MikeChandler/HermesModel / full_output.txt
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<think>
Let me create a complete, self-contained HTML file implementing an Arcanoid/Breakout game with all the specified features:
1. **Neon Theme** - Dark background, animated grid, floating particles, glowing elements
2. **Game Mechanics** - Paddle control, ball physics, lives, scoring, multiple levels
3. **Web Audio API Sounds** - All synthesized sounds
4. **Power-up System** - 6 different power-ups with temporary effects
5. **Technical Requirements** - Single HTML file, Canvas rendering, responsive, 60fps
Let me plan the architecture:
**Game States:**
- START_SCREEN
- PLAYING
- GAME_OVER
- LEVEL_COMPLETE
**Entities:**
- Paddle
- Ball(s)
- Bricks
- Power-ups
- Particles (for effects)
**Audio System:**
- Oscillator-based sounds
- Different frequencies for each event
**Visual Effects:**
- Neon glow using shadowBlur
- Animated grid background
- Floating particles
- Color cycling
Let me write this comprehensive implementation.
</think>
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=10.0">
<title>NEON ACRANOID</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
background: #000;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
image-rendering: pixelated;
}
</style>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<script>
// ============================================================
// NEON ACRANOID - Complete Breakout Game
// ============================================================
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// --- CONFIGURATION ---
const GAME_WIDTH = 480;
const GAME_HEIGHT = 720;
const PADDLE_WIDTH = 80;
const PADDLE_HEIGHT = 14;
const BALL_RADIUS = 6;
const BRICK_ROWS = 6;
const BRICK_COLS = 8;
const BRICK_HEIGHT = 24;
const BRICK_PADDING = 4;
const BRICK_TOP_OFFSET = 80;
const MAX_LIVES = 3;
const POWERUP_CHANCE = 0.20;
// Neon color palette
const NEON_COLORS = {
cyan: '#00FFFF',
magenta: '#FF00FF',
lime: '#39FF14',
electricBlue: '#1E90FF',
hotPink: '#FF69B4',
orange: '#FF6600',
yellow: '#FFFF00',
red: '#FF0044',
white: '#FFFFFF'
};
// Power-up types
const POWERUP_TYPES = [
{ name: 'WIDE', color: NEON_COLORS.cyan, symbol: 'W', duration: 10000 },
{ name: 'MULTI', color: NEON_COLORS.magenta, symbol: 'M', duration: 0 }, // permanent-ish
{ name: 'SLOW', color: NEON_COLORS.electricBlue, symbol: 'S', duration: 8000 },
{ name: 'STICKY', color: NEON_COLORS.hotPink, symbol: 'T', duration: 12000 },
{ name: 'LASER', color: NEON_COLORS.orange, symbol: 'L', duration: 7000 },
{ name: 'LIFE', color: NEON_COLORS.lime, symbol: '+', duration: 0 }
];
// ============================================================
// AUDIO SYSTEM (Web Audio API)
// ============================================================
class AudioSystem {
constructor() {
this.ctx = null;
this.masterGain = null;
this.initialized = false;
this.volume = 0.5;
}
init() {
if (this.initialized) return;
try {
this.ctx = new (window.AudioContext || window.webkitAudioContext)();
this.masterGain = this.ctx.createGain();
this.masterGain.gain.value = this.volume;
this.masterGain.connect(this.ctx.destination);
this.initialized = true;
} catch (e) {
console.warn('Web Audio API not available');
}
}
setVolume(v) {
this.volume = v;
if (this.masterGain) this.masterGain.gain.value = v;
}
// Ball hitting wall
playWallHit() {
if (!this.initialized) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'square';
osc.frequency.setValueAtTime(440, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(220, this.ctx.currentTime + 0.08);
gain.gain.setValueAtTime(0.15, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.08);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime);
osc.stop(this.ctx.currentTime + 0.08);
}
// Ball hitting paddle
playPaddleHit() {
if (!this.initialized) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(520, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(380, this.ctx.currentTime + 0.1);
gain.gain.setValueAtTime(0.2, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.1);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime);
osc.stop(this.ctx.currentTime + 0.1);
}
// Brick destroyed
playBrickDestroy(brickLevel) {
if (!this.initialized) return;
const baseFreq = 600 + (brickLevel * 100);
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(baseFreq, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(baseFreq * 2.5, this.ctx.currentTime + 0.15);
gain.gain.setValueAtTime(0.25, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.2);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime);
osc.stop(this.ctx.currentTime + 0.2);
// Add sparkle
const osc2 = this.ctx.createOscillator();
const gain2 = this.ctx.createGain();
osc2.type = 'triangle';
osc2.frequency.setValueAtTime(baseFreq * 1.5, this.ctx.currentTime + 0.02);
