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Flappy Neon: The Ultimate High-Octane Arcade Challenge

Flappy Neon: The Ultimate High-Octane Arcade Challenge
Take to the digital skies in Flappy Neon, a high-fidelity, cyberpunk-inspired reimagining of the classic arcade bird game. Designed with a stunning "Neon Noir" aesthetic, this game blends addictive retro mechanics with modern visual flair and smooth-as-silk performance.

🚀 Experience the Cyber-Flap
Navigate your neon-charged bird through an endless corridor of glowing obstacles. This isn't just a simple tap game—it’s a test of precision, timing, and nerves. As you dive through the vibrant cityscape, the stakes get higher and the glows get brighter.

✨ Key Game Features:
Cyberpunk Visuals: Immerse yourself in a dark arcade atmosphere featuring deep purples, electric blues, and hot pink neon glows.

Fluid Physics & Animation: Experience weighted gravity and dynamic rotation that makes every "flap" feel responsive and professional.

Particle Effect System: Every jump triggers a burst of neon energy, leaving a trail of digital dust as you soar.

Parallax Starfield: A multi-layered background provides a sense of speed and depth as you race past the digital horizon.

Personal Leaderboard: Track your progress with a built-in High Score system that saves your best runs locally.

🕹️ How to Play:
Launch: Tap the Start button to enter the grid.

Maneuver: Press Space, Arrow Up, or Tap the screen to defy gravity.

Survive: Thread the needle between the neon pipes. One collision means "Crashed!"

Code Snippet

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
    <title>Flappy Neon Arcade</title>
    <style>
        :root {
            --neon-blue: #00f3ff;
            --neon-pink: #ff00ff;
            --neon-purple: #bc13fe;
            --bg-dark: #050505;
        }

        * {
            box-sizing: border-box;
            user-select: none;
            -webkit-tap-highlight-color: transparent;
        }

        body {
            margin: 0;
            padding: 0;
            background-color: #000;
            display: flex;
            align-items: center;
            justify-content: center;
            height: 100vh;
            width: 100vw;
            overflow: hidden;
            font-family: 'Segoe UI', Roboto, Helvetica, Arial, sans-serif;
        }

        #game-wrapper {
            position: relative;
            width: 100%;
            max-width: 400px;
            height: 100%;
            max-height: 700px;
            border: 4px solid #111;
            border-radius: 12px;
            box-shadow: 0 0 30px rgba(0, 243, 255, 0.2);
            overflow: hidden;
            background: var(--bg-dark);
        }

        canvas {
            display: block;
            width: 100%;
            height: 100%;
            background: linear-gradient(to bottom, #050505 0%, #0a0a1a 100%);
        }

        /* UI Overlays */
        .overlay {
            position: absolute;
            inset: 0;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
            background: rgba(0, 0, 0, 0.7);
            z-index: 10;
            text-align: center;
            padding: 20px;
            backdrop-filter: blur(4px);
        }

        h1 {
            color: var(--neon-blue);
            font-size: 2.5rem;
            margin: 0 0 10px 0;
            text-shadow: 0 0 10px var(--neon-blue);
            letter-spacing: 4px;
        }

        .score-display {
            position: absolute;
            top: 20px;
            width: 100%;
            text-align: center;
            color: #fff;
            font-size: 3rem;
            font-weight: 900;
            z-index: 5;
            text-shadow: 0 0 10px var(--neon-pink);
            pointer-events: none;
        }

        .btn-start {
            padding: 15px 40px;
            font-size: 1.2rem;
            background: transparent;
            color: var(--neon-pink);
            border: 2px solid var(--neon-pink);
            border-radius: 50px;
            cursor: pointer;
            transition: all 0.3s ease;
            text-transform: uppercase;
            letter-spacing: 2px;
            font-weight: bold;
            margin-top: 20px;
        }

        .btn-start:hover {
            background: var(--neon-pink);
            color: #000;
            box-shadow: 0 0 20px var(--neon-pink);
        }

        .hidden { display: none !important; }

        #high-score {
            color: #aaa;
            margin-top: 10px;
            font-size: 0.9rem;
        }
    </style>
</head>
<body>

