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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Galaxy Defender</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        body {
            overflow: hidden;
            background-color: #000;
            font-family: 'Arial', sans-serif;
            margin: 0;
            padding: 0;
        }
        
        #game-container {
            position: relative;
            width: 800px;
            height: 600px;
            margin: 20px auto;
            background: linear-gradient(to bottom, #000033 0%, #000000 100%);
            overflow: hidden;
        }
        
        #player {
            position: absolute;
            width: 50px;
            height: 50px;
            background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 50 50"><path d="M25 5 L5 25 L15 25 L15 45 L35 45 L35 25 L45 25 Z" fill="%2300FFFF" stroke="%23FFFFFF" stroke-width="2"/></svg>');
            z-index: 10;
        }
        
        .enemy {
            position: absolute;
            width: 40px;
            height: 40px;
            background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 40 40"><path d="M20 5 L5 20 L15 20 L15 35 L25 35 L25 20 L35 20 Z" fill="%23FF0000" stroke="%23FFFFFF" stroke-width="2"/></svg>');
            z-index: 5;
        }
        
        .bullet {
            position: absolute;
            width: 5px;
            height: 15px;
            background-color: #FFFF00;
            border-radius: 2px;
            z-index: 8;
        }
        
        .explosion {
            position: absolute;
            width: 50px;
            height: 50px;
            background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 50 50"><circle cx="25" cy="25" r="20" fill="%23FF9900"/><circle cx="25" cy="25" r="15" fill="%23FF3300"/><circle cx="25" cy="25" r="10" fill="%23FFFF00"/></svg>');
            z-index: 15;
            animation: explode 0.5s forwards;
        }
        
        .powerup {
            position: absolute;
            width: 30px;
            height: 30px;
            background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 30 30"><circle cx="15" cy="15" r="12" fill="%2300FF00" stroke="%23FFFFFF" stroke-width="2"/></svg>');
            z-index: 7;
            animation: pulse 1s infinite alternate;
        }
        
        .star {
            position: absolute;
            background-color: white;
            border-radius: 50%;
            z-index: 1;
        }
        
        #score-display {
            position: absolute;
            top: 10px;
            left: 10px;
            font-size: 20px;
            color: white;
            text-shadow: 0 0 5px #00FFFF;
            z-index: 20;
        }
        
        #health-display {
            position: absolute;
            top: 10px;
            right: 10px;
            font-size: 20px;
            color: white;
            text-shadow: 0 0 5px #FF0000;
            z-index: 20;
        }
        
        #level-complete {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            background-color: rgba(0, 0, 0, 0.8);
            color: #00FF00;
            padding: 30px;
            border-radius: 15px;
            text-align: center;
            display: none;
            z-index: 100;
            font-size: 24px;
            border: 2px solid #00FF00;
            box-shadow: 0 0 20px #00FF00;
        }
        
        #game-over {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            background-color: rgba(0, 0, 0, 0.8);
            color: #FF0000;
            padding: 30px;
            border-radius: 15px;
            text-align: center;
            display: none;
            z-index: 100;
            font-size: 24px;
            border: 2px solid #FF0000;
            box-shadow: 0 0 20px #FF0000;
        }
        
        #restart-btn {
            background: linear-gradient(to bottom, #FF3300 0%, #990000 100%);
            color: white;
            border: none;
            padding: 10px 20px;
            margin-top: 20px;
            border-radius: 5px;
            cursor: pointer;
            font-size: 18px;
            text-shadow: 0 0 5px #000;
        }
        
        #restart-btn:hover {
            background: linear-gradient(to bottom, #FF5500 0%, #BB0000 100%);
        }
        
        @keyframes explode {
            0% { transform: scale(0.5); opacity: 1; }
            100% { transform: scale(2); opacity: 0; }
        }
        
        @keyframes pulse {
            0% { transform: scale(1); }
            100% { transform: scale(1.2); }
        }
        
        #boss {
            position: absolute;
            width: 80px;
            height: 80px;
            background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 80 80"><path d="M40 10 L10 40 L30 40 L30 70 L50 70 L50 40 L70 40 Z" fill="%23FF00FF" stroke="%23FFFFFF" stroke-width="3"/></svg>');
            z-index: 6;
        }
    </style>
</head>
<body class="flex flex-col items-center justify-center min-h-screen bg-black">
    <h1 class="text-4xl font-bold mb-4 text-blue-400 text-center" style="text-shadow: 0 0 10px #00FFFF;">GALAXY DEFENDER</h1>
    
    <div id="game-container">
        <div id="player"></div>
        <div id="score-display">SCORE: 0</div>
        <div id="health-display">HEALTH: 100%</div>
        
        <div id="level-complete">
            <h2 class="text-3xl font-bold mb-4">LEVEL COMPLETE!</h2>
            <p id="final-score">Your score: 0</p>
            <button id="restart-btn">Play Again</button>
        </div>
        