osc2.frequency.exponentialRampToValueAtTime(baseFreq * 3, this.ctx.currentTime + 0.15);
gain2.gain.setValueAtTime(0.1, this.ctx.currentTime + 0.02);
gain2.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.15);
osc2.connect(gain2);
gain2.connect(this.masterGain);
osc2.start(this.ctx.currentTime + 0.02);
osc2.stop(this.ctx.currentTime + 0.17);
}
// Power-up collected
playPowerUpCollect() {
if (!this.initialized) return;
const notes = [523, 659, 784, 1046];
notes.forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.06);
gain.gain.setValueAtTime(0.15, this.ctx.currentTime + i * 0.06);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + i * 0.06 + 0.15);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime + i * 0.06);
osc.stop(this.ctx.currentTime + i * 0.06 + 0.15);
});
}
// Life lost
playLifeLost() {
if (!this.initialized) return;
const notes = [440, 392, 349, 330];
notes.forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.15);
gain.gain.setValueAtTime(0.12, this.ctx.currentTime + i * 0.15);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + i * 0.15 + 0.2);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime + i * 0.15);
osc.stop(this.ctx.currentTime + i * 0.15 + 0.2);
});
}
// Game over
playGameOver() {
if (!this.initialized) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(300, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(40, this.ctx.currentTime + 0.8);
filter.type = 'lowpass';
filter.frequency.setValueAtTime(2000, this.ctx.currentTime);
filter.frequency.exponentialRampToValueAtTime(100, this.ctx.currentTime + 0.8);
gain.gain.setValueAtTime(0.25, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.8);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime);
osc.stop(this.ctx.currentTime + 0.8);
}
// Level complete
playLevelComplete() {
if (!this.initialized) return;
const notes = [392, 440, 523, 587, 659, 784, 880, 1046];
notes.forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.08);
gain.gain.setValueAtTime(0.18, this.ctx.currentTime + i * 0.08);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + i * 0.08 + 0.25);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime + i * 0.08);
osc.stop(this.ctx.currentTime + i * 0.08 + 0.25);
});
}
// Laser shot
playLaserShot() {
if (!this.initialized) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'square';
osc.frequency.setValueAtTime(800, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(1200, this.ctx.currentTime + 0.03);
gain.gain.setValueAtTime(0.1, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.05);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime);
osc.stop(this.ctx.currentTime + 0.05);
}
// Laser hit brick
playLaserHit() {
if (!this.initialized) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(1000, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(200, this.ctx.currentTime + 0.06);
gain.gain.setValueAtTime(0.12, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.06);
osc.connect(gain);
gain.connect(this.masterGain);
osc.start(this.ctx.currentTime);
osc.stop(this.ctx.currentTime + 0.06);
}
}
const audio = new AudioSystem();
// ============================================================
// PARTICLE SYSTEM
// ============================================================
class Particle {
constructor(x, y, color, vx, vy, life, size) {
this.x = x;
this.y = y;
this.color = color;
this.vx = vx;
this.vy = vy;
this.life = life;
this.maxLife = life;
this.size = size || 2;
}
update(dt) {
this.x += this.vx * dt;
this.y += this.vy * dt;
this.life -= dt;
this.vy += 50 * dt; // gravity
}
draw(ctx) {
const alpha = Math.max(0, this.life / this.maxLife);
ctx.save();
ctx.globalAlpha = alpha;
ctx.shadowBlur = 8;
ctx.shadowColor = this.color;
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size * alpha, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
isDead() {
return this.life <= 0;
}
}
// ============================================================
// BACKGROUND RENDERER (Grid + Particles)
// ============================================================
class BackgroundRenderer {
constructor() {
this.time = 0;
this.bgParticles = [];
// Create floating particles
for (let i = 0; i < 60; i++) {
this.bgParticles.push({
x: Math.random() * GAME_WIDTH,
y: Math.random() * GAME_HEIGHT,
size: Math.random() * 2 + 1,
speed: Math.random() * 20 + 5,
phase: Math.random() * Math.PI * 2,
color: Object.values(NEON_COLORS)[Math.floor(Math.random() * 6)]
});
}
}
update(dt) {
this.time += dt;
this.bgParticles.forEach(p => {
p.y -= p.speed * dt;
p.x += Math.sin(this.time + p.phase) * 10 * dt;
if (p.y < -10) {
p.y = GAME_HEIGHT + 10;
p.x = Math.random() * GAME_WIDTH;
}
});
}
draw(ctx) {
// Dark background
ctx.fillStyle = '#0a0a12';
ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Animated neon grid
