Spaces:
Running
Running
Update index.html
Browse files- index.html +380 -18
index.html
CHANGED
@@ -1,19 +1,381 @@
|
|
1 |
-
<!
|
2 |
<html>
|
3 |
-
|
4 |
-
|
5 |
-
|
6 |
-
|
7 |
-
|
8 |
-
|
9 |
-
|
10 |
-
|
11 |
-
|
12 |
-
|
13 |
-
|
14 |
-
|
15 |
-
|
16 |
-
|
17 |
-
|
18 |
-
|
19 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
<!DOCTYPE html>
|
2 |
<html>
|
3 |
+
<head>
|
4 |
+
<style>
|
5 |
+
body {
|
6 |
+
margin: 0;
|
7 |
+
overflow: hidden;
|
8 |
+
background: #1a1a1a;
|
9 |
+
font-family: Arial;
|
10 |
+
}
|
11 |
+
#hud {
|
12 |
+
position: fixed;
|
13 |
+
top: 20px;
|
14 |
+
left: 20px;
|
15 |
+
color: white;
|
16 |
+
}
|
17 |
+
#healthBar {
|
18 |
+
width: 200px;
|
19 |
+
height: 20px;
|
20 |
+
background: #333;
|
21 |
+
border-radius: 10px;
|
22 |
+
overflow: hidden;
|
23 |
+
}
|
24 |
+
#health {
|
25 |
+
width: 100%;
|
26 |
+
height: 100%;
|
27 |
+
background: #2ecc71;
|
28 |
+
transition: width 0.2s;
|
29 |
+
}
|
30 |
+
#controls {
|
31 |
+
position: fixed;
|
32 |
+
top: 20px;
|
33 |
+
right: 20px;
|
34 |
+
color: white;
|
35 |
+
background: rgba(0,0,0,0.7);
|
36 |
+
padding: 15px;
|
37 |
+
border-radius: 5px;
|
38 |
+
}
|
39 |
+
#round {
|
40 |
+
position: fixed;
|
41 |
+
top: 20px;
|
42 |
+
left: 50%;
|
43 |
+
transform: translateX(-50%);
|
44 |
+
color: white;
|
45 |
+
font-size: 24px;
|
46 |
+
}
|
47 |
+
#gameOver {
|
48 |
+
position: fixed;
|
49 |
+
top: 50%;
|
50 |
+
left: 50%;
|
51 |
+
transform: translate(-50%, -50%);
|
52 |
+
background: rgba(0,0,0,0.8);
|
53 |
+
color: white;
|
54 |
+
padding: 20px;
|
55 |
+
border-radius: 10px;
|
56 |
+
text-align: center;
|
57 |
+
display: none;
|
58 |
+
}
|
59 |
+
#restart {
|
60 |
+
background: #2ecc71;
|
61 |
+
border: none;
|
62 |
+
color: white;
|
63 |
+
padding: 10px 20px;
|
64 |
+
border-radius: 5px;
|
65 |
+
cursor: pointer;
|
66 |
+
margin-top: 10px;
|
67 |
+
}
|
68 |
+
</style>
|
69 |
+
</head>
|
70 |
+
<body>
|
71 |
+
<canvas id="game"></canvas>
|
72 |
+
<div id="hud">
|
73 |
+
<div id="healthBar">
|
74 |
+
<div id="health"></div>
|
75 |
+
</div>
|
76 |
+
</div>
|
77 |
+
<div id="round">Round 1</div>
|
78 |
+
<div id="controls">
|
79 |
+
WASD - Move<br>
|
80 |
+
Mouse - Aim<br>
|
81 |
+
Space - Shoot
|
82 |
+
</div>
|
83 |
+
<div id="gameOver">
|
84 |
+
Game Over!<br>
|
85 |
+
<button id="restart" onclick="restartGame()">Restart Game</button>
|
86 |
+
</div>
|
87 |
+
|
88 |
+
<script>
|
89 |
+
const canvas = document.getElementById('game');
|
90 |
+
const ctx = canvas.getContext('2d');
|
91 |
+
|
92 |
+
canvas.width = window.innerWidth;
|
93 |
+
canvas.height = window.innerHeight;
|
94 |
+
|
95 |
+
const PLAYER_SIZE = 30;
|
96 |
+
const BULLET_SPEED = 10;
|
97 |
+
const ENEMY_SPEED = 2;
|
98 |
+
