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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>Bitcoin Dino Runner</title>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }
        
        body {
            overflow: hidden;
            font-family: 'Arial', sans-serif;
            background: #121212;
            touch-action: manipulation;
        }
        
        #gameContainer {
            position: relative;
            width: 100vw;
            height: 100vh;
        }
        
        #gameCanvas {
            display: block;
            background: linear-gradient(to bottom, #87CEEB, #E0F7FA);
        }
        
        #uiContainer {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            pointer-events: none;
        }
        
        #hud {
            position: absolute;
            top: 20px;
            left: 20px;
            color: white;
            font-size: 18px;
            text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.5);
        }
        
        #btcBalance {
            font-family: 'Courier New', monospace;
            font-weight: bold;
            color: #FFD700;
        }
        
        #startScreen, #gameOverScreen {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            background: rgba(0, 0, 0, 0.7);
            color: white;
            z-index: 10;
        }
        
        #gameOverScreen {
            display: none;
        }
        
        .title {
            font-size: 48px;
            margin-bottom: 30px;
            color: #FFD700;
            text-shadow: 3px 3px 6px rgba(0, 0, 0, 0.8);
        }
        
        .subtitle {
            font-size: 24px;
            margin-bottom: 40px;
            text-align: center;
        }
        
        .btn {
            padding: 15px 30px;
            font-size: 20px;
            background: linear-gradient(to right, #FFD700, #FFA500);
            border: none;
            border-radius: 30px;
            color: #121212;
            cursor: pointer;
            pointer-events: auto;
            transition: transform 0.2s, box-shadow 0.2s;
            box-shadow: 0 4px 8px rgba(0, 0, 0, 0.3);
        }
        
        .btn:hover {
            transform: translateY(-3px);
            box-shadow: 0 6px 12px rgba(0, 0, 0, 0.4);
        }
        
        .btn:active {
            transform: translateY(1px);
        }
        
        #controlsInfo {
            margin-top: 30px;
            font-size: 16px;
            opacity: 0.8;
        }
        
        #header {
            position: absolute;
            top: 10px;
            right: 10px;
            color: white;
            font-size: 12px;
            z-index: 20;
        }
        
        #header a {
            color: #FFD700;
            text-decoration: none;
        }
        
        @media (max-width: 768px) {
            .title {
                font-size: 36px;
            }
            
            .subtitle {
                font-size: 18px;
            }
            
            .btn {
                padding: 12px 24px;
                font-size: 18px;
            }
            
            #hud {
                font-size: 16px;
            }
        }
    </style>
</head>
<body>
    <div id="gameContainer">
        <canvas id="gameCanvas"></canvas>
        <div id="uiContainer">
            <div id="hud">
                <div>Distance: <span id="distance">0</span>m</div>
                <div>BTC: <span id="btcBalance">0.00000000</span></div>
                <div>Speed: <span id="speed">1</span>x</div>
            </div>
            
            <div id="startScreen">
                <h1 class="title">Bitcoin Dino Runner</h1>
                <p class="subtitle">Collect BTC while avoiding obstacles!</p>
                <button class="btn" id="startBtn">Start Game</button>
                <div id="controlsInfo">
                    <p>Controls: Arrow Keys or Swipe</p>
                    <p>↑ Jump | ↓ Slide | ← → Move</p>
                </div>
            </div>
            
            <div id="gameOverScreen">
                <h1 class="title">Game Over</h1>
                <p class="subtitle">You collected <span id="finalBtc">0.00000000</span> BTC!</p>
                <button class="btn" id="restartBtn">Play Again</button>
            </div>
        </div>
        
        <div id="header">
            Built with <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank">anycoder</a>
        </div>
    </div>

    <script>
        // Game Constants
        const LANES = 3;
        const LANE_WIDTH = 100;
        const PLAYER_WIDTH = 60;
        const PLAYER_HEIGHT = 80;
        const JUMP_HEIGHT = 120;
        const JUMP_DURATION = 800; // ms
        const SLIDE_DURATION = 1000; // ms
        const BASE_SPEED = 5;
        const SPEED_INCREASE = 0.001;
        const OBSTACLE_SPAWN_RATE = 120; // frames
        const COIN_SPAWN_RATE = 30; // frames
        const POWERUP_SPAWN_RATE = 500; // frames
        const COIN_VALUE = 0.00000001;
        const BIG_COIN_VALUE = 0.00000005;
        