        <div id="game-over">
            <h2 class="text-3xl font-bold mb-4">GAME OVER</h2>
            <p id="game-over-score">Your score: 0</p>
            <button id="restart-btn">Try Again</button>
        </div>
    </div>
    
    <div class="mt-4 text-gray-400 text-center">
        <p>Arrow keys to move | Space to shoot | Collect green power-ups</p>
    </div>

    <script>
        document.addEventListener('DOMContentLoaded', () => {
            // Game elements
            const gameContainer = document.getElementById('game-container');
            const player = document.getElementById('player');
            const scoreDisplay = document.getElementById('score-display');
            const healthDisplay = document.getElementById('health-display');
            const levelCompleteScreen = document.getElementById('level-complete');
            const gameOverScreen = document.getElementById('game-over');
            const finalScoreDisplay = document.getElementById('final-score');
            const gameOverScoreDisplay = document.getElementById('game-over-score');
            const restartBtns = document.querySelectorAll('#restart-btn');
            
            // Game state
            let score = 0;
            let health = 100;
            let gameRunning = true;
            let levelComplete = false;
            let playerX = 375;
            let playerY = 500;
            let playerSpeed = 8;
            let bullets = [];
            let enemies = [];
            let explosions = [];
            let powerups = [];
            let stars = [];
            let keys = {};
            let lastShotTime = 0;
            let shotDelay = 300; // ms
            let enemySpawnTimer = 0;
            let enemySpawnDelay = 1000; // ms
            let powerupSpawnTimer = 0;
            let powerupSpawnDelay = 8000; // ms
            let bossActive = false;
            let bossHealth = 10;
            
            // Game dimensions
            const gameWidth = gameContainer.offsetWidth;
            const gameHeight = gameContainer.offsetHeight;
            const playerWidth = 50;
            const playerHeight = 50;
            
            // Initialize player position
            player.style.left = `${playerX}px`;
            player.style.top = `${playerY}px`;
            
            // Create background stars
            function createStars() {
                for (let i = 0; i < 100; i++) {
                    const star = document.createElement('div');
                    star.className = 'star';
                    
                    const size = Math.random() * 3;
                    const x = Math.random() * gameWidth;
                    const y = Math.random() * gameHeight;
                    const opacity = Math.random();
                    
                    star.style.width = `${size}px`;
                    star.style.height = `${size}px`;
                    star.style.left = `${x}px`;
                    star.style.top = `${y}px`;
                    star.style.opacity = opacity;
                    
                    gameContainer.appendChild(star);
                    stars.push({
                        element: star,
                        x: x,
                        y: y,
                        speed: 0.5 + Math.random() * 2
                    });
                }
            }
            
            // Event listeners for keyboard
            document.addEventListener('keydown', (e) => {
                keys[e.key] = true;
                
                // Space to shoot
                if (e.key === ' ' && gameRunning && !levelComplete) {
                    const now = Date.now();
                    if (now - lastShotTime > shotDelay) {
                        shoot();
                        lastShotTime = now;
                    }
                }
            });
            
            document.addEventListener('keyup', (e) => {
                keys[e.key] = false;
            });
            
            restartBtns.forEach(btn => {
                btn.addEventListener('click', restartGame);
            });
            
            // Create initial game elements
            function initGame() {
                createStars();
                spawnEnemyWave(5);
            }
            
            // Create a bullet
            function shoot() {
                const bullet = document.createElement('div');
                bullet.className = 'bullet';
                bullet.style.left = `${playerX + playerWidth / 2 - 2}px`;
                bullet.style.top = `${playerY - 15}px`;
                gameContainer.appendChild(bullet);
                
                bullets.push({
                    element: bullet,
                    x: playerX + playerWidth / 2 - 2,
                    y: playerY - 15,
                    speed: 10
                });
            }
            
            // Spawn a wave of enemies
            function spawnEnemyWave(count) {
                for (let i = 0; i < count; i++) {
                    setTimeout(() => {
                        if (!gameRunning || levelComplete) return;
                        
                        const enemy = document.createElement('div');
                        enemy.className = 'enemy';
                        
                        const x = Math.random() * (gameWidth - 40);
                        const y = -40;
                        
                        enemy.style.left = `${x}px`;
                        enemy.style.top = `${y}px`;
                        gameContainer.appendChild(enemy);
                        
                        enemies.push({
                            element: enemy,
                            x: x,
                            y: y,
                            speed: 2 + Math.random() * 2,
                            health: 1
                        });
                    }, i * 500);
                }
            }
            
