Top 5 Yoga Poses to Reduce Belly Fat Fast"

 

Top 5 Yoga Poses to Reduce Belly Fat Fast

Yoga for Belly Fat Reduction

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)

Cobra Pose

How to Do It:

  1. Lie on your stomach with legs stretched out.

  2. Place palms under your shoulders.

  3. Inhale and lift your chest while keeping your pelvis grounded.

  4. 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)

Boat Pose

How to Do It:

  1. Sit with legs extended.

  2. Lean back slightly and lift legs to a 45-degree angle.

  3. Extend arms parallel to the ground.

  4. Hold for 10-20 seconds, then relax.

Benefits:

  • Burns belly fat effectively

  • Strengthens core & hip flexors

  • Improves balance & digestion


3. Dhanurasana (Bow Pose)

Bow Pose

How to Do It:

  1. Lie on your stomach, bend knees, and hold ankles.

  2. Lift chest and thighs while pulling legs up.

  3. 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:

  1. Lie on your back, legs straight.

  2. Slowly lift legs to 90 degrees (or as high as possible).

  3. 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)

Kapalbhati Breathing

How to Do It:

  1. Sit cross-legged, spine straight.

  2. Take a deep breath in.

  3. Exhale forcefully through the nose while pulling belly in.

  4. 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





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R.E.P.O. Mobile Game Code Creation
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Mjhe R.E.P.O. Mobile - REPO ONLINE ka html java script css code bana kr do Jo me paste kr k game bana sakon

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:

html
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<!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:

  1. Copy the entire code above

  2. Create a new file with a .html extension (e.g., repo-game.html)

  3. Paste the code into this file

  4. 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.

This response is AI-generated, for reference only.
Prince of Persia: Lost Crown mjhe es game ka html java script css code bana kr do Jo me paste kr k active game bana sako

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:

html
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<!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:

  1. Copy the entire code above

  2. Create a new file named prince-of-persia.html

  3. Paste the code into this file

  4. 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.

Write me artical this topic with images Top 5 Yoga Poses to Reduce Belly Fat Fast"

Top 5 Yoga Poses to Reduce Belly Fat Fast

Yoga for Belly Fat Reduction

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)

Cobra Pose

How to Do It:

  1. Lie on your stomach with legs stretched out.

  2. Place palms under your shoulders.

  3. Inhale and lift your chest while keeping your pelvis grounded.

  4. 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)

Boat Pose

How to Do It:

  1. Sit with legs extended.

  2. Lean back slightly and lift legs to a 45-degree angle.

  3. Extend arms parallel to the ground.

  4. Hold for 10-20 seconds, then relax.

Benefits:

  • Burns belly fat effectively

  • Strengthens core & hip flexors

  • Improves balance & digestion


3. Dhanurasana (Bow Pose)

Bow Pose

How to Do It:

  1. Lie on your stomach, bend knees, and hold ankles.

  2. Lift chest and thighs while pulling legs up.

  3. 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)

Raised Leg Pose

How to Do It:

  1. Lie on your back, legs straight.

  2. Slowly lift legs to 90 degrees (or as high as possible).

  3. Hold for 10-30 seconds, then lower slowly.

Benefits:

  • Tones lower abs

  • Improves digestion & blood circulation

  • Reduces bloating & fat accumulation




Mjhe R.E.P.O. Mobile - REPO ONLINE ka html java script css code bana kr do Jo me paste kr k game bana sakon

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:

html
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<!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:

  1. Copy the entire code above

  2. Create a new file with a .html extension (e.g., repo-game.html)

  3. Paste the code into this file

  4. 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.

This response is AI-generated, for reference only.
Prince of Persia: Lost Crown mjhe es game ka html java script css code bana kr do Jo me paste kr k active game bana sako

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:

html
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Download
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<!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:

  1. Copy the entire code above

  2. Create a new file named prince-of-persia.html

  3. Paste the code into this file

  4. 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.

Write me artical this topic with images Top 5 Yoga Poses to Reduce Belly Fat Fast"

Top 5 Yoga Poses to Reduce Belly Fat Fast

Yoga for Belly Fat Reduction

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)

Cobra Pose

How to Do It:

  1. Lie on your stomach with legs stretched out.

  2. Place palms under your shoulders.

  3. Inhale and lift your chest while keeping your pelvis grounded.

  4. 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)

Boat Pose

How to Do It:

  1. Sit with legs extended.

  2. Lean back slightly and lift legs to a 45-degree angle.

  3. Extend arms parallel to the ground.

  4. Hold for 10-20 seconds, then relax.

Benefits:

  • Burns belly fat effectively

  • Strengthens core & hip flexors

  • Improves balance & digestion


3. Dhanurasana (Bow Pose)

Bow Pose

How to Do It:

  1. Lie on your stomach, bend knees, and hold ankles.

  2. Lift chest and thighs while pulling legs up.

  3. 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)

Raised Leg Pose

How to Do It:

