File size: 28,866 Bytes
cbc430d | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 | <!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Free Fire Headshot Trainer</title>
<script src="https://cdn.tailwindcss.com"></script>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
<style>
@keyframes targetPulse {
0% { transform: scale(1); opacity: 0.8; }
50% { transform: scale(1.1); opacity: 1; }
100% { transform: scale(1); opacity: 0.8; }
}
.target {
animation: targetPulse 2s infinite;
transition: all 0.3s ease;
}
.hit-effect {
position: absolute;
width: 100px;
height: 100px;
background: radial-gradient(circle, rgba(255,255,255,0.8) 0%, rgba(255,0,0,0) 70%);
border-radius: 50%;
pointer-events: none;
transform: translate(-50%, -50%);
opacity: 0;
}
.headshot {
background: radial-gradient(circle, rgba(255,215,0,0.7) 0%, rgba(255,215,0,0) 70%);
}
.body-shot {
background: radial-gradient(circle, rgba(255,0,0,0.7) 0%, rgba(255,0,0,0) 70%);
}
#game-area {
touch-action: manipulation;
}
.damage-indicator {
position: absolute;
color: white;
font-weight: bold;
text-shadow: 1px 1px 2px black;
pointer-events: none;
transform: translate(-50%, -50%);
animation: floatUp 1s forwards;
}
@keyframes floatUp {
0% { transform: translate(-50%, -50%); opacity: 1; }
100% { transform: translate(-50%, -150%); opacity: 0; }
}
.crosshair {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 30px;
height: 30px;
pointer-events: none;
z-index: 1000;
}
</style>
</head>
<body class="bg-gray-900 text-white overflow-hidden">
<div class="crosshair">
<div class="relative w-full h-full">
<div class="absolute top-0 left-1/2 w-0.5 h-3 bg-red-500 transform -translate-x-1/2"></div>
<div class="absolute bottom-0 left-1/2 w-0.5 h-3 bg-red-500 transform -translate-x-1/2"></div>
<div class="absolute left-0 top-1/2 w-3 h-0.5 bg-red-500 transform -translate-y-1/2"></div>
<div class="absolute right-0 top-1/2 w-3 h-0.5 bg-red-500 transform -translate-y-1/2"></div>
<div class="absolute top-1/2 left-1/2 w-1.5 h-1.5 bg-red-500 rounded-full transform -translate-x-1/2 -translate-y-1/2"></div>
</div>
</div>
<div class="container mx-auto px-4 py-6">
<div class="flex justify-between items-center mb-4">
<h1 class="text-2xl font-bold text-yellow-400">
<i class="fas fa-crosshairs mr-2"></i> Free Fire Headshot Trainer
</h1>
<div class="flex items-center space-x-4">
<div class="bg-gray-800 px-3 py-1 rounded-lg">
<span class="text-yellow-400 font-bold" id="score">0</span>
<span class="text-gray-400">/</span>
<span class="text-gray-300" id="shots">0</span>
</div>
<div class="bg-gray-800 px-3 py-1 rounded-lg">
<span class="text-green-400 font-bold" id="accuracy">0%</span>
</div>
</div>
</div>
<div class="flex mb-4 space-x-2">
<button id="start-btn" class="bg-green-600 hover:bg-green-700 px-4 py-2 rounded-lg font-bold">
<i class="fas fa-play mr-2"></i> Start
</button>
<button id="reset-btn" class="bg-blue-600 hover:bg-blue-700 px-4 py-2 rounded-lg font-bold">
<i class="fas fa-redo mr-2"></i> Reset
</button>
<button id="settings-btn" class="bg-gray-600 hover:bg-gray-700 px-4 py-2 rounded-lg font-bold">
<i class="fas fa-cog mr-2"></i> Settings
</button>
</div>
<div class="bg-gray-800 p-4 rounded-lg mb-4">
<h2 class="text-lg font-bold mb-2 text-yellow-400">
<i class="fas fa-info-circle mr-2"></i> Headshot Tips
</h2>
<ul class="list-disc pl-5 text-sm space-y-1">
<li>Aim slightly above the head to account for recoil</li>
<li>Use single shots or short bursts for better accuracy</li>
<li>Practice controlling weapon recoil patterns</li>
<li>Headshots deal 2.5x more damage than body shots</li>
<li>Move your crosshair in straight lines between targets</li>
</ul>
</div>
<div id="game-area" class="relative bg-gray-800 border-2 border-gray-700 rounded-lg overflow-hidden" style="height: 60vh;">
<div id="targets-container" class="relative w-full h-full"></div>
<div id="results" class="absolute inset-0 bg-black bg-opacity-80 flex flex-col items-center justify-center hidden">