        // Game Variables
        let canvas, ctx;
        let gameWidth, gameHeight;
        let gameActive = false;
        let gameOver = false;
        let distance = 0;
        let btcBalance = 0;
        let gameSpeed = 1;
        let currentLane = 1; // 0: left, 1: middle, 2: right
        let playerState = 'running'; // running, jumping, sliding
        let jumpStartTime = 0;
        let slideStartTime = 0;
        let lastObstacleSpawn = 0;
        let lastCoinSpawn = 0;
        let lastPowerupSpawn = 0;
        let obstacles = [];
        let coins = [];
        let powerups = [];
        let particles = [];
        let backgroundOffset = 0;
        let midgroundOffset = 0;
        let foregroundOffset = 0;
        let animationFrameId;
        let lastTime = 0;
        let combo = 0;
        let comboTimeout = null;
        let powerupActive = null;
        let powerupEndTime = 0;
        let shakeOffset = { x: 0, y: 0 };
        let magnetRadius = 0;
        
        // DOM Elements
        const distanceElement = document.getElementById('distance');
        const btcBalanceElement = document.getElementById('btcBalance');
        const speedElement = document.getElementById('speed');
        const startScreen = document.getElementById('startScreen');
        const gameOverScreen = document.getElementById('gameOverScreen');
        const finalBtcElement = document.getElementById('finalBtc');
        const startBtn = document.getElementById('startBtn');
        const restartBtn = document.getElementById('restartBtn');
        
        // Initialize game
        function init() {
            canvas = document.getElementById('gameCanvas');
            ctx = canvas.getContext('2d');
            
            resizeCanvas();
            window.addEventListener('resize', resizeCanvas);
            
            // Event listeners
            startBtn.addEventListener('click', startGame);
            restartBtn.addEventListener('click', restartGame);
            
            // Keyboard controls
            document.addEventListener('keydown', handleKeyDown);
            
            // Touch controls
            canvas.addEventListener('touchstart', handleTouchStart);
            canvas.addEventListener('touchmove', handleTouchMove);
            
            // Preload assets (in a real game, you'd want to preload images)
            drawStartScreen();
        }
        
        function resizeCanvas() {
            gameWidth = window.innerWidth;
            gameHeight = window.innerHeight;
            canvas.width = gameWidth;
            canvas.height = gameHeight;
            
            // Redraw if needed
            if (!gameActive) {
                drawStartScreen();
            }
        }
        
        function drawStartScreen() {
            // Draw animated dinosaur on start screen
            ctx.clearRect(0, 0, gameWidth, gameHeight);
            
            // Draw background
            drawBackground(0);
            
            // Draw dinosaur
            const dinoX = gameWidth / 2;
            const dinoY = gameHeight / 2 + 50;
            const headBob = Math.sin(Date.now() / 200) * 5;
            
            drawDino(dinoX, dinoY + headBob, 1.5, 'running');
        }
        
        function startGame() {
            // Reset game state
            gameActive = true;
            gameOver = false;
            distance = 0;
            btcBalance = 0;
            gameSpeed = 1;
            currentLane = 1;
            playerState = 'running';
            obstacles = [];
            coins = [];
            powerups = [];
            particles = [];
            combo = 0;
            powerupActive = null;
            
            // Update UI
            startScreen.style.display = 'none';
            gameOverScreen.style.display = 'none';
            updateHUD();
            
            // Start game loop
            lastTime = performance.now();
            gameLoop(lastTime);
        }
        
        function restartGame() {
            gameOverScreen.style.display = 'none';
            startGame();
        }
        
        function endGame() {
            gameActive = false;
            gameOver = true;
            finalBtcElement.textContent = btcBalance.toFixed(8);
            gameOverScreen.style.display = 'flex';
            cancelAnimationFrame(animationFrameId);
        }
        
        function gameLoop(timestamp) {
            if (!gameActive) return;
            
            const deltaTime = timestamp - lastTime;
            lastTime = timestamp;
            
