File size: 22,619 Bytes
5701e16
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Neon Snake Adventure</title>
    <link href="https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap" rel="stylesheet">
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }

        body {
            font-family: 'Orbitron', sans-serif;
            background: linear-gradient(135deg, #1a2a6c, #b21f1f, #fdbb2d);
            height: 100vh;
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            color: white;
            overflow: hidden;
            position: relative;
        }

        .game-container {
            position: relative;
            width: 500px;
            height: 500px;
            background-color: rgba(0, 0, 0, 0.3);
            border-radius: 10px;
            box-shadow: 0 0 30px rgba(255, 255, 255, 0.2);
            overflow: hidden;
            border: 2px solid rgba(255, 255, 255, 0.1);
        }

        canvas {
            display: block;
            border-radius: 8px;
        }

        .score-display {
            position: absolute;
            top: 20px;
            left: 20px;
            font-size: 1.5rem;
            color: #fff;
            z-index: 10;
            text-shadow: 0 0 10px #00f3ff;
        }

        .game-over {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background-color: rgba(0, 0, 0, 0.7);
            display: none;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            z-index: 20;
            border-radius: 8px;
        }

        .game-over h2 {
            font-size: 3rem;
            margin-bottom: 20px;
            color: #ff4d4d;
            text-shadow: 0 0 15px #ff0000;
            animation: pulse 1.5s infinite;
        }

        .final-score {
            font-size: 1.8rem;
            margin-bottom: 30px;
            color: #00ff9d;
            text-shadow: 0 0 10px #00ffaa;
        }

        .btn {
            padding: 12px 30px;
            background: linear-gradient(45deg, #00c6ff, #0072ff);
            border: none;
            border-radius: 50px;
            color: white;
            font-size: 1.2rem;
            font-family: 'Orbitron', sans-serif;
            cursor: pointer;
            transition: all 0.3s;
            box-shadow: 0 5px 15px rgba(0, 0, 0, 0.2);
            outline: none;
        }

        .btn:hover {
            transform: translateY(-3px);
            box-shadow: 0 8px 20px rgba(0, 0, 0, 0.3);
        }

        .btn:active {
            transform: translateY(1px);
        }

        .controls {
            margin-top: 20px;
            text-align: center;
        }

        .controls p {
            margin-bottom: 10px;
            color: #ffffffaa;
        }

        .mobile-controls {
            display: none;
            grid-template-columns: repeat(3, 1fr);
            grid-template-rows: repeat(3, 1fr);
            gap: 10px;
            width: 200px;
            margin-top: 20px;
        }

        .mobile-btn {
            width: 60px;
            height: 60px;
            background-color: rgba(255, 255, 255, 0.1);
            border: none;
            border-radius: 50%;
            color: white;
            font-size: 1.5rem;
            display: flex;
            justify-content: center;
            align-items: center;
            cursor: pointer;
            user-select: none;
        }

        .mobile-btn:active {
            background-color: rgba(255, 255, 255, 0.3);
        }

        .up {
            grid-column: 2;
            grid-row: 1;
        }

        .down {
            grid-column: 2;
            grid-row: 3;
        }

        .left {
            grid-column: 1;
            grid-row: 2;
        }

        .right {
            grid-column: 3;
            grid-row: 2;
        }

        .title {
            font-size: 3rem;
            margin-bottom: 20px;
            background: linear-gradient(to right, #00f3ff, #00ff9d);
            -webkit-background-clip: text;
            background-clip: text;
            color: transparent;
            text-shadow: 0 0 10px rgba(0, 255, 255, 0.3);
        }

        @keyframes pulse {
            0% { transform: scale(1); }
            50% { transform: scale(1.05); }
            100% { transform: scale(1); }
        }

        .particle {
            position: absolute;
            background-color: rgba(255, 255, 255, 0.7);
            border-radius: 50%;
            pointer-events: none;
            z-index: 5;
        }

        @media (max-width: 600px) {
            .game-container {
                width: 300px;
                height: 300px;
            }
            
            .mobile-controls {
                display: grid;
            }
            
            .controls p {
                display: none;
            }
            
            .title {
                font-size: 2rem;
            }
        }
    </style>
</head>
<body>
    <h1 class="title">NEON SNAKE</h1>
    <div class="game-container">
        <div class="score-display">Score: 0</div>
        <canvas id="gameCanvas"></canvas>
        <div class="game-over">
            <h2>GAME OVER</h2>
            <div class="final-score">Score: 0</div>
            <button class="btn" id="restartBtn">PLAY AGAIN</button>
        </div>
    </div>
    <div class="controls">
        <p>Use arrow keys to control the snake</p>
        <div class="mobile-controls">
            <button class="mobile-btn up" id="upBtn"></button>
            <button class="mobile-btn down" id="downBtn"></button>
            <button class="mobile-btn left" id="leftBtn"></button>
            <button class="mobile-btn right" id="rightBtn"></button>
        </div>
    </div>

