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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>Rainbow Neon Snake</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        @import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap');
        
        body {
            font-family: 'Press Start 2P', cursive;
            background: linear-gradient(135deg, #0f172a, #1e293b);
            overflow: hidden;
            touch-action: none;
        }
        
        #gameCanvas {
            box-shadow: 0 0 30px rgba(99, 102, 241, 0.8), 
                        0 0 60px rgba(139, 92, 246, 0.6),
                        0 0 90px rgba(217, 70, 239, 0.4);
            border-radius: 8px;
            border: 2px solid #6366f1;
        }
        
        .rainbow-text {
            background: linear-gradient(90deg, 
                #ef4444, #f97316, #eab308, #22c55e, 
                #3b82f6, #6366f1, #8b5cf6, #d946ef);
            -webkit-background-clip: text;
            background-clip: text;
            color: transparent;
            text-shadow: 0 0 10px rgba(255, 255, 255, 0.3);
        }
        
        .neon-button {
            transition: all 0.3s;
            box-shadow: 0 0 15px rgba(99, 102, 241, 0.7);
            position: relative;
            overflow: hidden;
        }
        
        .neon-button:hover {
            box-shadow: 0 0 25px rgba(139, 92, 246, 0.8);
            transform: translateY(-2px);
        }
        
        .neon-button::before {
            content: '';
            position: absolute;
            top: -50%;
            left: -50%;
            width: 200%;
            height: 200%;
            background: linear-gradient(
                to bottom right,
                rgba(255, 255, 255, 0.3) 0%,
                rgba(255, 255, 255, 0) 60%
            );
            transform: rotate(30deg);
            transition: all 0.3s;
        }
        
        .neon-button:hover::before {
            left: 100%;
        }
        
        .pulse {
            animation: pulse 1.5s infinite;
        }
        
        @keyframes pulse {
            0% { transform: scale(0.98); opacity: 0.9; }
            50% { transform: scale(1.02); opacity: 1; }
            100% { transform: scale(0.98); opacity: 0.9; }
        }
        
        .glow {
            animation: glow 2s infinite alternate;
        }
        
        @keyframes glow {
            from { 
                box-shadow: 0 0 15px rgba(99, 102, 241, 0.7),
                           0 0 30px rgba(139, 92, 246, 0.5);
            }
            to { 
                box-shadow: 0 0 25px rgba(99, 102, 241, 0.9),
                           0 0 50px rgba(139, 92, 246, 0.7),
                           0 0 75px rgba(217, 70, 239, 0.5);
            }
        }
        
        .particle {
            position: absolute;
            border-radius: 50%;
            pointer-events: none;
            z-index: 10;
        }
        
        .controls {
            touch-action: none;
        }
        
        .control-btn {
            width: 70px;
            height: 70px;
            background: rgba(30, 41, 59, 0.7);
            border: 2px solid;
            border-radius: 50%;
            display: flex;
            align-items: center;
            justify-content: center;
            color: white;
            font-size: 28px;
            user-select: none;
            touch-action: none;
            transition: all 0.2s;
            position: relative;
            overflow: hidden;
        }
        
        .control-btn::before {
            content: '';
            position: absolute;
            top: -50%;
            left: -50%;
            width: 200%;
            height: 200%;
            background: linear-gradient(
                to bottom right,
                rgba(255, 255, 255, 0.2) 0%,
                rgba(255, 255, 255, 0) 60%
            );
            transform: rotate(30deg);
        }
        
        .control-btn:active {
            transform: scale(0.95);
        }
        
        #upBtn {
            border-color: #22c55e;
            box-shadow: 0 0 15px rgba(34, 197, 94, 0.5);
        }
        
        #downBtn {
            border-color: #3b82f6;
            box-shadow: 0 0 15px rgba(59, 130, 246, 0.5);
        }
        
        #leftBtn {
            border-color: #f97316;
            box-shadow: 0 0 15px rgba(249, 115, 22, 0.5);
        }
        
        #rightBtn {
            border-color: #d946ef;
            box-shadow: 0 0 15px rgba(217, 70, 239, 0.5);
        }
        
