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<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Game Hub</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>
        /* Custom styles */
        .game-card {
            transition: all 0.3s ease;
            transform-style: preserve-3d;
        }
        .game-card:hover {
            transform: translateY(-5px) scale(1.02);
            box-shadow: 0 20px 25px -5px rgba(0, 0, 0, 0.1), 0 10px 10px -5px rgba(0, 0, 0, 0.04);
        }
        
        /* Pong game styles */
        #pongCanvas {
            background-color: #111;
            border-radius: 8px;
        }
        
        /* Blackjack table */
        .blackjack-table {
            background: linear-gradient(135deg, #1a5f1a, #0d3b0d);
            border-radius: 16px;
            box-shadow: 0 10px 20px rgba(0, 0, 0, 0.3);
        }
        
        .card {
            width: 80px;
            height: 120px;
            background: white;
            border-radius: 8px;
            display: flex;
            justify-content: center;
            align-items: center;
            margin: 0 5px;
            box-shadow: 0 2px 5px rgba(0, 0, 0, 0.2);
            font-size: 24px;
            font-weight: bold;
            position: relative;
            user-select: none;
        }
        
        .card.red {
            color: red;
        }
        
        .card.black {
            color: black;
        }
        
        .card-back {
            background: linear-gradient(135deg, #d10000, #8b0000);
            color: white;
            display: flex;
            justify-content: center;
            align-items: center;
        }
        
        /* Memory game */
        .memory-card {
            width: 80px;
            height: 120px;
            perspective: 1000px;
            margin: 5px;
        }
        
        .memory-card-inner {
            position: relative;
            width: 100%;
            height: 100%;
            transition: transform 0.6s;
            transform-style: preserve-3d;
        }
        
        .memory-card.flipped .memory-card-inner {
            transform: rotateY(180deg);
        }
        
        .memory-card-front, .memory-card-back {
            position: absolute;
            width: 100%;
            height: 100%;
            backface-visibility: hidden;
            border-radius: 8px;
            display: flex;
            justify-content: center;
            align-items: center;
            font-size: 36px;
            font-weight: bold;
        }
        
        .memory-card-front {
            background: linear-gradient(135deg, #d10000, #8b0000);
            color: white;
        }
        
        .memory-card-back {
            background: white;
            transform: rotateY(180deg);
            color: #333;
        }
        
        /* Hide all game screens initially */
        .game-screen {
            display: none;
        }
        
        /* Solitaire styles */
        .solitaire-card {
            width: 80px;
            height: 120px;
            background: white;
            border-radius: 8px;
            position: absolute;
            box-shadow: 0 2px 5px rgba(0, 0, 0, 0.2);
            font-size: 24px;
            font-weight: bold;
            display: flex;
            flex-direction: column;
            justify-content: space-between;
            padding: 5px;
            user-select: none;
            cursor: pointer;
            transition: transform 0.2s;
        }
        
        .solitaire-card.red {
            color: red;
        }
        
        .solitaire-card.black {
            color: black;
        }
        
        .solitaire-card.dragging {
            z-index: 1000;
            transform: scale(1.05);
            box-shadow: 0 5px 15px rgba(0, 0, 0, 0.3);
        }
        
        .solitaire-card .card-value {
            font-size: 20px;
            align-self: flex-start;
        }
        
        .solitaire-card .card-suit {
            font-size: 16px;
            align-self: flex-end;
        }
        
        .solitaire-pile {
            position: relative;
            min-width: 80px;
            min-height: 120px;
            margin-bottom: 20px;
        }
        
        .solitaire-foundation {
            width: 80px;
            height: 120px;
            border: 2px dashed #444;
            border-radius: 8px;
            margin-bottom: 20px;
        }
        
        .solitaire-stock {
            width: 80px;
            height: 120px;
            background: linear-gradient(135deg, #d10000, #8b0000);
            border-radius: 8px;
            display: flex;
            justify-content: center;
            align-items: center;
            color: white;
            cursor: pointer;
            margin-bottom: 20px;
        }
        
        .solitaire-waste {
            width: 80px;
            height: 120px;
            position: relative;
            margin-bottom: 20px;
        }
        
        .solitaire-tableau {
            display: grid;
            grid-template-columns: repeat(7, 1fr);
            gap: 20px;
            margin-top: 20px;
        }
        
        .solitaire-top-area {
            display: flex;
            justify-content: space-between;
            margin-bottom: 20px;
        }
        
        .solitaire-foundations {
            display: flex;
            gap: 20px;
        }
        
        .drop-target {
            border: 2px dashed transparent;
        }
        
        .drop-target.highlight {
            border-color: gold;
        }
    </style>
</head>
<body class="bg-gray-900 text-white min-h-screen">
    <!-- Main Menu -->
    <div id="mainMenu" class="container mx-auto px-4 py-8">
        <header class="flex justify-between items-center mb-12">
            <h1 class="text-4xl font-bold bg-gradient-to-r from-purple-500 to-blue-500 bg-clip-text text-transparent">Game Hub</h1>
            <div class="flex space-x-4">
                <button id="soundToggle" class="p-2 rounded-full bg-gray-800 hover:bg-gray-700 transition">
                    <i class="fas fa-volume-up"></i>
                </button>
            </div>
        </header>
        
        <div class="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-8">
            <!-- Pong Card -->
            <div class="game-card bg-gray-800 rounded-xl p-6 cursor-pointer" onclick="loadGame('pong')">
                <div class="flex justify-between items-start mb-4">
                    <h2 class="text-2xl font-bold text-purple-400">Pong</h2>
                    <div class="bg-purple-500 text-white px-3 py-1 rounded-full text-xs font-bold">ARCADE</div>
                </div>
                <p class="text-gray-300 mb-4">The classic arcade game. Control your paddle and defeat your opponent!</p>
                <div class="bg-gray-700 rounded-lg h-32 flex items-center justify-center">
                    <i class="fas fa-table-tennis text-4xl text-purple-400"></i>
                </div>
            </div>
            
            <!-- Blackjack Card -->
            <div class="game-card bg-gray-800 rounded-xl p-6 cursor-pointer" onclick="loadGame('blackjack')">
                <div class="flex justify-between items-start mb-4">
                    <h2 class="text-2xl font-bold text-blue-400">Blackjack</h2>
                    <div class="bg-blue-500 text-white px-3 py-1 rounded-full text-xs font-bold">CARD</div>
                </div>
                <p class="text-gray-300 mb-4">Try to beat the dealer without going over 21. Double down and split pairs!</p>
                <div class="bg-gray-700 rounded-lg h-32 flex items-center justify-center">
                    <i class="fas fa-club text-4xl text-blue-400"></i>
                    <i class="fas fa-heart text-4xl text-red-500 ml-2"></i>
                </div>
            </div>
            
            <!-- Memory Match Card -->
            <div class="game-card bg-gray-800 rounded-xl p-6 cursor-pointer" onclick="loadGame('memory')">
                <div class="flex justify-between items-start mb-4">
                    <h2 class="text-2xl font-bold text-green-400">Memory Match</h2>
                    <div class="bg-green-500 text-white px-3 py-1 rounded-full text-xs font-bold">PUZZLE</div>
                </div>
                <p class="text-gray-300 mb-4">Test your memory by matching pairs of cards. Find all matches to win!</p>
                <div class="bg-gray-700 rounded-lg h-32 flex items-center justify-center">
                    <i class="fas fa-brain text-4xl text-green-400"></i>
                </div>
            </div>
            