const SHOOTING_INTERVAL = 333; // 3 shots per second
|
99 |
+
|
100 |
+
let game = {
|
101 |
+
player: {
|
102 |
+
x: canvas.width/2,
|
103 |
+
y: canvas.height/2,
|
104 |
+
speed: 5,
|
105 |
+
health: 1000,
|
106 |
+
maxHealth: 1000,
|
107 |
+
bullets: [],
|
108 |
+
bulletsPerShot: 1
|
109 |
+
},
|
110 |
+
enemies: [],
|
111 |
+
items: [],
|
112 |
+
round: 1,
|
113 |
+
keys: {},
|
114 |
+
mouse: {x: 0, y: 0},
|
115 |
+
lastShot: 0,
|
116 |
+
shooting: false
|
117 |
+
};
|
118 |
+
|
119 |
+
const gunSound = new Audio('data:audio/wav;base64,UklGRnoGAABXQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YWoGAACBhYqFbF1pbphwX4WqY0J0zGYhdPV3I2vyd5qCvHKTlZJ0j6p+cJGYhIaHmH1li6R9YH6hooCEjaB0f4SOo3yLkZSCeq+bXY/FdWt9tnhcl69yZ5mfdGSSoYKEkZuBdYqgeIKEm4Joe6GJfX+VmnuBjZaFhqmQYY7Hc36QiXd6kpWLgpSieIeQnICEkZeEhJOcfH6Om4GBjZWEgpOYfICLl4OBjZSEgZKYfICKloKBjJODgZGXe3+JlYGAi5KCgJCWen+IlICAfoh+gY2ScICBjX+ChImFhYuJhYeHhoeHh4iIiIiIiIiIiIiIiIiIiIiIiIiHh4aGhYSCgYB/fn18fHx9fn+AgYKEhYeIiYuMjo+RkpSVl5iZmptcW15hZGhrbW5vcHFydHZ4enx+gIKEh4mMj5GSk5OTkpGQjo2LiomIiImKi4yOj5GSlJWXmJqbnZ6foKGio6SlpqeoqaqrrK2ur7CxsrO0tba3uLm6u7y9vr/AwcLDxMXGx8jJysvMzc7P0NHS09TV1tfY2drbAQIDBAUGBwgJCgsMDQ4PEBESExQVFhcYGRobHB0eHyAhIiMkJSYnKCkqKywtLi8wMTIzNDU2Nzg5Ojs8PT4/QEFCQ0RFRkdISUpLTE1OT1BRUlNUVVZXWFlaW1xdXl9gYWJjZGVmZ2hpamtsbW5vcHFyc3R1dnd4eXp7fH1+f4CBgoOEhYaHiImKi4yNjo+QkZKTlJWWl5iZmpucnZ6foKGio6SlpqeoqaqrrK2ur7CxsrO0tba3uLm6u7y9vr/AwcLDxMXGx8jJysvMzc7P0NHS09TV1tfY2drb3N3e3+Dh4uPk5ebn6Onq6+zt7u/w8fLz9PX29/j5+vv8/f7/AAECAwQFBgcICQoLDA0ODxAREhMUFRYXGBkaGxwdHh8gISIjJCUmJygpKissLS4vMDEyMzQ1Njc4OTo7PD0+P0BBQkNERUZHSElKS0xNTk9QUVJTVFVWV1hZWltcXV5fYGFiY2RlZmdoaWprbG1ub3BxcnN0dXZ3eHl6e3x9fn+AgYKDhIWGh4iJiouMjY6PkJGSk5SVlpeYmZqbnJ2en6ChoqOkpaanqKmqq6ytrq+wsbKztLW2t7i5uru8vb6/wMHCw8TFxsfIycrLzM3Oz9DR0tPU1dbX2Nna29zd3t/g4eLj5OXm5+jp6uvs7e7v8PHy8/T19vf4+fr7/P3+/wABAgMEBQYHCAkKCwwNDg8QERITFBUWFxgZGhscHR4fICEiIyQlJicoKSorLC0uLzAxMjM0NTY3ODk6Ozw9Pj9AQUJDREVGR0hJSktMTU5PUFFSU1RVVldYWVpbXF1eX2BhYmNkZWZnaGlqa2xtbm9wcXJzdHV2d3h5ent8fX5/gIGCg4SFhoeIiYqLjI2Oj5CRkpOUlZaXmJmam5ydnp+goaKjpKWmp6ipqqusra6vsLGys7S1tre4ubq7vL2+v8DBwsPExcbHyMnKy8zNzs/Q0dLT1NXW19jZ2tvc3d7f4OHi4+Tl5ufo6err7O3u7/Dx8vP09fb3+Pn6+/z9/v8=');
|
120 |
+
|
121 |
+
function spawnEnemies() {
|
122 |
+
const enemyCount = game.round * 5;
|
123 |
+
for(let i = 0; i < enemyCount; i++) {
|
124 |
+
game.enemies.push({
|
125 |
+
x: Math.random() * canvas.width,
|
126 |
+
y: Math.random() * canvas.height,
|
127 |
+
health: 1000,
|
128 |
+
maxHealth: 1000,
|
129 |
+
bullets: [],
|
130 |
+
lastShot: 0,
|
131 |
+
direction: {
|
132 |
+
x: Math.random() * 2 - 1,
|
133 |
+
y: Math.random() * 2 - 1
|
134 |
+
}
|
135 |
+
});
|
136 |
+
}
|
137 |
+
}
|
138 |
+
|
139 |
+
function update() {
|
140 |
+
// Player movement
|
141 |
+