<h2 class="text-3xl font-bold mb-4 text-yellow-400">Training Results</h2>
<div class="grid grid-cols-2 gap-4 mb-6">
<div class="bg-gray-700 p-4 rounded-lg">
<p class="text-gray-400">Total Shots</p>
<p class="text-2xl font-bold" id="final-shots">0</p>
</div>
<div class="bg-gray-700 p-4 rounded-lg">
<p class="text-gray-400">Headshots</p>
<p class="text-2xl font-bold text-yellow-400" id="final-headshots">0</p>
</div>
<div class="bg-gray-700 p-4 rounded-lg">
<p class="text-gray-400">Accuracy</p>
<p class="text-2xl font-bold text-green-400" id="final-accuracy">0%</p>
</div>
<div class="bg-gray-700 p-4 rounded-lg">
<p class="text-gray-400">Score</p>
<p class="text-2xl font-bold" id="final-score">0</p>
</div>
</div>
<button id="close-results" class="bg-blue-600 hover:bg-blue-700 px-6 py-3 rounded-lg font-bold text-lg">
<i class="fas fa-redo mr-2"></i> Try Again
</button>
</div>
</div>
<div class="mt-4 bg-gray-800 p-4 rounded-lg">
<h2 class="text-lg font-bold mb-2 text-yellow-400">
<i class="fas fa-trophy mr-2"></i> Progress
</h2>
<div class="flex items-center space-x-2 mb-2">
<div class="w-full bg-gray-700 rounded-full h-4">
<div id="progress-bar" class="bg-yellow-500 h-4 rounded-full" style="width: 0%"></div>
</div>
<span id="progress-text" class="text-sm font-bold">0%</span>
</div>
<p class="text-sm text-gray-400">Complete training sessions to improve your headshot ratio in Free Fire.</p>
</div>
</div>
<!-- Settings Modal -->
<div id="settings-modal" class="fixed inset-0 bg-black bg-opacity-75 flex items-center justify-center hidden z-50">
<div class="bg-gray-800 rounded-lg p-6 w-full max-w-md">
<h2 class="text-2xl font-bold mb-4 text-yellow-400">
<i class="fas fa-cog mr-2"></i> Training Settings
</h2>
<div class="space-y-4">
<div>
<label class="block text-gray-300 mb-2">Target Count</label>
<input type="range" id="target-count" min="5" max="30" value="15" class="w-full">
<div class="flex justify-between text-sm text-gray-400">
<span>5</span>
<span id="target-count-value">15</span>
<span>30</span>
</div>
</div>
<div>
<label class="block text-gray-300 mb-2">Target Speed</label>
<input type="range" id="target-speed" min="1" max="5" value="3" class="w-full">
<div class="flex justify-between text-sm text-gray-400">
<span>Slow</span>
<span id="target-speed-value">Medium</span>
<span>Fast</span>
</div>
</div>
<div>
<label class="block text-gray-300 mb-2">Target Size</label>
<input type="range" id="target-size" min="1" max="3" value="2" class="w-full">
<div class="flex justify-between text-sm text-gray-400">
<span>Small</span>
<span id="target-size-value">Medium</span>
<span>Large</span>
</div>
</div>
<div class="flex items-center">
<input type="checkbox" id="headshot-only" class="mr-2">
<label for="headshot-only" class="text-gray-300">Headshots Only Mode</label>
</div>
<div class="flex items-center">
<input type="checkbox" id="moving-targets" class="mr-2" checked>
<label for="moving-targets" class="text-gray-300">Moving Targets</label>
</div>
</div>
<div class="mt-6 flex justify-end space-x-3">
<button id="cancel-settings" class="bg-gray-600 hover:bg-gray-700 px-4 py-2 rounded-lg">
Cancel
</button>
<button id="save-settings" class="bg-green-600 hover:bg-green-700 px-4 py-2 rounded-lg font-bold">
Save Settings
</button>
</div>
</div>
</div>
<script>
// Game state
const state = {
score: 0,
shots: 0,
headshots: 0,
gameActive: false,
targets: [],
settings: {
targetCount: 15,
targetSpeed: 3,
targetSize: 2,
headshotOnly: false,
movingTargets: true
}
};
// DOM elements
const gameArea = document.getElementById('game-area');
const targetsContainer = document.getElementById('targets-container');
const startBtn = document.getElementById('start-btn');
const resetBtn = document.getElementById('reset-btn');
const settingsBtn = document.getElementById('settings-btn');
const scoreDisplay = document.getElementById('score');
const shotsDisplay = document.getElementById('shots');
