File size: 33,508 Bytes
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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>Pixel Rush | Light Trail Platformer</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');
        
        :root {
            --neon-blue: #00f7ff;
            --neon-pink: #ff00f7;
            --neon-purple: #9d00ff;
            --dark-bg: #0f0a1a;
        }
        
        body {
            font-family: 'Press Start 2P', cursive;
            background-color: var(--dark-bg);
            overflow: hidden;
            touch-action: none;
            user-select: none;
        }
        
        .game-container {
            position: relative;
            width: 100vw;
            height: 100vh;
            overflow: hidden;
        }
        
        #gameCanvas {
            background-color: #000;
            display: block;
            image-rendering: pixelated;
        }
        
        .neon-text {
            text-shadow: 0 0 10px var(--neon-blue), 0 0 20px var(--neon-pink);
            color: white;
        }
        
        .neon-border {
            box-shadow: 0 0 10px var(--neon-blue), 0 0 20px var(--neon-pink), inset 0 0 10px var(--neon-blue);
            border: 2px solid var(--neon-blue);
        }
        
        .pixel-button {
            transition: all 0.2s;
            position: relative;
            overflow: hidden;
        }
        
        .pixel-button:hover {
            transform: translateY(-2px);
            box-shadow: 0 0 15px var(--neon-blue), 0 0 30px var(--neon-pink);
        }
        
        .pixel-button:active {
            transform: translateY(1px);
        }
        
        .pixel-button::before {
            content: '';
            position: absolute;
            top: -10px;
            left: -10px;
            right: -10px;
            bottom: -10px;
            background: linear-gradient(45deg, var(--neon-blue), var(--neon-pink), var(--neon-purple));
            z-index: -1;
            filter: blur(20px);
            opacity: 0;
            transition: opacity 0.3s;
        }
        
        .pixel-button:hover::before {
            opacity: 0.7;
        }
        
        .glow {
            animation: pulse 2s infinite alternate;
        }
        
        @keyframes pulse {
            0% { opacity: 0.7; }
            100% { opacity: 1; }
        }
        
        .menu-screen {
            background: rgba(15, 10, 26, 0.9);
            backdrop-filter: blur(5px);
        }
        
        .score-display {
            background: rgba(0, 0, 0, 0.7);
            border: 2px solid var(--neon-blue);
        }
        
        .mobile-controls {
            touch-action: none;
        }
        
        .mobile-btn {
            touch-action: none;
            background: rgba(0, 0, 0, 0.5);
            border: 2px solid var(--neon-blue);
        }
        
        .mobile-btn:active {
            background: var(--neon-blue);
        }
    </style>
</head>
<body>
    <div class="game-container flex items-center justify-center">
        <canvas id="gameCanvas"></canvas>
        
        <!-- Main Menu -->
        <div id="mainMenu" class="menu-screen absolute inset-0 flex flex-col items-center justify-center gap-8 neon-text">
            <h1 class="text-5xl md:text-7xl mb-4 glow">PIXEL RUSH</h1>
            
            <div class="flex flex-col gap-4 w-full max-w-md px-4">
                <button id="startBtn" class="pixel-button neon-border bg-black py-4 px-8 text-xl neon-text">
                    START GAME
                </button>
                <button id="howToBtn" class="pixel-button neon-border bg-black py-4 px-8 text-xl neon-text">
                    HOW TO PLAY
                </button>
                <button id="settingsBtn" class="pixel-button neon-border bg-black py-4 px-8 text-xl neon-text">
                    SETTINGS
                </button>
            </div>
            
            <div class="absolute bottom-4 text-sm opacity-70">
                Use arrow keys or touch controls
            </div>
        </div>
        
        <!-- How To Play -->
        <div id="howToMenu" class="menu-screen absolute inset-0 hidden flex-col items-center justify-center gap-6 neon-text p-4">
            <h2 class="text-3xl mb-6">HOW TO PLAY</h2>
            
