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Code Editor : galaxian.php
<?php header("Access-Control-Allow-Origin: *"); header("Access-Control-Allow-Methods: GET, POST, OPTIONS"); header("Access-Control-Allow-Headers: Content-Type, Authorization"); ?> <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>Galaxian Mini Enhanced</title> <style> html, body { margin: 0; padding: 0; background: black; overflow: hidden; } canvas { display: block; background: #000; } #controls { position: fixed; bottom: 20px; width: 100%; display: flex; justify-content: center; gap: 20px; } .btn { width: 60px; height: 60px; background: rgba(255, 255, 255, 0.2); border-radius: 50%; border: 2px solid white; color: white; font-size: 24px; line-height: 60px; text-align: center; user-select: none; } </style> </head> <body> <canvas id="gameCanvas"></canvas> <div id="controls"> <div class="btn" id="leftBtn">⬅</div> <div class="btn" id="fireBtn">🔫</div> <div class="btn" id="rightBtn">➡</div> </div> <script> const canvas = document.getElementById("gameCanvas"); const ctx = canvas.getContext("2d"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; let player = { x: canvas.width / 2 - 20, y: canvas.height - 60, w: 40, h: 20, speed: 6 }; let bullets = [], enemies = [], enemyBullets = [], divingEnemies = [], explosions = [], powerUps = []; let keys = {}, score = 0, fireCooldown = 0, level = 1; let levelStartTime = Date.now(), lastClearTime = 0, bestClearTime = null; let enemySpeed = 1; let isGameOver = false; let boss = null; let bossTypes = [{ hp: 50, speed: 2, color: 'purple', name: 'Warlord' }, { hp: 80, speed: 1.5, color: 'orange', name: 'Destroyer' }, { hp: 100, speed: 1, color: 'blue', name: 'Titan' } ]; let stars = Array.from({ length: 100 }, () => ({ x: Math.random() * canvas.width, y: Math.random() * canvas.height, size: Math.random() * 2 + 1 })); function drawPlayer() { ctx.fillStyle = 'white'; ctx.fillRect(player.x, player.y, player.w, player.h); } function drawStars() { ctx.fillStyle = 'white'; stars.forEach(s => { ctx.beginPath(); ctx.arc(s.x, s.y, s.size, 0, Math.PI * 2); ctx.fill(); s.y += 0.5; if (s.y > canvas.height) { s.y = 0; s.x = Math.random() * canvas.width; } }); } function drawBoss() { if (!boss) return; ctx.fillStyle = boss.color; ctx.fillRect(boss.x, boss.y, boss.w, boss.h); ctx.fillStyle = 'white'; ctx.font = '16px Arial'; ctx.fillText(boss.name, boss.x + 5, boss.y - 10); const hpPercent = boss.hp / boss.maxHp; ctx.fillStyle = 'red'; ctx.fillRect(boss.x, boss.y - 6, boss.w, 4); ctx.fillStyle = 'lime'; ctx.fillRect(boss.x, boss.y - 6, boss.w * hpPercent, 4); } function addExplosion(x, y) { for (let i = 0; i < 10; i++) { explosions.push({ x, y, dx: (Math.random() - 0.5) * 4, dy: (Math.random() - 0.5) * 4, life: 30 }); } } function drawExplosions() { explosions = explosions.filter(e => e.life > 0); explosions.forEach(e => { ctx.fillStyle = 'orange'; ctx.beginPath(); ctx.arc(e.x, e.y, 3, 0, Math.PI * 2); ctx.fill(); e.x += e.dx; e.y += e.dy; e.life--; }); } function shootBullet() { if (bullets.length < 4 && fireCooldown <= 0) { bullets.push({ x: player.x + player.w / 2 - 2, y: player.y, w: 4, h: 10, speed: 7 }); fireCooldown = 10; } } function spawnBoss() { const type = bossTypes[(level / 5 - 1) % bossTypes.length]; boss = { x: canvas.width / 2 - 40, y: 80, w: 80, h: 30, hp: type.hp, maxHp: type.hp, dx: type.speed, color: type.color, name: type.name, cooldown: 100 }; } function moveBoss() { if (!boss) return; boss.x += boss.dx; if (boss.x < 0 || boss.x + boss.w > canvas.width) boss.dx *= -1; boss.cooldown--; if (boss.cooldown <= 0) { for (let i = -2; i <= 2; i++) { enemyBullets.push({ x: boss.x + boss.w / 2 + i * 8, y: boss.y + boss.h, w: 4, h: 10, speed: 3 }); } boss.cooldown = 100; } } function detectCollisions() { bullets.forEach((b, bi) => { if (boss && b.x < boss.x + boss.w && b.x + b.w > boss.x && b.y < boss.y + boss.h && b.y + b.h > boss.y) { boss.hp--; bullets.splice(bi, 1); if (boss.hp <= 0) { score += 500; addExplosion(boss.x + boss.w / 2, boss.y + boss.h / 2); boss = null; } } enemies.forEach(e => { if (e.alive && b.x < e.x + e.w && b.x + b.w > e.x && b.y < e.y + e.h && b.y + b.h > e.y) { e.alive = false; bullets.splice(bi, 1); score += 100; addExplosion(e.x + e.w / 2, e.y + e.h / 2); } }); }); } function checkLevelProgress() { const remaining = enemies.filter(e => e.alive).length; if (remaining === 0 && !boss) { level++; if (level % 5 === 0) spawnBoss(); else spawnEnemies(); } } function drawScore() { ctx.fillStyle = 'white'; ctx.font = '18px Arial'; ctx.fillText("Score: " + score + " Level: " + level, 20, 30); } function gameLoop() { if (isGameOver) return; ctx.clearRect(0, 0, canvas.width, canvas.height); fireCooldown = Math.max(0, fireCooldown - 1); drawStars(); if (keys['ArrowLeft'] || keys['left']) player.x -= player.speed; if (keys['ArrowRight'] || keys['right']) player.x += player.speed; if (keys['fire']) shootBullet(); player.x = Math.max(0, Math.min(canvas.width - player.w, player.x)); moveBoss(); moveEnemies(); drawEnemies(); drawBoss(); drawPlayer(); drawBullets(); detectCollisions(); checkLevelProgress(); drawScore(); drawExplosions(); checkPlayerHit(); // ✅ call here only requestAnimationFrame(gameLoop); } document.addEventListener("keydown", e => { keys[e.key] = true; if (e.key === ' ') shootBullet(); }); document.addEventListener("keyup", e => { keys[e.key] = false; }); function setupTouchButton(id, keyName) { const el = document.getElementById(id); el.addEventListener("pointerdown", () => keys[keyName] = true); el.addEventListener("pointerup", () => keys[keyName] = false); el.addEventListener("pointerleave", () => keys[keyName] = false); } setupTouchButton("leftBtn", "left"); setupTouchButton("rightBtn", "right"); setupTouchButton("fireBtn", "fire"); function spawnEnemies() { enemies = []; for (let r = 0; r < 4; r++) { for (let c = 0; c < 10; c++) { enemies.push({ x: 80 + c * 60, y: 60 + r * 40, w: 40, h: 20, alive: true, cooldown: Math.random() * 300 + 100 }); } } } function moveEnemies() { let edge = false; enemies.forEach(e => { if (e.alive) { e.x += enemySpeed; // Track edge to bounce if (e.x + e.w > canvas.width || e.x < 0) edge = true; // Handle shooting (level-based frequency) e.cooldown = (e.cooldown || 0) - 1; if (e.cooldown <= 0) { enemyBullets.push({ x: e.x + e.w / 2, y: e.y + e.h, w: 4, h: 10, speed: 3 }); // Bullet cooldown decreases with level const baseCooldown = Math.max(80, 300 - level * 20); e.cooldown = Math.random() * baseCooldown + 50; } } }); if (edge) { enemySpeed *= -1; enemies.forEach(e => { if (e.alive) e.y += 20; }); } } function drawEnemies() { ctx.fillStyle = 'lime'; enemies.forEach(e => { if (e.alive) ctx.fillRect(e.x, e.y, e.w, e.h); }); } function drawBullets() { ctx.fillStyle = 'red'; bullets.forEach((b, i) => { b.y -= b.speed; ctx.fillRect(b.x, b.y, b.w, b.h); if (b.y + b.h < 0) bullets.splice(i, 1); }); ctx.fillStyle = 'yellow'; enemyBullets.forEach((b, i) => { b.y += b.speed; ctx.fillRect(b.x, b.y, b.w, b.h); if (b.y > canvas.height) enemyBullets.splice(i, 1); }); } function showAdAndRestart() { document.getElementById("gameOverPopup").style.display = "flex"; } function restartGame() { window.open("https://webbed-leadership.com/IFcS2v", "_blank"); // optional ad document.getElementById("gameOverPopup").style.display = "none"; // Reset state bullets = []; enemies = []; enemyBullets = []; explosions = []; boss = null; score = 0; level = 1; isGameOver = false; spawnEnemies(); gameLoop(); // restart the loop } // Detect player hit function checkPlayerHit() { [...enemyBullets, ...(boss ? [boss] : [])].forEach(b => { if (b.x < player.x + player.w && b.x + b.w > player.x && b.y < player.y + player.h && b.y + b.h > player.y) { isGameOver = true; setTimeout(() => showAdAndRestart(), 500); } }); } function startGame() { document.getElementById("startScreen").style.display = "none"; document.getElementById("gameOverPopup").style.display = "none"; spawnEnemies(); gameLoop(); } setInterval(() => { if (!isGameOver) checkPlayerHit(); }, 100); let adCountdown = 5; // Detect player hit function checkPlayerHit() { [...enemyBullets, ...(boss ? [boss] : [])].forEach(b => { if (b.x < player.x + player.w && b.x + b.w > player.x && b.y < player.y + player.h && b.y + b.h > player.y) { isGameOver = true; setTimeout(() => showAdAndRestart(), 500); } }); } setInterval(() => { if (!isGameOver) checkPlayerHit(); }, 100); </script> <div id="gameOverPopup" style="display:none; position:fixed; top:0; left:0; width:100%; height:100%; background:rgba(0,0,0,0.8); color:white; display:flex; justify-content:center; align-items:center; flex-direction:column; z-index:9999"> <h1>Game Over</h1> <button onclick="restartGame()" style="padding:12px 24px; font-size:18px;">Restart</button> </div> <div id="startScreen" style="position:fixed;top:0;left:0;width:100%;height:100%;background:black;color:white;display:flex;justify-content:center;align-items:center;flex-direction:column;z-index:9999"> <h1>Galaxian Mini</h1> <button onclick="startGame()" style="padding:15px 30px;font-size:20px;">Start Game</button> </div> </body> </html>
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