500/333/666/?text=Prince+of+Persia'); background-size: cover; display: flex; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; text-align: center; } #start-screen h1 { font-size: 48px; text-shadow: 2px 2px 4px #000; margin-bottom: 20px; color: #e8c060; } #start-screen p { font-size: 18px; margin-bottom: 30px; max-width: 80%; } #start-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; } #start-button:hover { background-color: #f0d483; transform: scale(1.05); } #hud { position: absolute; top: 10px; left: 10px; color: #f0d483; font-size: 18px; display: flex; gap: 20px; } #controls { position: absolute; bottom: 10px; left: 10px; color: #aaa; font-size: 14px; } #game-over { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0, 0, 0, 0.8); display: none; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; font-size: 36px; } #restart-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; margin-top: 20px; } #restart-button:hover { background-color: #f0d483; transform: scale(1.05); } </style> </head> <body> <div id="game-container"> <canvas id="game-canvas" width="800" height="500"></canvas> <div id="start-screen"> <h1>Prince of Persia: Lost Crown</h1> <p>Embark on an epic adventure through the cursed city of Mount Qaf. Use your acrobatic skills and time powers to overcome obstacles and defeat enemies.</p> <button id="start-button">Begin Adventure</button> </div> <div id="hud"> <div id="health">Health: 100%</div> <div id="time-shards">Time Shards: 0</div> </div> <div id="controls"> Arrow Keys: Move | Space: Jump | Shift: Dash | F: Attack | R: Rewind Time </div> <div id="game-over"> <h2>Game Over</h2> <p id="final-score">You collected 0 Time Shards</p> <button id="restart-button">Try Again</button> </div> </div> <script> // Game elements const canvas = document.getElementById('game-canvas'); const ctx = canvas.getContext('2d'); const startScreen = document.getElementById('start-screen'); const startButton = document.getElementById('start-button'); const gameOverScreen = document.getElementById('game-over'); const restartButton = document.getElementById('restart-button'); const healthDisplay = document.getElementById('health'); const timeShardsDisplay = document.getElementById('time-shards'); const finalScoreDisplay = document.getElementById('final-score'); // Game state const gameState = { running: false, player: { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] // For rewind ability }, gravity: 0.5, platforms: [ { x: 0, y: 460, width: 200, height: 40 }, { x: 250, y: 400, width: 150, height: 40 }, { x: 450, y: 350, width: 150, height: 40 }, { x: 650, y: 300, width: 150, height: 40 }, { x: 500, y: 200, width: 150, height: 40 }, { x: 300, y: 250, width: 150, height: 40 }, { x: 100, y: 150, width: 150, height: 40 } ], enemies: [ { x: 300, y: 360, width: 40, height: 40, health: 30, speed: 2, direction: 1 }, { x: 600, y: 260, width: 40, height: 40, health: 30, speed: 2, direction: -1 }, { x: 400, y: 160, width: 40, height: 40, health: 30, speed: 2, direction: 1 } ], timeShards: [ { x: 280, y: 330, width: 20, height: 20, collected: false }, { x: 530, y: 280, width: 20, height: 20, collected: false }, { x: 350, y: 180, width: 20, height: 20, collected: false }, { x: 150, y: 80, width: 20, height: 20, collected: false } ], keys: { left: false, right: false, up: false, space: false, shift: false, f: false, r: false }, camera: { x: 0, y: 0 } }; // Event listeners startButton.addEventListener('click', startGame); restartButton.addEventListener('click', restartGame); document.addEventListener('keydown', (e) => { if (!gameState.running) return; switch(e.key) { case 'ArrowLeft': gameState.keys.left = true; break; case 'ArrowRight': gameState.keys.right = true; break; case 'ArrowUp': case ' ': gameState.keys.space = true; break; case 'Shift': gameState.keys.shift = true; break; case 'f': case 'F': gameState.keys.f = true; break; case 'r': case 'R': gameState.keys.r = true; break; } }); document.addEventListener('keyup', (e) => { switch(e.key) { case 'ArrowLeft': gameState.keys.left = false; break; case 'ArrowRight': gameState.keys.right = false; break; case 'ArrowUp': case ' ': gameState.keys.space = false; break; case 'Shift': gameState.keys.shift = false; break; case 'f': case 'F': gameState.keys.f = false; break; case 'r': case 'R': gameState.keys.r = false; break; } }); // Game functions function startGame() { gameState.running = true; startScreen.style.display = 'none'; gameState.player.positions = []; gameLoop(); } function restartGame() { gameState.player = { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] }; gameState.timeShards.forEach(shard => shard.collected = false); gameState.enemies.forEach(enemy => enemy.health = 30); gameOverScreen.style.display = 'none'; updateHUD(); gameLoop(); } function gameLoop() { if (!gameState.running) return; update(); render(); requestAnimationFrame(gameLoop); } function update() { const player = gameState.player; // Store player position for rewind (every 5 frames) if (gameState.running && gameLoop.frameCount % 5 === 0) { player.positions.push({ x: player.x, y: player.y }); if (player.positions.length > 100) { player.positions.shift(); } } // Handle rewind if (gameState.keys.r && player.rewindCharges > 0 && player.positions.length > 0) { const lastPosition = player.positions.pop(); player.x = lastPosition.x; player.y = lastPosition.y; player.velocityY = 0; player.rewindCharges--; updateHUD(); return; // Skip other updates during rewind } // Horizontal movement if (gameState.keys.left) { player.x -= player.speed; player.facing = 'left'; } if (gameState.keys.right) { player.x += player.speed; player.facing = 'right'; } // Dash if (gameState.keys.shift && player.dashCooldown === 0) { const dashDistance = player.facing === 'right' ? 100 : -100; player.x += dashDistance; player.dashCooldown = 60; // 1 second cooldown (60 frames) } if (player.dashCooldown > 0) { player.dashCooldown--; } // Jump if (gameState.keys.space && !player.isJumping) { player.velocityY = -player.jumpForce; player.isJumping = true; } // Apply gravity player.velocityY += gameState.gravity; player.y += player.velocityY; // Check platform collisions player.isJumping = true; gameState.platforms.forEach(platform => { if (player.x < platform.x + platform.width && player.x + player.width > platform.x && player.y < platform.y + platform.height && player.y + player.height > platform.y && player.velocityY > 0) { player.y = platform.y - player.height; player.velocityY = 0; player.isJumping = false; } }); // Check enemy collisions gameState.enemies.forEach(enemy => { // Enemy movement enemy.x += enemy.speed * enemy.direction; // Change direction if at edge of platform let onPlatform = false; gameState.platforms.forEach(platform => { if (enemy.x >= platform.x && enemy.x + enemy.width <= platform.x + platform.width && enemy.y + enemy.height === platform.y) { onPlatform = true; if (enemy.x <= platform.x || enemy.x + enemy.width >= platform.x + platform.width) { enemy.direction *= -1; } } }); if (!onPlatform) { enemy.direction *= -1; } // Player attack if (gameState.keys.f && player.attackCooldown === 0) { const attackRange = player.facing === 'right' ? 60 : -60; const attackRect = { x: player.facing === 'right' ? player.x + player.width : player.x - 40, y: player.y, width: 40, height: 40 }; if (checkCollision(attackRect, enemy)) { enemy.health -= 10; if (enemy.health <= 0) { enemy.x = -100; // Move off screen } } player.attackCooldown = 30; } if (player.attackCooldown > 0) { player.attackCooldown--; } // Enemy damage to player if (checkCollision(player, enemy)) { player.health -= 0.5; if (player.health <= 0) { gameOver(); } } }); // Collect time shards gameState.timeShards.forEach(shard => { if (!shard.collected && checkCollision(player, shard)) { shard.collected = true; player.timeShards++; updateHUD(); } }); // Check if all shards collected if (player.timeShards === gameState.timeShards.length) { finalScoreDisplay.textContent = `You collected all ${player.timeShards} Time Shards! Victory!`; gameOver(); } // Update camera gameState.camera.x = player.x - canvas.width / 3; gameState.camera.y = player.y - canvas.height / 2; // Keep camera within bounds gameState.camera.x = Math.max(0, gameState.camera.x); gameState.camera.y = Math.max(0, gameState.camera.y); updateHUD(); } function render() { // Clear canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw background ctx.fillStyle = '#1a1a1a'; ctx.fillRect(0, 0, canvas.width, canvas.height); // Draw platforms (relative to camera) ctx.fillStyle = '#654321'; gameState.platforms.forEach(platform => { ctx.fillRect( platform.x - gameState.camera.x, platform.y - gameState.camera.y, platform.width, platform.height ); }); // Draw time shards ctx.fillStyle = '#4af'; gameState.timeShards.forEach(shard => { if (!shard.collected) { ctx.beginPath(); ctx.arc( shard.x + shard.width/2 - gameState.camera.x, shard.y + shard.height/2 - gameState.camera.y, shard.width/2, 0, Math.PI * 2 ); ctx.fill(); } }); // Draw enemies ctx.fillStyle = '#a33'; gameState.enemies.forEach(enemy => { if (enemy.health > 0) { ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y, enemy.width, enemy.height ); // Health bar ctx.fillStyle = '#300'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width, 5 ); ctx.fillStyle = '#a00'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width * (enemy.health / 30), 5 ); ctx.fillStyle = '#a33'; } }); // Draw player ctx.fillStyle = '#f0d483'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y, gameState.player.width, gameState.player.height ); // Draw sword when attacking if (gameState.keys.f && gameState.player.attackCooldown > 25) { ctx.fillStyle = '#aaa'; if (gameState.player.facing === 'right') { ctx.fillRect( gameState.player.x + gameState.player.width - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } else { ctx.fillRect( gameState.player.x - 30 - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } } // Draw health bar ctx.fillStyle = '#300'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width, 8 ); ctx.fillStyle = '#a00'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width * (gameState.player.health / 100), 8 ); // Draw rewind charges ctx.fillStyle = '#4af'; for (let i = 0; i < gameState.player.rewindCharges; i++) { ctx.beginPath(); ctx.arc( gameState.player.x - gameState.camera.x + (i * 15), gameState.player.y - gameState.camera.y - 25, 4, 0, Math.PI * 2 ); ctx.fill(); } } function checkCollision(rect1, rect2) { return rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.y + rect1.height > rect2.y; } function updateHUD() { healthDisplay.textContent = `Health: ${Math.max(0, Math.floor(gameState.player.health))}%`; timeShardsDisplay.textContent = `Time Shards: ${gameState.player.timeShards}/${gameState.timeShards.length}`; } function gameOver() { gameState.running = false; finalScoreDisplay.textContent = `You collected ${gameState.player.timeShards} Time Shards`; gameOverScreen.style.display = 'flex'; } // Initialize frame counter for rewind gameLoop.frameCount = 0; </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file named
prince-of-persia.htmlPaste the code into this file
Open the file in a web browser to play the game
Game Features:
Platformer gameplay inspired by Prince of Persia: Lost Crown
Player movement with running, jumping, and dashing
Time shard collection as the main objective
Enemies to avoid or attack
Time rewind ability (press R) to undo mistakes
Health system and game over state
Responsive controls with keyboard inputs
Camera that follows the player character
Start screen and game over screen
Controls:
Arrow Keys: Move left/right
Space: Jump
Shift: Dash
F: Attack
R: Rewind Time (limited uses)
You can easily modify the game by changing the platform positions, adding more enemies, or adjusting the player's abilities in the JavaScript section.