        .score-box {
            background: rgba(30, 41, 59, 0.7);
            border: 2px solid #6366f1;
            border-radius: 10px;
            box-shadow: 0 0 15px rgba(99, 102, 241, 0.5);
            padding: 10px 20px;
            position: relative;
            overflow: hidden;
        }
        
        .score-box::before {
            content: '';
            position: absolute;
            top: 0;
            left: 0;
            right: 0;
            height: 3px;
            background: linear-gradient(90deg, 
                #ef4444, #f97316, #eab308, #22c55e, 
                #3b82f6, #6366f1, #8b5cf6, #d946ef);
        }
        
        .trail {
            position: absolute;
            width: 20px;
            height: 20px;
            border-radius: 50%;
            background: rgba(255, 255, 255, 0.4);
            pointer-events: none;
            z-index: 5;
        }
        
        .power-up {
            position: absolute;
            width: 20px;
            height: 20px;
            border-radius: 50%;
            background: #eab308;
            box-shadow: 0 0 10px #eab308, 0 0 20px rgba(234, 179, 8, 0.7);
            animation: float 3s ease-in-out infinite;
            z-index: 5;
        }
        
        @keyframes float {
            0%, 100% { transform: translateY(0); }
            50% { transform: translateY(-10px); }
        }
        
        .power-up::after {
            content: '';
            position: absolute;
            top: -5px;
            left: -5px;
            right: -5px;
            bottom: -5px;
            border: 2px solid #eab308;
            border-radius: 50%;
            animation: pulse-ring 2s ease-out infinite;
            opacity: 0;
        }
        
        @keyframes pulse-ring {
            0% { transform: scale(0.8); opacity: 0.8; }
            100% { transform: scale(1.5); opacity: 0; }
        }
    </style>
</head>
<body class="min-h-screen flex flex-col items-center justify-center p-4">
    <div class="text-center mb-8">
        <h1 class="text-4xl md:text-5xl font-bold rainbow-text mb-4">RAINBOW SNAKE</h1>
        <div class="flex justify-center gap-8 mb-6">
            <div class="score-box">
                <p class="text-sm text-blue-300">SCORE</p>
                <p id="score" class="text-2xl text-white">0</p>
            </div>
            <div class="score-box">
                <p class="text-sm text-blue-300">HIGH SCORE</p>
                <p id="highScore" class="text-2xl text-white">0</p>
            </div>
        </div>
    </div>
    
    <div class="relative">
        <canvas id="gameCanvas" width="400" height="400" class="bg-gray-900"></canvas>
        
        <div id="gameOver" class="hidden absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-90 rounded">
            <h2 class="text-red-500 text-3xl mb-6 rainbow-text">GAME OVER!</h2>
            <p class="text-blue-300 mb-4">Your score: <span id="finalScore" class="text-white">0</span></p>
            <p class="text-blue-300 mb-8">High score: <span id="finalHighScore" class="text-white">0</span></p>
            <button id="restartButton" class="px-6 py-3 bg-gradient-to-r from-purple-500 to-pink-500 text-white rounded-full neon-button font-bold glow">
                <i class="fas fa-redo mr-2"></i> PLAY AGAIN
            </button>
        </div>
        
        <div id="startScreen" class="absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-90 rounded">
            <h2 class="rainbow-text text-3xl mb-6 pulse">RAINBOW SNAKE</h2>
            <p class="text-blue-300 mb-8 text-center px-4">Eat the food to grow longer! Collect power-ups for bonuses!</p>
            <button id="startButton" class="px-6 py-3 bg-gradient-to-r from-purple-500 to-pink-500 text-white rounded-full neon-button font-bold glow">
                <i class="fas fa-play mr-2"></i> START GAME
            </button>
        </div>
    </div>
    