            <div class="max-w-md bg-black bg-opacity-70 neon-border p-6 text-left text-sm leading-relaxed">
                <div class="mb-4 flex items-start gap-3">
                    <i class="fas fa-arrow-up mt-1 text-purple-300"></i>
                    <p>Press UP to jump over obstacles and gaps</p>
                </div>
                <div class="mb-4 flex items-start gap-3">
                    <i class="fas fa-arrow-left mt-1 text-blue-300"></i>
                    <i class="fas fa-arrow-right mt-1 text-blue-300"></i>
                    <p>Move LEFT/RIGHT to navigate platforms</p>
                </div>
                <div class="mb-4 flex items-start gap-3">
                    <i class="fas fa-bolt mt-1 text-yellow-300"></i>
                    <p>Collect energy orbs to grow your trail</p>
                </div>
                <div class="mb-4 flex items-start gap-3">
                    <i class="fas fa-skull mt-1 text-red-300"></i>
                    <p>Avoid touching your trail or falling off</p>
                </div>
                <div class="mt-6 text-center">
                    <p class="text-purple-300">The longer your trail, the higher your score!</p>
                </div>
            </div>
            
            <button id="backFromHowToBtn" class="pixel-button neon-border bg-black py-3 px-6 mt-6 neon-text">
                BACK
            </button>
        </div>
        
        <!-- Settings -->
        <div id="settingsMenu" class="menu-screen absolute inset-0 hidden flex-col items-center justify-center gap-6 neon-text p-4">
            <h2 class="text-3xl mb-6">SETTINGS</h2>
            
            <div class="max-w-md bg-black bg-opacity-70 neon-border p-6 w-full">
                <div class="mb-6">
                    <label class="block mb-2">Game Speed</label>
                    <div class="flex gap-2">
                        <button data-speed="0.8" class="speed-btn pixel-button neon-border bg-black py-2 px-4 text-sm active">Slow</button>
                        <button data-speed="1.2" class="speed-btn pixel-button neon-border bg-black py-2 px-4 text-sm">Normal</button>
                        <button data-speed="1.6" class="speed-btn pixel-button neon-border bg-black py-2 px-4 text-sm">Fast</button>
                    </div>
                </div>
                
                <div class="mb-6">
                    <label class="block mb-2">Trail Style</label>
                    <div class="flex gap-2 flex-wrap">
                        <button data-trail="solid" class="trail-btn pixel-button neon-border bg-black py-2 px-4 text-sm active">Solid</button>
                        <button data-trail="glow" class="trail-btn pixel-button neon-border bg-black py-2 px-4 text-sm">Glow</button>
                        <button data-trail="pulse" class="trail-btn pixel-button neon-border bg-black py-2 px-4 text-sm">Pulse</button>
                        <button data-trail="rainbow" class="trail-btn pixel-button neon-border bg-black py-2 px-4 text-sm">Rainbow</button>
                    </div>
                </div>
                
                <div class="flex items-center justify-between">
                    <label for="soundToggle" class="cursor-pointer">Sound Effects</label>
                    <div class="relative">
                        <input type="checkbox" id="soundToggle" class="hidden" checked>
                        <div class="toggle-bg bg-gray-700 w-12 h-6 rounded-full">
                            <div class="toggle-circle absolute left-0 top-0 bg-blue-400 w-6 h-6 rounded-full transition-transform"></div>
                        </div>
                    </div>
                </div>
            </div>
            
            <button id="backFromSettingsBtn" class="pixel-button neon-border bg-black py-3 px-6 mt-6 neon-text">
                BACK
            </button>
        </div>
        
        <!-- Game Over -->
        <div id="gameOverMenu" class="menu-screen absolute inset-0 hidden flex-col items-center justify-center gap-6 neon-text">
            <h2 class="text-4xl text-red-400 mb-2">GAME OVER</h2>
            <div class="text-xl mb-2">Your Score:</div>
            <div id="finalScore" class="text-5xl text-yellow-300 mb-8">0</div>
            
            <div class="flex flex-col gap-4 w-full max-w-md px-4">
                <button id="restartBtn" class="pixel-button neon-border bg-black py-4 px-8 text-xl neon-text">
                    PLAY AGAIN
                </button>
                <button id="menuBtn" class="pixel-button neon-border bg-black py-4 px-8 text-xl neon-text">
                    MAIN MENU
                </button>
            </div>
        </div>
        
        <!-- In-Game UI -->
        <div id="gameUI" class="absolute top-0 left-0 right-0 p-4 hidden">
            <div class="flex justify-between items-center">
                <div class="score-display py-2 px-4 rounded">
                    <span class="text-yellow-300">SCORE: </span>
                    <span id="scoreValue" class="text-white">0</span>
                </div>
                <div class="score-display py-2 px-4 rounded">
                    <span class="text-blue-300">LENGTH: </span>
                    <span id="lengthValue" class="text-white">1</span>
                </div>
            </div>
        </div>
        