Top 5 Yoga Poses to Reduce Belly Fat Fast
Excess belly fat not only affects your appearance but can also lead to health issues like diabetes, heart disease, and metabolic disorders. While diet and cardio exercise are essential, yoga can be a powerful tool to tone your core, improve digestion, and burn stubborn fat.
Here are the top 5 yoga poses that specifically target belly fat and help you get a slimmer waistline fast.
1. Bhujangasana (Cobra Pose)
How to Do It:
Lie on your stomach with legs stretched out.
Place palms under your shoulders.
Inhale and lift your chest while keeping your pelvis grounded.
Hold for 15-30 seconds, then release.
Benefits:
Strengthens the abdominal muscles
Improves digestion & metabolism
Reduces belly fat by engaging the core
2. Naukasana (Boat Pose)
How to Do It:
Sit with legs extended.
Lean back slightly and lift legs to a 45-degree angle.
Extend arms parallel to the ground.
Hold for 10-20 seconds, then relax.
Benefits:
Burns belly fat effectively
Strengthens core & hip flexors
Improves balance & digestion
3. Dhanurasana (Bow Pose)
How to Do It:
Lie on your stomach, bend knees, and hold ankles.
Lift chest and thighs while pulling legs up.
Hold for 15-30 seconds, then release.
Benefits:
Massages abdominal organs
Reduces love handles & belly fat
Strengthens the spine & core
4. Uttanpadasana (Raised Leg Pose)
How to Do It:
Lie on your back, legs straight.
Slowly lift legs to 90 degrees (or as high as possible).
Hold for 10-30 seconds, then lower slowly.
Benefits:
Tones lower abs
Improves digestion & blood circulation
Reduces bloating & fat accumulation
R.E.P.O. Mobile - REPO ONLINE Game HTML/CSS/JavaScript Code
Here's a complete code for a simple REPO ONLINE game that you can paste into an HTML file and run in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>R.E.P.O. Mobile - REPO ONLINE</title> <style> body { font-family: 'Arial', sans-serif; background-color: #121212; color: #e0e0e0; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; height: 100vh; } .game-container { width: 95%; max-width: 500px; background-color: #1e1e1e; border-radius: 10px; padding: 20px; box-shadow: 0 0 20px rgba(0, 0, 0, 0.5); margin-top: 20px; } .header { text-align: center; margin-bottom: 20px; } .header h1 { color: #4CAF50; margin: 0; font-size: 24px; } .header p { color: #888; margin: 5px 0 0; } .game-area { background-color: #252525; border-radius: 8px; padding: 15px; margin-bottom: 20px; height: 300px; overflow-y: auto; } .message { margin: 5px 0; padding: 8px; border-radius: 5px; background-color: #333; animation: fadeIn 0.3s; } .system-message { color: #FF9800; font-style: italic; } .player-message { color: #4CAF50; } .enemy-message { color: #F44336; } .controls { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; } button { background-color: #333; color: white; border: none; padding: 12px; border-radius: 5px; cursor: pointer; font-weight: bold; transition: background-color 0.2s; } button:hover { background-color: #444; } .action-btn { background-color: #4CAF50; } .action-btn:hover { background-color: #45a049; } .danger-btn { background-color: #F44336; } .danger-btn:hover { background-color: #d32f2f; } .stats { display: flex; justify-content: space-between; margin-bottom: 15px; padding: 10px; background-color: #252525; border-radius: 8px; } .stat { text-align: center; } .stat-value { font-weight: bold; font-size: 18px; color: #4CAF50; } @keyframes fadeIn { from { opacity: 0; transform: translateY(10px); } to { opacity: 1; transform: translateY(0); } } /* Mobile responsiveness */ @media (max-width: 600px) { .controls { grid-template-columns: 1fr; } .game-container { width: 100%; height: 100%; border-radius: 0; margin-top: 0; } } </style> </head> <body> <div class="game-container"> <div class="header"> <h1>R.E.P.O. Mobile - REPO ONLINE</h1> <p>Recover vehicles in this high-stakes repo game</p> </div> <div class="stats"> <div class="stat"> <div>Day</div> <div class="stat-value" id="day">1</div> </div> <div class="stat"> <div>Cash</div> <div class="stat-value" id="cash">$1,000</div> </div> <div class="stat"> <div>Reputation</div> <div class="stat-value" id="reputation">50%</div> </div> </div> <div class="game-area" id="game-area"> <div class="message system-message">Welcome to REPO ONLINE. Your mission is to recover vehicles while avoiding trouble.</div> <div class="message system-message">Day 1: New contracts available. Choose your action carefully.</div> </div> <div class="controls"> <button class="action-btn" id="easy-repo">Easy Repo ($500)</button> <button class="action-btn" id="medium-repo">Medium Repo ($1,000)</button> <button class="danger-btn" id="hard-repo">Hard Repo ($2,000)</button> <button id="upgrade">Upgrade Tools ($1,500)</button> <button id="rest">Rest (Skip Day)</button> <button id="bribe">Bribe Official ($1,000)</button> </div> </div> <script> // Game state const gameState = { day: 1, cash: 1000, reputation: 50, tools: 1, bribes: 0, gameOver: false }; // DOM elements const gameArea = document.getElementById('game-area'); const dayElement = document.getElementById('day'); const cashElement = document.getElementById('cash'); const reputationElement = document.getElementById('reputation'); // Button elements const easyRepoBtn = document.getElementById('easy-repo'); const mediumRepoBtn = document.getElementById('medium-repo'); const hardRepoBtn = document.getElementById('hard-repo'); const upgradeBtn = document.getElementById('upgrade'); const restBtn = document.getElementById('rest'); const bribeBtn = document.getElementById('bribe'); // Add message to game area function addMessage(text, type = 'system') { const message = document.createElement('div'); message.className = `message ${type}-message`; message.textContent = text; gameArea.appendChild(message); gameArea.scrollTop = gameArea.scrollHeight; } // Update stats display function updateStats() { dayElement.textContent = gameState.day; cashElement.textContent = `$${gameState.cash.toLocaleString()}`; reputationElement.textContent = `${gameState.reputation}%`; } // Check for game over conditions function checkGameOver() { if (gameState.reputation <= 0) { addMessage("GAME OVER: Your reputation is ruined. No one will work with you anymore.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } if (gameState.cash <= 0) { addMessage("GAME OVER: You're out of money and can't continue your repo business.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } return false; } // Disable all buttons when game is over function disableAllButtons() { const buttons = document.querySelectorAll('button'); buttons.forEach(button => { button.disabled = true; }); } // Attempt a repo mission function attemptRepo(difficulty, reward) { if (gameState.gameOver) return; const baseSuccessRate = 80 - (difficulty * 20) + (gameState.tools * 10); let successRate = Math.max(20, Math.min(90, baseSuccessRate)); // Bribes help with success rate successRate += gameState.bribes * 5; const isSuccess = Math.random() * 100 < successRate; if (isSuccess) { gameState.cash += reward; gameState.reputation += 5; addMessage(`Success! You repo'd the vehicle and earned $${reward}. (+5% reputation)`, 'player'); } else { const penalty = Math.floor(reward / 2); gameState.cash -= penalty; gameState.reputation -= 10; if (Math.random() < 0.3) { // 30% chance of additional trouble const trouble = Math.floor(reward / 4); gameState.cash -= trouble; gameState.reputation -= 5; addMessage(`Failed! You got caught and paid $${penalty} in damages. Also had to pay $${trouble} to settle the trouble. (-15% reputation)`, 'enemy'); } else { addMessage(`Failed! You got caught and paid $${penalty} in damages. (-10% reputation)`, 'enemy'); } } gameState.day++; updateStats(); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); checkGameOver(); } // Upgrade tools function upgradeTools() { if (gameState.gameOver) return; if (gameState.cash >= 1500) { gameState.cash -= 1500; gameState.tools++; addMessage(`You upgraded your repo tools to level ${gameState.tools}.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the upgrade!", 'system'); } } // Rest for the day function rest() { if (gameState.gameOver) return; // Resting costs money but helps reputation const cost = 200; gameState.cash -= cost; gameState.reputation += 2; gameState.day++; addMessage(`You took a day off to rest. Cost: $${cost}, but gained 2% reputation.`, 'system'); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); updateStats(); checkGameOver(); } // Bribe an official function bribeOfficial() { if (gameState.gameOver) return; if (gameState.cash >= 1000) { gameState.cash -= 1000; gameState.bribes++; addMessage(`You bribed an official. This will help with future repo attempts.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the bribe!", 'system'); } } // Event listeners easyRepoBtn.addEventListener('click', () => attemptRepo(1, 500)); mediumRepoBtn.addEventListener('click', () => attemptRepo(2, 1000)); hardRepoBtn.addEventListener('click', () => attemptRepo(3, 2000)); upgradeBtn.addEventListener('click', upgradeTools); restBtn.addEventListener('click', rest); bribeBtn.addEventListener('click', bribeOfficial); // Initialize game updateStats(); </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file with a
.htmlextension (e.g.,repo-game.html)Paste the code into this file
Open the file in any web browser to play the game
Game Features:
Three difficulty levels of repo missions (Easy, Medium, Hard)
Upgrade system for your tools to improve success rates
Reputation mechanic that affects your game
Bribery system to help with difficult missions
Day progression with resting option
Game over conditions (running out of money or reputation)
You can easily modify the game mechanics, prices, or success rates by editing the JavaScript section of the code. The game is also mobile-responsive so it will work well on phones.