    <div class="mt-6 grid grid-cols-3 gap-4 controls" id="mobileControls">
        <div></div>
        <button class="control-btn" id="upBtn"><i class="fas fa-arrow-up"></i></button>
        <div></div>
        <button class="control-btn" id="leftBtn"><i class="fas fa-arrow-left"></i></button>
        <div class="flex items-center justify-center">
            <div class="w-12 h-12 rounded-full bg-gradient-to-br from-purple-500 to-pink-500 flex items-center justify-center text-white">
                <i class="fas fa-gamepad"></i>
            </div>
        </div>
        <button class="control-btn" id="rightBtn"><i class="fas fa-arrow-right"></i></button>
        <div></div>
        <button class="control-btn" id="downBtn"><i class="fas fa-arrow-down"></i></button>
        <div></div>
    </div>
    
    <div class="mt-4 text-blue-300 text-sm text-center">
        <p>Controls: Arrow Keys, WASD, or Touch Buttons</p>
    </div>
    
    <script>
        document.addEventListener('DOMContentLoaded', () => {
            const canvas = document.getElementById('gameCanvas');
            const ctx = canvas.getContext('2d');
            const scoreElement = document.getElementById('score');
            const highScoreElement = document.getElementById('highScore');
            const finalScoreElement = document.getElementById('finalScore');
            const finalHighScoreElement = document.getElementById('finalHighScore');
            const gameOverScreen = document.getElementById('gameOver');
            const startScreen = document.getElementById('startScreen');
            const startButton = document.getElementById('startButton');
            const restartButton = document.getElementById('restartButton');
            const mobileControls = document.getElementById('mobileControls');
            
            // Game settings
            const gridSize = 20;
            const tileCount = canvas.width / gridSize;
            let speed = 7;
            
            // Game state
            let snake = [{x: 10, y: 10}];
            let food = {x: 5, y: 5};
            let powerUps = [];
            let direction = {x: 0, y: 0};
            let nextDirection = {x: 0, y: 0};
            let score = 0;
            let highScore = localStorage.getItem('snakeHighScore') || 0;
            let gameRunning = false;
            let gameLoop;
            let particles = [];
            let trails = [];
            let lastRenderTime = 0;
            let powerUpTimer = 0;
            let invincible = false;
            let rainbowMode = false;
            let rainbowTimer = 0;
            
            highScoreElement.textContent = highScore;
            
            // Color palette
            const colors = [
                '#ef4444', // red
                '#f97316', // orange
                '#eab308', // yellow
                '#22c55e', // green
                '#3b82f6', // blue
                '#6366f1', // indigo
                '#8b5cf6', // violet
                '#d946ef'  // pink
            ];
            
            // Visual effects
            function createParticles(x, y, color, count = 15) {
                for (let i = 0; i < count; i++) {
                    const size = Math.random() * 4 + 2;
                    particles.push({
                        x: x,
                        y: y,
                        size: size,
                        color: color || colors[Math.floor(Math.random() * colors.length)],
                        speedX: Math.random() * 8 - 4,
                        speedY: Math.random() * 8 - 4,
                        life: 30 + Math.random() * 20,
                        shrink: size * 0.05
                    });
                }
            }
            
            function createTrail(x, y) {
                if (Math.random() > 0.3) return; // Limit trail density
                
                trails.push({
                    x: x * gridSize + gridSize / 2,
                    y: y * gridSize + gridSize / 2,
                    size: Math.random() * 10 + 5,
                    opacity: 0.7,
                    fade: 0.02
                });
            }
            
            function updateParticles() {
                for (let i = particles.length - 1; i >= 0; i--) {
                    const p = particles[i];
                    p.x += p.speedX;
                    p.y += p.speedY;
                    p.life--;
                    p.size -= p.shrink;
                    
                    if (p.life <= 0 || p.size <= 0) {
                        particles.splice(i, 1);
                    }
                }
                
                for (let i = trails.length - 1; i >= 0; i--) {
                    const t = trails[i];
                    t.opacity -= t.fade;
                    if (t.opacity <= 0) {
                        trails.splice(i, 1);
                    }
                }
            }
            
            function drawParticles() {
                // Draw trails first (under everything)
                trails.forEach(t => {
                    ctx.globalAlpha = t.opacity;
                    ctx.fillStyle = 'rgba(255, 255, 255, 0.4)';
                    ctx.beginPath();
                    ctx.arc(t.x, t.y, t.size, 0, Math.PI * 2);
                    ctx.fill();
                });
                