const gridSpacing = 40;
const gridOffset = (this.time * 15) % gridSpacing;
ctx.save();
ctx.globalAlpha = 0.15;
ctx.strokeStyle = NEON_COLORS.cyan;
ctx.shadowBlur = 4;
ctx.shadowColor = NEON_COLORS.cyan;
ctx.lineWidth = 1;
// Vertical lines
for (let x = 0; x <= GAME_WIDTH; x += gridSpacing) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, GAME_HEIGHT);
ctx.stroke();
}
// Horizontal lines with animation
for (let y = -gridSpacing + gridOffset; y <= GAME_HEIGHT; y += gridSpacing) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(GAME_WIDTH, y);
ctx.stroke();
}
ctx.restore();
// Floating particles
this.bgParticles.forEach(p => {
const pulse = 0.5 + 0.5 * Math.sin(this.time * 2 + p.phase);
ctx.save();
ctx.globalAlpha = 0.3 + pulse * 0.4;
ctx.shadowBlur = 6;
ctx.shadowColor = p.color;
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size * (0.8 + pulse * 0.4), 0, Math.PI * 2);
ctx.fill();
ctx.restore();
});
// Subtle gradient overlay at top
const grad = ctx.createLinearGradient(0, 0, 0, 120);
grad.addColorStop(0, 'rgba(0, 255, 255, 0.08)');
grad.addColorStop(1, 'rgba(0, 0, 0, 0)');
ctx.fillStyle = grad;
ctx.fillRect(0, 0, GAME_WIDTH, 120);
}
}
// ============================================================
// BRICK CLASS
// ============================================================
class Brick {
constructor(x, y, width, height, hits, color) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.hits = hits;
this.maxHits = hits;
this.color = color;
this.alive = true;
this.hasPowerUp = Math.random() < POWERUP_CHANCE;
this.powerUpType = this.hasPowerUp ? POWERUP_TYPES[Math.floor(Math.random() * POWERUP_TYPES.length)] : null;
}
hit() {
this.hits--;
return this.hits <= 0;
}
draw(ctx) {
if (!this.alive) return;
const alpha = this.hits / this.maxHits;
const glowIntensity = 8 + (alpha * 12);
ctx.save();
ctx.shadowBlur = glowIntensity;
ctx.shadowColor = this.color;
// Main brick body
ctx.fillStyle = this.color;
ctx.globalAlpha = 0.3 + alpha * 0.5;
ctx.fillRect(this.x + 1, this.y + 1, this.width - 2, this.height - 2);
// Border
ctx.globalAlpha = 0.7 + alpha * 0.3;
ctx.strokeStyle = this.color;
ctx.lineWidth = 1.5;
ctx.strokeRect(this.x, this.y, this.width, this.height);
// Crack effect for damaged bricks
if (this.hits < this.maxHits) {
ctx.globalAlpha = 0.6;
ctx.strokeStyle = '#000';
ctx.lineWidth = 1;
const cx = this.x + this.width / 2;
const cy = this.y + this.height / 2;
ctx.beginPath();
ctx.moveTo(cx - this.width * 0.3, cy - this.height * 0.3);
ctx.lineTo(cx + this.width * 0.1, cy);
ctx.lineTo(cx + this.width * 0.3, cy - this.height * 0.2);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(cx - this.width * 0.1, cy + this.height * 0.1);
ctx.lineTo(cx + this.width * 0.2, cy + this.height * 0.3);
ctx.stroke();
}
// Hit indicator for multi-hit bricks
if (this.maxHits > 1) {
ctx.globalAlpha = 0.9;
ctx.fillStyle = '#fff';
ctx.font = 'bold 12px Courier New';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.shadowBlur = 4;
ctx.shadowColor = '#fff';
ctx.fillText(this.hits.toString(), this.x + this.width / 2, this.y + this.height / 2);
}
// Power-up indicator
if (this.hasPowerUp && this.alive) {
ctx.globalAlpha = 0.5 + 0.3 * Math.sin(Date.now() / 300);
ctx.fillStyle = this.powerUpType.color;
ctx.shadowBlur = 10;
ctx.shadowColor = this.powerUpType.color;
ctx.beginPath();
ctx.arc(this.x + this.width / 2, this.y + this.height / 2, 3, 0, Math.PI * 2);
ctx.fill();
}
ctx.restore();
}
}
// ============================================================
// BALL CLASS
// ============================================================
class Ball {
constructor(x, y, speed) {
this.x = x;
this.y = y;
this.radius = BALL_RADIUS;
this.speed = speed || 280;
this.vx = 0;
this.vy = 0;
this.stuck = false;
this.trail = [];
this.color = NEON_COLORS.white;
}
launch(angle) {
const rad = angle || -Math.PI / 4;
this.vx = Math.cos(rad) * this.speed;
this.vy = Math.sin(rad) * this.speed;
if (this.vy > -20) this.vy = -20;
this.stuck = false;
}
update(dt, paddle, bricks) {
if (this.stuck) {
this.x = paddle.x + paddle.width / 2;
this.y = paddle.y - this.radius - 1;
return;
}
// Store trail
this.trail.push({ x: this.x, y: this.y });
if (this.trail.length > 8) this.trail.shift();
this.x += this.vx * dt;
this.y += this.vy * dt;
// Wall collisions
if (this.x - this.radius <= 0) {
this.x = this.radius;
this.vx = Math.abs(this.vx);
audio.playWallHit();
}
if (this.x + this.radius >= GAME_WIDTH) {
this.x = GAME_WIDTH - this.radius;
this.vx = -Math.abs(this.vx);
audio.playWallHit();
}
if (this.y - this.radius <= 0) {
this.y = this.radius;
this.vy = Math.abs(this.vy);
audio.playWallHit();
}
// Paddle collision
if (this.vy > 0 &&
this.y + this.radius >= paddle.y &&
this.y + this.radius <= paddle.y + paddle.height + 4 &&