    <script>
        // Game variables
        const canvas = document.getElementById('gameCanvas');
        const ctx = canvas.getContext('2d');
        const scoreDisplay = document.querySelector('.score-display');
        const gameOverScreen = document.querySelector('.game-over');
        const finalScoreDisplay = document.querySelector('.final-score');
        const restartBtn = document.getElementById('restartBtn');
        
        // Set canvas size
        canvas.width = canvas.parentElement.offsetWidth;
        canvas.height = canvas.parentElement.offsetHeight;
        
        // Game settings
        const gridSize = 20;
        const tileCountX = Math.floor(canvas.width / gridSize);
        const tileCountY = Math.floor(canvas.height / gridSize);
        
        // Game state
        let snake = [];
        let food = {};
        let direction = 'right';
        let nextDirection = 'right';
        let score = 0;
        let gameSpeed = 120;
        let gameRunning = false;
        let gameLoop;
        let particles = [];
        
        // Sound effects
        const eatSound = new Audio('data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU...'); // Short base64 encoded sound
        const gameOverSound = new Audio('data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU...'); // Short base64 encoded sound
        
        // Initialize game
        function initGame() {
            snake = [
                {x: 5, y: 10},
                {x: 4, y: 10},
                {x: 3, y: 10}
            ];
            
            spawnFood();
            direction = 'right';
            nextDirection = 'right';
            score = 0;
            gameSpeed = 120;
            scoreDisplay.textContent = `Score: ${score}`;
            particles = [];
            gameRunning = true;
            
            if (gameLoop) clearInterval(gameLoop);
            gameLoop = setInterval(gameStep, gameSpeed);
        }
        
        // Spawn food at random position
        function spawnFood() {
            food = {
                x: Math.floor(Math.random() * tileCountX),
                y: Math.floor(Math.random() * tileCountY)
            };
            
            // Make sure food doesn't spawn on snake
            for (let segment of snake) {
                if (segment.x === food.x && segment.y === food.y) {
                    return spawnFood();
                }
            }
            
            createParticles(food.x * gridSize + gridSize/2, food.y * gridSize + gridSize/2, 10, '#FF5252');
        }
        
        // Main game loop step
        function gameStep() {
            if (!gameRunning) return;
            
            moveSnake();
            checkCollision();
            if (gameRunning) {
                drawGame();
            }
        }
        
        // Move the snake
        function moveSnake() {
            direction = nextDirection;
            
            // Get the head of the snake
            const head = {x: snake[0].x, y: snake[0].y};
            
            // Move head based on direction
            switch (direction) {
                case 'up':
                    head.y -= 1;
                    break;
                case 'down':
                    head.y += 1;
                    break;
                case 'left':
                    head.x -= 1;
                    break;
                case 'right':
                    head.x += 1;
                    break;
            }
            
            // Add new head
            snake.unshift(head);
            
            // Check if snake ate food
            if (head.x === food.x && head.y === food.y) {
                score += 10;
                scoreDisplay.textContent = `Score: ${score}`;
                
                // Play sound and create particles
                if (eatSound) {
                    eatSound.currentTime = 0;
                    eatSound.play();
                }
                createParticles(food.x * gridSize + gridSize/2, food.y * gridSize + gridSize/2, 15, '#4CAF50');
                
                // Increase speed every 50 points
                if (score % 50 === 0 && gameSpeed > 50) {
                    gameSpeed -= 10;
                    clearInterval(gameLoop);
                    gameLoop = setInterval(gameStep, gameSpeed);
                }
                
                spawnFood();
            } else {
                // Remove tail only if didn't eat food
                snake.pop();
            }
        }
        
        // Check for collisions
        function checkCollision() {
            const head = snake[0];
            
            // Wall collision
            if (head.x < 0 || head.x >= tileCountX || head.y < 0 || head.y >= tileCountY) {
                gameOver();
                return;
            }
            
            // Self collision (skip head)
            for (let i = 1; i < snake.length; i++) {
                if (head.x === snake[i].x && head.y === snake[i].y) {
                    gameOver();
                    return;
                }
            }
        }
        
        // Game over sequence
        function gameOver() {
            gameRunning = false;
            clearInterval(gameLoop);
            
