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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>AI PONG SHOWDOWN</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        @import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap');
        
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }
        
        body {
            background-color: #0a0a1a;
            font-family: 'Orbitron', sans-serif;
            color: #00fffc;
            overflow: hidden;
            height: 100vh;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
        }
        
        #game-container {
            position: relative;
            width: 100%;
            max-width: 800px;
            height: auto;
            aspect-ratio: 8/5;
            border: 2px solid #00fffc;
            box-shadow: 0 0 20px #00fffc, inset 0 0 20px #00fffc;
            overflow: hidden;
            background-color: rgba(0, 0, 20, 0.7);
        }
        
        #game-canvas {
            width: 100%;
            height: 100%;
            background-color: transparent;
            display: block;
        }
        
        #score {
            display: flex;
            justify-content: space-between;
            width: 100%;
            max-width: 800px;
            margin-bottom: 20px;
            font-size: clamp(16px, 3vw, 24px);
            text-shadow: 0 0 10px #00fffc;
        }
        
        .score-display {
            padding: clamp(5px, 1.5vw, 10px) clamp(10px, 4vw, 30px);
            background-color: rgba(0, 255, 252, 0.1);
            border: 1px solid #00fffc;
            border-radius: 5px;
        }
        
        #settings-panel {
            position: absolute;
            top: 10px;
            right: 10px;
            z-index: 20;
            display: flex;
            flex-direction: column;
            gap: 5px;
        }
        
        #start-screen, #game-over {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
            background-color: rgba(0, 0, 20, 0.8);
            z-index: 10;
        }
        
        h1 {
            font-size: clamp(24px, 6vw, 48px);
            margin-bottom: clamp(15px, 4vw, 30px);
            text-shadow: 0 0 15px #00fffc;
            letter-spacing: 3px;
            text-align: center;
        }
        
        button {
            background-color: transparent;
            color: #00fffc;
            border: 2px solid #00fffc;
            padding: clamp(10px, 2.5vw, 15px) clamp(15px, 4vw, 30px);
            font-family: 'Orbitron', sans-serif;
            font-size: clamp(14px, 3vw, 18px);
            cursor: pointer;
            margin: clamp(5px, 1.5vw, 10px);
            transition: all 0.3s;
            text-shadow: 0 0 5px #00fffc;
            box-shadow: 0 0 10px #00fffc;
        }
        
        button:hover {
            background-color: rgba(0, 255, 252, 0.2);
            transform: scale(1.05);
        }
        
        .sm-btn {
            padding: 5px 10px;
            font-size: 12px;
            margin: 0;
        }
        
        #game-over {
            display: none;
        }
        
        #grid {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background: 
                linear-gradient(rgba(0, 255, 252, 0.05) 1px, transparent 1px),
                linear-gradient(90deg, rgba(0, 255, 252, 0.05) 1px, transparent 1px);
            background-size: 20px 20px;
            z-index: -1;
        }
        
        .particle {
            position: absolute;
            width: 2px;
            height: 2px;
            background-color: #00fffc;
            border-radius: 50%;
            pointer-events: none;
            z-index: -1;
        }
        
        #instructions {
            margin-top: clamp(10px, 3vw, 20px);
            font-size: clamp(10px, 2vw, 14px);
            color: rgba(0, 255, 252, 0.7);
            text-align: center;
            padding: 0 10px;
        }
        
        .ai-selector {
            display: flex;
            flex-direction: column;
            gap: 10px;
            margin-bottom: 20px;
        }
        
        .ai-option {
            display: flex;
            align-items: center;
            gap: 10px;
        }
        
        .ai-option input {
            accent-color: #00fffc;
        }
        
        /* Custom toggle switch */
        .switch {
            position: relative;
            display: inline-block;
            width: 50px;
            height: 24px;
        }
        
        .switch input {
            opacity: 0;
            width: 0;
            height: 0;
        }
        
