CoOp:Anything
Search any game and see how much of it you can play with friends: every co-op mod, its stage, quality and community rating.
9人のファイター、コンボと超必殺技、4段階の難易度のCPU戦、トレーニング、オンライン対戦。インストール不要、スマホでも遊べます。
Translation pending
GamesGitHub @cn-eveerOnlineOwner unconfirmed
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ブラウザで遊べる2D格闘ゲーム — 8 fighters, combos & supers, CPU battles on 4 difficulties, training, online battles. 日本語 / English.
Translation pending
Taken from the repository README
Loading the full README.
Read the full README ↗| Fighter | Style | |
|---|---|---|
| 🥷 | Kuro — Shadow Ninja | hand signs and spirit beasts, vanishing attacks, kunai juggles |
| 👊 | Tetsu — Qi Brawler | qi palms and beams; armor on his heavy techniques |
| 🥢 | Mei — Staff Prodigy | long reach with the bo staff, cloud jumps, double jump |
| 🔮 | Lyra — Psychic Sage | magic circles and falling crystals from across the screen |
| 🛡️ | Aldric — Holy Paladin | Excalibur's aura, shield guard, Rampart Charge with armor |
| 🐸 | Kappa — Mythic Kappa | dish water, shell tricks, poison, and a riptide (← ← + K) that drags runaways back |
| 🤠 | Jesse — Gunslinger | quick draw from the holster, charge shots, aimed juggles — ten bullets, then a five-second reload |
| 💼 | Tanaka — Salaryman | office supplies — and angel, devil, or double possession |
| 🪨 | Hohen — Golem Doctor | duets with his stone golem (U / I its blows, J / K his own stones), a solid golem to jump or break, and stone armour that locks on piece by piece |
A combo can lift (L) and bounce (B) the opponent only in these orders, each followed by a finisher:
| Pattern | |
|---|---|
| lift → lift + finisher | L L |
| lift → lift → bounce + finisher | L L B |
| lift → bounce + finisher | L B |
| lift → bounce → lift + finisher | L B L |
| bounce → bounce + finisher | B B |
| bounce → lift + finisher | B L |
Every fighter's sample combos (title screen → combos) show these patterns, the max combos included.
Keyboard
| Move | Keys |
|---|---|
| Walk / jump / crouch | A D / W / S — or the arrow keys (crouch + forward edges forward) (hold back to guard standing: everything but lows; back + down to guard crouching: lows and mids, but not mid + lows) |
| Light / heavy punch | U / I |
| Light / heavy kick | J / K |
| Techniques | tap forward twice (→ →) or back twice (← ←) + a button; some also have ↑, ↓ or → versions |
| Super | U + J together (when the MP gauge is full: it turns gold and reads MP MAX) |
| Pause | Esc |
Phone or tablet (hold it sideways): the pad on the left moves you (tap it twice quickly for → → or ← ←), the U I / J K buttons are on the right, and ❚❚ pauses. On most phones (wider than 16:9) the controls sit in panels beside the game, not over it; on 16:9 phones and tablets they sit over the game. The game keeps the same size in menus, fights and pauses, and menus shrink to fit if the screen is small.
⚙ Settings: sound, music (BGM), language, attack heights in training (on or off), CPU difficulty, each fighter's full move list, the version and its release notes (更新情報), and buttons to reload around the browser's cache or erase the site's saved data.
shadow-qi).index.html, version.json, manifest.webmanifest, .nojekyll, README.md and the css, js and assets folders — to the root of the repository (Add file → Upload files → Commit).
Tip: .nojekyll starts with a dot, so your computer may hide it; it is fine to skip it if you can't see it.https://<your-name>.github.io/<repository>/.To update later, upload the changed files over the old ones, and for every release:
index.html (every ?v=… after a .js or .css file name), so browsers load the new files instead of the ones they kept from last time;version.json — anyone who still has the old version open is asked to reload;RELEASES in js/updates.js (they show in the game under 更新情報).If your address isn't
cn-eveer.github.io/shadow-qi, change the addresses near the top ofindex.html(canonical,og:url,og:imageandtwitter:image) so link previews show the cover image.
The scripts are plain <script> files that share one scope, loaded in the order below — there's no build step: open index.html and play.
| File | What's in it |
|---|---|
index.html | the page itself: header, game screen, training buttons and the settings drawer |
css/style.css | all styles, including the phone layout and touch controls |
js/movelist/*.js | each fighter's move list, English and Japanese (one file per fighter, plus controls.js) |
js/setup.js | constants, the skeleton and every pose |
js/charge-attacks.js | held (charged) heavy attacks |
js/characters.js | the first eight fighters: stats, colours, move sets |
js/moves.js | every move's timing, hitboxes and effects |
js/input-cpu.js | keyboard input, the CPU opponent and its difficulty levels |
js/demos.js | sample combos and punishes |
js/state.js | game state, the fighter update, the lift / bounce rules (RISE_PATTERNS) and the rest after a string |
js/hits.js | hit detection, guarding by attack height, damage and combo scaling, the training height labels |
js/projectiles.js | projectiles and special-move helpers |
js/strings.js | each fighter's combo strings |
js/particles-rounds.js | particles and the round flow |
js/pose-select.js | which pose a fighter shows each frame |
js/victory.js | round-win animations (three per fighter, by health left) and match-win celebrations |
js/draw-fighters.js | drawing the fighters |
js/draw-effects-hud.js | drawing effects, the stage and the HUD |
js/opening.js | the render loop and the opening movie (prologue, highlight reel, finale) |
js/online.js | online play (PeerJS / WebRTC) |
js/audio.js | sound effects, the announcer and the music |
js/alchemist.js | Hohen and his golem: moves, the golem, the armour, his drawing, sample combos and his CPU plans |
js/updates.js | the version, the release notes (更新情報) and the update check |
js/menus.js | menus, keyboard, settings, touch controls, training move card |
version.json | the version that's live, for the update check |