                // Then draw particles
                particles.forEach(p => {
                    ctx.globalAlpha = p.life / 50;
                    ctx.fillStyle = p.color;
                    ctx.beginPath();
                    ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
                    ctx.fill();
                });
                
                ctx.globalAlpha = 1;
            }
            
            // Draw functions
            function drawSnake() {
                snake.forEach((segment, index) => {
                    // Create gradient based on position or rainbow mode
                    let gradient;
                    const x = segment.x * gridSize;
                    const y = segment.y * gridSize;
                    
                    if (rainbowMode) {
                        // Rainbow effect for all segments
                        gradient = ctx.createLinearGradient(x, y, x + gridSize, y + gridSize);
                        gradient.addColorStop(0, colors[index % colors.length]);
                        gradient.addColorStop(1, colors[(index + 4) % colors.length]);
                    } else {
                        // Head is a different color
                        if (index === 0) {
                            gradient = ctx.createRadialGradient(
                                x + gridSize / 2,
                                y + gridSize / 2,
                                0,
                                x + gridSize / 2,
                                y + gridSize / 2,
                                gridSize
                            );
                            gradient.addColorStop(0, '#3b82f6');
                            gradient.addColorStop(1, 'rgba(59, 130, 246, 0.2)');
                        } else {
                            // Body segments get progressively darker
                            const intensity = 200 - Math.min(190, index * 5);
                            gradient = `rgb(59, 130, ${intensity})`;
                        }
                    }
                    
                    ctx.fillStyle = gradient;
                    
                    // Draw rounded rectangle for snake segments
                    const radius = gridSize / 4;
                    
                    ctx.beginPath();
                    ctx.moveTo(x + radius, y);
                    ctx.lineTo(x + gridSize - radius, y);
                    ctx.quadraticCurveTo(x + gridSize, y, x + gridSize, y + radius);
                    ctx.lineTo(x + gridSize, y + gridSize - radius);
                    ctx.quadraticCurveTo(x + gridSize, y + gridSize, x + gridSize - radius, y + gridSize);
                    ctx.lineTo(x + radius, y + gridSize);
                    ctx.quadraticCurveTo(x, y + gridSize, x, y + gridSize - radius);
                    ctx.lineTo(x, y + radius);
                    ctx.quadraticCurveTo(x, y, x + radius, y);
                    ctx.closePath();
                    ctx.fill();
                    
                    // Add glow effect to head
                    if (index === 0) {
                        ctx.shadowColor = rainbowMode ? colors[Math.floor(Math.random() * colors.length)] : '#3b82f6';
                        ctx.shadowBlur = 15;
                        ctx.fill();
                        ctx.shadowBlur = 0;
                    }
                    
                    // Create trail effect
                    if (gameRunning && index === 0) {
                        createTrail(segment.x, segment.y);
                    }
                });
            }
            
            function drawFood() {
                const x = food.x * gridSize + gridSize / 2;
                const y = food.y * gridSize + gridSize / 2;
                const radius = gridSize / 2;
                
                // Outer glow
                ctx.shadowColor = '#ef4444';
                ctx.shadowBlur = 15;
                
                // Main food circle with gradient
                const gradient = ctx.createRadialGradient(x, y, 0, x, y, radius);
                gradient.addColorStop(0, '#ef4444');
                gradient.addColorStop(1, '#7f1d1d');
                ctx.fillStyle = gradient;
                
                ctx.beginPath();
                ctx.arc(x, y, radius, 0, Math.PI * 2);
                ctx.fill();
                
                // Inner highlight
                ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
                ctx.beginPath();
                ctx.arc(x - radius/3, y - radius/3, radius/4, 0, Math.PI * 2);
                ctx.fill();
                
