incorporate these inventions into my code. replace all unnecessary code with actual implementations: ("I have a better idea here. need to adjust platform tightness and general size in dependence of how slow it progresses and what actual vx it has. so, the slowest platforms should be smaller in size to add a volume to the entire picture."). adjust the tightness and size of the platforms based on their speed. 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,0,2*Math.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-=10-Math.random()*5;this.jumping=true}}update(platforms){for(let i=0;i<platforms.length;i++){platforms[i].collidesWith(this)}const friction=.9999;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(t*Math.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)+b*t}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);