            <!-- War Card -->
            <div class="game-card bg-gray-800 rounded-xl p-6 cursor-pointer" onclick="loadGame('war')">
                <div class="flex justify-between items-start mb-4">
                    <h2 class="text-2xl font-bold text-yellow-400">War</h2>
                    <div class="bg-yellow-500 text-white px-3 py-1 rounded-full text-xs font-bold">CARD</div>
                </div>
                <p class="text-gray-300 mb-4">The classic card game of War. Highest card wins each round!</p>
                <div class="bg-gray-700 rounded-lg h-32 flex items-center justify-center">
                    <i class="fas fa-flag text-4xl text-yellow-400"></i>
                </div>
            </div>
            
            <!-- Solitaire Card -->
            <div class="game-card bg-gray-800 rounded-xl p-6 cursor-pointer" onclick="loadGame('solitaire')">
                <div class="flex justify-between items-start mb-4">
                    <h2 class="text-2xl font-bold text-red-400">Solitaire</h2>
                    <div class="bg-red-500 text-white px-3 py-1 rounded-full text-xs font-bold">CLASSIC</div>
                </div>
                <p class="text-gray-300 mb-4">The timeless single-player card game. Sort all cards by suit in ascending order.</p>
                <div class="bg-gray-700 rounded-lg h-32 flex items-center justify-center">
                    <i class="fas fa-crown text-4xl text-red-400"></i>
                </div>
            </div>
            
            <!-- Coming Soon Card -->
            <div class="game-card bg-gray-800 rounded-xl p-6">
                <div class="flex justify-between items-start mb-4">
                    <h2 class="text-2xl font-bold text-pink-400">More Games</h2>
                    <div class="bg-pink-500 text-white px-3 py-1 rounded-full text-xs font-bold">COMING SOON</div>
                </div>
                <p class="text-gray-300 mb-4">We're working on adding more exciting games to our collection!</p>
                <div class="bg-gray-700 rounded-lg h-32 flex items-center justify-center">
                    <i class="fas fa-gamepad text-4xl text-pink-400"></i>
                </div>
            </div>
        </div>
    </div>
    
    <!-- Pong Game Screen -->
    <div id="pongScreen" class="game-screen container mx-auto px-4 py-8">
        <div class="flex justify-between items-center mb-6">
            <button onclick="returnToMenu()" class="flex items-center text-white hover:text-purple-400 transition">
                <i class="fas fa-arrow-left mr-2"></i> Back to Menu
            </button>
            <h2 class="text-2xl font-bold text-purple-400">Pong</h2>
            <div class="text-xl font-mono">
                Player: <span id="pongPlayerScore">0</span> - <span id="pongComputerScore">0</span> :Computer
            </div>
        </div>
        
        <div class="flex justify-center">
            <canvas id="pongCanvas" width="800" height="500" class="border-2 border-purple-500"></canvas>
        </div>
        
        <div class="mt-6 text-center">
            <p class="text-gray-400 mb-4">Use <span class="font-bold">W/S</span> keys to move your paddle up and down</p>
            <button id="pongPauseBtn" class="bg-purple-600 hover:bg-purple-700 text-white px-6 py-2 rounded-full font-bold mr-4">
                <i class="fas fa-pause mr-2"></i>Pause
            </button>
            <button id="pongResetBtn" class="bg-gray-700 hover:bg-gray-600 text-white px-6 py-2 rounded-full font-bold">
                <i class="fas fa-redo mr-2"></i>Reset
            </button>
        </div>
    </div>
    
    <!-- Blackjack Game Screen -->
    <div id="blackjackScreen" class="game-screen container mx-auto px-4 py-8">
        <div class="flex justify-between items-center mb-6">
            <button onclick="returnToMenu()" class="flex items-center text-white hover:text-blue-400 transition">
                <i class="fas fa-arrow-left mr-2"></i> Back to Menu
            </button>
            <h2 class="text-2xl font-bold text-blue-400">Blackjack</h2>
            <div class="text-xl font-mono">
                Chips: $<span id="blackjackChips">1000</span>
            </div>
        </div>
        
        <div class="blackjack-table p-8 mb-8">
            <div class="text-center mb-8">
                <h3 class="text-xl font-bold text-white mb-2">Dealer</h3>
                <div id="dealerHand" class="flex justify-center mb-4">
                    <!-- Dealer cards will be added here -->
                </div>
                <div id="dealerTotal" class="text-white font-bold">Total: ?</div>
            </div>
            
            <div class="text-center">
                <h3 class="text-xl font-bold text-white mb-2">Player</h3>
                <div id="playerHand" class="flex justify-center mb-4">
                    <!-- Player cards will be added here -->
                </div>
                <div id="playerTotal" class="text-white font-bold">Total: 0</div>
            </div>
        </div>
        
        <div id="blackjackBetControls" class="bg-gray-800 p-6 rounded-xl mb-6">
            <h3 class="text-lg font-bold mb-4">Place Your Bet</h3>
            <div class="flex items-center mb-4">
                <span class="mr-4">Bet Amount:</span>
                <input type="range" id="betSlider" min="10" max="500" step="10" value="50" class="flex-1 mr-4">
                <span id="betAmount" class="font-bold">$50</span>
            </div>
            <button id="dealBtn" class="bg-blue-600 hover:bg-blue-700 text-white px-6 py-2 rounded-full font-bold">
                <i class="fas fa-play mr-2"></i>Deal
            </button>
        </div>
        
        <div id="blackjackGameControls" class="bg-gray-800 p-6 rounded-xl hidden">
            <div class="flex justify-center space-x-4">
                <button id="hitBtn" class="bg-green-600 hover:bg-green-700 text-white px-6 py-2 rounded-full font-bold">
                    <i class="fas fa-plus mr-2"></i>Hit
                </button>
                <button id="standBtn" class="bg-red-600 hover:bg-red-700 text-white px-6 py-2 rounded-full font-bold">
                    <i class="fas fa-hand-paper mr-2"></i>Stand
                </button>
                <button id="doubleBtn" class="bg-yellow-600 hover:bg-yellow-700 text-white px-6 py-2 rounded-full font-bold">
                    <i class="fas fa-times mr-2"></i>Double
                </button>
            </div>
        </div>
        
        <div id="blackjackMessage" class="text-center text-xl font-bold mt-6 hidden"></div>
    </div>
    
    <!-- Memory Match Game Screen -->
    <div id="memoryScreen" class="game-screen container mx-auto px-4 py-8">
        <div class="flex justify-between items-center mb-6">
            <button onclick="returnToMenu()" class="flex items-center text-white hover:text-green-400 transition">
                <i class="fas fa-arrow-left mr-2"></i> Back to Menu
            </button>
            <h2 class="text-2xl font-bold text-green-400">Memory Match</h2>
            <div class="text-xl font-mono">
                Moves: <span id="memoryMoves">0</span> | Pairs: <span id="memoryPairs">0</span>/8
            </div>
        </div>
        
        <div class="flex flex-col items-center">
            <div id="memoryBoard" class="grid grid-cols-4 gap-4 mb-6">
                <!-- Memory cards will be added here -->
            </div>
            
            <button id="memoryResetBtn" class="bg-green-600 hover:bg-green-700 text-white px-6 py-2 rounded-full font-bold">
                <i class="fas fa-redo mr-2"></i>New Game
            </button>
        </div>
    </div>
    