if(game.keys['w'] && game.player.y > PLAYER_SIZE)
|
142 |
+
game.player.y -= game.player.speed;
|
143 |
+
if(game.keys['s'] && game.player.y < canvas.height - PLAYER_SIZE)
|
144 |
+
game.player.y += game.player.speed;
|
145 |
+
if(game.keys['a'] && game.player.x > PLAYER_SIZE)
|
146 |
+
game.player.x -= game.player.speed;
|
147 |
+
if(game.keys['d'] && game.player.x < canvas.width - PLAYER_SIZE)
|
148 |
+
game.player.x += game.player.speed;
|
149 |
+
|
150 |
+
// Player shooting
|
151 |
+
if(game.shooting && Date.now() - game.lastShot > SHOOTING_INTERVAL) {
|
152 |
+
const angle = Math.atan2(
|
153 |
+
game.mouse.y - game.player.y,
|
154 |
+
game.mouse.x - game.player.x
|
155 |
+
);
|
156 |
+
|
157 |
+
for(let i = 0; i < game.player.bulletsPerShot; i++) {
|
158 |
+
game.player.bullets.push({
|
159 |
+
x: game.player.x,
|
160 |
+
y: game.player.y,
|
161 |
+
angle: angle + (Math.random() - 0.5) * 0.2
|
162 |
+
});
|
163 |
+
}
|
164 |
+
gunSound.cloneNode().play();
|
165 |
+
game.lastShot = Date.now();
|
166 |
+
}
|
167 |
+
|
168 |
+
// Update bullets and check collisions
|
169 |
+
for(let i = game.player.bullets.length - 1; i >= 0; i--) {
|
170 |
+
const bullet = game.player.bullets[i];
|
171 |
+
bullet.x += Math.cos(bullet.angle) * BULLET_SPEED;
|
172 |
+
bullet.y += Math.sin(bullet.angle) * BULLET_SPEED;
|
173 |
+
|
174 |
+
// Remove out of bounds bullets
|
175 |
+
if(bullet.x < 0 || bullet.x > canvas.width ||
|
176 |
+
bullet.y < 0 || bullet.y > canvas.height) {
|
177 |
+
game.player.bullets.splice(i, 1);
|
178 |
+
}
|
179 |
+
|
180 |
+
// Check enemy hits
|
181 |
+
for(let j = game.enemies.length - 1; j >= 0; j--) {
|
182 |
+
const enemy = game.enemies[j];
|
183 |
+
const dx = bullet.x - enemy.x;
|
184 |
+
const dy = bullet.y - enemy.y;
|
185 |
+
if(Math.sqrt(dx*dx + dy*dy) < PLAYER_SIZE/2) {
|
186 |
+
enemy.health -= 100;
|
187 |
+
game.player.bullets.splice(i, 1);
|
188 |
+
if(enemy.health <= 0) {
|
189 |
+
game.enemies.splice(j, 1);
|
190 |
+
game.player.bulletsPerShot++;
|
191 |
+
// Drop health item
|
192 |
+
game.items.push({
|
193 |
+
x: enemy.x,
|
194 |
+
y: enemy.y,
|
195 |
+
type: 'health'
|
196 |
+
});
|
197 |
+
}
|
198 |
+
break;
|
199 |
+
}
|
200 |
+
}
|
201 |
+
}
|
202 |
+
|
203 |
+
// Update enemies
|
204 |
+
game.enemies.forEach(enemy => {
|
205 |
+
// Movement
|
206 |
+
enemy.x += enemy.direction.x * ENEMY_SPEED;
|
207 |
+
enemy.y += enemy.direction.y * ENEMY_SPEED;
|
208 |
+
|
209 |
+
// Bounce off walls
|
210 |
+
if(enemy.x < 0 || enemy.x > canvas.width) enemy.direction.x *= -1;
|
211 |
+
if(enemy.y < 0 || enemy.y > canvas.height) enemy.direction.y *= -1;
|
212 |
+
|
213 |
+
// Shooting
|
214 |
+
if(Date.now() - enemy.lastShot > 1000) {
|
215 |
+
const angle = Math.atan2(
|
216 |
+