            // Play sound
            if (gameOverSound) {
                gameOverSound.currentTime = 0;
                gameOverSound.play();
            }
            
            // Create explosion particles
            for (let segment of snake) {
                createParticles(segment.x * gridSize + gridSize/2, segment.y * gridSize + gridSize/2, 5, '#FFEB3B');
            }
            
            // Show game over screen
            finalScoreDisplay.textContent = `Score: ${score}`;
            gameOverScreen.style.display = 'flex';
        }
        
        // Draw game elements
        function drawGame() {
            // Clear canvas
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            
            // Draw background grid
            drawGrid();
            
            // Draw food
            drawFood();
            
            // Draw snake
            drawSnake();
            
            // Draw particles
            drawParticles();
        }
        
        // Draw background grid
        function drawGrid() {
            ctx.fillStyle = 'rgba(255, 255, 255, 0.05)';
            for (let x = 0; x < tileCountX; x++) {
                for (let y = 0; y < tileCountY; y++) {
                    ctx.fillRect(x * gridSize, y * gridSize, gridSize - 1, gridSize - 1);
                }
            }
        }
        
        // Draw food with glow effect
        function drawFood() {
            const centerX = food.x * gridSize + gridSize / 2;
            const centerY = food.y * gridSize + gridSize / 2;
            const radius = gridSize / 2 - 2;
            
            // Glow effect
            const gradient = ctx.createRadialGradient(
                centerX, centerY, radius * 0.2,
                centerX, centerY, radius * 1.5
            );
            gradient.addColorStop(0, 'rgba(255, 82, 82, 0.8)');
            gradient.addColorStop(1, 'rgba(255, 82, 82, 0)');
            
            ctx.beginPath();
            ctx.arc(centerX, centerY, radius * 1.5, 0, Math.PI * 2);
            ctx.fillStyle = gradient;
            ctx.fill();
            
            // Main food circle
            ctx.beginPath();
            ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);
            ctx.fillStyle = '#FF5252';
            ctx.fill();
            ctx.shadowBlur = 15;
            ctx.shadowColor = '#FF5252';
            ctx.fill();
            ctx.shadowBlur = 0;
            
            // Inner detail
            ctx.beginPath();
            ctx.arc(centerX, centerY, radius / 2, 0, Math.PI * 2);
            ctx.fillStyle = '#FF8A80';
            ctx.fill();
        }
        
        // Draw snake with gradient and glow
        function drawSnake() {
            for (let i = 0; i < snake.length; i++) {
                const segment = snake[i];
                const posX = segment.x * gridSize;
                const posY = segment.y * gridSize;
                const size = gridSize - 2;
                
                // Head gets different color
                if (i === 0) {
                    const gradient = ctx.createLinearGradient(
                        posX, posY, 
                        posX + size, posY + size
                    );
                    gradient.addColorStop(0, '#00E5FF');
                    gradient.addColorStop(1, '#00B0FF');
                    ctx.fillStyle = gradient;
                } else {
                    // Body gradient based on position
                    const gradient = ctx.createLinearGradient(
                        posX, posY, 
                        posX + size, posY + size
                    );
                    const hue = (120 + i * 2) % 360;
                    gradient.addColorStop(0, `hsl(${hue}, 100%, 65%)`);
                    gradient.addColorStop(1, `hsl(${(hue + 20) % 360}, 100%, 50%)`);
                    ctx.fillStyle = gradient;
                }
                
                // Glow effect
                ctx.shadowBlur = 10;
                ctx.shadowColor = ctx.fillStyle;
                
                // Rounded corners
                const cornerRadius = 5;
                ctx.beginPath();
                ctx.moveTo(posX + cornerRadius, posY);
                ctx.lineTo(posX + size - cornerRadius, posY);
                ctx.quadraticCurveTo(posX + size, posY, posX + size, posY + cornerRadius);
                ctx.lineTo(posX + size, posY + size - cornerRadius);
                ctx.quadraticCurveTo(posX + size, posY + size, posX + size - cornerRadius, posY + size);
                ctx.lineTo(posX + cornerRadius, posY + size);
                ctx.quadraticCurveTo(posX, posY + size, posX, posY + size - cornerRadius);
                ctx.lineTo(posX, posY + cornerRadius);
                ctx.quadraticCurveTo(posX, posY, posX + cornerRadius, posY);
                ctx.closePath();
                ctx.fill();
                
                // Reset shadow
                ctx.shadowBlur = 0;
                
                // Eyes on head
                if (i === 0) {
                    const eyeSize = size / 6;
                    ctx.fillStyle = 'white';
                    