        <!-- Mobile Controls (hidden by default) -->
        <div id="mobileControls" class="absolute bottom-0 left-0 right-0 p-4 hidden mobile-controls">
            <div class="flex justify-between">
                <div class="flex gap-4">
                    <button id="mobileLeft" class="mobile-btn w-16 h-16 rounded-full flex items-center justify-center">
                        <i class="fas fa-arrow-left text-2xl"></i>
                    </button>
                    <button id="mobileRight" class="mobile-btn w-16 h-16 rounded-full flex items-center justify-center">
                        <i class="fas fa-arrow-right text-2xl"></i>
                    </button>
                </div>
                <button id="mobileUp" class="mobile-btn w-16 h-16 rounded-full flex items-center justify-center">
                    <i class="fas fa-arrow-up text-2xl"></i>
                </button>
            </div>
        </div>
    </div>

    <script>
        // Game variables
        let canvas, ctx;
        let gameWidth, gameHeight;
        let gameActive = false;
        let score = 0;
        let trailLength = 1;
        let gameSpeed = 0.8; // Default to slow speed
        let trailStyle = 'solid';
        let soundEnabled = true;
        let isMobile = false;
        
        // Player variables
        let player = {
            x: 100,
            y: 300,
            width: 20,
            height: 20,
            velocityY: 0,
            gravity: 0.3, // Reduced gravity for slower fall
            jumpForce: -9, // Reduced jump force for lower jumps
            isJumping: false,
            speed: 0
        };
        
        // Trail segments
        let trail = [];
        const maxTrailLength = 100;
        
        // Platforms
        let platforms = [];
        const platformHeight = 20;
        
        // Collectibles
        let collectibles = [];
        
        // Obstacles
        let obstacles = [];
        
        // Initialize game
        function init() {
            canvas = document.getElementById('gameCanvas');
            ctx = canvas.getContext('2d');
            
            // Check if mobile
            isMobile = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
            if (isMobile) {
                document.getElementById('mobileControls').classList.remove('hidden');
            }
            
            resizeCanvas();
            setupEventListeners();
            generateInitialPlatforms();
        }
        
        // Resize canvas to window
        function resizeCanvas() {
            gameWidth = window.innerWidth;
            gameHeight = window.innerHeight;
            
            canvas.width = gameWidth;
            canvas.height = gameHeight;
            
            // Adjust player position if game is active
            if (gameActive) {
                player.y = Math.min(player.y, gameHeight - player.height - platformHeight);
            }
        }
        
        // Set up event listeners
        function setupEventListeners() {
            // Window resize
            window.addEventListener('resize', resizeCanvas);
            
            // Keyboard controls
            window.addEventListener('keydown', handleKeyDown);
            window.addEventListener('keyup', handleKeyUp);
            
            // Mobile controls
            document.getElementById('mobileLeft').addEventListener('touchstart', () => movePlayer('left'));
            document.getElementById('mobileLeft').addEventListener('touchend', () => stopPlayer());
            document.getElementById('mobileRight').addEventListener('touchstart', () => movePlayer('right'));
            document.getElementById('mobileRight').addEventListener('touchend', () => stopPlayer());
            document.getElementById('mobileUp').addEventListener('touchstart', () => jump());
            
            // Menu buttons
            document.getElementById('startBtn').addEventListener('click', startGame);
            document.getElementById('howToBtn').addEventListener('click', () => toggleMenu('howToMenu'));
            document.getElementById('settingsBtn').addEventListener('click', () => toggleMenu('settingsMenu'));
            document.getElementById('backFromHowToBtn').addEventListener('click', () => toggleMenu('mainMenu'));
            document.getElementById('backFromSettingsBtn').addEventListener('click', () => toggleMenu('mainMenu'));
            document.getElementById('restartBtn').addEventListener('click', startGame);
            document.getElementById('menuBtn').addEventListener('click', () => {
                document.getElementById('gameOverMenu').classList.add('hidden');
                document.getElementById('mainMenu').classList.remove('hidden');
            });
            
            // Settings buttons
            document.querySelectorAll('.speed-btn').forEach(btn => {
                btn.addEventListener('click', () => {
                    document.querySelector('.speed-btn.active').classList.remove('active');
                    btn.classList.add('active');
                    gameSpeed = parseFloat(btn.dataset.speed);
                    