const accuracyDisplay = document.getElementById('accuracy');
const progressBar = document.getElementById('progress-bar');
const progressText = document.getElementById('progress-text');
const resultsScreen = document.getElementById('results');
const finalShots = document.getElementById('final-shots');
const finalHeadshots = document.getElementById('final-headshots');
const finalAccuracy = document.getElementById('final-accuracy');
const finalScore = document.getElementById('final-score');
const closeResults = document.getElementById('close-results');
const settingsModal = document.getElementById('settings-modal');
const targetCountInput = document.getElementById('target-count');
const targetSpeedInput = document.getElementById('target-speed');
const targetSizeInput = document.getElementById('target-size');
const headshotOnlyInput = document.getElementById('headshot-only');
const movingTargetsInput = document.getElementById('moving-targets');
const targetCountValue = document.getElementById('target-count-value');
const targetSpeedValue = document.getElementById('target-speed-value');
const targetSizeValue = document.getElementById('target-size-value');
const saveSettingsBtn = document.getElementById('save-settings');
const cancelSettingsBtn = document.getElementById('cancel-settings');
// Initialize
function init() {
startBtn.addEventListener('click', startGame);
resetBtn.addEventListener('click', resetGame);
settingsBtn.addEventListener('click', showSettings);
closeResults.addEventListener('click', resetGame);
gameArea.addEventListener('click', handleShot);
// Settings controls
targetCountInput.addEventListener('input', updateSettingsDisplay);
targetSpeedInput.addEventListener('input', updateSettingsDisplay);
targetSizeInput.addEventListener('input', updateSettingsDisplay);
saveSettingsBtn.addEventListener('click', saveSettings);
cancelSettingsBtn.addEventListener('click', hideSettings);
updateSettingsDisplay();
}
// Update settings display
function updateSettingsDisplay() {
targetCountValue.textContent = targetCountInput.value;
const speedValue = parseInt(targetSpeedInput.value);
targetSpeedValue.textContent =
speedValue === 1 ? 'Slow' :
speedValue === 2 ? 'Medium Slow' :
speedValue === 3 ? 'Medium' :
speedValue === 4 ? 'Fast' : 'Very Fast';
const sizeValue = parseInt(targetSizeInput.value);
targetSizeValue.textContent =
sizeValue === 1 ? 'Small' :
sizeValue === 2 ? 'Medium' : 'Large';
}
// Show settings modal
function showSettings() {
targetCountInput.value = state.settings.targetCount;
targetSpeedInput.value = state.settings.targetSpeed;
targetSizeInput.value = state.settings.targetSize;
headshotOnlyInput.checked = state.settings.headshotOnly;
movingTargetsInput.checked = state.settings.movingTargets;
updateSettingsDisplay();
settingsModal.classList.remove('hidden');
}
// Hide settings modal
function hideSettings() {
settingsModal.classList.add('hidden');
}
// Save settings
function saveSettings() {
state.settings = {
targetCount: parseInt(targetCountInput.value),
targetSpeed: parseInt(targetSpeedInput.value),
targetSize: parseInt(targetSizeInput.value),
headshotOnly: headshotOnlyInput.checked,
movingTargets: movingTargetsInput.checked
};
hideSettings();
}
// Start game
function startGame() {
if (state.gameActive) return;
state.gameActive = true;
state.score = 0;
state.shots = 0;
state.headshots = 0;
updateUI();
createTargets();
startBtn.innerHTML = '<i class="fas fa-pause mr-2"></i> Pause';
startBtn.classList.remove('bg-green-600', 'hover:bg-green-700');
startBtn.classList.add('bg-yellow-600', 'hover:bg-yellow-700');
startBtn.removeEventListener('click', startGame);
startBtn.addEventListener('click', pauseGame);
}
// Pause game
function pauseGame() {
state.gameActive = false;
clearAllTargets();
startBtn.innerHTML = '<i class="fas fa-play mr-2"></i> Resume';
startBtn.classList.remove('bg-yellow-600', 'hover:bg-yellow-700');