game.player.y - enemy.y,
|
217 |
+
game.player.x - enemy.x
|
218 |
+
);
|
219 |
+
enemy.bullets.push({
|
220 |
+
x: enemy.x,
|
221 |
+
y: enemy.y,
|
222 |
+
angle: angle
|
223 |
+
});
|
224 |
+
enemy.lastShot = Date.now();
|
225 |
+
}
|
226 |
+
|
227 |
+
// Update enemy bullets
|
228 |
+
for(let i = enemy.bullets.length - 1; i >= 0; i--) {
|
229 |
+
const bullet = enemy.bullets[i];
|
230 |
+
bullet.x += Math.cos(bullet.angle) * BULLET_SPEED/2;
|
231 |
+
bullet.y += Math.sin(bullet.angle) * BULLET_SPEED/2;
|
232 |
+
|
233 |
+
// Check player hit
|
234 |
+
const dx = bullet.x - game.player.x;
|
235 |
+
const dy = bullet.y - game.player.y;
|
236 |
+
if(Math.sqrt(dx*dx + dy*dy) < PLAYER_SIZE/2) {
|
237 |
+
game.player.health -= 50;
|
238 |
+
enemy.bullets.splice(i, 1);
|
239 |
+
document.getElementById('health').style.width =
|
240 |
+
(game.player.health/game.player.maxHealth * 100) + '%';
|
241 |
+
|
242 |
+
if(game.player.health <= 0) {
|
243 |
+
document.getElementById('gameOver').style.display = 'block';
|
244 |
+
}
|
245 |
+
}
|
246 |
+
|
247 |
+
// Remove out of bounds bullets
|
248 |
+
if(bullet.x < 0 || bullet.x > canvas.width ||
|
249 |
+
bullet.y < 0 || bullet.y > canvas.height) {
|
250 |
+
enemy.bullets.splice(i, 1);
|
251 |
+
}
|
252 |
+
}
|
253 |
+
});
|
254 |
+
|
255 |
+
// Update items
|
256 |
+
for(let i = game.items.length - 1; i >= 0; i--) {
|
257 |
+
const item = game.items[i];
|
258 |
+
const dx = item.x - game.player.x;
|
259 |
+
const dy = item.y - game.player.y;
|
260 |
+
if(Math.sqrt(dx*dx + dy*dy) < PLAYER_SIZE) {
|
261 |
+
game.player.health = Math.min(
|
262 |
+
game.player.maxHealth,
|
263 |
+
game.player.health + 200
|
264 |
+
);
|
265 |
+
document.getElementById('health').style.width =
|
266 |
+
(game.player.health/game.player.maxHealth * 100) + '%';
|
267 |
+
game.items.splice(i, 1);
|
268 |
+
}
|
269 |
+
}
|
270 |
+
|
271 |
+
// Check round completion
|
272 |
+
if(game.enemies.length === 0) {
|
273 |
+
if(game.round < 10) {
|
274 |
+
game.round++;
|
275 |
+
document.getElementById('round').textContent = `Round ${game.round}`;
|
276 |
+
game.player.health = game.player.maxHealth;
|
277 |
+
document.getElementById('health').style.width = '100%';
|
278 |
+
game.player.bulletsPerShot = 1; // Reset bullets per shot
|
279 |
+
spawnEnemies();
|
280 |
+
}
|
281 |
+
}
|
282 |
+
}
|
283 |
+
|
284 |
+
function draw() {
|
285 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
286 |
+
|
287 |
+
// Draw player
|
288 |
+
ctx.fillStyle = 'white';
|
289 |
+
ctx.font = '30px Arial';
|
290 |
+
ctx.fillText('🐭', game.player.x - 15, game.player.y + 15);
|
291 |
+
|
292 |
+
// Draw player bullets
|
293 |
+
ctx.fillStyle = 'yellow';
|
294 |
+
game.player.bullets.forEach(bullet => {
|