                    // Update player speed immediately if game is active
                    if (gameActive) {
                        player.speed = player.speed > 0 ? 3 * gameSpeed : player.speed < 0 ? -3 * gameSpeed : 0;
                    }
                });
            });
            
            document.querySelectorAll('.trail-btn').forEach(btn => {
                btn.addEventListener('click', () => {
                    document.querySelector('.trail-btn.active').classList.remove('active');
                    btn.classList.add('active');
                    trailStyle = btn.dataset.trail;
                });
            });
            
            document.getElementById('soundToggle').addEventListener('change', (e) => {
                soundEnabled = e.target.checked;
            });
        }
        
        // Toggle between menus
        function toggleMenu(menuId) {
            document.querySelector('.menu-screen:not(.hidden)').classList.add('hidden');
            document.getElementById(menuId).classList.remove('hidden');
        }
        
        // Handle keyboard input
        function handleKeyDown(e) {
            if (!gameActive) return;
            
            switch(e.key) {
                case 'ArrowLeft':
                    movePlayer('left');
                    break;
                case 'ArrowRight':
                    movePlayer('right');
                    break;
                case 'ArrowUp':
                    jump();
                    break;
            }
        }
        
        function handleKeyUp(e) {
            if (!gameActive) return;
            
            if (e.key === 'ArrowLeft' || e.key === 'ArrowRight') {
                stopPlayer();
            }
        }
        
        // Player movement
        function movePlayer(direction) {
            if (direction === 'left') {
                player.speed = -3 * gameSpeed; // Reduced base speed
            } else if (direction === 'right') {
                player.speed = 3 * gameSpeed; // Reduced base speed
            }
        }
        
        function stopPlayer() {
            player.speed = 0;
        }
        
        function jump() {
            if (!player.isJumping && gameActive) {
                player.velocityY = player.jumpForce;
                player.isJumping = true;
            }
        }
        
        // Start the game
        function startGame() {
            // Reset game state
            score = 0;
            trailLength = 1;
            trail = [];
            platforms = [];
            collectibles = [];
            obstacles = [];
            
            // Reset player
            player = {
                x: 100,
                y: 300,
                width: 20,
                height: 20,
                velocityY: 0,
                gravity: 0.3,
                jumpForce: -9,
                isJumping: false,
                speed: 0
            };
            
            // Generate initial platforms
            generateInitialPlatforms();
            
            // Hide menus, show game UI
            document.querySelector('.menu-screen:not(.hidden)').classList.add('hidden');
            document.getElementById('gameUI').classList.remove('hidden');
            
            // Start game loop
            gameActive = true;
            requestAnimationFrame(gameLoop);
        }
        
        // Generate initial platforms
        function generateInitialPlatforms() {
            // Starting platform
            platforms.push({
                x: 0,
                y: gameHeight - platformHeight,
                width: gameWidth,
                height: platformHeight
            });
            
            // Additional platforms - spaced further apart for slower gameplay
            for (let i = 0; i < 10; i++) {
                const width = Math.random() * 150 + 100; // Wider platforms
                const x = i * 400 + 250; // More space between platforms
                const y = gameHeight - platformHeight - (Math.random() * 150); // Lower height variation
                
                platforms.push({
                    x: x,
                    y: y,
                    width: width,
                    height: platformHeight
                });
                
                // Add collectibles above platforms
                if (Math.random() > 0.3) {
                    collectibles.push({
                        x: x + width / 2 - 10,
                        y: y - 30,
                        width: 20,
                        height: 20,
                        collected: false
                    });
                }
                
                // Add obstacles less frequently
                if (Math.random() > 0.8) {
                    obstacles.push({
                        x: x + width / 2 - 15,
                        y: y - 40,
                        width: 30,
                        height: 40
                    });
                }
            }
        }
        
        // Game loop
        function gameLoop() {
            if (!gameActive) return;
            
            update();
            render();
            
            requestAnimationFrame(gameLoop);
        }
        
        // Update game state
        function update() {
            // Update player position
            player.x += player.speed;
            
            // Apply gravity
            player.velocityY += player.gravity;
            player.y += player.velocityY;
            
            // Check platform collisions
            let onPlatform = false;
            for (const platform of platforms) {
                if (
                    player.x + player.width > platform.x &&
                    player.x < platform.x + platform.width &&
                    player.y + player.height >= platform.y &&
                    player.y + player.height <= platform.y + platform.height / 2 &&
                    player.velocityY > 0
                ) {
                    player.y = platform.y - player.height;
                    player.velocityY = 0;
                    player.isJumping = false;
                    onPlatform = true;
                }
            }
            