Prince of Persia: Lost Crown HTML Game
Here's a simplified 2D platformer-style game inspired by Prince of Persia: Lost Crown that you can paste into an HTML file and play in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Prince of Persia: Lost Crown</title> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #222; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: 'Arial', sans-serif; } #game-container { position: relative; width: 800px; height: 500px; background-color: #111; overflow: hidden; border: 4px solid #654321; box-shadow: 0 0 20px rgba(0, 0, 0, 0.7); } #game-canvas { background-color: #1a1a1a; } #start-screen { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background: linear-gradient(rgba(0, 0, 0, 0.8), rgba(0, 0, 0, 0.8)), url('https://via.placeholder.com/800x500/333/666/?text=Prince+of+Persia'); background-size: cover; display: flex; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; text-align: center; } #start-screen h1 { font-size: 48px; text-shadow: 2px 2px 4px #000; margin-bottom: 20px; color: #e8c060; } #start-screen p { font-size: 18px; margin-bottom: 30px; max-width: 80%; } #start-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; } #start-button:hover { background-color: #f0d483; transform: scale(1.05); } #hud { position: absolute; top: 10px; left: 10px; color: #f0d483; font-size: 18px; display: flex; gap: 20px; } #controls { position: absolute; bottom: 10px; left: 10px; color: #aaa; font-size: 14px; } #game-over { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0, 0, 0, 0.8); display: none; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; font-size: 36px; } #restart-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; margin-top: 20px; } #restart-button:hover { background-color: #f0d483; transform: scale(1.05); } </style> </head> <body> <div id="game-container"> <canvas id="game-canvas" width="800" height="500"></canvas> <div id="start-screen"> <h1>Prince of Persia: Lost Crown</h1> <p>Embark on an epic adventure through the cursed city of Mount Qaf. Use your acrobatic skills and time powers to overcome obstacles and defeat enemies.</p> <button id="start-button">Begin Adventure</button> </div> <div id="hud"> <div id="health">Health: 100%</div> <div id="time-shards">Time Shards: 0</div> </div> <div id="controls"> Arrow Keys: Move | Space: Jump | Shift: Dash | F: Attack | R: Rewind Time </div> <div id="game-over"> <h2>Game Over</h2> <p id="final-score">You collected 0 Time Shards</p> <button id="restart-button">Try Again</button> </div> </div> <script> // Game elements const canvas = document.getElementById('game-canvas'); const ctx = canvas.getContext('2d'); const startScreen = document.getElementById('start-screen'); const startButton = document.getElementById('start-button'); const gameOverScreen = document.getElementById('game-over'); const restartButton = document.getElementById('restart-button'); const healthDisplay = document.getElementById('health'); const timeShardsDisplay = document.getElementById('time-shards'); const finalScoreDisplay = document.getElementById('final-score'); // Game state const gameState = { running: false, player: { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] // For rewind ability }, gravity: 0.5, platforms: [ { x: 0, y: 460, width: 200, height: 40 }, { x: 250, y: 400, width: 150, height: 40 }, { x: 450, y: 350, width: 150, height: 40 }, { x: 650, y: 300, width: 150, height: 40 }, { x: 500, y: 200, width: 150, height: 40 }, { x: 300, y: 250, width: 150, height: 40 }, { x: 100, y: 150, width: 150, height: 40 } ], enemies: [ { x: 300, y: 360, width: 40, height: 40, health: 30, speed: 2, direction: 1 }, { x: 600, y: 260, width: 40, height: 40, health: 30, speed: 2, direction: -1 }, { x: 400, y: 160, width: 40, height: 40, health: 30, speed: 2, direction: 1 } ], timeShards: [ { x: 280, y: 330, width: 20, height: 20, collected: false }, { x: 530, y: 280, width: 20, height: 20, collected: false }, { x: 350, y: 180, width: 20, height: 20, collected: false }, { x: 150, y: 80, width: 20, height: 20, collected: false } ], keys: { left: false, right: false, up: false, space: false, shift: false, f: false, r: false }, camera: { x: 0, y: 0 } }; // Event listeners startButton.addEventListener('click', startGame); restartButton.addEventListener('click', restartGame); document.addEventListener('keydown', (e) => { if (!gameState.running) return; switch(e.key) { case 'ArrowLeft': gameState.keys.left = true; break; case 'ArrowRight': gameState.keys.right = true; break; case 'ArrowUp': case ' ': gameState.keys.space = true; break; case 'Shift': gameState.keys.shift = true; break; case 'f': case 'F': gameState.keys.f = true; break; case 'r': case 'R': gameState.keys.r = true; break; } }); document.addEventListener('keyup', (e) => { switch(e.key) { case 'ArrowLeft': gameState.keys.left = false; break; case 'ArrowRight': gameState.keys.right = false; break; case 'ArrowUp': case ' ': gameState.keys.space = false; break; case 'Shift': gameState.keys.shift = false; break; case 'f': case 'F': gameState.keys.f = false; break; case 'r': case 'R': gameState.keys.r = false; break; } }); // Game functions function startGame() { gameState.running = true; startScreen.style.display = 'none'; gameState.player.positions = []; gameLoop(); } function restartGame() { gameState.player = { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] }; gameState.timeShards.forEach(shard => shard.collected = false); gameState.enemies.forEach(enemy => enemy.health = 30); gameOverScreen.style.display = 'none'; updateHUD(); gameLoop(); } function gameLoop() { if (!gameState.running) return; update(); render(); requestAnimationFrame(gameLoop); } function update() { const player = gameState.player; // Store player position for rewind (every 5 frames) if (gameState.running && gameLoop.frameCount % 5 === 0) { player.positions.push({ x: player.x, y: player.y }); if (player.positions.length > 100) { player.positions.shift(); } } // Handle rewind if (gameState.keys.r && player.rewindCharges > 0 && player.positions.length > 0) { const lastPosition = player.positions.pop(); player.x = lastPosition.x; player.y = lastPosition.y; player.velocityY = 0; player.rewindCharges--; updateHUD(); return; // Skip other updates during rewind } // Horizontal movement if (gameState.keys.left) { player.x -= player.speed; player.facing = 'left'; } if (gameState.keys.right) { player.x += player.speed; player.facing = 'right'; } // Dash if (gameState.keys.shift && player.dashCooldown === 0) { const dashDistance = player.facing === 'right' ? 100 : -100; player.x += dashDistance; player.dashCooldown = 60; // 1 second cooldown (60 frames) } if (player.dashCooldown > 0) { player.dashCooldown--; } // Jump if (gameState.keys.space && !player.isJumping) { player.velocityY = -player.jumpForce; player.isJumping = true; } // Apply gravity player.velocityY += gameState.gravity; player.y += player.velocityY; // Check platform collisions player.isJumping = true; gameState.platforms.forEach(platform => { if (player.x < platform.x + platform.width && player.x + player.width > platform.x && player.y < platform.y + platform.height && player.y + player.height > platform.y && player.velocityY > 0) { player.y = platform.y - player.height; player.velocityY = 0; player.isJumping = false; } }); // Check enemy collisions gameState.enemies.forEach(enemy => { // Enemy movement enemy.x += enemy.speed * enemy.direction; // Change direction if at edge of platform let onPlatform = false; gameState.platforms.forEach(platform => { if (enemy.x >= platform.x && enemy.x + enemy.width <= platform.x + platform.width && enemy.y + enemy.height === platform.y) { onPlatform = true; if (enemy.x <= platform.x || enemy.x + enemy.width >= platform.x + platform.width) { enemy.direction *= -1; } } }); if (!onPlatform) { enemy.direction *= -1; } // Player attack if (gameState.keys.f && player.attackCooldown === 0) { const attackRange = player.facing === 'right' ? 60 : -60; const attackRect = { x: player.facing === 'right' ? player.x + player.width : player.x - 40, y: player.y, width: 40, height: 40 }; if (checkCollision(attackRect, enemy)) { enemy.health -= 10; if (enemy.health <= 0) { enemy.x = -100; // Move off screen } } player.attackCooldown = 30; } if (player.attackCooldown > 0) { player.attackCooldown--; } // Enemy damage to player if (checkCollision(player, enemy)) { player.health -= 0.5; if (player.health <= 0) { gameOver(); } } }); // Collect time shards gameState.timeShards.forEach(shard => { if (!shard.collected && checkCollision(player, shard)) { shard.collected = true; player.timeShards++; updateHUD(); } }); // Check if all shards collected if (player.timeShards === gameState.timeShards.length) { finalScoreDisplay.textContent = `You collected all ${player.timeShards} Time Shards! Victory!