            // Update game state
            update(deltaTime);
            
            // Render game
            render();
            
            // Continue loop
            animationFrameId = requestAnimationFrame(gameLoop);
        }
        
        function update(deltaTime) {
            // Increase distance and speed
            distance += gameSpeed;
            gameSpeed = BASE_SPEED + (distance / 10000) * SPEED_INCREASE;
            
            // Update player state
            updatePlayer(deltaTime);
            
            // Spawn obstacles and coins
            spawnObjects();
            
            // Update objects
            updateObstacles();
            updateCoins();
            updatePowerups();
            updateParticles();
            
            // Check collisions
            checkCollisions();
            
            // Update powerups
            updateActivePowerup(timestamp);
            
            // Update combo
            if (combo > 0 && comboTimeout && timestamp > comboTimeout) {
                combo = 0;
                comboTimeout = null;
            }
            
            // Update HUD
            updateHUD();
            
            // Screen shake at high speeds
            if (gameSpeed > 10) {
                shakeOffset.x = (Math.random() - 0.5) * 2 * (gameSpeed - 10) / 2;
                shakeOffset.y = (Math.random() - 0.5) * 2 * (gameSpeed - 10) / 2;
            } else {
                shakeOffset.x = 0;
                shakeOffset.y = 0;
            }
        }
        
        function updatePlayer(deltaTime) {
            // Handle jump animation
            if (playerState === 'jumping') {
                const jumpProgress = (performance.now() - jumpStartTime) / JUMP_DURATION;
                if (jumpProgress >= 1) {
                    playerState = 'running';
                }
            }
            
            // Handle slide animation
            if (playerState === 'sliding') {
                const slideProgress = (performance.now() - slideStartTime) / SLIDE_DURATION;
                if (slideProgress >= 1) {
                    playerState = 'running';
                }
            }
        }
        
        function spawnObjects() {
            // Spawn obstacles
            if (distance - lastObstacleSpawn > OBSTACLE_SPAWN_RATE / gameSpeed) {
                const lane = Math.floor(Math.random() * LANES);
                const type = Math.random() > 0.3 ? 'barrier' : 'gap';
                
                obstacles.push({
                    x: getLaneX(lane),
                    y: -100,
                    width: LANE_WIDTH - 20,
                    height: type === 'gap' ? 0 : 60,
                    type: type,
                    lane: lane
                });
                
                lastObstacleSpawn = distance;
            }
            
            // Spawn coins
            if (distance - lastCoinSpawn > COIN_SPAWN_RATE / gameSpeed) {
                const lane = Math.floor(Math.random() * LANES);
                const isBig = Math.random() > 0.9;
                
                coins.push({
                    x: getLaneX(lane),
                    y: -50,
                    radius: isBig ? 25 : 20,
                    value: isBig ? BIG_COIN_VALUE : COIN_VALUE,
                    isBig: isBig,
                    rotation: 0,
                    rotationSpeed: Math.random() * 0.1 + 0.05
                });
                
                lastCoinSpawn = distance;
            }
            
            // Spawn powerups
            if (distance - lastPowerupSpawn > POWERUP_SPAWN_RATE / gameSpeed && !powerupActive) {
                const lane = Math.floor(Math.random() * LANES);
                const types = ['magnet', 'multiplier', 'shield', 'speed'];
                const type = types[Math.floor(Math.random() * types.length)];
                
                powerups.push({
                    x: getLaneX(lane),
                    y: -50,
                    radius: 25,
                    type: type,
                    rotation: 0
                });
                
                lastPowerupSpawn = distance;
            }
        }
        
        function updateObstacles() {
            for (let i = obstacles.length - 1; i >= 0; i--) {
                obstacles[i].y += gameSpeed;
                
                // Remove off-screen obstacles
                if (obstacles[i].y > gameHeight) {
                    obstacles.splice(i, 1);
                }
            }
        }
        
        function updateCoins() {
            for (let i = coins.length - 1; i >= 0; i--) {
                coins[i].y += gameSpeed;
                coins[i].rotation += coins[i].rotationSpeed;
                