            // Add current position to trail (less frequently for slower trail growth)
            if (trail.length === 0 || 
                Math.sqrt(
                    Math.pow(player.x + player.width / 2 - trail[trail.length-1].x, 2) + 
                    Math.pow(player.y + player.height / 2 - trail[trail.length-1].y, 2)
                ) > 10) {
                trail.push({
                    x: player.x + player.width / 2,
                    y: player.y + player.height / 2
                });
            }
            
            // Limit trail length
            if (trail.length > maxTrailLength) {
                trail.shift();
            }
            
            // Check collectible collisions
            for (const collectible of collectibles) {
                if (
                    !collectible.collected &&
                    player.x + player.width > collectible.x &&
                    player.x < collectible.x + collectible.width &&
                    player.y + player.height > collectible.y &&
                    player.y < collectible.y + collectible.height
                ) {
                    collectible.collected = true;
                    score += 10;
                    trailLength += 3; // Reduced trail growth
                }
            }
            
            // Check obstacle collisions
            for (const obstacle of obstacles) {
                if (
                    player.x + player.width > obstacle.x &&
                    player.x < obstacle.x + obstacle.width &&
                    player.y + player.height > obstacle.y &&
                    player.y < obstacle.y + obstacle.height
                ) {
                    gameOver();
                    return;
                }
            }
            
            // Check trail collisions (with more lenient collision detection)
            for (let i = 0; i < trail.length - 15; i++) {
                const segment = trail[i];
                const distance = Math.sqrt(
                    Math.pow(player.x + player.width / 2 - segment.x, 2) +
                    Math.pow(player.y + player.height / 2 - segment.y, 2)
                );
                
                if (distance < 12) { // Slightly more lenient collision
                    gameOver();
                    return;
                }
            }
            
            // Check if player fell off screen
            if (player.y > gameHeight) {
                gameOver();
                return;
            }
            
            // Camera follow - move platforms when player reaches right half
            if (player.x > gameWidth / 2) {
                const moveAmount = player.x - gameWidth / 2;
                player.x = gameWidth / 2;
                
                // Move platforms and collectibles
                for (const platform of platforms) {
                    platform.x -= moveAmount;
                }
                
                for (const collectible of collectibles) {
                    collectible.x -= moveAmount;
                }
                
                for (const obstacle of obstacles) {
                    obstacle.x -= moveAmount;
                }
                
                // Move trail segments
                for (const segment of trail) {
                    segment.x -= moveAmount;
                }
                
                // Generate new platforms as needed (with more spacing)
                if (platforms[platforms.length - 1].x < gameWidth) {
                    const width = Math.random() * 150 + 100;
                    const x = platforms[platforms.length - 1].x + 400;
                    const y = gameHeight - platformHeight - (Math.random() * 150);
                    
                    platforms.push({
                        x: x,
                        y: y,
                        width: width,
                        height: platformHeight
                    });
                    
                    // Add collectibles above platforms
                    if (Math.random() > 0.3) {
                        collectibles.push({
                            x: x + width / 2 - 10,
                            y: y - 30,
                            width: 20,
                            height: 20,
                            collected: false
                        });
                    }
                    
                    // Add obstacles less frequently
                    if (Math.random() > 0.8) {
                        obstacles.push({
                            x: x + width / 2 - 15,
                            y: y - 40,
                            width: 30,
                            height: 40
                        });
                    }
                }
                
                // Remove off-screen platforms
                if (platforms[0].x + platforms[0].width < 0) {
                    platforms.shift();
                }
                
                // Remove off-screen collectibles
                collectibles = collectibles.filter(c => !c.collected && c.x + c.width > 0);
                
                // Remove off-screen obstacles
                obstacles = obstacles.filter(o => o.x + o.width > 0);
            }
            
            // Update UI
            document.getElementById('scoreValue').textContent = score;
            document.getElementById('lengthValue').textContent = trailLength;
        }
        
        // Render game
        function render() {
            // Clear canvas
            ctx.fillStyle = '#000';
            ctx.fillRect( 0, 0, gameWidth, gameHeight );
            
            // Draw background (simple starfield)
            ctx.fillStyle = '#fff';
            for (let i = 0; i < 100; i++) {
                const x = (i * 100 + (Date.now() / 40) % 100) % gameWidth; // Slower star movement
                const y = (i * 80) % gameHeight;
                const size = Math.random() * 2 + 1;
                ctx.fillRect(x, y, size, size);
            }
            