`; gameOver(); } // Update camera gameState.camera.x = player.x - canvas.width / 3; gameState.camera.y = player.y - canvas.height / 2; // Keep camera within bounds gameState.camera.x = Math.max(0, gameState.camera.x); gameState.camera.y = Math.max(0, gameState.camera.y); updateHUD(); } function render() { // Clear canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw background ctx.fillStyle = '#1a1a1a'; ctx.fillRect(0, 0, canvas.width, canvas.height); // Draw platforms (relative to camera) ctx.fillStyle = '#654321'; gameState.platforms.forEach(platform => { ctx.fillRect( platform.x - gameState.camera.x, platform.y - gameState.camera.y, platform.width, platform.height ); }); // Draw time shards ctx.fillStyle = '#4af'; gameState.timeShards.forEach(shard => { if (!shard.collected) { ctx.beginPath(); ctx.arc( shard.x + shard.width/2 - gameState.camera.x, shard.y + shard.height/2 - gameState.camera.y, shard.width/2, 0, Math.PI * 2 ); ctx.fill(); } }); // Draw enemies ctx.fillStyle = '#a33'; gameState.enemies.forEach(enemy => { if (enemy.health > 0) { ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y, enemy.width, enemy.height ); // Health bar ctx.fillStyle = '#300'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width, 5 ); ctx.fillStyle = '#a00'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width * (enemy.health / 30), 5 ); ctx.fillStyle = '#a33'; } }); // Draw player ctx.fillStyle = '#f0d483'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y, gameState.player.width, gameState.player.height ); // Draw sword when attacking if (gameState.keys.f && gameState.player.attackCooldown > 25) { ctx.fillStyle = '#aaa'; if (gameState.player.facing === 'right') { ctx.fillRect( gameState.player.x + gameState.player.width - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } else { ctx.fillRect( gameState.player.x - 30 - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } } // Draw health bar ctx.fillStyle = '#300'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width, 8 ); ctx.fillStyle = '#a00'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width * (gameState.player.health / 100), 8 ); // Draw rewind charges ctx.fillStyle = '#4af'; for (let i = 0; i < gameState.player.rewindCharges; i++) { ctx.beginPath(); ctx.arc( gameState.player.x - gameState.camera.x + (i * 15), gameState.player.y - gameState.camera.y - 25, 4, 0, Math.PI * 2 ); ctx.fill(); } } function checkCollision(rect1, rect2) { return rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.y + rect1.height > rect2.y; } function updateHUD() { healthDisplay.textContent = `Health: ${Math.max(0, Math.floor(gameState.player.health))}%`; timeShardsDisplay.textContent = `Time Shards: ${gameState.player.timeShards}/${gameState.timeShards.length}`; } function gameOver() { gameState.running = false; finalScoreDisplay.textContent = `You collected ${gameState.player.timeShards} Time Shards`; gameOverScreen.style.display = 'flex'; } // Initialize frame counter for rewind gameLoop.frameCount = 0; </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file named
prince-of-persia.htmlPaste the code into this file
Open the file in a web browser to play the game
Game Features:
Platformer gameplay inspired by Prince of Persia: Lost Crown
Player movement with running, jumping, and dashing
Time shard collection as the main objective
Enemies to avoid or attack
Time rewind ability (press R) to undo mistakes
Health system and game over state
Responsive controls with keyboard inputs
Camera that follows the player character
Start screen and game over screen
Controls:
Arrow Keys: Move left/right
Space: Jump
Shift: Dash
F: Attack
R: Rewind Time (limited uses)
You can easily modify the game by changing the platform positions, adding more enemies, or adjusting the player's abilities in the JavaScript section.
Top 5 Yoga Poses to Reduce Belly Fat Fast
Excess belly fat not only affects your appearance but can also lead to health issues like diabetes, heart disease, and metabolic disorders. While diet and cardio exercise are essential, yoga can be a powerful tool to tone your core, improve digestion, and burn stubborn fat.
Here are the top 5 yoga poses that specifically target belly fat and help you get a slimmer waistline fast.
1. Bhujangasana (Cobra Pose)
How to Do It:
Lie on your stomach with legs stretched out.
Place palms under your shoulders.
Inhale and lift your chest while keeping your pelvis grounded.
Hold for 15-30 seconds, then release.
Benefits:
Strengthens the abdominal muscles
Improves digestion & metabolism
Reduces belly fat by engaging the core
2. Naukasana (Boat Pose)
How to Do It:
Sit with legs extended.
Lean back slightly and lift legs to a 45-degree angle.
Extend arms parallel to the ground.
Hold for 10-20 seconds, then relax.
Benefits:
Burns belly fat effectively
Strengthens core & hip flexors
Improves balance & digestion
3. Dhanurasana (Bow Pose)
How to Do It:
Lie on your stomach, bend knees, and hold ankles.
Lift chest and thighs while pulling legs up.
Hold for 15-30 seconds, then release.
Benefits:
Massages abdominal organs
Reduces love handles & belly fat
Strengthens the spine & core
4. Uttanpadasana (Raised Leg Pose)
How to Do It:
Lie on your back, legs straight.
Slowly lift legs to 90 degrees (or as high as possible).
Hold for 10-30 seconds, then lower slowly.
Benefits:
Tones lower abs
Improves digestion & blood circulation
Reduces bloating & fat accumulation
5. Kapalbhati Pranayama (Skull-Shining Breathing)
How to Do It:
Sit cross-legged, spine straight.
Take a deep breath in.
Exhale forcefully through the nose while pulling belly in.
Repeat 50-100 times in quick succession.
Benefits:
Burns belly fat fast
Detoxifies the body
Boosts metabolism & digestion
Final Tips for Best Results
✅ Practice daily for at least 20-30 minutes
✅ Combine with cardio (walking, cycling) for faster results
✅ Eat a balanced diet (avoid sugar & processed foods)
✅ Stay hydrated to flush out toxins
Conclusion
These 5 powerful yoga poses can help you reduce belly fat naturally while improving flexibility and overall health. Consistency is key! Start today and see visible changes in 4-6 weeks.
Did you find this helpful? Let us know in the comments!
R.E.P.O. Mobile - REPO ONLINE Game HTML/CSS/JavaScript Code
Here's a complete code for a simple REPO ONLINE game that you can paste into an HTML file and run in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>R.E.P.O. Mobile - REPO ONLINE</title> <style> body { font-family: 'Arial', sans-serif; background-color: #121212; color: #e0e0e0; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; height: 100vh; } .game-container { width: 95%; max-width: 500px; background-color: #1e1e1e; border-radius: 10px; padding: 20px; box-shadow: 0 0 20px rgba(0, 0, 0, 0.5); margin-top: 20px; } .header { text-align: center; margin-bottom: 20px; } .header h1 { color: #4CAF50; margin: 0; font-size: 24px; } .header p { color: #888; margin: 5px 0 0; } .game-area { background-color: #252525; border-radius: 8px; padding: 15px; margin-bottom: 20px; height: 300px; overflow-y: auto; } .message { margin: 5px 0; padding: 8px; border-radius: 5px; background-color: #333; animation: fadeIn 0.3s; } .system-message { color: #FF9800; font-style: italic; } .player-message { color: #4CAF50; } .enemy-message { color: #F44336; } .controls { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; } button { background-color: #333; color: white; border: none; padding: 12px; border-radius: 5px; cursor: pointer; font-weight: bold; transition: background-color 0.2s; } button:hover { background-color: #444; } .action-btn { background-color: #4CAF50; } .action-btn:hover { background-color: #45a049; } .danger-btn { background-color: #F44336; } .danger-btn:hover { background-color: #d32f2f; } .stats { display: flex; justify-content: space-between; margin-bottom: 15px; padding: 10px; background-color: #252525; border-radius: 8px; } .stat { text-align: center; } .stat-value { font-weight: bold; font-size: 18px; color: #4CAF50; } @keyframes fadeIn { from { opacity: 0; transform: translateY(10px); } to { opacity: 1; transform: translateY(0); } } /* Mobile responsiveness */ @media (max-width: 600px) { .controls { grid-template-columns: 1fr; } .game-container { width: 100%; height: 100%; border-radius: 0; margin-top: 0; } } </style> </head> <body> <div class="game-container"> <div class="header"> <h1>R.E.P.O. Mobile - REPO ONLINE</h1> <p>Recover vehicles in this high-stakes repo game</p> </div> <div class="stats"> <div class="stat"> <div>Day</div> <div class="stat-value" id="day">1</div> </div> <div class="stat"> <div>Cash</div> <div class="stat-value" id="cash">$1,000</div> </div> <div class="stat"> <div>Reputation</div> <div class="stat-value" id="reputation">50%</div> </div> </div> <div class="game-area" id="game-area"> <div class="message system-message">Welcome to REPO ONLINE. Your mission is to recover vehicles while avoiding trouble.</div> <div class="message system-message">Day 1: New contracts available. Choose your action carefully.