                // Coin magnet effect
                if (powerupActive === 'magnet' && magnetRadius > 0) {
                    const dx = coins[i].x - getLaneX(currentLane);
                    const dy = coins[i].y - (gameHeight - 150);
                    const distance = Math.sqrt(dx * dx + dy * dy);
                    
                    if (distance < magnetRadius) {
                        const pullStrength = (magnetRadius - distance) / magnetRadius * 10;
                        coins[i].x -= dx * 0.05 * pullStrength;
                        coins[i].y -= dy * 0.05 * pullStrength;
                    }
                }
                
                // Remove off-screen coins
                if (coins[i].y > gameHeight + 50) {
                    coins.splice(i, 1);
                }
            }
            
            // Update magnet radius
            if (powerupActive === 'magnet') {
                magnetRadius = 200 + Math.sin(Date.now() / 200) * 20;
            } else {
                magnetRadius = 0;
            }
        }
        
        function updatePowerups() {
            for (let i = powerups.length - 1; i >= 0; i--) {
                powerups[i].y += gameSpeed;
                powerups[i].rotation += 0.05;
                
                // Remove off-screen powerups
                if (powerups[i].y > gameHeight + 50) {
                    powerups.splice(i, 1);
                }
            }
        }
        
        function updateParticles() {
            for (let i = particles.length - 1; i >= 0; i--) {
                particles[i].x += particles[i].vx;
                particles[i].y += particles[i].vy;
                particles[i].life--;
                
                if (particles[i].life <= 0) {
                    particles.splice(i, 1);
                }
            }
        }
        
        function updateActivePowerup(timestamp) {
            if (powerupActive && timestamp > powerupEndTime) {
                powerupActive = null;
                powerupEndTime = 0;
            }
        }
        
        function checkCollisions() {
            const playerX = getLaneX(currentLane);
            const playerY = gameHeight - 150;
            const playerHeight = playerState === 'sliding' ? PLAYER_HEIGHT / 2 : PLAYER_HEIGHT;
            const playerBottom = playerY + playerHeight;
            
            // Check coin collisions
            for (let i = coins.length - 1; i >= 0; i--) {
                const dx = coins[i].x - playerX;
                const dy = coins[i].y - playerY;
                const distance = Math.sqrt(dx * dx + dy * dy);
                
                if (distance < coins[i].radius + PLAYER_WIDTH / 2) {
                    // Collect coin
                    let value = coins[i].value;
                    
                    // Apply multiplier if active
                    if (powerupActive === 'multiplier') {
                        value *= 2;
                    }
                    
                    btcBalance += value;
                    coins.splice(i, 1);
                    
                    // Add combo
                    combo++;
                    if (comboTimeout) clearTimeout(comboTimeout);
                    comboTimeout = timestamp + 2000; // 2 second combo window
                    
                    // Create particles
                    createParticles(coins[i].x, coins[i].y, coins[i].isBig ? 'gold' : 'yellow', 10);
                }
            }
            
            // Check powerup collisions
            for (let i = powerups.length - 1; i >= 0; i--) {
                const dx = powerups[i].x - playerX;
                const dy = powerups[i].y - playerY;
                const distance = Math.sqrt(dx * dx + dy * dy);
                
                if (distance < powerups[i].radius + PLAYER_WIDTH / 2) {
                    // Activate powerup
                    powerupActive = powerups[i].type;
                    powerupEndTime = performance.now() + 10000; // 10 seconds
                    powerups.splice(i, 1);
                    
                    // Create particles
                    createParticles(powerups[i].x, powerups[i].y, 'blue', 15);
                }
            }
            
            // Check obstacle collisions
            if (powerupActive === 'shield') return; // Shield protects from collisions
            
            for (let i = 0; i < obstacles.length; i++) {
                const obstacle = obstacles[i];
                
                // Check if in same lane
                if (obstacle.lane !== currentLane) continue;
                
                // Check vertical position
                if (obstacle.y + obstacle.height < playerY) continue;
                if (obstacle.y > playerBottom) continue;
                
                // For gaps, check if player is jumping
                if (obstacle.type === 'gap' && playerState !== 'jumping') {
                    endGame();
                    return;
                }
                