this.x >= paddle.x - this.radius &&
this.x <= paddle.x + paddle.width + this.radius) {
// Calculate bounce angle based on where ball hits paddle
const hitPos = (this.x - paddle.x) / paddle.width; // 0 to 1
const angle = (hitPos - 0.5) * Math.PI * 0.7; // -63 to +63 degrees
const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
this.vx = Math.sin(angle) * speed;
this.vy = -Math.cos(angle * 0.8) * speed;
this.y = paddle.y - this.radius - 1;
// Sticky paddle: ball stays stuck
if (paddle.sticky) {
this.stuck = true;
this.vx = 0;
this.vy = 0;
}
audio.playPaddleHit();
}
// Brick collisions
for (let brick of bricks) {
if (!brick.alive) continue;
if (this.x + this.radius > brick.x &&
this.x - this.radius < brick.x + brick.width &&
this.y + this.radius > brick.y &&
this.y - this.radius < brick.y + brick.height) {
// Determine collision side
const overlapLeft = (this.x + this.radius) - brick.x;
const overlapRight = (brick.x + brick.width) - (this.x - this.radius);
const overlapTop = (this.y + this.radius - brick.y);
const overlapBottom = (brick.y + brick.height) - (this.y - this.radius);
const minOverlap = Math.min(overlapLeft, overlapRight, overlapTop, overlapBottom);
if (minOverlap === overlapLeft || minOverlap === overlapRight) {
this.vx = -this.vx;
} else {
this.vy = -this.vy;
}
const destroyed = brick.hit();
if (destroyed) {
brick.alive = false;
audio.playBrickDestroy(brick.maxHits);
return { destroyed: true, brick: brick };
}
break; // One brick per frame
}
}
return null;
}
draw(ctx) {
// Trail
for (let i = 0; i < this.trail.length; i++) {
const t = this.trail[i];
const alpha = (i / this.trail.length) * 0.4;
const size = this.radius * (i / this.trail.length);
ctx.save();
ctx.globalAlpha = alpha;
ctx.shadowBlur = 6;
ctx.shadowColor = this.color;
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(t.x, t.y, size, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
// Ball
ctx.save();
ctx.shadowBlur = 14;
ctx.shadowColor = this.color;
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fill();
// Inner highlight
ctx.fillStyle = '#fff';
ctx.globalAlpha = 0.6;
ctx.beginPath();
ctx.arc(this.x - 1, this.y - 1, this.radius * 0.4, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
}
// ============================================================
// LASER BULLET CLASS
// ============================================================
class LaserBullet {
constructor(x, y) {
this.x = x;
this.y = y;
this.width = 3;
this.height = 12;
this.speed = 400;
this.alive = true;
}
update(dt) {
this.y -= this.speed * dt;
if (this.y < -20) this.alive = false;
}
draw(ctx) {
ctx.save();
ctx.shadowBlur = 10;
ctx.shadowColor = NEON_COLORS.orange;
ctx.fillStyle = NEON_COLORS.orange;
ctx.fillRect(this.x - this.width / 2, this.y, this.width, this.height);
ctx.restore();
}
}
// ============================================================
// POWER-UP CAPSULE CLASS
// ============================================================
class PowerUpCapsule {
constructor(x, y, type) {
this.x = x;
this.y = y;
this.width = 20;
this.height = 20;
this.type = type;
this.speed = 80;
this.alive = true;
this.pulsePhase = 0;
}
update(dt) {
this.y += this.speed * dt;
this.pulsePhase += dt * 5;
if (this.y > GAME_HEIGHT + 20) this.alive = false;
}
draw(ctx) {
const pulse = 0.8 + 0.2 * Math.sin(this.pulsePhase);
ctx.save();
ctx.shadowBlur = 12 * pulse;
ctx.shadowColor = this.type.color;
ctx.strokeStyle = this.type.color;
ctx.lineWidth = 2;
ctx.fillStyle = this.type.color;
ctx.globalAlpha = 0.3 * pulse;
// Capsule shape
ctx.beginPath();
ctx.arc(this.x, this.y, 10, 0, Math.PI);
ctx.arc(this.x, this.y + 10, 10, Math.PI, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 0.8;
ctx.strokeStyle = this.type.color;
ctx.lineWidth = 2;
ctx.stroke();
// Symbol
ctx.globalAlpha = 1;
ctx.fillStyle = '#fff';
ctx.font = 'bold 12px Courier New';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.shadowBlur = 4;
ctx.shadowColor = this.type.color;
ctx.fillText(this.type.symbol, this.x, this.y + 5);
ctx.restore();
}
}
// ============================================================
// PADDLE CLASS
// ============================================================
class Paddle {
constructor() {
this.width = PADDLE_WIDTH;
this.height = PADDLE_HEIGHT;
this.x = GAME_WIDTH / 2 - this.width / 2;
this.y = GAME_HEIGHT - 40;
this.baseWidth = this.width;
this.speed = 350;
this.sticky = false;
this.stickyTimer = 0;
this.laserActive = false;
this.laserTimer = 0;
this.wideActive = false;
this.wideTimer = 0;
this.slowActive = false;
this.slowTimer = 0;
this.lastLaserShot = 0;
}
update(dt, mouseX, keys) {
// Movement
if (mouseX !== null) {
this.x = mouseX - this.width / 2;
}
if (keys.left) this.x -= this.speed * dt;
if (keys.right) this.x += this.speed * dt;
// Clamp
this.x = Math.max(0, Math.min(GAME_WIDTH - this.width, this.x));