        .slider {
            position: absolute;
            cursor: pointer;
            top: 0;
            left: 0;
            right: 0;
            bottom: 0;
            background-color: rgba(0, 255, 252, 0.2);
            transition: .4s;
            border: 1px solid #00fffc;
        }
        
        .slider:before {
            position: absolute;
            content: "";
            height: 16px;
            width: 16px;
            left: 4px;
            bottom: 3px;
            background-color: #00fffc;
            transition: .4s;
        }
        
        input:checked + .slider {
            background-color: rgba(0, 255, 252, 0.4);
        }
        
        input:checked + .slider:before {
            transform: translateX(26px);
        }
        
        .slider.round {
            border-radius: 24px;
        }
        
        .slider.round:before {
            border-radius: 50%;
        }
        
        /* Difficulty settings */
        .difficulty-selector {
            display: flex;
            flex-direction: column;
            gap: 10px;
            margin-bottom: 20px;
        }
        
        .difficulty-option {
            display: flex;
            align-items: center;
            gap: 10px;
        }
        
        /* Media queries for smaller screens */
        @media (max-width: 600px) {
            #settings-panel {
                top: 5px;
                right: 5px;
            }
            
            button.sm-btn {
                font-size: 10px;
                padding: 3px 6px;
            }
        }
    </style>
</head>
<body>
    <div id="score">
        <div id="left-ai-score" class="score-display">AI-1: 0</div>
        <div id="right-ai-score" class="score-display">AI-2: 0</div>
    </div>
    
    <div id="game-container">
        <div id="grid"></div>
        <canvas id="game-canvas"></canvas>
        
        <div id="settings-panel">
            <button id="pause-btn" class="sm-btn">⏸ PAUSE</button>
            <button id="speed-btn" class="sm-btn">⚡ 1X</button>
        </div>
        
        <div id="start-screen">
            <h1>AI PONG SHOWDOWN</h1>
            
            <div class="ai-selector">
                <div class="ai-option">
                    <label class="switch">
                        <input type="checkbox" id="human-player-toggle">
                        <span class="slider round"></span>
                    </label>
                    <span>Human Player?</span>
                </div>
            </div>
            
            <div class="difficulty-selector">
                <h3>AI DIFFICULTY:</h3>
                <div class="difficulty-option">
                    <input type="radio" id="easy" name="difficulty" value="easy" checked>
                    <label for="easy">Easy</label>
                </div>
                <div class="difficulty-option">
                    <input type="radio" id="medium" name="difficulty" value="medium">
                    <label for="medium">Medium</label>
                </div>
                <div class="difficulty-option">
                    <input type="radio" id="hard" name="difficulty" value="hard">
                    <label for="hard">Hard</label>
                </div>
            </div>
            
            <button id="start-button">START SHOWDOWN</button>
            <div id="instructions">
                OBSERVE THE AI BATTLE OR PLAY AGAINST THEM<br>
                FIRST TO SCORE 5 WINS
            </div>
        </div>
        
        <div id="game-over">
            <h1 id="result-text">AI-1 VICTORY!</h1>
            <button id="restart-button">NEW SHOWDOWN</button>
        </div>
    </div>
    
    <audio id="paddle-hit" src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU..."></audio>
    <audio id="wall-hit" src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU..."></audio>
    <audio id="score-sound" src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU..."></audio>
    
    <script>
        // Game elements
        const canvas = document.getElementById('game-canvas');
        const ctx = canvas.getContext('2d');
        const startScreen = document.getElementById('start-screen');
        const gameOverScreen = document.getElementById('game-over');
        const resultText = document.getElementById('result-text');
        const startButton = document.getElementById('start-button');
        const restartButton = document.getElementById('restart-button');
        const leftScoreDisplay = document.getElementById('left-ai-score');
        const rightScoreDisplay = document.getElementById('right-ai-score');
        const pauseBtn = document.getElementById('pause-btn');
        const speedBtn = document.getElementById('speed-btn');
        const humanPlayerToggle = document.getElementById('human-player-toggle');
        