                // For barriers, check if player is sliding
                if (obstacle.type === 'barrier') {
                    if (playerState !== 'sliding' || obstacle.y > playerY + PLAYER_HEIGHT / 2) {
                        endGame();
                        return;
                    }
                }
            }
        }
        
        function createParticles(x, y, color, count) {
            for (let i = 0; i < count; i++) {
                particles.push({
                    x: x,
                    y: y,
                    vx: (Math.random() - 0.5) * 4,
                    vy: (Math.random() - 0.5) * 4,
                    radius: Math.random() * 3 + 2,
                    color: color,
                    life: Math.random() * 30 + 30
                });
            }
        }
        
        function updateHUD() {
            distanceElement.textContent = Math.floor(distance / 10);
            btcBalanceElement.textContent = btcBalance.toFixed(8);
            speedElement.textContent = gameSpeed.toFixed(2);
        }
        
        function render() {
            // Clear canvas with shake offset
            ctx.save();
            ctx.translate(shakeOffset.x, shakeOffset.y);
            ctx.clearRect(0, 0, gameWidth, gameHeight);
            
            // Draw background layers with parallax
            drawBackground(backgroundOffset);
            
            // Draw game objects
            drawObstacles();
            drawPowerups();
            drawCoins();
            drawParticles();
            
            // Draw player
            const playerX = getLaneX(currentLane);
            const playerY = gameHeight - 150;
            drawDino(playerX, playerY, 1, playerState);
            
            // Draw powerup indicator
            if (powerupActive) {
                drawPowerupIndicator();
            }
            
            // Draw combo
            if (combo > 1) {
                drawCombo();
            }
            
            ctx.restore();
        }
        
        function drawBackground(offset) {
            // Sky gradient
            const skyGradient = ctx.createLinearGradient(0, 0, 0, gameHeight);
            skyGradient.addColorStop(0, '#87CEEB');
            skyGradient.addColorStop(1, '#E0F7FA');
            ctx.fillStyle = skyGradient;
            ctx.fillRect(0, 0, gameWidth, gameHeight);
            
            // Distant mountains
            ctx.fillStyle = '#5D4037';
            for (let i = 0; i < 5; i++) {
                const x = (i * 400 - offset * 0.2) % (gameWidth + 400) - 200;
                ctx.beginPath();
                ctx.moveTo(x, gameHeight - 200);
                ctx.lineTo(x + 200, gameHeight - 300);
                ctx.lineTo(x + 400, gameHeight - 200);
                ctx.fill();
            }
            
            // Ground
            ctx.fillStyle = '#8BC34A';
            ctx.fillRect(0, gameHeight - 100, gameWidth, 100);
            
            // Lane markers
            ctx.strokeStyle = '#FFFFFF';
            ctx.lineWidth = 2;
            for (let lane = 1; lane < LANES; lane++) {
                const x = getLaneX(lane) - LANE_WIDTH / 2;
                ctx.setLineDash([20, 20]);
                ctx.beginPath();
                ctx.moveTo(x, gameHeight - 100);
                ctx.lineTo(x, gameHeight);
                ctx.stroke();
            }
            ctx.setLineDash([]);
            
            // Update background offsets
            backgroundOffset += gameSpeed * 0.2;
            midgroundOffset += gameSpeed * 0.5;
            foregroundOffset += gameSpeed;
        }
        
        function drawDino(x, y, scale, state) {
            ctx.save();
            ctx.translate(x, y);
            ctx.scale(scale, scale);
            
            // Body color
            ctx.fillStyle = '#4CAF50';
            
            // Calculate animation offsets
            let bodyYOffset = 0;
            let headBob = 0;
            let legOffset = 0;
            
            if (state === 'running') {
                headBob = Math.sin(Date.now() / 200) * 5;
                legOffset = Math.sin(Date.now() / 100) * 10;
            } else if (state === 'jumping') {
                const jumpProgress = (performance.now() - jumpStartTime) / JUMP_DURATION;
                const jumpHeight = JUMP_HEIGHT * Math.sin(jumpProgress * Math.PI);
                bodyYOffset = -jumpHeight;
            } else if (state === 'sliding') {
                bodyYOffset = PLAYER_HEIGHT / 4;
            }
            