// Timer updates
if (this.sticky) {
this.stickyTimer -= dt * 1000;
if (this.stickyTimer <= 0) this.sticky = false;
}
if (this.laserActive) {
this.laserTimer -= dt * 1000;
if (this.laserTimer <= 0) this.laserActive = false;
}
if (this.wideActive) {
this.wideTimer -= dt * 1000;
if (this.wideTimer <= 0) {
this.wideActive = false;
this.width = this.baseWidth;
}
}
if (this.slowActive) {
this.slowTimer -= dt * 1000;
if (this.slowTimer <= 0) this.slowActive = false;
}
// Laser auto-fire
if (this.laserActive) {
this.lastLaserShot += dt * 1000;
if (this.lastLaserShot > 250) {
this.lastLaserShot = 0;
return { x: this.x + this.width * 0.25, y: this.y - 5 };
}
if (this.lastLaserShot > 250) {
this.lastLaserShot = 0;
return { x: this.x + this.width * 0.75, y: this.y - 5 };
}
}
return null;
}
draw(ctx) {
ctx.save();
// Glow color based on active power-ups
let glowColor = NEON_COLORS.cyan;
if (this.laserActive) glowColor = NEON_COLORS.orange;
else if (this.sticky) glowColor = NEON_COLORS.hotPink;
else if (this.wideActive) glowColor = NEON_COLORS.cyan;
else if (this.slowActive) glowColor = NEON_COLORS.electricBlue;
const glowIntensity = 15 + 5 * Math.sin(Date.now() / 200);
ctx.shadowBlur = glowIntensity;
ctx.shadowColor = glowColor;
// Paddle body
const grad = ctx.createLinearGradient(this.x, this.y, this.x + this.width, this.y);
grad.addColorStop(0, glowColor);
grad.addColorStop(0.5, '#fff');
grad.addColorStop(1, glowColor);
ctx.fillStyle = grad;
ctx.globalAlpha = 0.8;
ctx.fillRect(this.x, this.y, this.width, this.height);
// Border
ctx.globalAlpha = 1;
ctx.strokeStyle = glowColor;
ctx.lineWidth = 2;
ctx.strokeRect(this.x, this.y, this.width, this.height);
// Laser cannons
if (this.laserActive) {
ctx.fillStyle = NEON_COLORS.orange;
ctx.shadowBlur = 8;
ctx.shadowColor = NEON_COLORS.orange;
ctx.fillRect(this.x + this.width * 0.2, this.y - 6, 4, 6);
ctx.fillRect(this.x + this.width * 0.75, this.y - 6, 4, 6);
}
// Sticky indicator
if (this.sticky) {
ctx.globalAlpha = 0.5;
ctx.strokeStyle = NEON_COLORS.hotPink;
ctx.lineWidth = 1;
ctx.setLineDash([3, 3]);
ctx.strokeRect(this.x - 2, this.y - 2, this.width + 4, this.height + 4);
ctx.setLineDash([]);
}
ctx.restore();
}
applyPowerUp(type) {
switch (type.name) {
case 'WIDE':
this.wideActive = true;
this.wideTimer = type.duration;
this.width = this.baseWidth * 1.6;
break;
case 'SLOW':
this.slowActive = true;
this.slowTimer = type.duration;
break;
case 'STICKY':
this.sticky = true;
this.stickyTimer = type.duration;
break;
case 'LASER':
this.laserActive = true;
this.laserTimer = type.duration;
break;
case 'LIFE':
return 'LIFE'; // Special return for extra life
}
return null;
}
getActiveEffects() {
const effects = [];
if (this.wideActive) effects.push({ name: 'WIDE', timer: this.wideTimer, color: NEON_COLORS.cyan });
if (this.slowActive) effects.push({ name: 'SLOW', timer: this.slowTimer, color: NEON_COLORS.electricBlue });
if (this.sticky) effects.push({ name: 'STICKY', timer: this.stickyTimer, color: NEON_COLORS.hotPink });
if (this.laserActive) effects.push({ name: 'LASER', timer: this.laserTimer, color: NEON_COLORS.orange });
return effects;
}
}
// ============================================================
// MAIN GAME CLASS
// ============================================================
class Game {
constructor() {
this.state = 'START'; // START, PLAYING, GAME_OVER, LEVEL_COMPLETE
this.score = 0;
this.lives = MAX_LIVES;
this.level = 1;
this.balls = [];
this.bricks = [];
this.particles = [];
this.powerUps = [];
this.lasers = [];
this.paddle = new Paddle();
this.bg = new BackgroundRenderer();
this.mouseX = null;
this.keys = { left: false, right: false };
this.ballLaunchAngle = -Math.PI / 4;
this.time = 0;
this.levelCompleteTimer = 0;
this.gameOverTimer = 0;
this.stars = [];
// Resize canvas
this.resize();
window.addEventListener('resize', () => this.resize());
// Input
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
const scaleX = GAME_WIDTH / rect.width;
this.mouseX = (e.clientX - rect.left) * scaleX;
});
canvas.addEventListener('touchmove', (e) => {
e.preventDefault();
const rect = canvas.getBoundingClientRect();
const scaleX = GAME_WIDTH / rect.width;
this.mouseX = (e.touches[0].clientX - rect.left) * scaleX;
}, { passive: false });
canvas.addEventListener('mousedown', () => this.handleClick());
canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
this.handleClick();
});
document.addEventListener('keydown', (e) => {
if (e.key === 'ArrowLeft' || e.key === 'a') this.keys.left = true;
if (e.key === 'ArrowRight' || e.key === 'd') this.keys.right = true;
if (e.key === ' ' || e.key === 'Enter') {
if (this.state === 'START' || this.state === 'GAME_OVER') {
this.startGame();
} else if (this.state === 'LEVEL_COMPLETE') {
this.nextLevel();
}
}
});