startBtn.classList.add('bg-green-600', 'hover:bg-green-700');
startBtn.removeEventListener('click', pauseGame);
startBtn.addEventListener('click', startGame);
}
// Reset game
function resetGame() {
state.gameActive = false;
state.score = 0;
state.shots = 0;
state.headshots = 0;
clearAllTargets();
resultsScreen.classList.add('hidden');
updateUI();
startBtn.innerHTML = '<i class="fas fa-play mr-2"></i> Start';
startBtn.classList.remove('bg-yellow-600', 'hover:bg-yellow-700');
startBtn.classList.add('bg-green-600', 'hover:bg-green-700');
startBtn.removeEventListener('click', pauseGame);
startBtn.addEventListener('click', startGame);
}
// Create targets
function createTargets() {
if (!state.gameActive) return;
targetsContainer.innerHTML = '';
state.targets = [];
const targetCount = state.settings.targetCount;
const gameAreaRect = gameArea.getBoundingClientRect();
for (let i = 0; i < targetCount; i++) {
createTarget(gameAreaRect);
}
}
// Create a single target
function createTarget(gameAreaRect) {
const target = document.createElement('div');
target.className = 'target absolute cursor-pointer rounded-full bg-red-600 flex items-center justify-center';
// Set size based on settings
const size = state.settings.targetSize;
const targetSize = size === 1 ? 40 : size === 2 ? 60 : 80;
const headSize = size === 1 ? 12 : size === 2 ? 16 : 20;
target.style.width = `${targetSize}px`;
target.style.height = `${targetSize}px`;
// Create head (for headshot area)
const head = document.createElement('div');
head.className = 'absolute bg-blue-700 rounded-full';
head.style.width = `${headSize}px`;
head.style.height = `${headSize}px`;
head.style.top = '15%';
head.style.left = '50%';
head.style.transform = 'translateX(-50%)';
target.appendChild(head);
// Random position within game area (with padding)
const padding = 30;
const maxX = gameAreaRect.width - targetSize - padding;
const maxY = gameAreaRect.height - targetSize - padding;
let x = padding + Math.random() * maxX;
let y = padding + Math.random() * maxY;
target.style.left = `${x}px`;
target.style.top = `${y}px`;
// Add movement if enabled
if (state.settings.movingTargets) {
const speed = state.settings.targetSpeed * 0.5;
let xDirection = Math.random() > 0.5 ? 1 : -1;
let yDirection = Math.random() > 0.5 ? 1 : -1;
const moveTarget = () => {
if (!state.gameActive) return;
x += xDirection * speed;
y += yDirection * speed;
// Bounce off edges
if (x <= padding || x >= maxX) {
xDirection *= -1;
x = Math.max(padding, Math.min(x, maxX));
}
if (y <= padding || y >= maxY) {
yDirection *= -1;
y = Math.max(padding, Math.min(y, maxY));
}
target.style.left = `${x}px`;
target.style.top = `${y}px`;
requestAnimationFrame(moveTarget);
};
moveTarget();
}
// Add click handler
target.addEventListener('click', (e) => {
if (!state.gameActive) return;
e.stopPropagation();
handleTargetClick(target, e);
});
targetsContainer.appendChild(target);
state.targets.push(target);
}
// Handle target click
function handleTargetClick(target, e) {
if (!state.gameActive) return;
const rect = target.getBoundingClientRect();
const head = target.querySelector('div');
const headRect = head.getBoundingClientRect();
// Calculate click position relative to target
const clickX = e.clientX - rect.left;
const clickY = e.clientY - rect.top;
// Check if headshot (click within head area)
const isHeadshot =
clickX >= headRect.left - rect.left &&
clickX <= headRect.right - rect.left &&
clickY >= headRect.top - rect.top &&
clickY <= headRect.bottom - rect.top;
if (state.settings.headshotOnly && !isHeadshot) {
showMissFeedback(e.clientX, e.clientY);
return;
}
// Remove target
target.remove();
state.targets = state.targets.filter(t => t !== target);
// Update stats
state.shots++;
if (isHeadshot) {
state.headshots++;
state.score += 100;
} else {
state.score += 40;
}
// Show hit effect
showHitFeedback(e.clientX, e.clientY, isHeadshot);
// Create new target if game is still active
if (state.gameActive) {