            // Spawn a boss enemy
            function spawnBoss() {
                if (bossActive) return;
                
                bossActive = true;
                const boss = document.createElement('div');
                boss.id = 'boss';
                
                const x = gameWidth / 2 - 40;
                const y = -80;
                
                boss.style.left = `${x}px`;
                boss.style.top = `${y}px`;
                gameContainer.appendChild(boss);
                
                enemies.push({
                    element: boss,
                    x: x,
                    y: y,
                    speed: 1.5,
                    health: bossHealth,
                    isBoss: true
                });
            }
            
            // Spawn a powerup
            function spawnPowerup() {
                const powerup = document.createElement('div');
                powerup.className = 'powerup';
                
                const x = Math.random() * (gameWidth - 30);
                const y = -30;
                
                powerup.style.left = `${x}px`;
                powerup.style.top = `${y}px`;
                gameContainer.appendChild(powerup);
                
                powerups.push({
                    element: powerup,
                    x: x,
                    y: y,
                    speed: 3
                });
            }
            
            // Create explosion effect
            function createExplosion(x, y) {
                const explosion = document.createElement('div');
                explosion.className = 'explosion';
                explosion.style.left = `${x - 25}px`;
                explosion.style.top = `${y - 25}px`;
                gameContainer.appendChild(explosion);
                
                explosions.push({
                    element: explosion,
                    time: 0
                });
                
                // Remove explosion after animation
                setTimeout(() => {
                    gameContainer.removeChild(explosion);
                }, 500);
            }
            
            // Game loop
            function gameLoop() {
                if (!gameRunning) return;
                
                // Handle player movement
                handleMovement();
                
                // Update bullets
                updateBullets();
                
                // Update enemies
                updateEnemies();
                
                // Update powerups
                updatePowerups();
                
                // Update stars (parallax background)
                updateStars();
                
                // Spawn new enemies periodically
                enemySpawnTimer += 16; // ~60fps
                if (enemySpawnTimer >= enemySpawnDelay) {
                    if (enemies.length < 10) {
                        spawnEnemyWave(3);
                    }
                    enemySpawnTimer = 0;
                    
                    // Spawn boss after certain score
                    if (score >= 500 && !bossActive) {
                        spawnBoss();
                    }
                }
                
                // Spawn powerups periodically
                powerupSpawnTimer += 16;
                if (powerupSpawnTimer >= powerupSpawnDelay) {
                    spawnPowerup();
                    powerupSpawnTimer = 0;
                }
                
                // Check for level completion (after boss is defeated)
                if (bossActive && enemies.length === 0) {
                    levelComplete = true;
                    showLevelComplete();
                }
                
                requestAnimationFrame(gameLoop);
            }
            
            // Handle player movement based on keyboard input
            function handleMovement() {
                if (keys['ArrowLeft'] || keys['a']) {
                    playerX = Math.max(0, playerX - playerSpeed);
                }
                
                if (keys['ArrowRight'] || keys['d']) {
                    playerX = Math.min(gameWidth - playerWidth, playerX + playerSpeed);
                }
                
                if (keys['ArrowUp'] || keys['w']) {
                    playerY = Math.max(0, playerY - playerSpeed);
                }
                
                if (keys['ArrowDown'] || keys['s']) {
                    playerY = Math.min(gameHeight - playerHeight, playerY + playerSpeed);
                }
                
                player.style.left = `${playerX}px`;
                player.style.top = `${playerY}px`;
            }
            
            // Update all active bullets
            function updateBullets() {
                for (let i = bullets.length - 1; i >= 0; i--) {
                    const bullet = bullets[i];
                    bullet.y -= bullet.speed;
                    bullet.element.style.top = `${bullet.y}px`;
                    
                    // Remove bullets that go off screen
                    if (bullet.y < -15) {
                        gameContainer.removeChild(bullet.element);
                        bullets.splice(i, 1);
                    }
                }
            }
            
            // Update all active enemies
            function updateEnemies() {
                for (let i = enemies.length - 1; i >= 0; i--) {
                    const enemy = enemies[i];
                    enemy.y += enemy.speed;
                    enemy.element.style.top = `${enemy.y}px`;
                    
                    // Remove enemies that go off screen
                    if (enemy.y > gameHeight) {
                        gameContainer.removeChild(enemy.element);
                        enemies.splice(i, 1);
                    }
                    
                    // Check for bullet collisions
                    for (let j = bullets.length - 1; j >= 0; j--) {
                        const bullet = bullets[j];
                        
                        if (checkCollision(bullet, enemy)) {
                            // Hit enemy
                            enemy.health--;
                            
                            // Remove bullet
                            gameContainer.removeChild(bullet.element);
                            bullets.splice(j, 1);
                            
                            // Create explosion if enemy is destroyed
                            if (enemy.health <= 0) {
                                createExplosion(enemy.x + 20, enemy.y + 20);
                                gameContainer.removeChild(enemy.element);
                                enemies.splice(i, 1);
                                