</div> </div> <div class="controls"> <button class="action-btn" id="easy-repo">Easy Repo ($500)</button> <button class="action-btn" id="medium-repo">Medium Repo ($1,000)</button> <button class="danger-btn" id="hard-repo">Hard Repo ($2,000)</button> <button id="upgrade">Upgrade Tools ($1,500)</button> <button id="rest">Rest (Skip Day)</button> <button id="bribe">Bribe Official ($1,000)</button> </div> </div> <script> // Game state const gameState = { day: 1, cash: 1000, reputation: 50, tools: 1, bribes: 0, gameOver: false }; // DOM elements const gameArea = document.getElementById('game-area'); const dayElement = document.getElementById('day'); const cashElement = document.getElementById('cash'); const reputationElement = document.getElementById('reputation'); // Button elements const easyRepoBtn = document.getElementById('easy-repo'); const mediumRepoBtn = document.getElementById('medium-repo'); const hardRepoBtn = document.getElementById('hard-repo'); const upgradeBtn = document.getElementById('upgrade'); const restBtn = document.getElementById('rest'); const bribeBtn = document.getElementById('bribe'); // Add message to game area function addMessage(text, type = 'system') { const message = document.createElement('div'); message.className = `message ${type}-message`; message.textContent = text; gameArea.appendChild(message); gameArea.scrollTop = gameArea.scrollHeight; } // Update stats display function updateStats() { dayElement.textContent = gameState.day; cashElement.textContent = `$${gameState.cash.toLocaleString()}`; reputationElement.textContent = `${gameState.reputation}%`; } // Check for game over conditions function checkGameOver() { if (gameState.reputation <= 0) { addMessage("GAME OVER: Your reputation is ruined. No one will work with you anymore.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } if (gameState.cash <= 0) { addMessage("GAME OVER: You're out of money and can't continue your repo business.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } return false; } // Disable all buttons when game is over function disableAllButtons() { const buttons = document.querySelectorAll('button'); buttons.forEach(button => { button.disabled = true; }); } // Attempt a repo mission function attemptRepo(difficulty, reward) { if (gameState.gameOver) return; const baseSuccessRate = 80 - (difficulty * 20) + (gameState.tools * 10); let successRate = Math.max(20, Math.min(90, baseSuccessRate)); // Bribes help with success rate successRate += gameState.bribes * 5; const isSuccess = Math.random() * 100 < successRate; if (isSuccess) { gameState.cash += reward; gameState.reputation += 5; addMessage(`Success! You repo'd the vehicle and earned $${reward}. (+5% reputation)`, 'player'); } else { const penalty = Math.floor(reward / 2); gameState.cash -= penalty; gameState.reputation -= 10; if (Math.random() < 0.3) { // 30% chance of additional trouble const trouble = Math.floor(reward / 4); gameState.cash -= trouble; gameState.reputation -= 5; addMessage(`Failed! You got caught and paid $${penalty} in damages. Also had to pay $${trouble} to settle the trouble. (-15% reputation)`, 'enemy'); } else { addMessage(`Failed! You got caught and paid $${penalty} in damages. (-10% reputation)`, 'enemy'); } } gameState.day++; updateStats(); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); checkGameOver(); } // Upgrade tools function upgradeTools() { if (gameState.gameOver) return; if (gameState.cash >= 1500) { gameState.cash -= 1500; gameState.tools++; addMessage(`You upgraded your repo tools to level ${gameState.tools}.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the upgrade!", 'system'); } } // Rest for the day function rest() { if (gameState.gameOver) return; // Resting costs money but helps reputation const cost = 200; gameState.cash -= cost; gameState.reputation += 2; gameState.day++; addMessage(`You took a day off to rest. Cost: $${cost}, but gained 2% reputation.`, 'system'); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); updateStats(); checkGameOver(); } // Bribe an official function bribeOfficial() { if (gameState.gameOver) return; if (gameState.cash >= 1000) { gameState.cash -= 1000; gameState.bribes++; addMessage(`You bribed an official. This will help with future repo attempts.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the bribe!", 'system'); } } // Event listeners easyRepoBtn.addEventListener('click', () => attemptRepo(1, 500)); mediumRepoBtn.addEventListener('click', () => attemptRepo(2, 1000)); hardRepoBtn.addEventListener('click', () => attemptRepo(3, 2000)); upgradeBtn.addEventListener('click', upgradeTools); restBtn.addEventListener('click', rest); bribeBtn.addEventListener('click', bribeOfficial); // Initialize game updateStats(); </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file with a
.htmlextension (e.g.,repo-game.html)Paste the code into this file
Open the file in any web browser to play the game
Game Features:
Three difficulty levels of repo missions (Easy, Medium, Hard)
Upgrade system for your tools to improve success rates
Reputation mechanic that affects your game
Bribery system to help with difficult missions
Day progression with resting option
Game over conditions (running out of money or reputation)
You can easily modify the game mechanics, prices, or success rates by editing the JavaScript section of the code. The game is also mobile-responsive so it will work well on phones.
Prince of Persia: Lost Crown HTML Game
Here's a simplified 2D platformer-style game inspired by Prince of Persia: Lost Crown that you can paste into an HTML file and play in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Prince of Persia: Lost Crown</title> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #222; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: 'Arial', sans-serif; } #game-container { position: relative; width: 800px; height: 500px; background-color: #111; overflow: hidden; border: 4px solid #654321; box-shadow: 0 0 20px rgba(0, 0, 0, 0.7); } #game-canvas { background-color: #1a1a1a; } #start-screen { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background: linear-gradient(rgba(0, 0, 0, 0.8), rgba(0, 0, 0, 0.8)), url('https://via.placeholder.com/800x500/333/666/?text=Prince+of+Persia'); background-size: cover; display: flex; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; text-align: center; } #start-screen h1 { font-size: 48px; text-shadow: 2px 2px 4px #000; margin-bottom: 20px; color: #e8c060; } #start-screen p { font-size: 18px; margin-bottom: 30px; max-width: 80%; } #start-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; } #start-button:hover { background-color: #f0d483; transform: scale(1.05); } #hud { position: absolute; top: 10px; left: 10px; color: #f0d483; font-size: 18px; display: flex; gap: 20px; } #controls { position: absolute; bottom: 10px; left: 10px; color: #aaa; font-size: 14px; } #game-over { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0, 0, 0, 0.8); display: none; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; font-size: 36px; } #restart-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; margin-top: 20px; } #restart-button:hover { background-color: #f0d483; transform: scale(1.05); } </style> </head> <body> <div id="game-container"> <canvas id="game-canvas" width="800" height="500"></canvas> <div id="start-screen"> <h1>Prince of Persia: Lost Crown</h1> <p>Embark on an epic adventure through the cursed city of Mount Qaf. Use your acrobatic skills and time powers to overcome obstacles and defeat enemies.</p> <button id="start-button">Begin Adventure</button> </div> <div id="hud"> <div id="health">Health: 100%</div> <div id="time-shards">Time Shards: 0</div> </div> <div id="controls"> Arrow Keys: Move | Space: Jump | Shift: Dash | F: Attack | R: Rewind Time </div> <div id="game-over"> <h2>Game Over</h2> <p id="final-score">You collected 0 Time Shards</p> <button id="restart-button">Try Again</button> </div> </div> <script> // Game elements const canvas = document.getElementById('game-canvas'); const ctx = canvas.getContext('2d'); const startScreen = document.getElementById('start-screen'); const startButton = document.getElementById('start-button'); const gameOverScreen = document.getElementById('game-over'); const restartButton = document.getElementById('restart-button'); const healthDisplay = document.getElementById('health'); const timeShardsDisplay = document.getElementById('time-shards'); const finalScoreDisplay = document.getElementById('final-score'); // Game state const gameState = { running: false, player: { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] // For rewind ability }, gravity: 0.5, platforms: [ { x: 0, y: 460, width: 200, height: 40 }, { x: 250, y: 400, width: 150, height: 40 }, { x: 450, y: 350, width: 150, height: 40 }, { x: 650, y: 300, width: 150, height: 40 }, { x: 500, y: 200, width: 150, height: 40 }, { x: 300, y: 250, width: 150, height: 40 }, { x: 100, y: 150, width: 150, height: 40 } ], enemies: [ { x: 300, y: 360, width: 40, height: 40, health: 30, speed: 2, direction: 1 }, { x: 600, y: 260, width: 40, height: 40, health: 30, speed: 2, direction: -1 }, { x: 400, y: 160, width: 40, height: 40, health: 30, speed: 2, direction: 1 } ], timeShards: [ { x: 280, y: 330, width: 20, height: 20, collected: false }, { x: 530, y: 280, width: 20, height: 20, collected: false }, { x: 350, y: 180, width: 20, height: 20, collected: false }, { x: 150, y: 80, width: 20, height: 20, collected: false } ], keys: { left: false, right: false, up: false, space: false, shift: false, f: false, r: false }, camera: { x: 0, y: 0 } }; // Event listeners startButton.addEventListener('click', startGame); restartButton.addEventListener('click', restartGame); document.addEventListener('keydown', (e) => { if (!gameState.running) return; switch(e.key) { case 'ArrowLeft': gameState.keys.left = true; break; case 'ArrowRight': gameState.keys.right = true; break; case 'ArrowUp': case ' ': gameState.keys.space = true; break; case 'Shift': gameState.keys.shift = true; break; case 'f': case 'F': gameState.keys.f = true; break; case 'r': case 'R': gameState.keys.r = true; break; } }); document.addEventListener('keyup', (e) => { switch(e.key) { case 'ArrowLeft': gameState.keys.left = false; break; case 'ArrowRight': gameState.keys.right = false; break; case 'ArrowUp': case ' ': gameState.keys.space = false; break; case 'Shift': gameState.keys.shift = false; break; case 'f': case 'F': gameState.keys.f = false; break; case 'r': case 'R': gameState.keys.r = false; break; } }); // Game functions function startGame() { gameState.running = true; startScreen.style.display = 'none'; gameState.player.positions = []; gameLoop(); } function restartGame() { gameState.player = { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] }; gameState.timeShards.forEach(shard => shard.collected = false); gameState.enemies.forEach(enemy => enemy.health = 30); gameOverScreen.style.display = 'none'; updateHUD(); gameLoop(); } function gameLoop() { if (!gameState.running) return; update(); render(); requestAnimationFrame(gameLoop); } function update() { const player = gameState.player; // Store player position for rewind (every 5 frames) if (gameState.running && gameLoop.frameCount % 5 === 0) { player.positions.push({ x: player.x, y: player.y }); if (player.positions.length > 100) { player.positions.shift(); } } // Handle rewind if (gameState.keys.r && player.rewindCharges > 0 && player.positions.length > 0) { const lastPosition = player.positions.pop(); player.x = lastPosition.x; player.y = lastPosition.y; player.velocityY = 0; player.rewindCharges--; updateHUD(); return; // Skip other updates during rewind } // Horizontal movement if (gameState.keys.left) { player.x -= player.speed; player.facing = 'left'; } if (gameState.keys.right) { player.x += player.speed; player.facing = 'right'; } // Dash if (gameState.keys.shift && player.dashCooldown === 0) { const dashDistance = player.facing === 'right' ? 100 : -100; player.x += dashDistance; player.dashCooldown = 60; // 1 second cooldown (60 frames) } if (player.dashCooldown > 0) { player.dashCooldown--; } // Jump if (gameState.keys.space && !player.isJumping) { player.velocityY = -player.jumpForce; player.isJumping = true; } // Apply gravity player.velocityY += gameState.gravity; player.y += player.velocityY; // Check platform collisions player.isJumping = true; gameState.platforms.forEach(platform => { if (player.x < platform.x + platform.width && player.x + player.width > platform.x && player.y < platform.y + platform.height && player.y + player.height > platform.y && player.velocityY > 0) { player.y = platform.y - player.height; player.velocityY = 0; player.isJumping = false; } }); // Check enemy collisions gameState.enemies.forEach(enemy => { // Enemy movement enemy.x += enemy.speed * enemy.direction; // Change direction if at edge of platform let onPlatform = false; gameState.platforms.forEach(platform => { if (enemy.x >= platform.x && enemy.x + enemy.width <= platform.x + platform.width && enemy.y + enemy.height === platform.y) { onPlatform = true; if (enemy.x <= platform.x || enemy.x + enemy.width >= platform.x + platform.width) { enemy.direction *= -1; } } }); if (!onPlatform) { enemy.direction *= -1; } // Player attack if (gameState.keys.f && player.attackCooldown === 0) { const attackRange = player.facing === 'right' ? 60 : -60; const attackRect = { x: player.facing === 'right' ? player.x + player.width : player.x - 40, y: player.y, width: 40, height: 40 }; if (checkCollision(attackRect, enemy)) { enemy.health -= 10; if (enemy.health <= 0) { enemy.x = -100; // Move off screen } } player.attackCooldown = 30; } if (player.attackCooldown > 0) { player.attackCooldown--; } // Enemy damage to player if (checkCollision(player, enemy)) { player.health -= 0.5; if (player.health <= 0) { gameOver(); } } }); // Collect time shards gameState.timeShards.forEach(shard => { if (!shard.collected && checkCollision(player, shard)) { shard.collected = true; player.timeShards++; updateHUD(); } }); // Check if all shards collected if (player.timeShards === gameState.timeShards.length) { finalScoreDisplay.textContent = `You collected all ${player.timeShards} Time Shards! Victory!`; gameOver(); } // Update camera gameState.camera.x = player.x - canvas.width / 3; gameState.camera.y = player.y - canvas.height / 2; // Keep camera within bounds gameState.camera.x = Math.max(0, gameState.camera.x); gameState.camera.y = Math.max(0, gameState.camera.y); updateHUD(); } function render() { // Clear canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw background ctx.fillStyle = '#1a1a1a'; ctx.fillRect(0, 0, canvas.width, canvas.height); // Draw platforms (relative to camera) ctx.fillStyle = '#654321'; gameState.platforms.forEach(platform => { ctx.fillRect( platform.x - gameState.camera.x, platform.y - gameState.camera.y, platform.width, platform.height ); }); // Draw time shards ctx.fillStyle = '#4af'; gameState.timeShards.forEach(shard => { if (!shard.collected) { ctx.beginPath(); ctx.arc( shard.x + shard.width/2 - gameState.camera.x, shard.y + shard.height/2 - gameState.camera.y, shard.width/2, 0, Math.PI * 2 ); ctx.fill(); } }); // Draw enemies ctx.fillStyle = '#a33'; gameState.enemies.forEach(enemy => { if (enemy.health > 0) { ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y, enemy.width, enemy.height ); // Health bar ctx.fillStyle = '#300'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width, 5 ); ctx.fillStyle = '#a00'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width * (enemy.health / 30), 5 ); ctx.fillStyle = '#a33'; } }); // Draw player ctx.fillStyle = '#f0d483'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y, gameState.player.width, gameState.player.height ); // Draw sword when attacking if (gameState.keys.f && gameState.player.attackCooldown > 25) { ctx.fillStyle = '#aaa'; if (gameState.player.facing === 'right') { ctx.fillRect( gameState.player.x + gameState.player.width - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } else { ctx.fillRect( gameState.player.x - 30 - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } } // Draw health bar ctx.fillStyle = '#300'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width, 8 ); ctx.fillStyle = '#a00'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width * (gameState.player.health / 100), 8 ); // Draw rewind charges ctx.fillStyle = '#4af'; for (let i = 0; i < gameState.player.rewindCharges; i++) { ctx.beginPath(); ctx.arc( gameState.player.x - gameState.camera.x + (i * 15), gameState.player.y - gameState.camera.y - 25, 4, 0, Math.PI * 2 ); ctx.fill(); } } function checkCollision(rect1, rect2) { return rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.y + rect1.height > rect2.y; } function updateHUD() { healthDisplay.textContent = `Health: ${Math.max(0, Math.floor(gameState.player.health))}%`; timeShardsDisplay.textContent = `Time Shards: ${gameState.player.timeShards}/${gameState.timeShards.length}`; } function gameOver() { gameState.running = false; finalScoreDisplay.textContent = `You collected ${gameState.player.timeShards} Time Shards`; gameOverScreen.style.display = 'flex'; } // Initialize frame counter for rewind gameLoop.frameCount = 0; </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file named
prince-of-persia.htmlPaste the code into this file
Open the file in a web browser to play the game
Game Features:
Platformer gameplay inspired by Prince of Persia: Lost Crown
Player movement with running, jumping, and dashing
Time shard collection as the main objective
Enemies to avoid or attack
Time rewind ability (press R) to undo mistakes
Health system and game over state
Responsive controls with keyboard inputs
Camera that follows the player character
Start screen and game over screen
Controls:
Arrow Keys: Move left/right
Space: Jump
Shift: Dash
F: Attack
R: Rewind Time (limited uses)
You can easily modify the game by changing the platform positions, adding more enemies, or adjusting the player's abilities in the JavaScript section.
Top 5 Yoga Poses to Reduce Belly Fat Fast
Excess belly fat not only affects your appearance but can also lead to health issues like diabetes, heart disease, and metabolic disorders. While diet and cardio exercise are essential, yoga can be a powerful tool to tone your core, improve digestion, and burn stubborn fat.
Here are the top 5 yoga poses that specifically target belly fat and help you get a slimmer waistline fast.
1. Bhujangasana (Cobra Pose)
How to Do It:
Lie on your stomach with legs stretched out.
Place palms under your shoulders.
Inhale and lift your chest while keeping your pelvis grounded.
Hold for 15-30 seconds, then release.