    <div id="game-wrapper">
        <div id="score" class="score-display">0</div>
        
        <!-- Start Screen -->
        <div id="start-screen" class="overlay">
            <h1>FLAPPY NEON</h1>
            <p style="color: #666;">Tap or Space to Jump</p>
            <button class="btn-start" id="btn-play">START</button>
            <div id="high-score">BEST: 0</div>
        </div>

        <!-- Game Over Screen -->
        <div id="game-over-screen" class="overlay hidden">
            <h1 style="color: var(--neon-pink); text-shadow: 0 0 10px var(--neon-pink);">CRASHED</h1>
            <p id="final-score" style="color: #fff; font-size: 1.5rem;">SCORE: 0</p>
            <button class="btn-start" id="btn-restart">RETRY</button>
        </div>

        <canvas id="gameCanvas"></canvas>
    </div>

    <script>
        const canvas = document.getElementById('gameCanvas');
        const ctx = canvas.getContext('2d');
        const scoreEl = document.getElementById('score');
        const startScreen = document.getElementById('start-screen');
        const gameOverScreen = document.getElementById('game-over-screen');
        const finalScoreEl = document.getElementById('final-score');
        const bestEl = document.getElementById('high-score');

        // Game Configuration
        const GRAVITY = 0.25;
        const JUMP = -4.8;
        const PIPE_SPEED = 2.5;
        const PIPE_SPACING = 180;
        const PIPE_WIDTH = 60;
        const PIPE_GAP = 160;

        let bird, pipes, particles, animationId, score, gameActive, bestScore;

        bestScore = localStorage.getItem('flappyNeonBest') || 0;
        bestEl.innerText = `BEST: ${bestScore}`;

        function resize() {
            const rect = canvas.parentNode.getBoundingClientRect();
            canvas.width = rect.width;
            canvas.height = rect.height;
        }
        window.addEventListener('resize', resize);
        resize();

        class Bird {
            constructor() {
                this.x = 50;
                this.y = canvas.height / 2;
                this.velocity = 0;
                this.radius = 14;
                this.rotation = 0;
            }

            draw() {
                ctx.save();
                ctx.translate(this.x, this.y);
                this.rotation = Math.min(Math.PI / 4, Math.max(-Math.PI / 4, this.velocity * 0.1));
                ctx.rotate(this.rotation);

                // Glow
                ctx.shadowBlur = 15;
                ctx.shadowColor = '#00f3ff';
                
                // Bird Body (Neon Triangle)
                ctx.fillStyle = '#00f3ff';
                ctx.beginPath();
                ctx.moveTo(15, 0);
                ctx.lineTo(-10, -10);
                ctx.lineTo(-10, 10);
                ctx.closePath();
                ctx.fill();

                // Wing
                ctx.strokeStyle = '#fff';
                ctx.lineWidth = 2;
                ctx.beginPath();
                ctx.moveTo(-5, 0);
                ctx.lineTo(-15, Math.sin(Date.now() * 0.01) * 8);
                ctx.stroke();

                ctx.restore();
            }

            update() {
                this.velocity += GRAVITY;
                this.y += this.velocity;

                // Particle Trail
                if (Math.random() > 0.5) {
                    particles.push(new Particle(this.x - 10, this.y, '#00f3ff'));
                }

                if (this.y + this.radius > canvas.height || this.y - this.radius < 0) {
                    endGame();
                }
            }

            flap() {
                this.velocity = JUMP;
                for(let i=0; i<5; i++) {
                    particles.push(new Particle(this.x, this.y, '#bc13fe'));
                }
            }
        }

        class Pipe {
            constructor(x) {
                this.x = x;
                this.topHeight = Math.random() * (canvas.height - PIPE_GAP - 100) + 50;
                this.passed = false;
            }

            draw() {
                ctx.shadowBlur = 10;
                ctx.shadowColor = '#ff00ff';
                ctx.strokeStyle = '#ff00ff';
                ctx.lineWidth = 3;

                // Top Pipe
                ctx.strokeRect(this.x, 0, PIPE_WIDTH, this.topHeight);
                // Bottom Pipe
                ctx.strokeRect(this.x, this.topHeight + PIPE_GAP, PIPE_WIDTH, canvas.height);
                