    <!-- War Game Screen -->
    <div id="warScreen" class="game-screen container mx-auto px-4 py-8">
        <div class="flex justify-between items-center mb-6">
            <button onclick="returnToMenu()" class="flex items-center text-white hover:text-yellow-400 transition">
                <i class="fas fa-arrow-left mr-2"></i> Back to Menu
            </button>
            <h2 class="text-2xl font-bold text-yellow-400">War</h2>
            <div class="text-xl font-mono">
                Rounds: <span id="warRounds">0</span>
            </div>
        </div>
        
        <div class="flex flex-col items-center">
            <div class="flex justify-center space-x-16 mb-8">
                <div class="text-center">
                    <h3 class="text-xl font-bold mb-4">Player</h3>
                    <div id="playerWarCard" class="card flex items-center justify-center text-4xl">
                        <!-- Player's war card will be shown here -->
                    </div>
                    <div class="mt-4">Cards: <span id="playerWarCount">26</span></div>
                </div>
                
                <div class="text-center">
                    <h3 class="text-xl font-bold mb-4">Computer</h3>
                    <div id="computerWarCard" class="card flex items-center justify-center text-4xl">
                        <!-- Computer's war card will be shown here -->
                    </div>
                    <div class="mt-4">Cards: <span id="computerWarCount">26</span></div>
                </div>
            </div>
            
            <div id="warMessage" class="text-center text-xl font-bold mb-6"></div>
            
            <div class="flex space-x-4">
                <button id="warPlayBtn" class="bg-yellow-600 hover:bg-yellow-700 text-white px-6 py-2 rounded-full font-bold">
                    <i class="fas fa-play mr-2"></i>Play Round
                </button>
                <button id="warResetBtn" class="bg-gray-700 hover:bg-gray-600 text-white px-6 py-2 rounded-full font-bold">
                    <i class="fas fa-redo mr-2"></i>New Game
                </button>
            </div>
        </div>
    </div>
    
    <!-- Solitaire Game Screen -->
    <div id="solitaireScreen" class="game-screen container mx-auto px-4 py-8">
        <div class="flex justify-between items-center mb-6">
            <button onclick="returnToMenu()" class="flex items-center text-white hover:text-red-400 transition">
                <i class="fas fa-arrow-left mr-2"></i> Back to Menu
            </button>
            <h2 class="text-2xl font-bold text-red-400">Solitaire</h2>
            <div class="text-xl font-mono">
                Time: <span id="solitaireTime">00:00</span>
            </div>
        </div>
        
        <div class="bg-green-800 p-6 rounded-xl">
            <div class="solitaire-top-area">
                <div class="flex space-x-4">
                    <div id="stockPile" class="solitaire-stock">
                        <i class="fas fa-crown"></i>
                    </div>
                    <div id="wastePile" class="solitaire-waste"></div>
                </div>
                
                <div class="solitaire-foundations">
                    <div id="foundationHeart" class="solitaire-foundation drop-target" data-suit="hearts"></div>
                    <div id="foundationDiamond" class="solitaire-foundation drop-target" data-suit="diamonds"></div>
                    <div id="foundationClub" class="solitaire-foundation drop-target" data-suit="clubs"></div>
                    <div id="foundationSpade" class="solitaire-foundation drop-target" data-suit="spades"></div>
                </div>
            </div>
            
            <div id="tableau" class="solitaire-tableau">
                <div id="pile1" class="solitaire-pile drop-target" data-pile="1"></div>
                <div id="pile2" class="solitaire-pile drop-target" data-pile="2"></div>
                <div id="pile3" class="solitaire-pile drop-target" data-pile="3"></div>
                <div id="pile4" class="solitaire-pile drop-target" data-pile="4"></div>
                <div id="pile5" class="solitaire-pile drop-target" data-pile="5"></div>
                <div id="pile6" class="solitaire-pile drop-target" data-pile="6"></div>
                <div id="pile7" class="solitaire-pile drop-target" data-pile="7"></div>
            </div>
        </div>
        
        <div class="mt-6 text-center">
            <button id="solitaireResetBtn" class="bg-red-600 hover:bg-red-700 text-white px-6 py-2 rounded-full font-bold">
                <i class="fas fa-redo mr-2"></i>New Game
            </button>
        </div>
    </div>
    
    <script>
        // Game selector functionality
        function loadGame(game) {
            document.getElementById('mainMenu').style.display = 'none';
            document.getElementById(game + 'Screen').style.display = 'block';
            
            // Initialize the selected game
            switch(game) {
                case 'pong':
                    initPong();
                    break;
                case 'blackjack':
                    initBlackjack();
                    break;
                case 'memory':
                    initMemory();
                    break;
                case 'war':
                    initWar();
                    break;
                case 'solitaire':
                    initSolitaire();
                    break;
            }
        }
        
        function returnToMenu() {
            // Hide all game screens
            document.querySelectorAll('.game-screen').forEach(screen => {
                screen.style.display = 'none';
            });
            
            // Show main menu
            document.getElementById('mainMenu').style.display = 'block';
        }
        
        // Sound toggle
        document.getElementById('soundToggle').addEventListener('click', function() {
            const icon = this.querySelector('i');
            if (icon.classList.contains('fa-volume-up')) {
                icon.classList.remove('fa-volume-up');
                icon.classList.add('fa-volume-mute');
                // Mute all game sounds
            } else {
                icon.classList.remove('fa-volume-mute');
                icon.classList.add('fa-volume-up');
                // Unmute all game sounds
            }
        });
        
        // Pong Game
        function initPong() {
            const canvas = document.getElementById('pongCanvas');
            const ctx = canvas.getContext('2d');
            const playerScoreEl = document.getElementById('pongPlayerScore');
            const computerScoreEl = document.getElementById('pongComputerScore');
            const pauseBtn = document.getElementById('pongPauseBtn');
            const resetBtn = document.getElementById('pongResetBtn');
            
            // Game state
            let gameRunning = true;
            let playerScore = 0;
            let computerScore = 0;
            
            // Paddle and ball properties
            const paddleWidth = 15;
            const paddleHeight = 100;
            const ballSize = 15;
            
            let playerPaddle = {
                x: 10,
                y: canvas.height / 2 - paddleHeight / 2,
                width: paddleWidth,
                height: paddleHeight,
                speed: 8
            };
            
            let computerPaddle = {
                x: canvas.width - 10 - paddleWidth,
                y: canvas.height / 2 - paddleHeight / 2,
                width: paddleWidth,
                height: paddleHeight,
                speed: 5
            };
            
            let ball = {
                x: canvas.width / 2,
                y: canvas.height / 2,
                size: ballSize,
                speedX: 5,
                speedY: 5
            };
            
            // Keyboard controls
            let upPressed = false;
            let downPressed = false;
            
            document.addEventListener('keydown', (e) => {
                if (e.key === 'w' || e.key === 'W') {
                    upPressed = true;
                } else if (e.key === 's' || e.key === 'S') {
                    downPressed = true;
                }
            });
            
            document.addEventListener('keyup', (e) => {
                if (e.key === 'w' || e.key === 'W') {
                    upPressed = false;
                } else if (e.key === 's' || e.key === 'S') {
                    downPressed = false;
                }
            });
            
            // Pause/Resume game
            pauseBtn.addEventListener('click', () => {
                gameRunning = !gameRunning;
                if (gameRunning) {
                    pauseBtn.innerHTML = '<i class="fas fa-pause mr-2"></i>Pause';
                    gameLoop();
                } else {
                    pauseBtn.innerHTML = '<i class="fas fa-play mr-2"></i>Resume';
                }
            });
            