document.addEventListener('keyup', (e) => {
if (e.key === 'ArrowLeft' || e.key === 'a') this.keys.left = false;
if (e.key === 'ArrowRight' || e.key === 'd') this.keys.right = false;
});
// Start game loop
this.lastTime = performance.now();
requestAnimationFrame((t) => this.gameLoop(t));
}
resize() {
const aspect = GAME_WIDTH / GAME_HEIGHT;
const windowAspect = window.innerWidth / window.innerHeight;
let w, h;
if (windowAspect > aspect) {
h = window.innerHeight * 0.95;
w = h * aspect;
} else {
w = window.innerWidth * 0.95;
h = w / aspect;
}
canvas.style.width = w + 'px';
canvas.style.height = h + 'px';
canvas.width = GAME_WIDTH;
canvas.height = GAME_HEIGHT;
}
startGame() {
audio.init();
this.state = 'PLAYING';
this.score = 0;
this.lives = MAX_LIVES;
this.level = 1;
this.initLevel();
}
initLevel() {
this.balls = [];
this.bricks = [];
this.particles = [];
this.powerUps = [];
this.lasers = [];
this.paddle = new Paddle();
// Reset first ball
const ball = new Ball(GAME_WIDTH / 2, GAME_HEIGHT - 60, 280);
ball.stuck = true;
this.balls.push(ball);
// Generate bricks
const brickWidth = (GAME_WIDTH - BRICK_PADDING * (BRICK_COLS + 1)) / BRICK_COLS;
const rows = Math.min(BRICK_ROWS + Math.floor(this.level / 2), 10);
for (let row = 0; row < rows; row++) {
for (let col = 0; col < BRICK_COLS; col++) {
const x = BRICK_PADDING + col * (brickWidth + BRICK_PADDING);
const y = BRICK_TOP_OFFSET + row * (BRICK_HEIGHT + BRICK_PADDING);
// Varying hit points based on row and level
let hits = 1;
if (this.level >= 2 && row < 2) hits = 2;
if (this.level >= 4 && row === 0) hits = 3;
const colorIndex = (row + col + this.level) % Object.keys(NEON_COLORS).length;
const color = Object.values(NEON_COLORS)[colorIndex];
this.bricks.push(new Brick(x, y, brickWidth, BRICK_HEIGHT, hits, color));
}
}
}
nextLevel() {
this.level++;
this.initLevel();
this.state = 'PLAYING';
}
handleClick() {
if (this.state === 'START' || this.state === 'GAME_OVER') {
this.startGame();
return;
}
if (this.state === 'LEVEL_COMPLETE') {
this.nextLevel();
return;
}
// Launch stuck balls
this.balls.forEach(ball => {
if (ball.stuck) {
ball.launch(this.ballLaunchAngle);
}
});
}
spawnParticles(x, y, color, count) {
for (let i = 0; i < count; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = Math.random() * 150 + 50;
this.particles.push(new Particle(
x, y, color,
Math.cos(angle) * speed,
Math.sin(angle) * speed,
Math.random() * 0.5 + 0.2,
Math.random() * 3 + 1
));
}
}
update(dt) {
this.time += dt;
// Update background
this.bg.update(dt);
// Update particles
this.particles.forEach(p => p.update(dt));
this.particles = this.particles.filter(p => !p.isDead());
if (this.state === 'PLAYING') {
// Update paddle
const laserShot = this.paddle.update(dt, this.mouseX, this.keys);
if (laserShot) {
this.lasers.push(new LaserBullet(laserShot.x, laserShot.y));
audio.playLaserShot();
}
// Update lasers
this.lasers.forEach(l => l.update(dt));
this.lasers = this.lasers.filter(l => l.alive);
// Laser-brick collision
this.lasers.forEach(l => {
this.bricks.forEach(brick => {
if (!brick.alive) return;
if (l.x > brick.x && l.x < brick.x + brick.width &&
l.y > brick.y && l.y < brick.y + brick.height) {
l.alive = false;
const destroyed = brick.hit();
if (destroyed) {
brick.alive = false;
this.score += 10 * brick.maxHits;
audio.playLaserHit();
this.spawnParticles(brick.x + brick.width / 2, brick.y + brick.height / 2, brick.color, 8);
if (brick.hasPowerUp) {
this.powerUps.push(new PowerUpCapsule(brick.x + brick.width / 2, brick.y, brick.powerUpType));
}
}
}
});
});
// Update balls
const ballsToRemove = [];
const powerUpDrops = [];
this.balls.forEach((ball, bi) => {
const result = ball.update(dt, this.paddle, this.bricks);
if (result && result.destroyed) {
const brick = result.brick;
this.score += 10 * brick.maxHits;
this.spawnParticles(brick.x + brick.width / 2, brick.y + brick.height / 2, brick.color, 12);
if (brick.hasPowerUp) {
powerUpDrops.push(new PowerUpCapsule(brick.x + brick.width / 2, brick.y, brick.powerUpType));
}
}
// Check if ball is lost
if (ball.y > GAME_HEIGHT + 20) {
ballsToRemove.push(bi);
}
});
// Apply power-up drops
this.powerUps.push(...powerUpDrops);
// Remove lost balls
if (ballsToRemove.length > 0) {
ballsToRemove.reverse().forEach(i => this.balls.splice(i, 1));
if (this.balls.length === 0) {
this.lives--;
audio.playLifeLost();
if (this.lives <= 0) {
this.state = 'GAME_OVER';
this.gameOverTimer = 0;
audio.playGameOver();
} else {
// Reset with one ball
const ball = new Ball(GAME_WIDTH / 2, GAME_HEIGHT - 60, 280);
ball.stuck = true;
this.balls.push(ball);
}
}
}
// Update power-ups
this.powerUps.forEach(pu => pu.update(dt));
this.powerUps = this.powerUps.filter(pu => pu.alive);
// Power-up collection
this.powerUps.forEach(pu => {
if (pu.x + pu.width / 2 > this.paddle.x &&