                // Accents
                ctx.fillStyle = 'rgba(255, 0, 255, 0.1)';
                ctx.fillRect(this.x, 0, PIPE_WIDTH, this.topHeight);
                ctx.fillRect(this.x, this.topHeight + PIPE_GAP, PIPE_WIDTH, canvas.height);
            }

            update() {
                this.x -= PIPE_SPEED;
            }
        }

        class Particle {
            constructor(x, y, color) {
                this.x = x;
                this.y = y;
                this.color = color;
                this.size = Math.random() * 3 + 1;
                this.speedX = Math.random() * -2 - 1;
                this.speedY = (Math.random() - 0.5) * 2;
                this.alpha = 1;
            }

            draw() {
                ctx.globalAlpha = this.alpha;
                ctx.fillStyle = this.color;
                ctx.fillRect(this.x, this.y, this.size, this.size);
                ctx.globalAlpha = 1;
            }

            update() {
                this.x += this.speedX;
                this.y += this.speedY;
                this.alpha -= 0.02;
            }
        }

        function init() {
            bird = new Bird();
            pipes = [new Pipe(canvas.width + 50)];
            particles = [];
            score = 0;
            scoreEl.innerText = score;
            gameActive = true;
            startScreen.classList.add('hidden');
            gameOverScreen.classList.add('hidden');
            animate();
        }

        function endGame() {
            gameActive = false;
            cancelAnimationFrame(animationId);
            if (score > bestScore) {
                bestScore = score;
                localStorage.setItem('flappyNeonBest', bestScore);
                bestEl.innerText = `BEST: ${bestScore}`;
            }
            finalScoreEl.innerText = `SCORE: ${score}`;
            gameOverScreen.classList.remove('hidden');
        }

        function animate() {
            if (!gameActive) return;
            ctx.clearRect(0, 0, canvas.width, canvas.height);

            // Background Parallax Stars
            ctx.fillStyle = '#fff';
            for(let i=0; i<20; i++) {
                let x = (Math.sin(i + Date.now() * 0.0001) * canvas.width + canvas.width) % canvas.width;
                let y = (i * 50) % canvas.height;
                ctx.globalAlpha = 0.2;
                ctx.fillRect(x, y, 2, 2);
            }
            ctx.globalAlpha = 1;

            // Pipes
            if (pipes[pipes.length - 1].x < canvas.width - PIPE_SPACING) {
                pipes.push(new Pipe(canvas.width));
            }

            for (let i = pipes.length - 1; i >= 0; i--) {
                pipes[i].draw();
                pipes[i].update();

                // Collision Detection
                if (
                    bird.x + bird.radius > pipes[i].x && 
                    bird.x - bird.radius < pipes[i].x + PIPE_WIDTH &&
                    (bird.y - bird.radius < pipes[i].topHeight || bird.y + bird.radius > pipes[i].topHeight + PIPE_GAP)
                ) {
                    endGame();
                }

                // Scoring
                if (!pipes[i].passed && pipes[i].x + PIPE_WIDTH < bird.x) {
                    pipes[i].passed = true;
                    score++;
                    scoreEl.innerText = score;
                }

                if (pipes[i].x < -PIPE_WIDTH) pipes.splice(i, 1);
            }

            // Particles
            for (let i = particles.length - 1; i >= 0; i--) {
                particles[i].draw();
                particles[i].update();
                if (particles[i].alpha <= 0) particles.splice(i, 1);
            }

            bird.draw();
            bird.update();

            animationId = requestAnimationFrame(animate);
        }

        // Input Handling
        const handleInput = () => {
            if (gameActive) {
                bird.flap();
            }
        };

        window.addEventListener('keydown', (e) => {
            if (e.code === 'Space' || e.code === 'ArrowUp') handleInput();
        });
        canvas.addEventListener('touchstart', (e) => {
            e.preventDefault();
            handleInput();
        });
        canvas.addEventListener('mousedown', handleInput);

        document.getElementById('btn-play').onclick = init;
        document.getElementById('btn-restart').onclick = init;

        // Initial View
        ctx.fillStyle = '#0a0a1a';
        ctx.fillRect(0, 0, canvas.width, canvas.height);
    </script>
</body>
</html>

Media & Assets

Flappy Neon: The Ultimate High-Octane Arcade Challenge
Resource ID: #00023
Posted: December 22, 2025
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