Bloons | Unblocked
// check if enough cash if(cash >= TOWER_PRICE) removeCash(TOWER_PRICE); towers.push( x: mouseX, y: mouseY, cooldown: 0, range: TOWER_RANGE ); return true;
"Unblocked Bloons" represents a subculture of digital resilience. It is a testament to the addictiveness of the tower defense genre that students and employees will go to great lengths to bypass sophisticated firewalls just to place a Super Monkey. While it offers a quick fix of strategy during a study hall, it serves as a reminder of the friction between restrictive network policies and the human desire for play.
return false;
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no"> <title>Unblocked Bloons · Tower Defense Feature</title> <style> * user-select: none; -webkit-tap-highlight-color: transparent; unblocked bloons
// ---------- DRAW EVERYTHING (unblocked style, vivid) ---------- function draw() ctx.clearRect(0,0,W,H); // background grassy ctx.fillStyle = "#297a4d"; ctx.fillRect(0,0,W,H); // draw path (dirt track) ctx.beginPath(); for(let i=0; i<waypoints.length; i++) if(i===0) ctx.moveTo(waypoints[i].x, waypoints[i].y); else ctx.lineTo(waypoints[i].x, waypoints[i].y);
// spawn a specific bloon type at start (t=0) function spawnBloon(typeKey) const def = BLOON_TYPES[typeKey]; if(!def) return; bloons.push( type: typeKey, health: def.health, maxHealth: def.health, t: 0.0, speed: def.speed / 100, // per frame advance (~0.018 to 0.012) reward: def.reward, radius: def.radius, color: def.color, value: def.value );
Often considered the pinnacle of the classic era, BTD5 features a massive variety of towers, daily challenges, and a deep upgrade system. // check if enough cash if(cash >= TOWER_PRICE)
function removeCash(amount) if(cash >= amount) cash -= amount; updateUI(); return true;
accumulated += segLen;
// get position from t (0..1) function getPathPosition(t) if(t <= 0) return ...waypoints[0]; if(t >= 1) return ...waypoints[waypoints.length-1]; let total = TOTAL_PATH_LEN; let distNeeded = t * total; let accumulated = 0; for(let i=0; i<waypoints.length-1; i++) const p1 = waypoints[i]; const p2 = waypoints[i+1]; const segLen = Math.hypot(p2.x-p1.x, p2.y-p1.y); if(distNeeded <= accumulated + segLen) const localT = (distNeeded - accumulated) / segLen; const x = p1.x + (p2.x-p1.x)*localT; const y = p1.y + (p2.y-p1.y)*localT; return x, y; return false; <
// placement preview if hovering (optional) // UI text overlay: range etc. ctx.font = "bold 14px 'Segoe UI'"; ctx.fillStyle = "#f9eec1"; ctx.shadowBlur = 2; ctx.fillText("✦ Click on grass to build tower ✦", 30, 40); ctx.font = "italic 12px monospace"; ctx.fillStyle = "#cbf5c9"; ctx.fillText("Bloons follow the dirt path", W-180, H-18);
// attack: find target for(let t of towers) if(t.cooldown > 0) continue; let closest = null; let minDist = TOWER_RANGE + 1; for(let b of bloons) const pos = getPathPosition(b.t); const dx = pos.x - t.x; const dy = pos.y - t.y; const dist = Math.hypot(dx,dy); if(dist < minDist) minDist = dist; closest = b;