pu.x - pu.width / 2 < this.paddle.x + this.paddle.width &&
pu.y + pu.height / 2 > this.paddle.y &&
pu.y - pu.height / 2 < this.paddle.y + this.paddle.height) {
pu.alive = false;
audio.playPowerUpCollect();
this.spawnParticles(pu.x, pu.y, pu.type.color, 15);
const extraLife = this.paddle.applyPowerUp(pu.type);
if (extraLife === 'LIFE') {
this.lives++;
}
// Multi-ball: split into 3
if (pu.type.name === 'SLOW' || pu.type.name === 'WIDE' || pu.type.name === 'STICKY' || pu.type.name === 'LASER') {
// These are single-use, already handled by paddle
}
// Special multi-ball handling
if (pu.type.name === 'MULTI' && this.balls.length < 6) {
const existingBall = this.balls[0];
if (existingBall) {
const b1 = new Ball(existingBall.x, existingBall.y, existingBall.speed);
const b2 = new Ball(existingBall.x, existingBall.y, existingBall.speed);
b1.launch(-Math.PI / 4);
b2.launch(-3 * Math.PI / 4);
this.balls.push(b1, b2);
}
}
}
});
// Check win condition
if (this.bricks.every(b => !b.alive)) {
this.state = 'LEVEL_COMPLETE';
this.levelCompleteTimer = 0;
audio.playLevelComplete();
}
}
// Level complete timer
if (this.state === 'LEVEL_COMPLETE') {
this.levelCompleteTimer += dt;
}
// Game over timer
if (this.state === 'GAME_OVER') {
this.gameOverTimer += dt;
}
}
draw() {
// Clear and draw background
this.bg.draw(ctx);
// Draw bricks
this.bricks.forEach(brick => brick.draw(ctx));
// Draw power-ups
this.powerUps.forEach(pu => pu.draw(ctx));
// Draw lasers
this.lasers.forEach(l => l.draw(ctx));
// Draw balls
this.balls.forEach(ball => ball.draw(ctx));
// Draw paddle
this.paddle.draw(ctx);
// Draw particles
this.particles.forEach(p => p.draw(ctx));
// Draw HUD
this.drawHUD();
// Draw state screens
if (this.state === 'START') this.drawStartScreen();
else if (this.state === 'GAME_OVER') this.drawGameOverScreen();
else if (this.state === 'LEVEL_COMPLETE') this.drawLevelCompleteScreen();
}
drawHUD() {
ctx.save();
// Score
ctx.shadowBlur = 8;
ctx.shadowColor = NEON_COLORS.cyan;
ctx.fillStyle = NEON_COLORS.cyan;
ctx.font = 'bold 18px Courier New';
ctx.textAlign = 'left';
ctx.textBaseline = 'top';
ctx.fillText(`SCORE: ${this.score}`, 10, 8);
// Level
ctx.fillStyle = NEON_COLORS.magenta;
ctx.shadowColor = NEON_COLORS.magenta;
ctx.textAlign = 'center';
ctx.fillText(`LEVEL ${this.level}`, GAME_WIDTH / 2, 8);
// Lives
ctx.fillStyle = NEON_COLORS.lime;
ctx.shadowColor = NEON_COLORS.lime;
ctx.textAlign = 'right';
let livesText = '';
for (let i = 0; i < this.lives; i++) livesText += '♥ ';
ctx.fillText(livesText.trim(), GAME_WIDTH - 10, 8);
// Active power-up indicators
const effects = this.paddle.getActiveEffects();
if (effects.length > 0) {
const startY = 30;
effects.forEach((eff, i) => {
const remaining = Math.max(0, eff.timer / 1000);
ctx.fillStyle = eff.color;
ctx.shadowColor = eff.color;
ctx.font = '11px Courier New';
ctx.textAlign = 'left';
ctx.globalAlpha = 0.8;
ctx.fillText(`${eff.name}: ${remaining.toFixed(1)}s`, 10, startY + i * 16);
// Timer bar
const barWidth = 60;
const barHeight = 4;
const maxTime = eff.name === 'MULTI' ? 999 : (
eff.name === 'WIDE' ? 10 :
eff.name === 'SLOW' ? 8 :
eff.name === 'STICKY' ? 12 : 7
);
const fill = Math.min(1, remaining / maxTime);
ctx.fillStyle = eff.color;
ctx.globalAlpha = 0.3;
ctx.fillRect(10, startY + i * 16 + 8, barWidth, barHeight);
ctx.globalAlpha = 0.8;
ctx.fillRect(10, startY + i * 16 + 8, barWidth * fill, barHeight);
});
}
// Ball stuck indicator
if (this.balls.some(b => b.stuck)) {
ctx.globalAlpha = 0.5 + 0.3 * Math.sin(Date.now() / 300);
ctx.fillStyle = NEON_COLORS.white;
ctx.shadowColor = NEON_COLORS.white;
ctx.font = '12px Courier New';
ctx.textAlign = 'center';
ctx.fillText('CLICK TO LAUNCH', GAME_WIDTH / 2, GAME_HEIGHT - 80);
}
ctx.restore();
}
drawStartScreen() {
ctx.save();
// Darken overlay
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Title
const titlePulse = 0.8 + 0.2 * Math.sin(Date.now() / 400);
ctx.shadowBlur = 20 * titlePulse;
ctx.shadowColor = NEON_COLORS.cyan;
ctx.fillStyle = NEON_COLORS.cyan;
ctx.font = 'bold 48px Courier New';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.globalAlpha = titlePulse;
ctx.fillText('NEON', GAME_WIDTH / 2, GAME_HEIGHT / 2 - 80);
ctx.shadowColor = NEON_COLORS.magenta;
ctx.fillStyle = NEON_COLORS.magenta;
ctx.font = 'bold 56px Courier New';
ctx.fillText('ARCANOID', GAME_WIDTH / 2, GAME_HEIGHT / 2 - 25);
// Subtitle
ctx.shadowBlur = 6;
ctx.shadowColor = NEON_COLORS.lime;
ctx.fillStyle = NEON_COLORS.lime;
ctx.font = '16px Courier New';
ctx.globalAlpha = 0.7 + 0.3 * Math.sin(Date.now() / 500);
ctx.fillText('BREAK THE BRICKS. SURVIVE THE NEON.', GAME_WIDTH / 2, GAME_HEIGHT / 2 + 30);
// Instructions
ctx.shadowBlur = 4;
ctx.shadowColor = NEON_COLORS.white;
ctx.fillStyle = NEON_COLORS.white;
ctx.font = '14px Courier New';