            // Draw platforms
            ctx.fillStyle = '#444';
            for (const platform of platforms) {
                ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
                
                // Platform details
                ctx.fillStyle = '#555';
                for (let x = platform.x; x < platform.x + platform.width; x += 20) {
                    ctx.fillRect(x, platform.y, 15, 3);
                }
                ctx.fillStyle = '#444';
            }
            
            // Draw collectibles
            for (const collectible of collectibles) {
                if (!collectible.collected) {
                    // Glowing effect
                    ctx.beginPath();
                    ctx.arc(
                        collectible.x + collectible.width / 2,
                        collectible.y + collectible.height / 2,
                        collectible.width / 2,
                        0,
                        Math.PI * 2
                    );
                    
                    const gradient = ctx.createRadialGradient(
                        collectible.x + collectible.width / 2,
                        collectible.y + collectible.height / 2,
                        0,
                        collectible.x + collectible.width / 2,
                        collectible.y + collectible.height / 2,
                        collectible.width / 2
                    );
                    
                    gradient.addColorStop(0, 'rgba(255, 255, 0, 0.8)');
                    gradient.addColorStop(1, 'rgba(255, 200, 0, 0.2)');
                    
                    ctx.fillStyle = gradient;
                    ctx.fill();
                    
                    // Core
                    ctx.beginPath();
                    ctx.arc(
                        collectible.x + collectible.width / 2,
                        collectible.y + collectible.height / 2,
                        collectible.width / 4,
                        0,
                        Math.PI * 2
                    );
                    ctx.fillStyle = 'yellow';
                    ctx.fill();
                }
            }
            
            // Draw obstacles
            ctx.fillStyle = '#f00';
            for (const obstacle of obstacles) {
                // Base
                ctx.fillRect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
                
                // Spikes
                ctx.beginPath();
                ctx.moveTo(obstacle.x, obstacle.y);
                ctx.lineTo(obstacle.x + obstacle.width / 2, obstacle.y - 15);
                ctx.lineTo(obstacle.x + obstacle.width, obstacle.y);
                ctx.closePath();
                ctx.fillStyle = '#d00';
                ctx.fill();
            }
            
            // Draw trail
            if (trail.length > 1) {
                ctx.beginPath();
                ctx.moveTo(trail[0].x, trail[0].y);
                
                for (let i = 1; i < trail.length; i++) {
                    ctx.lineTo(trail[i].x, trail[i].y);
                }
                
                ctx.lineWidth = 8;
                
                switch(trailStyle) {
                    case 'glow':
                        ctx.strokeStyle = 'rgba(0, 247, 255, 0.7)';
                        ctx.shadowBlur = 15;
                        ctx.shadowColor = '#00f7ff';
                        break;
                    case 'pulse':
                        const pulseVal = Math.sin(Date.now() / 300) * 0.3 + 0.7; // Slower pulse
                        ctx.strokeStyle = `rgba(0, ${Math.floor(247 * pulseVal)}, 255, ${pulseVal})`;
                        break;
                    case 'rainbow':
                        const gradient = ctx.createLinearGradient(0, 0, gameWidth, 0);
                        gradient.addColorStop(0, '#ff00f7');
                        gradient.addColorStop(0.5, '#00f7ff');
                        gradient.addColorStop(1, '#9d00ff');
                        ctx.strokeStyle = gradient;
                        break;
                    default: // solid
                        ctx.strokeStyle = '#00f7ff';
                }
                
                ctx.stroke();
                
                // Reset shadow
                ctx.shadowBlur = 0;
            }
            
            // Draw player
            ctx.fillStyle = '#fff';
            ctx.fillRect(player.x, player.y, player.width, player.height);
            
            // Player eyes
            ctx.fillStyle = '#00f7ff';
            ctx.fillRect(player.x + 5, player.y + 5, 5, 5);
            ctx.fillRect(player.x + 10, player.y + 5, 5, 5);
        }
        
        // Game over
        function gameOver() {
            gameActive = false;
            
            // Show game over menu
            document.getElementById('gameUI').classList.add('hidden');
            document.getElementById('gameOverMenu').classList.remove('hidden');
            document.getElementById('finalScore').textContent = score;
        }
        
        // Initialize game when page loads
        window.addEventListener('load', init);
    </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=sreeramajay/pixel-rush" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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