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Doodle Jump HTML5 Guide: Mechanics and Comparison

On this page
  1. The HTML5 Canvas Version
  2. Movement Physics and Controls
  3. Platform Progression by Score
  4. Version Comparison
  5. Which Version Should You Play?

The HTML5 Canvas Version

The HTML5 version is a streamlined remake running on a native 2D canvas measuring 422 pixels wide by 552 pixels high. It does not use heavy game engines, external physics libraries, or network storage. Instead, it provides a fast, responsive climbing experience focused purely on platform timing and horizontal positioning. There are no monsters, UFOs, black holes, shooting mechanics, or flying hats. Your only goal is to navigate platforms as the climb grows progressively harder.

Movement Physics and Controls

The player character begins on a base platform at the bottom of the screen. Pressing Space starts the run. Each landing automatically bounces the Doodler with an upward vertical velocity of -8 pixels per frame against a constant gravity of 0.2 pixels per frame squared.

Horizontal movement relies on smooth acceleration rather than fixed velocity:

  • Holding the ← or → arrow key increases horizontal velocity by 0.15 pixels per frame, up to a maximum speed limit of 8 pixels per frame.
  • Releasing the key engages friction, reducing velocity by 0.1 pixels per frame until the character drifts to a complete stop.
  • Exiting past either side of the 422-pixel canvas wraps the character directly through to the opposite edge.
  • Springs appear on static and moving platforms. Landing on a spring triggers an amplified jump with a velocity of -16 pixels per frame, doubling your regular bounce height.

Platform Progression by Score

The game maintains exactly 10 platforms in memory at any time. As your score ticks upward past the vertical midpoint, the level generator changes the probability array used to spawn new platforms:

  • Below 100 points: Only static platforms spawn. The climb is stable and safe.
  • 100 to 499 points: Moving platforms are added. The spawn pool contains four static platforms for every two moving platforms.
  • 500 to 999 points: Breakable platforms begin appearing alongside static and moving platforms. Breakable platforms crack and drop when landed on, giving zero bounce. The code strictly prevents two breakable platforms from spawning consecutively.
  • 1,000 to 1,999 points: Static platforms stop spawning completely. Every platform either moves horizontally or breaks under your feet.
  • 2,000 to 4,999 points: Vanishing platforms enter the pool. Vanishing platforms provide one normal jump and disappear immediately.
  • 5,000 points and up: The hardest difficulty stage. The spawn pool consists of four vanishing platforms, three breakable platforms, and only one moving platform in every eight spawns.

Version Comparison

This site hosts two separate editions to suit different hardware capabilities:

Feature Full Game (Home Page) Light Canvas (/html5/)
Engine and Canvas Phaser game engine Plain HTML5 canvas
Hazards and Monsters 5 monster types, UFOs, black holes None; pure platform navigation
Power-Up Equipment Springs, propeller hats, jetpacks Springs only
Combat and Weapons Snout shooting (straight or directional) No weapons or combat
Steering Inputs Keyboard, touch arrows, tilt/gyroscope Keyboard arrows, on-screen arrows
Data Persistence Local top 10 scores, stats, achievements Session score only (no localStorage)
Best Suited For Desktops, tablets and phones Older or low-power devices

Which Version Should You Play?

If you want full sound effects, equipment items, combat challenges, and persistent high score marks, play the full game on the home page. If your device is older or short on memory, the HTML5 version is lighter to run. For control configurations, consult our controls and settings guide.

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