                    // Calculate eye positions based on direction
                    let leftEyeX, leftEyeY, rightEyeX, rightEyeY;
                    
                    switch (direction) {
                        case 'up':
                            leftEyeX = posX + size / 3;
                            leftEyeY = posY + size / 3;
                            rightEyeX = posX + size * 2/3;
                            rightEyeY = posY + size / 3;
                            break;
                        case 'down':
                            leftEyeX = posX + size / 3;
                            leftEyeY = posY + size * 2/3;
                            rightEyeX = posX + size * 2/3;
                            rightEyeY = posY + size * 2/3;
                            break;
                        case 'left':
                            leftEyeX = posX + size / 3;
                            leftEyeY = posY + size / 3;
                            rightEyeX = posX + size / 3;
                            rightEyeY = posY + size * 2/3;
                            break;
                        case 'right':
                            leftEyeX = posX + size * 2/3;
                            leftEyeY = posY + size / 3;
                            rightEyeX = posX + size * 2/3;
                            rightEyeY = posY + size * 2/3;
                            break;
                    }
                    
                    // Draw eyes
                    ctx.beginPath();
                    ctx.arc(leftEyeX, leftEyeY, eyeSize, 0, Math.PI * 2);
                    ctx.fill();
                    
                    ctx.beginPath();
                    ctx.arc(rightEyeX, rightEyeY, eyeSize, 0, Math.PI * 2);
                    ctx.fill();
                    
                    // Pupils
                    ctx.fillStyle = '#222';
                    const pupilSize = eyeSize / 2;
                    ctx.beginPath();
                    ctx.arc(leftEyeX, leftEyeY, pupilSize, 0, Math.PI * 2);
                    ctx.fill();
                    
                    ctx.beginPath();
                    ctx.arc(rightEyeX, rightEyeY, pupilSize, 0, Math.PI * 2);
                    ctx.fill();
                }
            }
        }
        
        // Create particles
        function createParticles(x, y, count, color) {
            for (let i = 0; i < count; i++) {
                particles.push({
                    x: x,
                    y: y,
                    size: Math.random() * 3 + 1,
                    color: color,
                    speedX: Math.random() * 6 - 3,
                    speedY: Math.random() * 6 - 3,
                    life: 30 + Math.random() * 30,
                    opacity: 1
                });
            }
        }
        
        // Draw and update particles
        function drawParticles() {
            for (let i = particles.length - 1; i >= 0; i--) {
                const p = particles[i];
                
                // Update position and life
                p.x += p.speedX;
                p.y += p.speedY;
                p.life--;
                p.opacity = p.life / 60;
                
                // Remove if life is over
                if (p.life <= 0) {
                    particles.splice(i, 1);
                    continue;
                }
                
                // Draw particle
                ctx.globalAlpha = p.opacity;
                ctx.fillStyle = p.color;
                ctx.beginPath();
                ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
                ctx.fill();
            }
            ctx.globalAlpha = 1;
        }
        
        // Keyboard controls
        function handleKeyDown(e) {
            const key = e.key;
            
            // Prevent reverse direction
            if (key === 'ArrowUp' && direction !== 'down') {
                nextDirection = 'up';
            } else if (key === 'ArrowDown' && direction !== 'up') {
                nextDirection = 'down';
            } else if (key === 'ArrowLeft' && direction !== 'right') {
                nextDirection = 'left';
            } else if (key === 'ArrowRight' && direction !== 'left') {
                nextDirection = 'right';
            }
        }
        
        // Mobile controls
        document.getElementById('upBtn').addEventListener('click', () => {
            if (direction !== 'down') nextDirection = 'up';
        });
        
        document.getElementById('downBtn').addEventListener('click', () => {
            if (direction !== 'up') nextDirection = 'down';
        });
        
        document.getElementById('leftBtn').addEventListener('click', () => {
            if (direction !== 'right') nextDirection = 'left';
        });
        
        document.getElementById('rightBtn').addEventListener('click', () => {
            if (direction !== 'left') nextDirection = 'right';
        });
        
        // Restart game
        restartBtn.addEventListener('click', () => {
            gameOverScreen.style.display = 'none';
            initGame();
        });
        
        // Handle window resize
        window.addEventListener('resize', () => {
            canvas.width = canvas.parentElement.offsetWidth;
            canvas.height = canvas.parentElement.offsetHeight;
            if (gameRunning) drawGame();
        });
        
        // Initialize
        document.addEventListener('keydown', handleKeyDown);
        initGame();
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <a href="https://enzostvs-deepsite.hf.space" style="color: #fff;" target="_blank" >DeepSite</a> <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;"></p></body>
</html>