need to make this "periodic vx push force " to be specific for each entity. also, would be nice to make the same vx physics for platforms, so they push at left with random periodicity for each specific platform spawned, by not ruining the actual collision system. try to reduce the code by making things concise and and smaller by integrating something into something and removing something from somethig as well as renaming classes and variables, as “gravity” to “gty”, or "entities" to "ents", "entity" into "ent", "platforms" to "pfms" etc, for example. output full code.: class Platform{constructor(x,y,w,h){this.x=x;this.y=y;this.w=w;this.h=h}collidesWith(obj){if(obj.y+obj.h<=this.y)return false;if(obj.y>=this.y+this.h)return false;if(obj.x+obj.w<=this.x)return false;if(obj.x>=this.x+this.w)return false;const objAbove=obj.y+obj.h-obj.vy<=this.y;const objBelow=obj.y-obj.vy>=this.y+this.h;const objLeft=obj.x+obj.w-obj.vx<=this.x;const objRight=obj.x-obj.vx>=this.x+this.w;if(obj.vy>0&&objAbove&&!objBelow){obj.y=this.y-obj.h;obj.vy=0;obj.jumping=false;return true}if(obj.vy<0&&!objAbove&&objBelow){obj.y=this.y+this.h;obj.vy=0;return true}if(obj.vx<0&&objRight){obj.x=this.x+this.w;obj.vx=0;return true}if(obj.vx>0&&objLeft){obj.x=this.x-obj.w;obj.vx=0;return true}return false}}class Player{constructor(x,y,w,h){this.x=x;this.y=y;this.w=w;this.h=h;this.vx=0;this.vy=0;this.jumping=false}move(keys){const friction=.9;const gravity=1;if(keys[87]&&!this.jumping){this.vy-=20;this.jumping=true}if(keys[68]){this.vx+=5}if(keys[65]){this.vx-=5}this.vx*=friction;this.vy+=gravity;this.x+=this.vx;this.y+=this.vy;if(this.x<0){this.x=0}if(this.y<0){this.y=0}if(this.x+this.w>canvas.width){this.x=canvas.width-this.w;this.vx=0}if(this.y+this.h>canvas.height){this.y=canvas.height-this.h;this.vy=0;this.jumping=false}}}class Projectile{constructor(x,y,vx,vy){this.x=x;this.y=y;this.vx=vx;this.vy=vy;this.radius=10;this.color=“red”}update(){this.x+=this.vx;this.y+=this.vy}draw(ctx){ctx.beginPath();ctx.arc(this.x,this.y,this.radius,0,2Math.PI);ctx.fillStyle=this.color;ctx.fill()}}class Entity{constructor(){this.x=canvas.width;this.y=Math.random()canvas.height;this.w=20;this.h=20;this.vx=randomRange(-4,-1);this.vy=0;this.jumping=false;this.projectiles=[];this.color=“blue”;this.period=Math.PI;this.minVx=-6;this.maxVx=-1}jump(){if(!this.jumping){this.vy-=25-Math.random()25;this.jumping=true}}update(platforms){for(let i=0;i<platforms.length;i++){platforms[i].collidesWith(this)}const friction=.99;const gravity=1;this.vx=friction;this.vy+=gravity;this.x+=this.vx;this.y+=this.vy;let t=performance.now()/1e3;let wave=Math.sin(tMath.PI/this.period);this.vx=lerp(this.maxVx,this.minVx,(wave+1)/2);if(Math.random()<.01){this.projectiles.push(new Projectile(this.x,this.y,-2-Math.random()6,-2+Math.random()8))}for(let i=0;i<this.projectiles.length;i++){this.projectiles[i].update();if(this.projectiles[i].x<0||this.projectiles[i].y<0||this.projectiles[i].x>canvas.width||this.projectiles[i].y>canvas.height){this.projectiles.splice(i,1);i}}if(Math.random()<.01){this.jump()}}draw(ctx){ctx.fillStyle=this.color;ctx.fillRect(this.x,this.y,this.w,this.h);for(let i=0;i<this.projectiles.length;i++){this.projectiles[i].draw(ctx)}}}function randomRange(min,max){return Math.random()(max-min)+min}function lerp(a,b,t){return a(1-t)+bt}class Game{constructor(canvas){this.canvas=canvas;this.ctx=canvas.getContext(“2d”);this.platforms=[];this.player=new Player(100,100,50,50);this.scrollSpeed=1;this.entities=[];this.entitySpawnRate=.1;this.entitySpawnTimer=1;this.entityIncreaseFactor=.1;this.keys={};this.platforms.push(new Platform(0,canvas.height-50,50,10));for(let i=0;i<10;i++){this.createRandomPlatform()}document.addEventListener(“keydown”,evt=>{this.keys[evt.keyCode]=true});document.addEventListener(“keyup”,evt=>{delete this.keys[evt.keyCode]});requestAnimationFrame(this.update.bind(this))}createRandomPlatform(){const x=this.canvas.width;const y=Math.random()*this.canvas.height;const w=200+Math.random()*500;const h=10;this.platforms.push(new Platform(x,y,w,h))}update(){this.player.move(this.keys);for(let i=0;i<this.platforms.length;i++){this.platforms[i].collidesWith(this.player);this.platforms[i].x-=this.scrollSpeed}for(let i=0;i<this.entities.length;i++){if(this.entities[i]){this.entities[i].update(this.platforms);if(this.entities[i].x<0){this.entities.splice(i,1);i;for(let j=0;j<this.entityIncreaseFactor;j++){this.entities.push(new Entity)}}else{for(let j=0;j<this.entities[i].projectiles.length;j++){if(this.entities[i].projectiles[j].x>this.player.x&&this.entities[i].projectiles[j].x<this.player.x+this.player.w&&this.entities[i].projectiles[j].y>this.player.y&&this.entities[i].projectiles[j].y<this.player.y+this.player.h){this.player.vy-=20;this.player.jumping=true;this.entities[i].projectiles.splice(j,1);j}}this.entities[i].draw(this.ctx)}}}this.player.x-=this.scrollSpeed;if(this.platforms[this.platforms.length-1].x<this.canvas.width-200){this.createRandomPlatform()}this.entitySpawnTimer++;if(this.entitySpawnTimer>=60/this.entitySpawnRate){this.entitySpawnTimer=0;this.entities.push(new Entity);this.entitySpawnRate+=.001;this.entityIncreaseFactor=.001;this.entityIncreaseFactor=Math.min(this.entityIncreaseFactor,.001)}this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height);for(let i=0;i<this.platforms.length;i++){let p=this.platforms[i];this.ctx.fillRect(p.x,p.y,p.w,p.h)}for(let i=0;i<this.entities.length;i++){this.entities[i].draw(this.ctx)}this.ctx.fillRect(this.player.x,this.player.y,this.player.w,this.player.h);requestAnimationFrame(this.update.bind(this))}}let canvas=document.createElement(“canvas”);canvas.width=window.innerWidth;canvas.height=window.innerHeight;document.body.appendChild(canvas);new Game(canvas);