            // Reset game
            resetBtn.addEventListener('click', resetPong);
            
            function resetPong() {
                playerScore = 0;
                computerScore = 0;
                playerScoreEl.textContent = '0';
                computerScoreEl.textContent = '0';
                
                playerPaddle.y = canvas.height / 2 - paddleHeight / 2;
                computerPaddle.y = canvas.height / 2 - paddleHeight / 2;
                
                ball.x = canvas.width / 2;
                ball.y = canvas.height / 2;
                ball.speedX = 5 * (Math.random() > 0.5 ? 1 : -1);
                ball.speedY = 5 * (Math.random() > 0.5 ? 1 : -1);
                
                if (!gameRunning) {
                    gameRunning = true;
                    pauseBtn.innerHTML = '<i class="fas fa-pause mr-2"></i>Pause';
                    gameLoop();
                }
            }
            
            // Game loop
            function gameLoop() {
                if (!gameRunning) return;
                
                // Clear canvas
                ctx.fillStyle = '#111';
                ctx.fillRect(0, 0, canvas.width, canvas.height);
                
                // Draw center line
                ctx.strokeStyle = '#333';
                ctx.setLineDash([10, 10]);
                ctx.beginPath();
                ctx.moveTo(canvas.width / 2, 0);
                ctx.lineTo(canvas.width / 2, canvas.height);
                ctx.stroke();
                ctx.setLineDash([]);
                
                // Draw paddles
                ctx.fillStyle = '#fff';
                ctx.fillRect(playerPaddle.x, playerPaddle.y, playerPaddle.width, playerPaddle.height);
                ctx.fillRect(computerPaddle.x, computerPaddle.y, computerPaddle.width, computerPaddle.height);
                
                // Draw ball
                ctx.beginPath();
                ctx.arc(ball.x, ball.y, ball.size, 0, Math.PI * 2);
                ctx.fillStyle = '#fff';
                ctx.fill();
                
                // Move player paddle
                if (upPressed && playerPaddle.y > 0) {
                    playerPaddle.y -= playerPaddle.speed;
                }
                if (downPressed && playerPaddle.y < canvas.height - playerPaddle.height) {
                    playerPaddle.y += playerPaddle.speed;
                }
                
                // Simple AI for computer paddle
                if (computerPaddle.y + computerPaddle.height / 2 < ball.y - 10) {
                    computerPaddle.y += computerPaddle.speed;
                } else if (computerPaddle.y + computerPaddle.height / 2 > ball.y + 10) {
                    computerPaddle.y -= computerPaddle.speed;
                }
                
                // Keep computer paddle in bounds
                if (computerPaddle.y < 0) {
                    computerPaddle.y = 0;
                } else if (computerPaddle.y > canvas.height - computerPaddle.height) {
                    computerPaddle.y = canvas.height - computerPaddle.height;
                }
                
                // Move ball
                ball.x += ball.speedX;
                ball.y += ball.speedY;
                
                // Ball collision with top and bottom walls
                if (ball.y - ball.size <= 0 || ball.y + ball.size >= canvas.height) {
                    ball.speedY = -ball.speedY;
                }
                
                // Ball collision with paddles
                if (
                    ball.x - ball.size <= playerPaddle.x + playerPaddle.width &&
                    ball.y >= playerPaddle.y &&
                    ball.y <= playerPaddle.y + playerPaddle.height
                ) {
                    ball.speedX = -ball.speedX * 1.05; // Increase speed slightly
                    // Add some angle based on where ball hits paddle
                    const hitPos = (ball.y - (playerPaddle.y + playerPaddle.height / 2)) / (playerPaddle.height / 2);
                    ball.speedY = hitPos * 5;
                }
                
                if (
                    ball.x + ball.size >= computerPaddle.x &&
                    ball.y >= computerPaddle.y &&
                    ball.y <= computerPaddle.y + computerPaddle.height
                ) {
                    ball.speedX = -ball.speedX * 1.05; // Increase speed slightly
                    // Add some angle based on where ball hits paddle
                    const hitPos = (ball.y - (computerPaddle.y + computerPaddle.height / 2)) / (computerPaddle.height / 2);
                    ball.speedY = hitPos * 5;
                }
                
                // Ball out of bounds - score points
                if (ball.x - ball.size <= 0) {
                    computerScore++;
                    computerScoreEl.textContent = computerScore;
                    resetBall();
                }
                
                if (ball.x + ball.size >= canvas.width) {
                    playerScore++;
                    playerScoreEl.textContent = playerScore;
                    resetBall();
                }
                
                requestAnimationFrame(gameLoop);
            }
            
            function resetBall() {
                ball.x = canvas.width / 2;
                ball.y = canvas.height / 2;
                ball.speedX = 5 * (Math.random() > 0.5 ? 1 : -1);
                ball.speedY = 5 * (Math.random() > 0.5 ? 1 : -1);
                
                // Pause briefly before resuming
                gameRunning = false;
                pauseBtn.innerHTML = '<i class="fas fa-play mr-2"></i>Resume';
                setTimeout(() => {
                    gameRunning = true;
                    pauseBtn.innerHTML = '<i class="fas fa-pause mr-2"></i>Pause';
                    gameLoop();
                }, 1000);
            }
            
            // Start the game
            gameLoop();
        }
        
        // Blackjack Game
        function initBlackjack() {
            const dealerHandEl = document.getElementById('dealerHand');
            const playerHandEl = document.getElementById('playerHand');
            const dealerTotalEl = document.getElementById('dealerTotal');
            const playerTotalEl = document.getElementById('playerTotal');
            const chipsEl = document.getElementById('blackjackChips');
            const betSlider = document.getElementById('betSlider');
            const betAmountEl = document.getElementById('betAmount');
            const dealBtn = document.getElementById('dealBtn');
            const hitBtn = document.getElementById('hitBtn');
            const standBtn = document.getElementById('standBtn');
            const doubleBtn = document.getElementById('doubleBtn');
            const gameControls = document.getElementById('blackjackGameControls');
            const betControls = document.getElementById('blackjackBetControls');
            const messageEl = document.getElementById('blackjackMessage');
            
            // Game state
            let deck = [];
            let dealerHand = [];
            let playerHand = [];
            let chips = 1000;
            let currentBet = 50;
            let gameInProgress = false;
            let canDouble = true;
            
            // Update bet amount display
            betSlider.addEventListener('input', () => {
                currentBet = parseInt(betSlider.value);
                betAmountEl.textContent = currentBet;
            });
            
            // Deal button
            dealBtn.addEventListener('click', deal);
            
            // Game action buttons
            hitBtn.addEventListener('click', hit);
            standBtn.addEventListener('click', stand);
            doubleBtn.addEventListener('click', doubleDown);
            
            // Initialize game
            function newDeck() {
                const suits = ['hearts', 'diamonds', 'clubs', 'spades'];
                const values = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A'];
                
                deck = [];
                
                for (let suit of suits) {
                    for (let value of values) {
                        deck.push({ suit, value });
                    }
                }
                
                // Shuffle deck
                for (let i = deck.length - 1; i > 0; i--) {
                    const j = Math.floor(Math.random() * (i + 1));
                    [deck[i], deck[j]] = [deck[j], deck[i]];
                }
            }
            
            function deal() {
                if (gameInProgress) return;
                if (currentBet > chips) {
                    messageEl.textContent = "You don't have enough chips!";
                    messageEl.classList.remove('hidden');
                    return;
                }
                