295 |
+
ctx.beginPath();
|
296 |
+
ctx.arc(bullet.x, bullet.y, 3, 0, Math.PI * 2);
|
297 |
+
ctx.fill();
|
298 |
+
});
|
299 |
+
|
300 |
+
// Draw enemies
|
301 |
+
game.enemies.forEach(enemy => {
|
302 |
+
// Enemy
|
303 |
+
ctx.fillStyle = 'white';
|
304 |
+
ctx.fillText('🐱', enemy.x - 15, enemy.y + 15);
|
305 |
+
|
306 |
+
// Health bar
|
307 |
+
ctx.fillStyle = '#600';
|
308 |
+
ctx.fillRect(enemy.x - 25, enemy.y - 30, 50, 5);
|
309 |
+
ctx.fillStyle = '#f00';
|
310 |
+
ctx.fillRect(enemy.x - 25, enemy.y - 30,
|
311 |
+
(enemy.health/enemy.maxHealth) * 50, 5);
|
312 |
+
|
313 |
+
// Enemy bullets
|
314 |
+
ctx.fillStyle = 'red';
|
315 |
+
enemy.bullets.forEach(bullet => {
|
316 |
+
ctx.beginPath();
|
317 |
+
ctx.arc(bullet.x, bullet.y, 3, 0, Math.PI * 2);
|
318 |
+
ctx.fill();
|
319 |
+
});
|
320 |
+
});
|
321 |
+
|
322 |
+
// Draw items
|
323 |
+
ctx.fillStyle = 'green';
|
324 |
+
game.items.forEach(item => {
|
325 |
+
ctx.fillText('✚', item.x - 10, item.y + 10);
|
326 |
+
});
|
327 |
+
}
|
328 |
+
|
329 |
+
function gameLoop() {
|
330 |
+
if(game.player.health > 0) {
|
331 |
+
update();
|
332 |
+
draw();
|
333 |
+
}
|
334 |
+
requestAnimationFrame(gameLoop);
|
335 |
+
}
|
336 |
+
|
337 |
+
function restartGame() {
|
338 |
+
game = {
|
339 |
+
player: {
|
340 |
+
x: canvas.width/2,
|
341 |
+
y: canvas.height/2,
|
342 |
+
speed: 5,
|
343 |
+
health: 1000,
|
344 |
+
maxHealth: 1000,
|
345 |
+
bullets: [],
|
346 |
+
bulletsPerShot: 1
|
347 |
+
},
|
348 |
+
enemies: [],
|
349 |
+
items: [],
|
350 |
+
round: 1,
|
351 |
+
keys: game.keys,
|
352 |
+
mouse: game.mouse,
|
353 |
+
lastShot: 0,
|
354 |
+
shooting: false
|
355 |
+
};
|
356 |
+
document.getElementById('health').style.width = '100%';
|
357 |
+
document.getElementById('round').textContent = 'Round 1';
|
358 |
+
document.getElementById('gameOver').style.display = 'none';
|
359 |
+
spawnEnemies();
|
360 |
+
}
|
361 |
+
|
362 |
+
// Event listeners
|
363 |
+
window.addEventListener('keydown', e => game.keys[e.key] = true);
|
364 |
+
window.addEventListener('keyup', e => game.keys[e.key] = false);
|
365 |
+
window.addEventListener('mousemove', e => {
|
366 |
+
game.mouse.x = e.clientX;
|
367 |
+
game.mouse.y = e.clientY;
|
368 |
+
});
|
369 |
+
window.addEventListener('keydown', e => {
|
370 |
+
if(e.code === 'Space') game.shooting = true;
|
371 |
+
});
|
372 |
+
window.addEventListener('keyup', e => {
|
373 |
+
if(e.code === 'Space') game.shooting = false;
|
374 |
+
});
|
375 |
+
|
376 |
+
// Start game
|
377 |
+
spawnEnemies();
|
378 |
+
gameLoop();
|
379 |
+
</script>
|
380 |
+
</body>
|
381 |
+
</html><script async data-explicit-opt-in="true" data-cookie-opt-in="true" src="https://vercel.live/_next-live/feedback/feedback.js"></script>
|