                                // Add score
                                const points = enemy.isBoss ? 200 : 50;
                                score += points;
                                scoreDisplay.textContent = `SCORE: ${score}`;
                                
                                // Check if boss was defeated
                                if (enemy.isBoss) {
                                    bossActive = false;
                                }
                            }
                            
                            break;
                        }
                    }
                    
                    // Check for player collision
                    if (checkCollision({x: playerX, y: playerY, width: playerWidth, height: playerHeight}, enemy)) {
                        createExplosion(enemy.x + 20, enemy.y + 20);
                        gameContainer.removeChild(enemy.element);
                        enemies.splice(i, 1);
                        
                        // Reduce player health
                        health -= enemy.isBoss ? 30 : 10;
                        health = Math.max(0, health);
                        healthDisplay.textContent = `HEALTH: ${health}%`;
                        
                        if (health <= 0) {
                            gameOver();
                        }
                    }
                }
            }
            
            // Update all active powerups
            function updatePowerups() {
                for (let i = powerups.length - 1; i >= 0; i--) {
                    const powerup = powerups[i];
                    powerup.y += powerup.speed;
                    powerup.element.style.top = `${powerup.y}px`;
                    
                    // Remove powerups that go off screen
                    if (powerup.y > gameHeight) {
                        gameContainer.removeChild(powerup.element);
                        powerups.splice(i, 1);
                    }
                    
                    // Check for player collision
                    if (checkCollision({x: playerX, y: playerY, width: playerWidth, height: playerHeight}, powerup)) {
                        gameContainer.removeChild(powerup.element);
                        powerups.splice(i, 1);
                        
                        // Apply powerup effect
                        health = Math.min(100, health + 20);
                        healthDisplay.textContent = `HEALTH: ${health}%`;
                        
                        // Temporary speed boost
                        const originalSpeed = playerSpeed;
                        playerSpeed = 12;
                        setTimeout(() => {
                            playerSpeed = originalSpeed;
                        }, 5000);
                    }
                }
            }
            
            // Update background stars
            function updateStars() {
                for (let i = 0; i < stars.length; i++) {
                    const star = stars[i];
                    star.y += star.speed;
                    
                    if (star.y > gameHeight) {
                        star.y = 0;
                        star.x = Math.random() * gameWidth;
                    }
                    
                    star.element.style.top = `${star.y}px`;
                }
            }
            
            // Check collision between two objects
            function checkCollision(obj1, obj2) {
                const obj1Width = obj1.width || 40;
                const obj1Height = obj1.height || 40;
                const obj2Width = obj2.width || 40;
                const obj2Height = obj2.height || 40;
                
                return (
                    obj1.x < obj2.x + obj2Width &&
                    obj1.x + obj1Width > obj2.x &&
                    obj1.y < obj2.y + obj2Height &&
                    obj1.y + obj1Height > obj2.y
                );
            }
            
            // Show level complete screen
            function showLevelComplete() {
                gameRunning = false;
                finalScoreDisplay.textContent = `Your score: ${score}`;
                levelCompleteScreen.style.display = 'block';
            }
            
            // Game over function
            function gameOver() {
                gameRunning = false;
                gameOverScoreDisplay.textContent = `Your score: ${score}`;
                gameOverScreen.style.display = 'block';
                
                // Create explosion at player position
                createExplosion(playerX + 25, playerY + 25);
                player.style.display = 'none';
            }
            
            // Restart game function
            function restartGame() {
                // Reset game state
                score = 0;
                health = 100;
                gameRunning = true;
                levelComplete = false;
                bossActive = false;
                playerX = 375;
                playerY = 500;
                playerSpeed = 8;
                
                // Reset displays
                scoreDisplay.textContent = `SCORE: 0`;
                healthDisplay.textContent = `HEALTH: 100%`;
                player.style.display = 'block';
                player.style.left = `${playerX}px`;
                player.style.top = `${playerY}px`;
                
                // Hide screens
                levelCompleteScreen.style.display = 'none';
                gameOverScreen.style.display = 'none';
                
                // Clear all game elements
                bullets.forEach(bullet => {
                    gameContainer.removeChild(bullet.element);
                });
                
                enemies.forEach(enemy => {
                    gameContainer.removeChild(enemy.element);
                });
                
                powerups.forEach(powerup => {
                    gameContainer.removeChild(powerup.element);
                });
                
                stars.forEach(star => {
                    gameContainer.removeChild(star.element);
                });
                
                // Clear arrays
                bullets = [];
                enemies = [];
                powerups = [];
                stars = [];
                
                // Create new game elements
                initGame();
                
                // Start game
                requestAnimationFrame(gameLoop);
            }
            
            // Start the game
            initGame();
            gameLoop();
        });
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=FriedsU/space" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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