                // Reset game state
                dealerHand = [];
                playerHand = [];
                gameInProgress = true;
                canDouble = true;
                messageEl.classList.add('hidden');
                
                // Update UI
                chips -= currentBet;
                chipsEl.textContent = chips;
                
                // Hide bet controls, show game controls
                betControls.classList.add('hidden');
                gameControls.classList.remove('hidden');
                
                // Create new deck and deal cards
                newDeck();
                
                // Deal initial cards (player first, then dealer, then player, then dealer)
                playerHand.push(deck.pop());
                dealerHand.push(deck.pop());
                playerHand.push(deck.pop());
                dealerHand.push(deck.pop());
                
                // Update display
                updateDisplay();
                
                // Check for blackjack
                if (calculateHandValue(playerHand) === 21) {
                    // Player has blackjack
                    endGame(true);
                }
            }
            
            function hit() {
                if (!gameInProgress) return;
                
                // Add card to player's hand
                playerHand.push(deck.pop());
                canDouble = false;
                
                // Update display
                updateDisplay();
                
                // Check if player busted
                if (calculateHandValue(playerHand) > 21) {
                    endGame(false);
                }
            }
            
            function stand() {
                if (!gameInProgress) return;
                
                // Dealer draws until they have at least 17
                while (calculateHandValue(dealerHand) < 17) {
                    dealerHand.push(deck.pop());
                }
                
                // Update display (show all dealer cards)
                updateDisplay(true);
                
                // Determine winner
                const playerValue = calculateHandValue(playerHand);
                const dealerValue = calculateHandValue(dealerHand);
                
                if (dealerValue > 21 || playerValue > dealerValue) {
                    // Player wins
                    endGame(true);
                } else if (playerValue < dealerValue) {
                    // Dealer wins
                    endGame(false);
                } else {
                    // Push
                    endGame(null);
                }
            }
            
            function doubleDown() {
                if (!gameInProgress || !canDouble) return;
                if (currentBet > chips) {
                    messageEl.textContent = "You don't have enough chips to double!";
                    messageEl.classList.remove('hidden');
                    return;
                }
                
                // Double the bet
                chips -= currentBet;
                currentBet *= 2;
                chipsEl.textContent = chips;
                betAmountEl.textContent = currentBet;
                
                // Take one more card
                hit();
                
                // Automatically stand
                stand();
            }
            
            function endGame(playerWins) {
                gameInProgress = false;
                
                // Show all dealer cards
                updateDisplay(true);
                
                // Payout
                if (playerWins === true) {
                    const isBlackjack = calculateHandValue(playerHand) === 21 && playerHand.length === 2;
                    const payout = isBlackjack ? Math.floor(currentBet * 2.5) : currentBet * 2;
                    chips += payout;
                    messageEl.textContent = isBlackjack ? "Blackjack! You win $" + payout : "You win $" + payout;
                } else if (playerWins === false) {
                    messageEl.textContent = "Dealer wins!";
                } else {
                    // Push
                    chips += currentBet;
                    messageEl.textContent = "Push! Bet returned";
                }
                
                chipsEl.textContent = chips;
                messageEl.classList.remove('hidden');
                
                // Reset bet to minimum
                currentBet = 50;
                betSlider.value = currentBet;
                betAmountEl.textContent = currentBet;
                
                // Show bet controls, hide game controls
                gameControls.classList.add('hidden');
                betControls.classList.remove('hidden');
            }
            
            function updateDisplay(showAllDealerCards = false) {
                // Clear hands
                dealerHandEl.innerHTML = '';
                playerHandEl.innerHTML = '';
                
                // Display dealer's hand
                dealerHand.forEach((card, index) => {
                    if (index === 0 && !showAllDealerCards) {
                        // First card is hidden
                        const cardEl = document.createElement('div');
                        cardEl.className = 'card card-back';
                        dealerHandEl.appendChild(cardEl);
                    } else {
                        // Show card
                        const cardEl = document.createElement('div');
                        cardEl.className = `card ${card.suit === 'hearts' || card.suit === 'diamonds' ? 'red' : 'black'}`;
                        cardEl.textContent = card.value;
                        
                        // Add suit symbol
                        const suitSymbol = document.createElement('div');
                        suitSymbol.className = 'absolute bottom-1 right-1 text-xs';
                        
                        switch(card.suit) {
                            case 'hearts':
                                suitSymbol.innerHTML = '&hearts;';
                                break;
                            case 'diamonds':
                                suitSymbol.innerHTML = '&diams;';
                                break;
                            case 'clubs':
                                suitSymbol.innerHTML = '&clubs;';
                                break;
                            case 'spades':
                                suitSymbol.innerHTML = '&spades;';
                                break;
                        }
                        
                        cardEl.appendChild(suitSymbol);
                        dealerHandEl.appendChild(cardEl);
                    }
                });
                
                // Display player's hand
                playerHand.forEach(card => {
                    const cardEl = document.createElement('div');
                    cardEl.className = `card ${card.suit === 'hearts' || card.suit === 'diamonds' ? 'red' : 'black'}`;
                    cardEl.textContent = card.value;
                    
                    // Add suit symbol
                    const suitSymbol = document.createElement('div');
                    suitSymbol.className = 'absolute bottom-1 right-1 text-xs';
                    
                    switch(card.suit) {
                        case 'hearts':
                            suitSymbol.innerHTML = '&hearts;';
                            break;
                        case 'diamonds':
                            suitSymbol.innerHTML = '&diams;';
                            break;
                        case 'clubs':
                            suitSymbol.innerHTML = '&clubs;';
                            break;
                        case 'spades':
                            suitSymbol.innerHTML = '&spades;';
                            break;
                    }
                    
                    cardEl.appendChild(suitSymbol);
                    playerHandEl.appendChild(cardEl);
                });
                
                // Update totals
                if (showAllDealerCards) {
                    dealerTotalEl.textContent = 'Total: ' + calculateHandValue(dealerHand);
                } else {
                    // Only show value of dealer's up card
                    const upCardValue = dealerHand[1].value;
                    dealerTotalEl.textContent = 'Total: ?';
                }
                
                playerTotalEl.textContent = 'Total: ' + calculateHandValue(playerHand);
            }
            
            function calculateHandValue(hand) {
                let value = 0;
                let aces = 0;
                
                for (let card of hand) {
                    if (card.value === 'A') {
                        aces++;
                        value += 11;
                    } else if (['K', 'Q', 'J'].includes(card.value)) {
                        value += 10;
                    } else {
                        value += parseInt(card.value);
                    }
                }
                
                // Adjust for aces if needed
                while (value > 21 && aces > 0) {
                    value -= 10;
                    aces--;
                }
                
                return value;
            }
        }
        
        // Memory Match Game
        function initMemory() {
            const memoryBoard = document.getElementById('memoryBoard');
            const movesEl = document.getElementById('memoryMoves');
            const pairsEl = document.getElementById('memoryPairs');
            const resetBtn = document.getElementById('memoryResetBtn');
            
            // Game state
            let cards = [];
            let flippedCards = [];
            let moves = 0;
            let pairsFound = 0;
            let canFlip = true;
            
            // Card values (8 pairs of letters)
            const cardValues = ['A', 'A', 'B', 'B', 'C', 'C', 'D', 'D', 'E', 'E', 'F', 'F', 'G', 'G', 'H', 'H'];
            