                // Spikes
                const spikeCount = 8;
                for (let i = 0; i < spikeCount; i++) {
                    const angle = (i / spikeCount) * Math.PI * 2;
                    const spikeLength = radius * 0.6;
                    const spikeWidth = radius * 0.2;
                    
                    ctx.fillStyle = '#ef4444';
                    ctx.beginPath();
                    ctx.moveTo(
                        x + Math.cos(angle) * radius,
                        y + Math.sin(angle) * radius
                    );
                    ctx.lineTo(
                        x + Math.cos(angle) * (radius + spikeLength),
                        y + Math.sin(angle) * (radius + spikeLength)
                    );
                    ctx.lineTo(
                        x + Math.cos(angle + 0.2) * (radius + spikeWidth),
                        y + Math.sin(angle + 0.2) * (radius + spikeWidth)
                    );
                    ctx.closePath();
                    ctx.fill();
                }
                
                // Reset shadow
                ctx.shadowBlur = 0;
            }
            
            function drawPowerUps() {
                powerUps.forEach(pu => {
                    const x = pu.x * gridSize + gridSize / 2;
                    const y = pu.y * gridSize + gridSize / 2;
                    const radius = gridSize / 2;
                    
                    // Glowing effect
                    ctx.shadowColor = '#eab308';
                    ctx.shadowBlur = 15;
                    
                    // Main circle
                    const gradient = ctx.createRadialGradient(x, y, 0, x, y, radius);
                    gradient.addColorStop(0, '#eab308');
                    gradient.addColorStop(1, '#713f12');
                    ctx.fillStyle = gradient;
                    
                    ctx.beginPath();
                    ctx.arc(x, y, radius, 0, Math.PI * 2);
                    ctx.fill();
                    
                    // Star shape
                    ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
                    ctx.beginPath();
                    drawStar(x, y, 5, radius * 0.5, radius * 0.2);
                    ctx.fill();
                    
                    // Reset shadow
                    ctx.shadowBlur = 0;
                });
            }
            
            function drawStar(cx, cy, spikes, outerRadius, innerRadius) {
                let rot = Math.PI / 2 * 3;
                let x = cx;
                let y = cy;
                let step = Math.PI / spikes;

                ctx.beginPath();
                ctx.moveTo(cx, cy - outerRadius);
                
                for (let i = 0; i < spikes; i++) {
                    x = cx + Math.cos(rot) * outerRadius;
                    y = cy + Math.sin(rot) * outerRadius;
                    ctx.lineTo(x, y);
                    rot += step;

                    x = cx + Math.cos(rot) * innerRadius;
                    y = cy + Math.sin(rot) * innerRadius;
                    ctx.lineTo(x, y);
                    rot += step;
                }
                
                ctx.lineTo(cx, cy - outerRadius);
                ctx.closePath();
            }
            
            function drawGrid() {
                ctx.strokeStyle = 'rgba(30, 41, 59, 0.5)';
                ctx.lineWidth = 0.5;
                
                for (let i = 0; i < tileCount; i++) {
                    // Vertical lines
                    ctx.beginPath();
                    ctx.moveTo(i * gridSize, 0);
                    ctx.lineTo(i * gridSize, canvas.height);
                    ctx.stroke();
                    
                    // Horizontal lines
                    ctx.beginPath();
                    ctx.moveTo(0, i * gridSize);
                    ctx.lineTo(canvas.width, i * gridSize);
                    ctx.stroke();
                }
            }
            
            function drawBackground() {
                // Gradient background
                const gradient = ctx.createLinearGradient(0, 0, canvas.width, canvas.height);
                gradient.addColorStop(0, '#0f172a');
                gradient.addColorStop(1, '#1e293b');
                ctx.fillStyle = gradient;
                ctx.fillRect(0, 0, canvas.width, canvas.height);
                
                // Add subtle star effect
                if (Math.random() < 0.02) {
                    const x = Math.random() * canvas.width;
                    const y = Math.random() * canvas.height;
                    const size = Math.random() * 2 + 1;
                    const opacity = Math.random() * 0.5 + 0.3;
                    
                    ctx.fillStyle = `rgba(255, 255, 255, ${opacity})`;
                    ctx.beginPath();
                    ctx.arc(x, y, size, 0, Math.PI * 2);
                    ctx.fill();
                }
            }
            
            // Game logic
            function update() {
                // Update direction from the next direction buffer
                direction = {...nextDirection};
                