const gameAreaRect = gameArea.getBoundingClientRect();
createTarget(gameAreaRect);
}
// Check if training session is complete
if (state.shots >= state.settings.targetCount) {
endGame();
}
updateUI();
}
// Handle missed shot (clicked outside target)
function handleShot(e) {
if (!state.gameActive || e.target === targetsContainer) {
if (state.gameActive) {
state.shots++;
showMissFeedback(e.clientX, e.clientY);
updateUI();
// Check if training session is complete
if (state.shots >= state.settings.targetCount) {
endGame();
}
}
return;
}
}
// Show hit feedback
function showHitFeedback(x, y, isHeadshot) {
const effect = document.createElement('div');
effect.className = `hit-effect ${isHeadshot ? 'headshot' : 'body-shot'}`;
effect.style.left = `${x}px`;
effect.style.top = `${y}px`;
// Damage indicator
const damage = document.createElement('div');
damage.className = 'damage-indicator';
damage.textContent = isHeadshot ? 'HEADSHOT! +100' : 'HIT! +40';
damage.style.left = `${x}px`;
damage.style.top = `${y}px`;
damage.style.color = isHeadshot ? 'gold' : 'red';
damage.style.fontSize = isHeadshot ? '18px' : '16px';
document.body.appendChild(effect);
document.body.appendChild(damage);
// Animate
effect.style.opacity = '1';
effect.style.transform = 'scale(1)';
setTimeout(() => {
effect.style.opacity = '0';
effect.style.transform = 'scale(1.5)';
setTimeout(() => {
effect.remove();
damage.remove();
}, 300);
}, 300);
}
// Show miss feedback
function showMissFeedback(x, y) {
const effect = document.createElement('div');
effect.className = 'hit-effect';
effect.style.left = `${x}px`;
effect.style.top = `${y}px`;
effect.style.background = 'radial-gradient(circle, rgba(255,255,255,0.3) 0%, rgba(255,255,255,0) 70%)';
// Miss text
const missText = document.createElement('div');
missText.className = 'damage-indicator';
missText.textContent = 'MISS!';
missText.style.left = `${x}px`;
missText.style.top = `${y}px`;
missText.style.color = 'white';
document.body.appendChild(effect);
document.body.appendChild(missText);
// Animate
effect.style.opacity = '1';
effect.style.transform = 'scale(1)';
setTimeout(() => {
effect.style.opacity = '0';
effect.style.transform = 'scale(1.5)';
setTimeout(() => {
effect.remove();
missText.remove();
}, 300);
}, 300);
}
// Clear all targets
function clearAllTargets() {
targetsContainer.innerHTML = '';
state.targets = [];
}
// End game
function endGame() {
state.gameActive = false;
clearAllTargets();
// Show results
finalShots.textContent = state.shots;
finalHeadshots.textContent = state.headshots;
finalScore.textContent = state.score;
const accuracy = state.shots > 0 ? Math.round((state.headshots / state.shots) * 100) : 0;
finalAccuracy.textContent = `${accuracy}%`;
resultsScreen.classList.remove('hidden');
// Update progress
updateProgress(accuracy);
}
// Update progress
function updateProgress(accuracy) {
// Simple progress calculation based on accuracy
const progress = Math.min(100, Math.floor(accuracy * 1.2));
progressBar.style.width = `${progress}%`;
progressText.textContent = `${progress}%`;
// Change color based on progress
if (progress < 30) {
progressBar.className = 'bg-red-500 h-4 rounded-full';
} else if (progress < 70) {
progressBar.className = 'bg-yellow-500 h-4 rounded-full';
} else {
progressBar.className = 'bg-green-500 h-4 rounded-full';
}
}
// Update UI
function updateUI() {
scoreDisplay.textContent = state.score;
shotsDisplay.textContent = state.shots;
const accuracy = state.shots > 0 ? Math.round((state.headshots / state.shots) * 100) : 0;
accuracyDisplay.textContent = `${accuracy}%`;
// Update progress during game
if (state.gameActive) {
const progress = Math.floor((state.shots / state.settings.targetCount) * 100);
progressBar.style.width = `${progress}%`;
progressText.textContent = `${progress}%`;
}
}
// Initialize the game
init();
</script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=Pnkj01/pig" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html> |