            // Initialize game
            resetBtn.addEventListener('click', newGame);
            newGame();
            
            function newGame() {
                // Reset game state
                moves = 0;
                pairsFound = 0;
                flippedCards = [];
                canFlip = true;
                
                // Update UI
                movesEl.textContent = moves;
                pairsEl.textContent = pairsFound;
                
                // Create shuffled deck
                cards = [...cardValues];
                for (let i = cards.length - 1; i > 0; i--) {
                    const j = Math.floor(Math.random() * (i + 1));
                    [cards[i], cards[j]] = [cards[j], cards[i]];
                }
                
                // Create card elements
                memoryBoard.innerHTML = '';
                cards.forEach((value, index) => {
                    const cardEl = document.createElement('div');
                    cardEl.className = 'memory-card';
                    cardEl.dataset.index = index;
                    
                    cardEl.innerHTML = `
                        <div class="memory-card-inner">
                            <div class="memory-card-front"></div>
                            <div class="memory-card-back">${value}</div>
                        </div>
                    `;
                    
                    cardEl.addEventListener('click', flipCard);
                    memoryBoard.appendChild(cardEl);
                });
            }
            
            function flipCard() {
                if (!canFlip || this.classList.contains('flipped')) return;
                
                const index = parseInt(this.dataset.index);
                
                // Don't allow flipping more than 2 cards
                if (flippedCards.length >= 2) return;
                
                // Flip the card
                this.classList.add('flipped');
                flippedCards.push({ element: this, value: cards[index] });
                
                // If two cards are flipped, check for a match
                if (flippedCards.length === 2) {
                    moves++;
                    movesEl.textContent = moves;
                    
                    canFlip = false;
                    
                    if (flippedCards[0].value === flippedCards[1].value) {
                        // Match found
                        pairsFound++;
                        pairsEl.textContent = pairsFound;
                        
                        // Remove event listeners from matched cards
                        flippedCards[0].element.removeEventListener('click', flipCard);
                        flippedCards[1].element.removeEventListener('click', flipCard);
                        
                        // Check if game is won
                        if (pairsFound === 8) {
                            setTimeout(() => {
                                alert(`Congratulations! You won in ${moves} moves!`);
                            }, 500);
                        }
                        
                        flippedCards = [];
                        canFlip = true;
                    } else {
                        // No match - flip cards back after delay
                        setTimeout(() => {
                            flippedCards.forEach(card => {
                                card.element.classList.remove('flipped');
                            });
                            flippedCards = [];
                            canFlip = true;
                        }, 1000);
                    }
                }
            }
        }
        
        // War Game
        function initWar() {
            const playerCardEl = document.getElementById('playerWarCard');
            const computerCardEl = document.getElementById('computerWarCard');
            const playerCountEl = document.getElementById('playerWarCount');
            const computerCountEl = document.getElementById('computerWarCount');
            const roundsEl = document.getElementById('warRounds');
            const messageEl = document.getElementById('warMessage');
            const playBtn = document.getElementById('warPlayBtn');
            const resetBtn = document.getElementById('warResetBtn');
            
            // Game state
            let deck = [];
            let playerDeck = [];
            let computerDeck = [];
            let rounds = 0;
            let gameOver = false;
            
            // Initialize game
            resetBtn.addEventListener('click', newGame);
            playBtn.addEventListener('click', playRound);
            newGame();
            
            function newGame() {
                // Reset game state
                rounds = 0;
                gameOver = false;
                messageEl.textContent = '';
                
                // Create and shuffle deck
                const suits = ['hearts', 'diamonds', 'clubs', 'spades'];
                const values = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A'];
                
                deck = [];
                
                for (let suit of suits) {
                    for (let value of values) {
                        deck.push({ suit, value });
                    }
                }
                
                // Shuffle deck
                for (let i = deck.length - 1; i > 0; i--) {
                    const j = Math.floor(Math.random() * (i + 1));
                    [deck[i], deck[j]] = [deck[j], deck[i]];
                }
                
                // Deal cards to players
                playerDeck = deck.slice(0, 26);
                computerDeck = deck.slice(26);
                
                // Update UI
                updateUI();
            }
            
            function playRound() {
                if (gameOver) return;
                
                // Check if either player is out of cards
                if (playerDeck.length === 0 || computerDeck.length === 0) {
                    endGame();
                    return;
                }
                
                // Increment round
                rounds++;
                roundsEl.textContent = rounds;
                
                // Draw cards
                const playerCard = playerDeck.shift();
                const computerCard = computerDeck.shift();
                
                // Display cards
                displayCard(playerCard, playerCardEl);
                displayCard(computerCard, computerCardEl);
                
                // Compare cards
                const playerValue = getCardValue(playerCard.value);
                const computerValue = getCardValue(computerCard.value);
                
                if (playerValue > computerValue) {
                    // Player wins the round
                    playerDeck.push(playerCard, computerCard);
                    messageEl.textContent = "You win this round!";
                } else if (computerValue > playerValue) {
                    // Computer wins the round
                    computerDeck.push(playerCard, computerCard);
                    messageEl.textContent = "Computer wins this round!";
                } else {
                    // War!
                    messageEl.textContent = "War!";
                    
                    // Check if players have enough cards for war
                    if (playerDeck.length < 4 || computerDeck.length < 4) {
                        endGame();
                        return;
                    }
                    
                    // Each player puts 3 cards face down and 1 face up
                    const playerFaceDown = playerDeck.splice(0, 3);
                    const computerFaceDown = computerDeck.splice(0, 3);
                    const playerWarCard = playerDeck.shift();
                    const computerWarCard = computerDeck.shift();
                    
                    // Display war cards after a delay
                    setTimeout(() => {
                        displayCard(playerWarCard, playerCardEl);
                        displayCard(computerWarCard, computerCardEl);
                        
                        const playerWarValue = getCardValue(playerWarCard.value);
                        const computerWarValue = getCardValue(computerWarCard.value);
                        
                        if (playerWarValue > computerWarValue) {
                            // Player wins the war
                            playerDeck.push(
                                playerCard, computerCard,
                                ...playerFaceDown, ...computerFaceDown,
                                playerWarCard, computerWarCard
                            );
                            messageEl.textContent = "You win the war!";
                        } else if (computerWarValue > playerWarValue) {
                            // Computer wins the war
                            computerDeck.push(
                                playerCard, computerCard,
                                ...playerFaceDown, ...computerFaceDown,
                                playerWarCard, computerWarCard
                            );
                            messageEl.textContent = "Computer wins the war!";
                        } else {
                            // Another war - for simplicity, we'll just split the pot
                            playerDeck.push(...playerFaceDown, playerWarCard);
                            computerDeck.push(...computerFaceDown, computerWarCard);
                            messageEl.textContent = "Another war! Cards split.";
                        }
                        
                        // Update UI
                        updateUI();
                    }, 1000);
                }
                
                // Update UI
                updateUI();
            }
            
            function displayCard(card, element) {
                element.className = `card ${card.suit === 'hearts' || card.suit === 'diamonds' ? 'red' : 'black'}`;
                element.textContent = card.value;
                