                // Move snake
                const head = {x: snake[0].x + direction.x, y: snake[0].y + direction.y};
                
                // Check wall collision (unless invincible)
                if (!invincible && (head.x < 0 || head.x >= tileCount || head.y < 0 || head.y >= tileCount)) {
                    createParticles(
                        head.x * gridSize + gridSize / 2,
                        head.y * gridSize + gridSize / 2,
                        '#ef4444',
                        30
                    );
                    gameOver();
                    return;
                }
                
                // Wrap around if invincible
                if (invincible) {
                    if (head.x < 0) head.x = tileCount - 1;
                    if (head.x >= tileCount) head.x = 0;
                    if (head.y < 0) head.y = tileCount - 1;
                    if (head.y >= tileCount) head.y = 0;
                }
                
                // Check self collision (unless invincible)
                if (!invincible) {
                    for (let i = 1; i < snake.length; i++) {
                        if (head.x === snake[i].x && head.y === snake[i].y) {
                            createParticles(
                                head.x * gridSize + gridSize / 2,
                                head.y * gridSize + gridSize / 2,
                                '#ef4444',
                                30
                            );
                            gameOver();
                            return;
                        }
                    }
                }
                
                // Add new head
                snake.unshift(head);
                
                // Check food collision
                if (head.x === food.x && head.y === food.y) {
                    // Create food particles
                    createParticles(
                        food.x * gridSize + gridSize / 2,
                        food.y * gridSize + gridSize / 2,
                        null, // Random color
                        20
                    );
                    
                    // Increase score
                    score += 10;
                    scoreElement.textContent = score;
                    
                    // Generate new food (not on snake or power-ups)
                    generateFood();
                    
                    // Increase speed slightly every 50 points
                    if (score % 50 === 0 && speed < 15) {
                        speed += 0.5;
                    }
                    
                    // Chance to spawn power-up
                    if (Math.random() < 0.3 && powerUps.length < 2) {
                        generatePowerUp();
                    }
                } else {
                    // Remove tail if no food eaten
                    snake.pop();
                }
                
                // Check power-up collision
                for (let i = powerUps.length - 1; i >= 0; i--) {
                    const pu = powerUps[i];
                    if (head.x === pu.x && head.y === pu.y) {
                        // Apply power-up effect
                        applyPowerUp(pu.type);
                        
                        // Remove power-up
                        powerUps.splice(i, 1);
                        
                        // Create particles
                        createParticles(
                            pu.x * gridSize + gridSize / 2,
                            pu.y * gridSize + gridSize / 2,
                            '#eab308',
                            25
                        );
                    }
                }
                
                // Update power-up timer
                if (powerUpTimer > 0) {
                    powerUpTimer--;
                    if (powerUpTimer === 0) {
                        invincible = false;
                        rainbowMode = false;
                    }
                }
                
                // Update rainbow timer
                if (rainbowTimer > 0) {
                    rainbowTimer--;
                    if (rainbowTimer === 0) {
                        rainbowMode = false;
                    }
                }
            }
            
            function applyPowerUp(type) {
                switch(type) {
                    case 'invincible':
                        invincible = true;
                        powerUpTimer = 300; // 5 seconds at 60fps
                        break;
                    case 'rainbow':
                        rainbowMode = true;
                        rainbowTimer = 450; // 7.5 seconds at 60fps
                        break;
                    case 'speed':
                        speed = Math.max(5, speed - 2); // Slow down
                        powerUpTimer = 300;
                        break;
                }
                
                // Add score bonus
                score += 50;
                scoreElement.textContent = score;
            }
            
            function generateFood() {
                let validPosition = false;
                
                while (!validPosition) {
                    food = {
                        x: Math.floor(Math.random() * tileCount),
                        y: Math.floor(Math.random() * tileCount)
                    };
                    