        // Audio elements
        const paddleHitSound = document.getElementById('paddle-hit');
        const wallHitSound = document.getElementById('wall-hit');
        const scoreSound = document.getElementById('score-sound');
        
        // Game variables
        let gameRunning = false;
        let gamePaused = false;
        let leftScore = 0;
        let rightScore = 0;
        const winningScore = 5;
        let gameSpeed = 1;
        let humanPlayer = false;
        let aiStrength = 'medium';
        
        // Resize canvas to container size
        function resizeCanvas() {
            const container = document.getElementById('game-container');
            canvas.width = container.clientWidth;
            canvas.height = container.clientHeight;
        }
        
        window.addEventListener('resize', () => {
            resizeCanvas();
            resetPositions();
        });
        
        // Initialize canvas size
        resizeCanvas();
        
        // Paddle variables
        let paddleWidth, paddleHeight, paddleSpeed;
        
        function calculateDimensions() {
            paddleWidth = Math.max(10, canvas.width * 0.015);
            paddleHeight = Math.max(60, canvas.height * 0.2);
            paddleSpeed = canvas.height * 0.012;
        }
        
        const leftPaddle = {
            x: 30,
            y: 0,
            width: 0,
            height: 0,
            dy: 0
        };
        
        const rightPaddle = {
            x: 0,
            y: 0,
            width: 0,
            height: 0,
            dy: 0
        };
        
        // Ball variables
        let ballSize;
        let ball = {
            x: 0,
            y: 0,
            width: 0,
            height: 0,
            dx: 0,
            dy: 0
        };
        
        function resetPositions() {
            calculateDimensions();
            
            // Set paddle positions
            leftPaddle.width = paddleWidth;
            leftPaddle.height = paddleHeight;
            leftPaddle.y = canvas.height / 2 - paddleHeight / 2;
            leftPaddle.x = canvas.width * 0.03;
            
            rightPaddle.width = paddleWidth;
            rightPaddle.height = paddleHeight;
            rightPaddle.y = canvas.height / 2 - paddleHeight / 2;
            rightPaddle.x = canvas.width - (canvas.width * 0.03) - paddleWidth;
            
            // Set ball size based on canvas dimensions
            ballSize = Math.max(8, Math.min(canvas.width * 0.015, canvas.height * 0.02));
            ball.width = ballSize;
            ball.height = ballSize;
            
            resetBall();
        }
        
        // AI Personality profiles
        const aiProfiles = {
            easy: {
                reactionDelay: 0.5,
                accuracy: 0.7,
                prediction: 0.4,
                speedMultiplier: 0.7
            },
            medium: {
                reactionDelay: 0.3,
                accuracy: 0.85,
                prediction: 0.6,
                speedMultiplier: 0.85
            },
            hard: {
                reactionDelay: 0.1,
                accuracy: 0.95,
                prediction: 0.8,
                speedMultiplier: 1.0
            }
        };
        
        // Trail effect variables
        const trail = [];
        const maxTrailLength = 10;
        
        // Create particles for background
        function createParticles() {
            const particles = [];
            const particleCount = Math.floor(canvas.width * canvas.height / 2000);
            
            for (let i = 0; i < particleCount; i++) {
                particles.push({
                    x: Math.random() * canvas.width,
                    y: Math.random() * canvas.height,
                    size: Math.random() * 2 + 1,
                    speed: Math.random() * 2 + 1
                });
            }
            
            return particles;
        }
        
        let particles = createParticles();
        