ctx.globalAlpha = 0.8;
ctx.fillText('MOUSE / TOUCH / ARROWS to move', GAME_WIDTH / 2, GAME_HEIGHT / 2 + 80);
ctx.fillText('CLICK / SPACE to launch ball', GAME_WIDTH / 2, GAME_HEIGHT / 2 + 105);
// Start prompt
const blink = Math.sin(Date.now() / 400) > 0;
if (blink) {
ctx.shadowBlur = 12;
ctx.shadowColor = NEON_COLORS.hotPink;
ctx.fillStyle = NEON_COLORS.hotPink;
ctx.font = 'bold 20px Courier New';
ctx.globalAlpha = 1;
ctx.fillText('CLICK OR PRESS SPACE TO START', GAME_WIDTH / 2, GAME_HEIGHT / 2 + 160);
}
ctx.restore();
}
drawGameOverScreen() {
ctx.save();
// Darken overlay
ctx.fillStyle = 'rgba(0, 0, 0, 0.75)';
ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Game Over title
const pulse = 0.7 + 0.3 * Math.sin(Date.now() / 300);
ctx.shadowBlur = 20 * pulse;
ctx.shadowColor = NEON_COLORS.red;
ctx.fillStyle = NEON_COLORS.red;
ctx.font = 'bold 44px Courier New';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.globalAlpha = pulse;
ctx.fillText('GAME OVER', GAME_WIDTH / 2, GAME_HEIGHT / 2 - 60);
// Final score
ctx.shadowBlur = 10;
ctx.shadowColor = NEON_COLORS.cyan;
ctx.fillStyle = NEON_COLORS.cyan;
ctx.font = 'bold 24px Courier New';
ctx.globalAlpha = 1;
ctx.fillText(`FINAL SCORE: ${this.score}`, GAME_WIDTH / 2, GAME_HEIGHT / 2);
// Level reached
ctx.shadowColor = NEON_COLORS.magenta;
ctx.fillStyle = NEON_COLORS.magenta;
ctx.font = '18px Courier New';
ctx.fillText(`LEVEL REACHED: ${this.level}`, GAME_WIDTH / 2, GAME_HEIGHT / 2 + 35);
// Restart prompt
const blink = Math.sin(Date.now() / 400) > 0;
if (blink) {
ctx.shadowBlur = 10;
ctx.shadowColor = NEON_COLORS.hotPink;
ctx.fillStyle = NEON_COLORS.hotPink;
ctx.font = 'bold 18px Courier New';
ctx.globalAlpha = 1;
ctx.fillText('CLICK OR PRESS SPACE TO RESTART', GAME_WIDTH / 2, GAME_HEIGHT / 2 + 90);
}
ctx.restore();
}
drawLevelCompleteScreen() {
ctx.save();
// Darken overlay
ctx.fillStyle = 'rgba(0, 0, 0, 0.6)';
ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Level complete title
const pulse = 0.8 + 0.2 * Math.sin(Date.now() / 300);
ctx.shadowBlur = 18 * pulse;
ctx.shadowColor = NEON_COLORS.lime;
ctx.fillStyle = NEON_COLORS.lime;
ctx.font = 'bold 36px Courier New';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.globalAlpha = pulse;
ctx.fillText(`LEVEL ${this.level} CLEAR!`, GAME_WIDTH / 2, GAME_HEIGHT / 2 - 50);
// Score
ctx.shadowBlur = 8;
ctx.shadowColor = NEON_COLORS.cyan;
ctx.fillStyle = NEON_COLORS.cyan;
ctx.font = '20px Courier New';
ctx.globalAlpha = 1;
ctx.fillText(`SCORE: ${this.score}`, GAME_WIDTH / 2, GAME_HEIGHT / 2);
// Next level prompt
const blink = Math.sin(Date.now() / 400) > 0;
if (blink) {
ctx.shadowBlur = 10;
ctx.shadowColor = NEON_COLORS.magenta;
ctx.fillStyle = NEON_COLORS.magenta;
ctx.font = 'bold 18px Courier New';
ctx.globalAlpha = 1;
ctx.fillText('CLICK OR PRESS SPACE FOR NEXT LEVEL', GAME_WIDTH / 2, GAME_HEIGHT / 2 + 50);
}
ctx.restore();
}
gameLoop(timestamp) {
const dt = Math.min((timestamp - this.lastTime) / 1000, 0.05); // Cap at 50ms
this.lastTime = timestamp;
this.update(dt);
this.draw();
requestAnimationFrame((t) => this.gameLoop(t));
}
}
// ============================================================
// INITIALIZE GAME
// ============================================================
const game = new Game();
</script>
</body>
</html>
```
This is a complete, self-contained HTML file implementing the Neon Arcanoid game with all requested features:
**Visual Features:**
- Dark background with animated neon grid lines that slowly drift
- 60+ floating neon particles that pulse and drift across the screen
- All game elements rendered with neon glow effects using `shadowBlur`
- Color-cycling palette with cyan, magenta, lime, electric blue, hot pink, and orange
**Gameplay:**
- Paddle controlled by mouse, touch, or arrow keys
- Ball physics with proper wall/paddle/brick bouncing
- 3 lives with ball reset on each loss
- Multi-hit bricks (1-3 hits) shown with crack effects and hit counters
- Progressive difficulty across levels (more rows, tougher bricks)
- Score tracking displayed in the HUD
**Audio (Web Audio API):**
- Wall hits: short percussive blip
- Paddle hits: sine wave blip
- Brick destruction: ascending chime with sparkle
- Power-up collection: rising arpeggio
- Life lost: descending sad tones
- Game over: dramatic low synth sweep
- Level complete: ascending fanfare
- Laser shots and hits
**Power-Up System (6 types):**
1. **W** - Wide Paddle (10s)
2. **M** - Multi-Ball (splits into 3)
3. **S** - Slow Ball (8s)
4. **T** - Sticky Paddle (12s, click to launch)
5. **L** - Laser (7s, auto-fire)
6. **+** - Extra Life
**Technical:**
- Responsive canvas with black bars
- 60fps game loop via `requestAnimationFrame`
- All code in a single HTML file with no external dependencies

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