                    // Check if food is on snake or power-ups
                    validPosition = true;
                    
                    for (let segment of snake) {
                        if (segment.x === food.x && segment.y === food.y) {
                            validPosition = false;
                            break;
                        }
                    }
                    
                    if (validPosition) {
                        for (let pu of powerUps) {
                            if (pu.x === food.x && pu.y === food.y) {
                                validPosition = false;
                                break;
                            }
                        }
                    }
                }
            }
            
            function generatePowerUp() {
                let validPosition = false;
                const types = ['invincible', 'rainbow', 'speed'];
                const type = types[Math.floor(Math.random() * types.length)];
                
                while (!validPosition) {
                    const pu = {
                        x: Math.floor(Math.random() * tileCount),
                        y: Math.floor(Math.random() * tileCount),
                        type: type
                    };
                    
                    // Check if power-up is on snake or food
                    validPosition = true;
                    
                    for (let segment of snake) {
                        if (segment.x === pu.x && segment.y === pu.y) {
                            validPosition = false;
                            break;
                        }
                    }
                    
                    if (validPosition && (food.x === pu.x && food.y === pu.y)) {
                        validPosition = false;
                    }
                    
                    if (validPosition) {
                        for (let existingPu of powerUps) {
                            if (existingPu.x === pu.x && existingPu.y === pu.y) {
                                validPosition = false;
                                break;
                            }
                        }
                    }
                    
                    if (validPosition) {
                        powerUps.push(pu);
                        break;
                    }
                }
            }
            
            function gameOver() {
                cancelAnimationFrame(gameLoop);
                gameRunning = false;
                
                // Update high score
                if (score > highScore) {
                    highScore = score;
                    localStorage.setItem('snakeHighScore', highScore);
                    highScoreElement.textContent = highScore;
                }
                
                finalScoreElement.textContent = score;
                finalHighScoreElement.textContent = highScore;
                gameOverScreen.classList.remove('hidden');
            }
            
            function resetGame() {
                snake = [{x: 10, y: 10}];
                direction = {x: 0, y: 0};
                nextDirection = {x: 0, y: 0};
                score = 0;
                scoreElement.textContent = score;
                speed = 7;
                powerUps = [];
                particles = [];
                trails = [];
                invincible = false;
                rainbowMode = false;
                powerUpTimer = 0;
                rainbowTimer = 0;
                generateFood();
                gameOverScreen.classList.add('hidden');
            }
            
            function gameLoop(timestamp) {
                if (!gameRunning) return;
                
                const secondsSinceLastRender = (timestamp - lastRenderTime) / 1000;
                if (secondsSinceLastRender < 1 / speed) {
                    requestAnimationFrame(gameLoop);
                    return;
                }
                lastRenderTime = timestamp;
                
                drawBackground();
                drawGrid();
                updateParticles();
                drawParticles();
                drawPowerUps();
                drawFood();
                drawSnake();
                update();
                
                requestAnimationFrame(gameLoop);
            }
            
            function startGame() {
                resetGame();
                startScreen.classList.add('hidden');
                gameRunning = true;
                lastRenderTime = 0;
                requestAnimationFrame(gameLoop);
            }
            
            // Event listeners
            document.addEventListener('keydown', (e) => {
                if (!gameRunning && (e.key === ' ' || e.key === 'Enter')) {
                    startGame();
                    return;
                }
                
                // Prevent reverse direction
                switch (e.key) {
                    case 'ArrowUp':
                    case 'w':
                    case 'W':
                        if (direction.y === 0) nextDirection = {x: 0, y: -1};
                        break;
                    case 'ArrowDown':
                    case 's':
                    case 'S':
                        if (direction.y === 0) nextDirection = {x: 0, y: 1};
                        break;
                    case 'ArrowLeft':
                    case 'a':
                    case 'A':
                        if (direction.x === 0) nextDirection = {x: -1, y: 0};
                        break;
                    case 'ArrowRight':
                    case 'd':
                    case 'D':
                        if (direction.x === 0) nextDirection = {x: 1, y: 0};
                        break;
                }
            });
            