  1. Lie on your back, legs straight.

  2. Slowly lift legs to 90 degrees (or as high as possible).

  3. Hold for 10-30 seconds, then lower slowly.

Benefits:

  • Tones lower abs

  • Improves digestion & blood circulation

  • Reduces bloating & fat accumulation


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R.E.P.O. Mobile Game Code Creation
HTML Tic-Tac-Toe Game Project File
Mjhe collage k ly new vision ide
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Mjhe R.E.P.O. Mobile - REPO ONLINE ka html java script css code bana kr do Jo me paste kr k game bana sakon

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:

html
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Download
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<!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:

  1. Copy the entire code above

  2. Create a new file with a .html extension (e.g., repo-game.html)

  3. Paste the code into this file

  4. 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.

This response is AI-generated, for reference only.
Prince of Persia: Lost Crown mjhe es game ka html java script css code bana kr do Jo me paste kr k active game bana sako

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:

html
Copy
Download
Run
<!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:

  1. Copy the entire code above

  2. Create a new file named prince-of-persia.html

  3. Paste the code into this file

  4. 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.

Write me artical this topic with images Top 5 Yoga Poses to Reduce Belly Fat Fast"

Top 5 Yoga Poses to Reduce Belly Fat Fast

Yoga for Belly Fat Reduction

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)

Cobra Pose

How to Do It:

  1. Lie on your stomach with legs stretched out.

  2. Place palms under your shoulders.

  3. Inhale and lift your chest while keeping your pelvis grounded.

  4. 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)

Boat Pose

How to Do It:

  1. Sit with legs extended.

  2. Lean back slightly and lift legs to a 45-degree angle.

  3. Extend arms parallel to the ground.

  4. Hold for 10-20 seconds, then relax.

Benefits:

  • Burns belly fat effectively

  • Strengthens core & hip flexors

  • Improves balance & digestion


3. Dhanurasana (Bow Pose)

Bow Pose

How to Do It:

  1. Lie on your stomach, bend knees, and hold ankles.

  2. Lift chest and thighs while pulling legs up.

  3. 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)

Raised Leg Pose

How to Do It:

  1. Lie on your back, legs straight.

  2. Slowly lift legs to 90 degrees (or as high as possible).

  3. 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)

Kapalbhati Breathing

How to Do It:

  1. Sit cross-legged, spine straight.

  2. Take a deep breath in.

  3. Exhale forcefully through the nose while pulling belly in.

  4. 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 Game Code Creation
Mjhe R.E.P.O. Mobile - REPO ONLINE ka html java script css code bana kr do Jo me paste kr k game bana sakon

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:

html
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<!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:

  1. Copy the entire code above

  2. Create a new file with a .html extension (e.g., repo-game.html)

  3. Paste the code into this file

  4. 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.

This response is AI-generated, for reference only.
Prince of Persia: Lost Crown mjhe es game ka html java script css code bana kr do Jo me paste kr k active game bana sako

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:

html
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<!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:

  1. Copy the entire code above

  2. Create a new file named prince-of-persia.html

  3. Paste the code into this file

  4. 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.

Write me artical this topic with images Top 5 Yoga Poses to Reduce Belly Fat Fast"

Top 5 Yoga Poses to Reduce Belly Fat Fast

Yoga for Belly Fat Reduction

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)

Cobra Pose

How to Do It:

  1. Lie on your stomach with legs stretched out.

  2. Place palms under your shoulders.

  3. Inhale and lift your chest while keeping your pelvis grounded.

  4. Hold for 15-30 seconds, then release.

Benefits:

  • Strengthens the abdominal muscles

  • Improves digestion & metabolism

  • Reduces belly fat by engaging the core

Mjhe R.E.P.O. Mobile - REPO ONLINE ka html java script css code bana kr do Jo me paste kr k game bana sakon

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:

html
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<!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:

  1. Copy the entire code above

  2. Create a new file with a .html extension (e.g., repo-game.html)

  3. Paste the code into this file

  4. 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.

This response is AI-generated, for reference only.
Prince of Persia: Lost Crown mjhe es game ka html java script css code bana kr do Jo me paste kr k active game bana sako

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:

html
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Download
Run
<!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:

  1. Copy the entire code above

  2. Create a new file named prince-of-persia.html

  3. Paste the code into this file

  4. 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.

Write me artical this topic with images Top 5 Yoga Poses to Reduce Belly Fat Fast"

Top 5 Yoga Poses to Reduce Belly Fat Fast

Yoga for Belly Fat Reduction

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)

Cobra Pose

How to Do It:

  1. Lie on your stomach with legs stretched out.

  2. Place palms under your shoulders.

  3. Inhale and lift your chest while keeping your pelvis grounded.

  4. Hold for 15-30 seconds, then release.

Benefits:

  • Strengthens the abdominal muscles

  • Improves digestion & metabolism

  • Reduces belly fat by engaging the core

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