        // Draw functions
        function drawPaddle(x, y, width, height, color = '#00fffc') {
            ctx.fillStyle = color;
            ctx.shadowBlur = 15;
            ctx.shadowColor = color;
            ctx.fillRect(x, y, width, height);
            ctx.shadowBlur = 0;
        }
        
        function drawBall(x, y, width, height, color = '#ff00f7') {
            ctx.fillStyle = color;
            ctx.shadowBlur = 15;
            ctx.shadowColor = color;
            ctx.beginPath();
            ctx.arc(x + width / 2, y + height / 2, width / 2, 0, Math.PI * 2);
            ctx.fill();
            ctx.shadowBlur = 0;
        }
        
        function drawTrail() {
            for (let i = 0; i < trail.length; i++) {
                const opacity = i / trail.length;
                ctx.fillStyle = `rgba(255, 0, 247, ${opacity})`;
                ctx.beginPath();
                ctx.arc(trail[i].x, trail[i].y, ballSize / 2 * opacity, 0, Math.PI * 2);
                ctx.fill();
            }
        }
        
        function drawParticles() {
            particles.forEach(particle => {
                ctx.fillStyle = `rgba(0, 255, 252, ${Math.random() * 0.5})`;
                ctx.fillRect(particle.x, particle.y, particle.size, particle.size);
                
                // Move particles
                particle.y += particle.speed;
                if (particle.y > canvas.height) {
                    particle.y = 0;
                    particle.x = Math.random() * canvas.width;
                }
            });
        }
        
        function drawCenterLine() {
            ctx.strokeStyle = 'rgba(0, 255, 252, 0.2)';
            ctx.lineWidth = 2;
            ctx.setLineDash([10, 10]);
            ctx.beginPath();
            ctx.moveTo(canvas.width / 2, 0);
            ctx.lineTo(canvas.width / 2, canvas.height);
            ctx.stroke();
            ctx.setLineDash([]);
        }
        
        // AI decision making
        function decideAIMovement(paddle, ball, isLeftPaddle, profile) {
            const paddleCenter = paddle.y + paddle.height / 2;
            const ballCenter = ball.y + ball.height / 2;
            
            // Add some prediction based on ball direction
            let predictedY = ballCenter;
            if (profile.prediction > 0) {
                if (ball.dx !== 0) {
                    const framesToContact = Math.abs((paddle.x - ball.x) / ball.dx);
                    predictedY = ballCenter + (ball.dy * framesToContact * profile.prediction);
                }
            }
            
            // Keep prediction within bounds
            predictedY = Math.max(0, Math.min(canvas.height, predictedY));
            
            // Add some randomness to the AI's accuracy
            const targetY = predictedY + (Math.random() - 0.5) * paddle.height * (1 - profile.accuracy);
            
            // Move paddle towards the target
            if (paddleCenter < targetY - 10) {
                return paddleSpeed * profile.speedMultiplier;
            } else if (paddleCenter > targetY + 10) {
                return -paddleSpeed * profile.speedMultiplier;
            } else {
                return 0;
            }
        }
        
        // Game logic
        function update() {
            if (gamePaused) return;
            
            // AI movement
            const difficulty = document.querySelector('input[name="difficulty"]:checked').value;
            const profile = aiProfiles[difficulty];
            
            // Left paddle AI (unless human player is enabled)
            if (!humanPlayer || !gameRunning) {
                leftPaddle.dy = decideAIMovement(leftPaddle, ball, true, profile);
            }
            
            // Right paddle AI (always controlled by AI in this mode)
            rightPaddle.dy = decideAIMovement(rightPaddle, ball, false, profile);
            
            // Move paddles
            leftPaddle.y += leftPaddle.dy * gameSpeed;
            rightPaddle.y += rightPaddle.dy * gameSpeed;
            
            // Keep paddles within canvas
            if (leftPaddle.y < 0) leftPaddle.y = 0;
            if (leftPaddle.y + leftPaddle.height > canvas.height) {
                leftPaddle.y = canvas.height - leftPaddle.height;
            }
            
            if (rightPaddle.y < 0) rightPaddle.y = 0;
            if (rightPaddle.y + rightPaddle.height > canvas.height) {
                rightPaddle.y = canvas.height - rightPaddle.height;
            }
            