            // Mobile control buttons
            document.getElementById('upBtn').addEventListener('touchstart', (e) => {
                e.preventDefault();
                if (direction.y === 0) nextDirection = {x: 0, y: -1};
            });
            
            document.getElementById('downBtn').addEventListener('touchstart', (e) => {
                e.preventDefault();
                if (direction.y === 0) nextDirection = {x: 0, y: 1};
            });
            
            document.getElementById('leftBtn').addEventListener('touchstart', (e) => {
                e.preventDefault();
                if (direction.x === 0) nextDirection = {x: -1, y: 0};
            });
            
            document.getElementById('rightBtn').addEventListener('touchstart', (e) => {
                e.preventDefault();
                if (direction.x === 0) nextDirection = {x: 1, y: 0};
            });
            
            // Mouse controls for desktop (click to change direction)
            canvas.addEventListener('click', (e) => {
                if (!gameRunning) return;
                
                const rect = canvas.getBoundingClientRect();
                const clickX = e.clientX - rect.left;
                const clickY = e.clientY - rect.top;
                const headX = snake[0].x * gridSize + gridSize / 2;
                const headY = snake[0].y * gridSize + gridSize / 2;
                
                const diffX = clickX - headX;
                const diffY = clickY - headY;
                
                // Determine direction based on click position relative to head
                if (Math.abs(diffX) > Math.abs(diffY)) {
                    // Horizontal movement
                    if (diffX > 0 && direction.x === 0) {
                        nextDirection = {x: 1, y: 0}; // Right
                    } else if (diffX < 0 && direction.x === 0) {
                        nextDirection = {x: -1, y: 0}; // Left
                    }
                } else {
                    // Vertical movement
                    if (diffY > 0 && direction.y === 0) {
                        nextDirection = {x: 0, y: 1}; // Down
                    } else if (diffY < 0 && direction.y === 0) {
                        nextDirection = {x: 0, y: -1}; // Up
                    }
                }
            });
            
            // Touch controls for mobile (swipe)
            let touchStartX = 0;
            let touchStartY = 0;
            
            canvas.addEventListener('touchstart', (e) => {
                touchStartX = e.touches[0].clientX;
                touchStartY = e.touches[0].clientY;
                e.preventDefault();
            }, { passive: false });
            
            canvas.addEventListener('touchmove', (e) => {
                if (!touchStartX || !touchStartY || !gameRunning) return;
                
                const touchEndX = e.touches[0].clientX;
                const touchEndY = e.touches[0].clientY;
                
                const diffX = touchStartX - touchEndX;
                const diffY = touchStartY - touchEndY;
                
                // Determine swipe direction
                if (Math.abs(diffX) > Math.abs(diffY)) {
                    // Horizontal swipe
                    if (diffX > 30 && direction.x === 0) {
                        nextDirection = {x: -1, y: 0}; // Left swipe
                        touchStartX = 0;
                        touchStartY = 0;
                    } else if (diffX < -30 && direction.x === 0) {
                        nextDirection = {x: 1, y: 0}; // Right swipe
                        touchStartX = 0;
                        touchStartY = 0;
                    }
                } else {
                    // Vertical swipe
                    if (diffY > 30 && direction.y === 0) {
                        nextDirection = {x: 0, y: -1}; // Up swipe
                        touchStartX = 0;
                        touchStartY = 0;
                    } else if (diffY < -30 && direction.y === 0) {
                        nextDirection = {x: 0, y: 1}; // Down swipe
                        touchStartX = 0;
                        touchStartY = 0;
                    }
                }
                
                e.preventDefault();
            }, { passive: false });
            
            // Button event listeners
            startButton.addEventListener('click', startGame);
            restartButton.addEventListener('click', startGame);
            
            // Keyboard controls for buttons (accessibility)
            startButton.addEventListener('keydown', (e) => {
                if (e.key === 'Enter' || e.key === ' ') {
                    startGame();
                }
            });
            
            restartButton.addEventListener('keydown', (e) => {
                if (e.key === 'Enter' || e.key === ' ') {
                    startGame();
                }
            });
            
            // Initial draw
            drawBackground();
            drawGrid();
            drawFood();
            drawSnake();
            
            // Show mobile controls only on touch devices
            if ('ontouchstart' in window || navigator.maxTouchPoints) {
                mobileControls.classList.remove('hidden');
            } else {
                mobileControls.classList.add('hidden');
            }
        });
    </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 <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=pijou/snake" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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