Benefits:
Strengthens the abdominal muscles
Improves digestion & metabolism
Reduces belly fat by engaging the core
R.E.P.O. Mobile - REPO ONLINE Game HTML/CSS/JavaScript Code
Here's a complete code for a simple REPO ONLINE game that you can paste into an HTML file and run in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>R.E.P.O. Mobile - REPO ONLINE</title> <style> body { font-family: 'Arial', sans-serif; background-color: #121212; color: #e0e0e0; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; height: 100vh; } .game-container { width: 95%; max-width: 500px; background-color: #1e1e1e; border-radius: 10px; padding: 20px; box-shadow: 0 0 20px rgba(0, 0, 0, 0.5); margin-top: 20px; } .header { text-align: center; margin-bottom: 20px; } .header h1 { color: #4CAF50; margin: 0; font-size: 24px; } .header p { color: #888; margin: 5px 0 0; } .game-area { background-color: #252525; border-radius: 8px; padding: 15px; margin-bottom: 20px; height: 300px; overflow-y: auto; } .message { margin: 5px 0; padding: 8px; border-radius: 5px; background-color: #333; animation: fadeIn 0.3s; } .system-message { color: #FF9800; font-style: italic; } .player-message { color: #4CAF50; } .enemy-message { color: #F44336; } .controls { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; } button { background-color: #333; color: white; border: none; padding: 12px; border-radius: 5px; cursor: pointer; font-weight: bold; transition: background-color 0.2s; } button:hover { background-color: #444; } .action-btn { background-color: #4CAF50; } .action-btn:hover { background-color: #45a049; } .danger-btn { background-color: #F44336; } .danger-btn:hover { background-color: #d32f2f; } .stats { display: flex; justify-content: space-between; margin-bottom: 15px; padding: 10px; background-color: #252525; border-radius: 8px; } .stat { text-align: center; } .stat-value { font-weight: bold; font-size: 18px; color: #4CAF50; } @keyframes fadeIn { from { opacity: 0; transform: translateY(10px); } to { opacity: 1; transform: translateY(0); } } /* Mobile responsiveness */ @media (max-width: 600px) { .controls { grid-template-columns: 1fr; } .game-container { width: 100%; height: 100%; border-radius: 0; margin-top: 0; } } </style> </head> <body> <div class="game-container"> <div class="header"> <h1>R.E.P.O. Mobile - REPO ONLINE</h1> <p>Recover vehicles in this high-stakes repo game</p> </div> <div class="stats"> <div class="stat"> <div>Day</div> <div class="stat-value" id="day">1</div> </div> <div class="stat"> <div>Cash</div> <div class="stat-value" id="cash">$1,000</div> </div> <div class="stat"> <div>Reputation</div> <div class="stat-value" id="reputation">50%</div> </div> </div> <div class="game-area" id="game-area"> <div class="message system-message">Welcome to REPO ONLINE. Your mission is to recover vehicles while avoiding trouble.</div> <div class="message system-message">Day 1: New contracts available. Choose your action carefully.</div> </div> <div class="controls"> <button class="action-btn" id="easy-repo">Easy Repo ($500)</button> <button class="action-btn" id="medium-repo">Medium Repo ($1,000)</button> <button class="danger-btn" id="hard-repo">Hard Repo ($2,000)</button> <button id="upgrade">Upgrade Tools ($1,500)</button> <button id="rest">Rest (Skip Day)</button> <button id="bribe">Bribe Official ($1,000)</button> </div> </div> <script> // Game state const gameState = { day: 1, cash: 1000, reputation: 50, tools: 1, bribes: 0, gameOver: false }; // DOM elements const gameArea = document.getElementById('game-area'); const dayElement = document.getElementById('day'); const cashElement = document.getElementById('cash'); const reputationElement = document.getElementById('reputation'); // Button elements const easyRepoBtn = document.getElementById('easy-repo'); const mediumRepoBtn = document.getElementById('medium-repo'); const hardRepoBtn = document.getElementById('hard-repo'); const upgradeBtn = document.getElementById('upgrade'); const restBtn = document.getElementById('rest'); const bribeBtn = document.getElementById('bribe'); // Add message to game area function addMessage(text, type = 'system') { const message = document.createElement('div'); message.className = `message ${type}-message`; message.textContent = text; gameArea.appendChild(message); gameArea.scrollTop = gameArea.scrollHeight; } // Update stats display function updateStats() { dayElement.textContent = gameState.day; cashElement.textContent = `$${gameState.cash.toLocaleString()}`; reputationElement.textContent = `${gameState.reputation}%`; } // Check for game over conditions function checkGameOver() { if (gameState.reputation <= 0) { addMessage("GAME OVER: Your reputation is ruined. No one will work with you anymore.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } if (gameState.cash <= 0) { addMessage("GAME OVER: You're out of money and can't continue your repo business.", 'system'); gameState.gameOver = true; disableAllButtons(); return true; } return false; } // Disable all buttons when game is over function disableAllButtons() { const buttons = document.querySelectorAll('button'); buttons.forEach(button => { button.disabled = true; }); } // Attempt a repo mission function attemptRepo(difficulty, reward) { if (gameState.gameOver) return; const baseSuccessRate = 80 - (difficulty * 20) + (gameState.tools * 10); let successRate = Math.max(20, Math.min(90, baseSuccessRate)); // Bribes help with success rate successRate += gameState.bribes * 5; const isSuccess = Math.random() * 100 < successRate; if (isSuccess) { gameState.cash += reward; gameState.reputation += 5; addMessage(`Success! You repo'd the vehicle and earned $${reward}. (+5% reputation)`, 'player'); } else { const penalty = Math.floor(reward / 2); gameState.cash -= penalty; gameState.reputation -= 10; if (Math.random() < 0.3) { // 30% chance of additional trouble const trouble = Math.floor(reward / 4); gameState.cash -= trouble; gameState.reputation -= 5; addMessage(`Failed! You got caught and paid $${penalty} in damages. Also had to pay $${trouble} to settle the trouble. (-15% reputation)`, 'enemy'); } else { addMessage(`Failed! You got caught and paid $${penalty} in damages. (-10% reputation)`, 'enemy'); } } gameState.day++; updateStats(); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); checkGameOver(); } // Upgrade tools function upgradeTools() { if (gameState.gameOver) return; if (gameState.cash >= 1500) { gameState.cash -= 1500; gameState.tools++; addMessage(`You upgraded your repo tools to level ${gameState.tools}.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the upgrade!", 'system'); } } // Rest for the day function rest() { if (gameState.gameOver) return; // Resting costs money but helps reputation const cost = 200; gameState.cash -= cost; gameState.reputation += 2; gameState.day++; addMessage(`You took a day off to rest. Cost: $${cost}, but gained 2% reputation.`, 'system'); addMessage(`Day ${gameState.day}: New contracts available. Choose your action.`, 'system'); updateStats(); checkGameOver(); } // Bribe an official function bribeOfficial() { if (gameState.gameOver) return; if (gameState.cash >= 1000) { gameState.cash -= 1000; gameState.bribes++; addMessage(`You bribed an official. This will help with future repo attempts.`, 'player'); updateStats(); } else { addMessage("Not enough cash for the bribe!", 'system'); } } // Event listeners easyRepoBtn.addEventListener('click', () => attemptRepo(1, 500)); mediumRepoBtn.addEventListener('click', () => attemptRepo(2, 1000)); hardRepoBtn.addEventListener('click', () => attemptRepo(3, 2000)); upgradeBtn.addEventListener('click', upgradeTools); restBtn.addEventListener('click', rest); bribeBtn.addEventListener('click', bribeOfficial); // Initialize game updateStats(); </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file with a
.htmlextension (e.g.,repo-game.html)Paste the code into this file
Open the file in any web browser to play the game
Game Features:
Three difficulty levels of repo missions (Easy, Medium, Hard)
Upgrade system for your tools to improve success rates
Reputation mechanic that affects your game
Bribery system to help with difficult missions
Day progression with resting option
Game over conditions (running out of money or reputation)
You can easily modify the game mechanics, prices, or success rates by editing the JavaScript section of the code. The game is also mobile-responsive so it will work well on phones.
Prince of Persia: Lost Crown HTML Game
Here's a simplified 2D platformer-style game inspired by Prince of Persia: Lost Crown that you can paste into an HTML file and play in your browser:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Prince of Persia: Lost Crown</title> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #222; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: 'Arial', sans-serif; } #game-container { position: relative; width: 800px; height: 500px; background-color: #111; overflow: hidden; border: 4px solid #654321; box-shadow: 0 0 20px rgba(0, 0, 0, 0.7); } #game-canvas { background-color: #1a1a1a; } #start-screen { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background: linear-gradient(rgba(0, 0, 0, 0.8), rgba(0, 0, 0, 0.8)), url('https://via.placeholder.com/800x500/333/666/?text=Prince+of+Persia'); background-size: cover; display: flex; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; text-align: center; } #start-screen h1 { font-size: 48px; text-shadow: 2px 2px 4px #000; margin-bottom: 20px; color: #e8c060; } #start-screen p { font-size: 18px; margin-bottom: 30px; max-width: 80%; } #start-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; } #start-button:hover { background-color: #f0d483; transform: scale(1.05); } #hud { position: absolute; top: 10px; left: 10px; color: #f0d483; font-size: 18px; display: flex; gap: 20px; } #controls { position: absolute; bottom: 10px; left: 10px; color: #aaa; font-size: 14px; } #game-over { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0, 0, 0, 0.8); display: none; flex-direction: column; justify-content: center; align-items: center; color: #f0d483; font-size: 36px; } #restart-button { padding: 12px 30px; background-color: #e8c060; color: #222; border: none; border-radius: 5px; font-size: 20px; font-weight: bold; cursor: pointer; transition: all 0.3s; margin-top: 20px; } #restart-button:hover { background-color: #f0d483; transform: scale(1.05); } </style> </head> <body> <div id="game-container"> <canvas id="game-canvas" width="800" height="500"></canvas> <div id="start-screen"> <h1>Prince of Persia: Lost Crown</h1> <p>Embark on an epic adventure through the cursed city of Mount Qaf. Use your acrobatic skills and time powers to overcome obstacles and defeat enemies.