            // Move ball
            ball.x += ball.dx * gameSpeed;
            ball.y += ball.dy * gameSpeed;
            
            // Add current ball position to trail
            trail.push({ x: ball.x + ball.width / 2, y: ball.y + ball.height / 2 });
            if (trail.length > maxTrailLength) {
                trail.shift();
            }
            
            // Ball collision with top and bottom walls
            if (ball.y < 0 || ball.y + ball.height > canvas.height) {
                ball.dy = -ball.dy;
                wallHitSound.currentTime = 0;
                wallHitSound.play();
            }
            
            // Ball collision with paddles
            if (
                ball.x < leftPaddle.x + leftPaddle.width &&
                ball.x + ball.width > leftPaddle.x &&
                ball.y < leftPaddle.y + leftPaddle.height &&
                ball.y + ball.height > leftPaddle.y
            ) {
                // Calculate angle based on where ball hits paddle
                const hitPosition = (ball.y + ball.height / 2) - (leftPaddle.y + leftPaddle.height / 2);
                const normalizedHit = hitPosition / (leftPaddle.height / 2);
                ball.dy = normalizedHit * 5 * (humanPlayer ? 1.2 : 1); // More angle when human plays
                
                ball.dx = Math.abs(ball.dx); // Ensure ball moves right
                ball.dx *= humanPlayer ? 1.1 : 1.05; // Human gets slightly more speed
                
                paddleHitSound.currentTime = 0;
                paddleHitSound.play();
                
                // Add some randomness
                ball.dy += (Math.random() * 2 - 1) * 0.5;
            }
            
            if (
                ball.x < rightPaddle.x + rightPaddle.width &&
                ball.x + ball.width > rightPaddle.x &&
                ball.y < rightPaddle.y + rightPaddle.height &&
                ball.y + ball.height > rightPaddle.y
            ) {
                // Calculate angle based on where ball hits paddle
                const hitPosition = (ball.y + ball.height / 2) - (rightPaddle.y + rightPaddle.height / 2);
                const normalizedHit = hitPosition / (rightPaddle.height / 2);
                ball.dy = normalizedHit * 5;
                
                ball.dx = -Math.abs(ball.dx); // Ensure ball moves left
                ball.dx *= 1.05;
                
                paddleHitSound.currentTime = 0;
                paddleHitSound.play();
                
                // Add some randomness
                ball.dy += (Math.random() * 2 - 1) * 0.5;
            }
            
            // Ball out of bounds (scoring)
            if (ball.x + ball.width < 0) {
                // Right AI scores
                rightScore++;
                rightScoreDisplay.textContent = `AI-2: ${rightScore}`;
                resetBall();
                scoreSound.currentTime = 0;
                scoreSound.play();
                
                if (rightScore >= winningScore) {
                    endGame(false);
                }
            }
            
            if (ball.x > canvas.width) {
                // Left AI scores
                leftScore++;
                leftScoreDisplay.textContent = `AI-1: ${leftScore}`;
                resetBall();
                scoreSound.currentTime = 0;
                scoreSound.play();
                
                if (leftScore >= winningScore) {
                    endGame(true);
                }
            }
        }
        
        function resetBall() {
            ball.x = canvas.width / 2 - ball.width / 2;
            ball.y = canvas.height / 2 - ball.height / 2;
            
            // Random direction favoring the losing side (if human is playing)
            if (humanPlayer && leftScore !== rightScore) {
                const direction = leftScore < rightScore ? 1 : -1;
                ball.dx = direction * 5;
            } else {
                // Random direction for AI vs AI
                ball.dx = (Math.random() > 0.5 ? 1 : -1) * 5;
            }
            
            ball.dy = (Math.random() * 4 - 2);
            
            // Clear trail
            trail.length = 0;
        }
        
        function render() {
            // Clear canvas
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            
            // Draw background elements
            drawParticles();
            drawCenterLine();
            