                // Add suit symbol
                const suitSymbol = document.createElement('div');
                suitSymbol.className = 'absolute bottom-1 right-1 text-xs';
                
                switch(card.suit) {
                    case 'hearts':
                        suitSymbol.innerHTML = '&hearts;';
                        break;
                    case 'diamonds':
                        suitSymbol.innerHTML = '&diams;';
                        break;
                    case 'clubs':
                        suitSymbol.innerHTML = '&clubs;';
                        break;
                    case 'spades':
                        suitSymbol.innerHTML = '&spades;';
                        break;
                }
                
                element.appendChild(suitSymbol);
            }
            
            function getCardValue(value) {
                const values = {
                    '2': 2, '3': 3, '4': 4, '5': 5, '6': 6, '7': 7, '8': 8,
                    '9': 9, '10': 10, 'J': 11, 'Q': 12, 'K': 13, 'A': 14
                };
                return values[value];
            }
            
            function updateUI() {
                playerCountEl.textContent = playerDeck.length;
                computerCountEl.textContent = computerDeck.length;
            }
            
            function endGame() {
                gameOver = true;
                
                if (playerDeck.length > computerDeck.length) {
                    messageEl.textContent = "You win the game!";
                } else if (computerDeck.length > playerDeck.length) {
                    messageEl.textContent = "Computer wins the game!";
                } else {
                    messageEl.textContent = "The game is a tie!";
                }
            }
        }
        
        // Solitaire Game
        function initSolitaire() {
            const stockPileEl = document.getElementById('stockPile');
            const wastePileEl = document.getElementById('wastePile');
            const foundationPiles = {
                'hearts': document.getElementById('foundationHeart'),
                'diamonds': document.getElementById('foundationDiamond'),
                'clubs': document.getElementById('foundationClub'),
                'spades': document.getElementById('foundationSpade')
            };
            const tableauPiles = [
                document.getElementById('pile1'),
                document.getElementById('pile2'),
                document.getElementById('pile3'),
                document.getElementById('pile4'),
                document.getElementById('pile5'),
                document.getElementById('pile6'),
                document.getElementById('pile7')
            ];
            const timeEl = document.getElementById('solitaireTime');
            const resetBtn = document.getElementById('solitaireResetBtn');
            
            // Game state
            let deck = [];
            let stock = [];
            let waste = [];
            let foundations = {
                'hearts': [],
                'diamonds': [],
                'clubs': [],
                'spades': []
            };
            let tableau = [[], [], [], [], [], [], []];
            let timer = null;
            let seconds = 0;
            let draggedCard = null;
            let draggedCards = [];
            let offsetX = 0;
            let offsetY = 0;
            
            // Initialize game
            resetBtn.addEventListener('click', newGame);
            stockPileEl.addEventListener('click', drawFromStock);
            newGame();
            
            // Set up drag and drop
            document.addEventListener('mousedown', startDrag);
            document.addEventListener('mousemove', dragCard);
            document.addEventListener('mouseup', endDrag);
            
            function newGame() {
                // Reset timer
                if (timer) clearInterval(timer);
                seconds = 0;
                updateTimer();
                timer = setInterval(updateTimer, 1000);
                
                // Create and shuffle deck
                const suits = ['hearts', 'diamonds', 'clubs', 'spades'];
                const values = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
                
                deck = [];
                
                for (let suit of suits) {
                    for (let value of values) {
                        deck.push({ suit, value, faceUp: false });
                    }
                }
                
                // Shuffle deck
                for (let i = deck.length - 1; i > 0; i--) {
                    const j = Math.floor(Math.random() * (i + 1));
                    [deck[i], deck[j]] = [deck[j], deck[i]];
                }
                
                // Reset game state
                stock = [];
                waste = [];
                foundations = {
                    'hearts': [],
                    'diamonds': [],
                    'clubs': [],
                    'spades': []
                };
                tableau = [[], [], [], [], [], [], []];
                
                // Deal to tableau
                for (let i = 0; i < 7; i++) {
                    for (let j = 0; j <= i; j++) {
                        const card = deck.pop();
                        if (j === i) {
                            // Last card in pile is face up
                            card.faceUp = true;
                        }
                        tableau[i].push(card);
                    }
                }
                
                // Remaining cards go to stock
                stock = [...deck];
                
                // Update UI
                updateUI();
            }
            
            function drawFromStock() {
                if (stock.length === 0) {
                    // If stock is empty, recycle waste back to stock
                    stock = [...waste.reverse()];
                    waste = [];
                    stock.forEach(card => card.faceUp = false);
                } else {
                    // Draw 1 card from stock to waste
                    const card = stock.pop();
                    card.faceUp = true;
                    waste.push(card);
                }
                
                updateUI();
            }
            
            function updateTimer() {
                seconds++;
                const minutes = Math.floor(seconds / 60);
                const remainingSeconds = seconds % 60;
                timeEl.textContent = `${minutes.toString().padStart(2, '0')}:${remainingSeconds.toString().padStart(2, '0')}`;
            }
            
            function updateUI() {
                // Clear all piles
                wastePileEl.innerHTML = '';
                tableauPiles.forEach(pile => pile.innerHTML = '');
                for (let suit in foundationPiles) {
                    foundationPiles[suit].innerHTML = '';
                }
                
                // Update stock
                stockPileEl.innerHTML = stock.length > 0 ? '<i class="fas fa-crown"></i>' : '';
                
                // Update waste
                if (waste.length > 0) {
                    const topCard = waste[waste.length - 1];
                    createCardElement(topCard, wastePileEl, true);
                }
                
                // Update foundations
                for (let suit in foundations) {
                    const pile = foundations[suit];
                    if (pile.length > 0) {
                        const topCard = pile[pile.length - 1];
                        createCardElement(topCard, foundationPiles[suit], true);
                    }
                }
                
                // Update tableau
                for (let i = 0; i < 7; i++) {
                    const pile = tableau[i];
                    const pileEl = tableauPiles[i];
                    
                    for (let j = 0; j < pile.length; j++) {
                        const card = pile[j];
                        createCardElement(card, pileEl, false, j * 20);
                    }
                }
            }
            
            function createCardElement(card, parent, isTopCard, offset = 0) {
                const cardEl = document.createElement('div');
                cardEl.className = `solitaire-card ${card.suit === 'hearts' || card.suit === 'diamonds' ? 'red' : 'black'}`;
                cardEl.style.top = `${offset}px`;
                cardEl.dataset.suit = card.suit;
                cardEl.dataset.value = card.value;
                cardEl.dataset.faceUp = card.faceUp;
                
                if (card.faceUp) {
                    cardEl.innerHTML = `
                        <div class="card-value">${card.value}</div>
                        <div class="card-suit">${getSuitSymbol(card.suit)}</div>
                    `;
                } else {
                    cardEl.className += ' card-back';
                }
                
                if (isTopCard) {
                    cardEl.dataset.topCard = 'true';
                }
                
                parent.appendChild(cardEl);
                return cardEl;
            }
            
            function getSuitSymbol(suit) {
                switch(suit) {
                    case 'hearts': return '♥';
                    case 'diamonds': return '♦';
                    case 'clubs': return '♣';
                    case 'spades': return '♠';
                }
            }
            
            function startDrag(e) {
                if (!e.target.classList.contains('solitaire-card') || e.target.classList.contains('card-back')) return;
                
                draggedCard = e.target;
                draggedCards = [draggedCard];
                
                // Calculate offset
                const rect = draggedCard.getBoundingClientRect();
                offsetX = e.clientX - rect.left;
                offsetY = e.clientY - rect.top;
                