</p> <button id="start-button">Begin Adventure</button> </div> <div id="hud"> <div id="health">Health: 100%</div> <div id="time-shards">Time Shards: 0</div> </div> <div id="controls"> Arrow Keys: Move | Space: Jump | Shift: Dash | F: Attack | R: Rewind Time </div> <div id="game-over"> <h2>Game Over</h2> <p id="final-score">You collected 0 Time Shards</p> <button id="restart-button">Try Again</button> </div> </div> <script> // Game elements const canvas = document.getElementById('game-canvas'); const ctx = canvas.getContext('2d'); const startScreen = document.getElementById('start-screen'); const startButton = document.getElementById('start-button'); const gameOverScreen = document.getElementById('game-over'); const restartButton = document.getElementById('restart-button'); const healthDisplay = document.getElementById('health'); const timeShardsDisplay = document.getElementById('time-shards'); const finalScoreDisplay = document.getElementById('final-score'); // Game state const gameState = { running: false, player: { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] // For rewind ability }, gravity: 0.5, platforms: [ { x: 0, y: 460, width: 200, height: 40 }, { x: 250, y: 400, width: 150, height: 40 }, { x: 450, y: 350, width: 150, height: 40 }, { x: 650, y: 300, width: 150, height: 40 }, { x: 500, y: 200, width: 150, height: 40 }, { x: 300, y: 250, width: 150, height: 40 }, { x: 100, y: 150, width: 150, height: 40 } ], enemies: [ { x: 300, y: 360, width: 40, height: 40, health: 30, speed: 2, direction: 1 }, { x: 600, y: 260, width: 40, height: 40, health: 30, speed: 2, direction: -1 }, { x: 400, y: 160, width: 40, height: 40, health: 30, speed: 2, direction: 1 } ], timeShards: [ { x: 280, y: 330, width: 20, height: 20, collected: false }, { x: 530, y: 280, width: 20, height: 20, collected: false }, { x: 350, y: 180, width: 20, height: 20, collected: false }, { x: 150, y: 80, width: 20, height: 20, collected: false } ], keys: { left: false, right: false, up: false, space: false, shift: false, f: false, r: false }, camera: { x: 0, y: 0 } }; // Event listeners startButton.addEventListener('click', startGame); restartButton.addEventListener('click', restartGame); document.addEventListener('keydown', (e) => { if (!gameState.running) return; switch(e.key) { case 'ArrowLeft': gameState.keys.left = true; break; case 'ArrowRight': gameState.keys.right = true; break; case 'ArrowUp': case ' ': gameState.keys.space = true; break; case 'Shift': gameState.keys.shift = true; break; case 'f': case 'F': gameState.keys.f = true; break; case 'r': case 'R': gameState.keys.r = true; break; } }); document.addEventListener('keyup', (e) => { switch(e.key) { case 'ArrowLeft': gameState.keys.left = false; break; case 'ArrowRight': gameState.keys.right = false; break; case 'ArrowUp': case ' ': gameState.keys.space = false; break; case 'Shift': gameState.keys.shift = false; break; case 'f': case 'F': gameState.keys.f = false; break; case 'r': case 'R': gameState.keys.r = false; break; } }); // Game functions function startGame() { gameState.running = true; startScreen.style.display = 'none'; gameState.player.positions = []; gameLoop(); } function restartGame() { gameState.player = { x: 100, y: 400, width: 40, height: 60, speed: 5, jumpForce: 12, velocityY: 0, isJumping: false, health: 100, facing: 'right', attackCooldown: 0, dashCooldown: 0, rewindCharges: 3, timeShards: 0, positions: [] }; gameState.timeShards.forEach(shard => shard.collected = false); gameState.enemies.forEach(enemy => enemy.health = 30); gameOverScreen.style.display = 'none'; updateHUD(); gameLoop(); } function gameLoop() { if (!gameState.running) return; update(); render(); requestAnimationFrame(gameLoop); } function update() { const player = gameState.player; // Store player position for rewind (every 5 frames) if (gameState.running && gameLoop.frameCount % 5 === 0) { player.positions.push({ x: player.x, y: player.y }); if (player.positions.length > 100) { player.positions.shift(); } } // Handle rewind if (gameState.keys.r && player.rewindCharges > 0 && player.positions.length > 0) { const lastPosition = player.positions.pop(); player.x = lastPosition.x; player.y = lastPosition.y; player.velocityY = 0; player.rewindCharges--; updateHUD(); return; // Skip other updates during rewind } // Horizontal movement if (gameState.keys.left) { player.x -= player.speed; player.facing = 'left'; } if (gameState.keys.right) { player.x += player.speed; player.facing = 'right'; } // Dash if (gameState.keys.shift && player.dashCooldown === 0) { const dashDistance = player.facing === 'right' ? 100 : -100; player.x += dashDistance; player.dashCooldown = 60; // 1 second cooldown (60 frames) } if (player.dashCooldown > 0) { player.dashCooldown--; } // Jump if (gameState.keys.space && !player.isJumping) { player.velocityY = -player.jumpForce; player.isJumping = true; } // Apply gravity player.velocityY += gameState.gravity; player.y += player.velocityY; // Check platform collisions player.isJumping = true; gameState.platforms.forEach(platform => { if (player.x < platform.x + platform.width && player.x + player.width > platform.x && player.y < platform.y + platform.height && player.y + player.height > platform.y && player.velocityY > 0) { player.y = platform.y - player.height; player.velocityY = 0; player.isJumping = false; } }); // Check enemy collisions gameState.enemies.forEach(enemy => { // Enemy movement enemy.x += enemy.speed * enemy.direction; // Change direction if at edge of platform let onPlatform = false; gameState.platforms.forEach(platform => { if (enemy.x >= platform.x && enemy.x + enemy.width <= platform.x + platform.width && enemy.y + enemy.height === platform.y) { onPlatform = true; if (enemy.x <= platform.x || enemy.x + enemy.width >= platform.x + platform.width) { enemy.direction *= -1; } } }); if (!onPlatform) { enemy.direction *= -1; } // Player attack if (gameState.keys.f && player.attackCooldown === 0) { const attackRange = player.facing === 'right' ? 60 : -60; const attackRect = { x: player.facing === 'right' ? player.x + player.width : player.x - 40, y: player.y, width: 40, height: 40 }; if (checkCollision(attackRect, enemy)) { enemy.health -= 10; if (enemy.health <= 0) { enemy.x = -100; // Move off screen } } player.attackCooldown = 30; } if (player.attackCooldown > 0) { player.attackCooldown--; } // Enemy damage to player if (checkCollision(player, enemy)) { player.health -= 0.5; if (player.health <= 0) { gameOver(); } } }); // Collect time shards gameState.timeShards.forEach(shard => { if (!shard.collected && checkCollision(player, shard)) { shard.collected = true; player.timeShards++; updateHUD(); } }); // Check if all shards collected if (player.timeShards === gameState.timeShards.length) { finalScoreDisplay.textContent = `You collected all ${player.timeShards} Time Shards! Victory!`; gameOver(); } // Update camera gameState.camera.x = player.x - canvas.width / 3; gameState.camera.y = player.y - canvas.height / 2; // Keep camera within bounds gameState.camera.x = Math.max(0, gameState.camera.x); gameState.camera.y = Math.max(0, gameState.camera.y); updateHUD(); } function render() { // Clear canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw background ctx.fillStyle = '#1a1a1a'; ctx.fillRect(0, 0, canvas.width, canvas.height); // Draw platforms (relative to camera) ctx.fillStyle = '#654321'; gameState.platforms.forEach(platform => { ctx.fillRect( platform.x - gameState.camera.x, platform.y - gameState.camera.y, platform.width, platform.height ); }); // Draw time shards ctx.fillStyle = '#4af'; gameState.timeShards.forEach(shard => { if (!shard.collected) { ctx.beginPath(); ctx.arc( shard.x + shard.width/2 - gameState.camera.x, shard.y + shard.height/2 - gameState.camera.y, shard.width/2, 0, Math.PI * 2 ); ctx.fill(); } }); // Draw enemies ctx.fillStyle = '#a33'; gameState.enemies.forEach(enemy => { if (enemy.health > 0) { ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y, enemy.width, enemy.height ); // Health bar ctx.fillStyle = '#300'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width, 5 ); ctx.fillStyle = '#a00'; ctx.fillRect( enemy.x - gameState.camera.x, enemy.y - gameState.camera.y - 10, enemy.width * (enemy.health / 30), 5 ); ctx.fillStyle = '#a33'; } }); // Draw player ctx.fillStyle = '#f0d483'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y, gameState.player.width, gameState.player.height ); // Draw sword when attacking if (gameState.keys.f && gameState.player.attackCooldown > 25) { ctx.fillStyle = '#aaa'; if (gameState.player.facing === 'right') { ctx.fillRect( gameState.player.x + gameState.player.width - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } else { ctx.fillRect( gameState.player.x - 30 - gameState.camera.x, gameState.player.y + 10 - gameState.camera.y, 30, 10 ); } } // Draw health bar ctx.fillStyle = '#300'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width, 8 ); ctx.fillStyle = '#a00'; ctx.fillRect( gameState.player.x - gameState.camera.x, gameState.player.y - gameState.camera.y - 15, gameState.player.width * (gameState.player.health / 100), 8 ); // Draw rewind charges ctx.fillStyle = '#4af'; for (let i = 0; i < gameState.player.rewindCharges; i++) { ctx.beginPath(); ctx.arc( gameState.player.x - gameState.camera.x + (i * 15), gameState.player.y - gameState.camera.y - 25, 4, 0, Math.PI * 2 ); ctx.fill(); } } function checkCollision(rect1, rect2) { return rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.y + rect1.height > rect2.y; } function updateHUD() { healthDisplay.textContent = `Health: ${Math.max(0, Math.floor(gameState.player.health))}%`; timeShardsDisplay.textContent = `Time Shards: ${gameState.player.timeShards}/${gameState.timeShards.length}`; } function gameOver() { gameState.running = false; finalScoreDisplay.textContent = `You collected ${gameState.player.timeShards} Time Shards`; gameOverScreen.style.display = 'flex'; } // Initialize frame counter for rewind gameLoop.frameCount = 0; </script> </body> </html>
How to Use This Code:
Copy the entire code above
Create a new file named
prince-of-persia.htmlPaste the code into this file
Open the file in a web browser to play the game
Game Features:
Platformer gameplay inspired by Prince of Persia: Lost Crown
Player movement with running, jumping, and dashing
Time shard collection as the main objective
Enemies to avoid or attack
Time rewind ability (press R) to undo mistakes
Health system and game over state
Responsive controls with keyboard inputs
Camera that follows the player character
Start screen and game over screen
Controls:
Arrow Keys: Move left/right
Space: Jump
Shift: Dash
F: Attack
R: Rewind Time (limited uses)
You can easily modify the game by changing the platform positions, adding more enemies, or adjusting the player's abilities in the JavaScript section.
Top 5 Yoga Poses to Reduce Belly Fat Fast
Excess belly fat not only affects your appearance but can also lead to health issues like diabetes, heart disease, and metabolic disorders. While diet and cardio exercise are essential, yoga can be a powerful tool to tone your core, improve digestion, and burn stubborn fat.
Here are the top 5 yoga poses that specifically target belly fat and help you get a slimmer waistline fast.
1. Bhujangasana (Cobra Pose)
How to Do It:
Lie on your stomach with legs stretched out.
Place palms under your shoulders.
Inhale and lift your chest while keeping your pelvis grounded.
Hold for 15-30 seconds, then release.
Benefits:
Strengthens the abdominal muscles
Improves digestion & metabolism
Reduces belly fat by engaging the core