            // Draw game elements with different colors for human player
            drawTrail();
            drawPaddle(
                leftPaddle.x, 
                leftPaddle.y, 
                leftPaddle.width, 
                leftPaddle.height, 
                humanPlayer ? '#00ff9d' : '#00fffc'
            );
            drawPaddle(
                rightPaddle.x, 
                rightPaddle.y, 
                rightPaddle.width, 
                rightPaddle.height, 
                '#ff00f7'
            );
            drawBall(ball.x, ball.y, ball.width, ball.height);
        }
        
        function gameLoop() {
            if (gameRunning && !gamePaused) {
                update();
                render();
                requestAnimationFrame(gameLoop);
            }
        }
        
        // Game control functions
        function startGame() {
            humanPlayer = humanPlayerToggle.checked;
            leftScore = 0;
            rightScore = 0;
            leftScoreDisplay.textContent = `AI-1: ${leftScore}`;
            rightScoreDisplay.textContent = humanPlayer ? `YOU: ${rightScore}` : `AI-2: ${rightScore}`;
            
            resetPositions();
            startScreen.style.display = 'none';
            gameOverScreen.style.display = 'none';
            gameRunning = true;
            gamePaused = false;
            gameLoop();
        }
        
        function endGame(leftWon) {
            gameRunning = false;
            gameOverScreen.style.display = 'flex';
            
            if (humanPlayer) {
                resultText.textContent = leftWon ? "AI DEFEATED YOU!" : "YOU DEFEATED AI!";
            } else {
                resultText.textContent = leftWon ? "AI-1 IS VICTORIOUS!" : "AI-2 IS VICTORIOUS!";
            }
        }
        
        function togglePause() {
            gamePaused = !gamePaused;
            pauseBtn.textContent = gamePaused ? "▶ RESUME" : "⏸ PAUSE";
            if (gameRunning && !gamePaused) {
                gameLoop();
            }
        }
        
        function cycleGameSpeed() {
            const speeds = [1, 1.5, 2, 3];
            const currentIndex = speeds.indexOf(gameSpeed);
            const nextIndex = (currentIndex + 1) % speeds.length;
            gameSpeed = speeds[nextIndex];
            speedBtn.textContent = `⚡ ${gameSpeed}X`;
        }
        
        // Event listeners
        startButton.addEventListener('click', startGame);
        restartButton.addEventListener('click', startGame);
        pauseBtn.addEventListener('click', togglePause);
        speedBtn.addEventListener('click', cycleGameSpeed);
        
        humanPlayerToggle.addEventListener('change', function() {
            rightScoreDisplay.textContent = this.checked ? `YOU: ${rightScore}` : `AI-2: ${rightScore}`;
        });
        
        // Keyboard controls (only if human player is enabled)
        document.addEventListener('keydown', (e) => {
            if (!humanPlayer || !gameRunning) return;
            
            if (e.key === 'ArrowUp') {
                leftPaddle.dy = -paddleSpeed * gameSpeed;
            } else if (e.key === 'ArrowDown') {
                leftPaddle.dy = paddleSpeed * gameSpeed;
            }
        });
        
        document.addEventListener('keyup', (e) => {
            if (!humanPlayer || !gameRunning) return;
            
            if (e.key === 'ArrowUp' || e.key === 'ArrowDown') {
                leftPaddle.dy = 0;
            }
        });
        
        // Mouse controls (only if human player is enabled)
        canvas.addEventListener('mousemove', (e) => {
            if (!humanPlayer || !gameRunning) return;
            
            const rect = canvas.getBoundingClientRect();
            const mouseY = e.clientY - rect.top - leftPaddle.height / 2;
            
            if (mouseY >= 0 && mouseY <= canvas.height - leftPaddle.height) {
                leftPaddle.y = mouseY;
            }
        });
        
        // Initialize
        resetPositions();
        particles = createParticles();
    </script>
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