                // If this is a tableau card, check if there are cards below it
                const parentPile = draggedCard.parentElement;
                if (parentPile.classList.contains('solitaire-pile')) {
                    const cards = Array.from(parentPile.querySelectorAll('.solitaire-card'));
                    const cardIndex = cards.indexOf(draggedCard);
                    
                    // Add all cards below this one to draggedCards
                    for (let i = cardIndex + 1; i < cards.length; i++) {
                        draggedCards.push(cards[i]);
                    }
                }
                
                // Style the dragged cards
                draggedCards.forEach((card, index) => {
                    card.style.position = 'absolute';
                    card.style.zIndex = '1000';
                    card.style.transform = `translate(${e.clientX - offsetX}px, ${e.clientY - offsetY + (index * 20)}px)`;
                    card.classList.add('dragging');
                });
                
                // Highlight valid drop targets
                highlightDropTargets(true);
            }
            
            function dragCard(e) {
                if (!draggedCard) return;
                
                // Move all dragged cards
                draggedCards.forEach((card, index) => {
                    card.style.transform = `translate(${e.clientX - offsetX}px, ${e.clientY - offsetY + (index * 20)}px)`;
                });
            }
            
            function endDrag(e) {
                if (!draggedCard) return;
                
                // Remove highlight from drop targets
                highlightDropTargets(false);
                
                // Find the drop target
                const dropTarget = document.elementFromPoint(e.clientX, e.clientY);
                const validDrop = dropTarget && dropTarget.classList.contains('drop-target');
                
                if (validDrop) {
                    // Check if the move is valid
                    const sourcePile = draggedCard.parentElement;
                    const sourceType = sourcePile.id.startsWith('pile') ? 'tableau' : 
                                     sourcePile.id.startsWith('foundation') ? 'foundation' :
                                     sourcePile.id === 'wastePile' ? 'waste' : null;
                    
                    const targetType = dropTarget.id.startsWith('pile') ? 'tableau' : 
                                      dropTarget.id.startsWith('foundation') ? 'foundation' : null;
                    
                    // Get the card data
                    const cardData = {
                        suit: draggedCard.dataset.suit,
                        value: draggedCard.dataset.value,
                        faceUp: true
                    };
                    
                    // Check if the move is valid
                    if (targetType === 'foundation') {
                        const targetSuit = dropTarget.dataset.suit;
                        const foundation = foundations[targetSuit];
                        
                        // Check if the card can be placed on the foundation
                        if (canMoveToFoundation(cardData, foundation)) {
                            // Remove card from source
                            if (sourceType === 'tableau') {
                                const pileIndex = parseInt(sourcePile.dataset.pile) - 1;
                                const cardIndex = tableau[pileIndex].findIndex(c => 
                                    c.suit === cardData.suit && c.value === cardData.value && c.faceUp
                                );
                                
                                if (cardIndex !== -1) {
                                    // Remove this card and all below it
                                    const removedCards = tableau[pileIndex].splice(cardIndex);
                                    foundations[targetSuit].push(removedCards[0]);
                                    
                                    // Flip the next card if there is one
                                    if (tableau[pileIndex].length > 0 && !tableau[pileIndex][tableau[pileIndex].length - 1].faceUp) {
                                        tableau[pileIndex][tableau[pileIndex].length - 1].faceUp = true;
                                    }
                                }
                            } else if (sourceType === 'waste') {
                                const wasteCard = waste.pop();
                                foundations[targetSuit].push(wasteCard);
                            }
                        }
                    } else if (targetType === 'tableau') {
                        const pileIndex = parseInt(dropTarget.dataset.pile) - 1;
                        const targetPile = tableau[pileIndex];
                        
                        // Check if the card can be placed on the tableau pile
                        if (canMoveToTableau(cardData, targetPile)) {
                            // Remove card from source
                            if (sourceType === 'tableau') {
                                const sourcePileIndex = parseInt(sourcePile.dataset.pile) - 1;
                                const cardIndex = tableau[sourcePileIndex].findIndex(c => 
                                    c.suit === cardData.suit && c.value === cardData.value && c.faceUp
                                );
                                
                                if (cardIndex !== -1) {
                                    // Remove this card and all below it
                                    const removedCards = tableau[sourcePileIndex].splice(cardIndex);
                                    tableau[pileIndex].push(...removedCards);
                                    
                                    // Flip the next card if there is one
                                    if (tableau[sourcePileIndex].length > 0 && !tableau[sourcePileIndex][tableau[sourcePileIndex].length - 1].faceUp) {
                                        tableau[sourcePileIndex][tableau[sourcePileIndex].length - 1].faceUp = true;
                                    }
                                }
                            } else if (sourceType === 'waste') {
                                const wasteCard = waste.pop();
                                tableau[pileIndex].push(wasteCard);
                            } else if (sourceType === 'foundation') {
                                const sourceSuit = sourcePile.dataset.suit;
                                const foundationCard = foundations[sourceSuit].pop();
                                tableau[pileIndex].push(foundationCard);
                            }
                        }
                    }
                }
                
                // Reset dragged card
                draggedCards.forEach(card => {
                    card.style.position = '';
                    card.style.zIndex = '';
                    card.style.transform = '';
                    card.classList.remove('dragging');
                });
                
                draggedCard = null;
                draggedCards = [];
                
                // Update UI
                updateUI();
                
                // Check for win
                checkWin();
            }
            
            function highlightDropTargets(highlight) {
                document.querySelectorAll('.drop-target').forEach(target => {
                    const targetType = target.id.startsWith('pile') ? 'tableau' : 
                                      target.id.startsWith('foundation') ? 'foundation' : null;
                    
                    if (!draggedCard) return;
                    
                    const cardData = {
                        suit: draggedCard.dataset.suit,
                        value: draggedCard.dataset.value,
                        faceUp: true
                    };
                    
                    let isValid = false;
                    
                    if (targetType === 'foundation') {
                        const targetSuit = target.dataset.suit;
                        isValid = canMoveToFoundation(cardData, foundations[targetSuit]);
                    } else if (targetType === 'tableau') {
                        const pileIndex = parseInt(target.dataset.pile) - 1;
                        isValid = canMoveToTableau(cardData, tableau[pileIndex]);
                    }
                    
                    if (highlight && isValid) {
                        target.classList.add('highlight');
                    } else {
                        target.classList.remove('highlight');
                    }
                });
            }
            
            function canMoveToFoundation(card, foundation) {
                if (foundation.length === 0) {
                    return card.value === 'A';
                } else {
                    const topCard = foundation[foundation.length - 1];
                    const cardValues = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
                    const currentIndex = cardValues.indexOf(topCard.value);
                    return card.suit === topCard.suit && cardValues.indexOf(card.value) === currentIndex + 1;
                }
            }
            
            function canMoveToTableau(card, pile) {
                if (pile.length === 0) {
                    return card.value === 'K';
                } else {
                    const topCard = pile[pile.length - 1];
                    const cardValues = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
                    const currentIndex = cardValues.indexOf(topCard.value);
                    const newIndex = cardValues.indexOf(card.value);
                    
                    const differentColor = 
                        (topCard.suit === 'hearts' || topCard.suit === 'diamonds') !== 
                        (card.suit === 'hearts' || card.suit === 'diamonds');
                    
                    return differentColor && newIndex === currentIndex - 1;
                }
            }
            
            function checkWin() {
                for (let suit in foundations) {
                    if (foundations[suit].length !== 13) return false;
                }
                
                // All foundations are complete
                alert('Congratulations! You won the game!');
                return true;
            }
        }
    </script>
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