            // Body
            ctx.beginPath();
            ctx.ellipse(0, bodyYOffset + 20, 30, 40, 0, 0, Math.PI * 2);
            ctx.fill();
            
            // Head
            ctx.beginPath();
            ctx.ellipse(0, bodyYOffset - 30 + headBob, 25, 20, 0, 0, Math.PI * 2);
            ctx.fill();
            
            // Eyes
            ctx.fillStyle = 'white';
            ctx.beginPath();
            ctx.arc(-10, bodyYOffset - 35 + headBob, 5, 0, Math.PI * 2);
            ctx.arc(10, bodyYOffset - 35 + headBob, 5, 0, Math.PI * 2);
            ctx.fill();
            
            ctx.fillStyle = 'black';
            ctx.beginPath();
            ctx.arc(-10, bodyYOffset - 35 + headBob, 2, 0, Math.PI * 2);
            ctx.arc(10, bodyYOffset - 35 + headBob, 2, 0, Math.PI * 2);
            ctx.fill();
            
            // Headband
            ctx.strokeStyle = 'red';
            ctx.lineWidth = 3;
            ctx.beginPath();
            ctx.arc(0, bodyYOffset - 30 + headBob, 20, 0, Math.PI * 2);
            ctx.stroke();
            
            // Bitcoin symbol on headband
            ctx.fillStyle = 'gold';
            ctx.font = 'bold 16px Arial';
            ctx.textAlign = 'center';
            ctx.textBaseline = 'middle';
            ctx.fillText('₿', 0, bodyYOffset - 30 + headBob);
            
            // Legs
            ctx.fillStyle = '#4CAF50';
            if (state === 'sliding') {
                // Sliding pose
                ctx.beginPath();
                ctx.ellipse(-20, bodyYOffset + 50, 10, 5, Math.PI/4, 0, Math.PI * 2);
                ctx.ellipse(20, bodyYOffset + 50, 10, 5, -Math.PI/4, 0, Math.PI * 2);
                ctx.fill();
            } else {
                // Running/jumping pose
                ctx.beginPath();
                ctx.ellipse(-15 + legOffset, bodyYOffset + 50, 10, 5, 0, 0, Math.PI * 2);
                ctx.ellipse(15 - legOffset, bodyYOffset + 50, 10, 5, 0, 0, Math.PI * 2);
                ctx.fill();
            }
            
            // Tail
            ctx.beginPath();
            ctx.moveTo(30, bodyYOffset + 10);
            ctx.quadraticCurveTo(50, bodyYOffset, 60, bodyYOffset + 20);
            ctx.lineWidth = 8;
            ctx.strokeStyle = '#4CAF50';
            ctx.stroke();
            
            ctx.restore();
        }
        
        function drawObstacles() {
            obstacles.forEach(obstacle => {
                if (obstacle.type === 'barrier') {
                    // Draw barrier
                    ctx.fillStyle = '#795548';
                    ctx.fillRect(
                        obstacle.x - obstacle.width / 2,
                        obstacle.y,
                        obstacle.width,
                        obstacle.height
                    );
                    
                    // Add some details
                    ctx.fillStyle = '#5D4037';
                    ctx.fillRect(
                        obstacle.x - obstacle.width / 2 + 5,
                        obstacle.y + 5,
                        obstacle.width - 10,
                        obstacle.height - 10
                    );
                } else if (obstacle.type === 'gap') {
                    // Draw gap indicators
                    ctx.strokeStyle = '#FF5722';
                    ctx.lineWidth = 3;
                    ctx.setLineDash([10, 5]);
                    ctx.beginPath();
                    ctx.moveTo(obstacle.x - LANE_WIDTH / 2 + 10, obstacle.y + 20);
                    ctx.lineTo(obstacle.x + LANE_WIDTH / 2 - 10, obstacle.y + 20);
                    ctx.stroke();
                    ctx.setLineDash([]);
                }
            });
        }
        
        function drawCoins() {
            coins.forEach(coin => {
                ctx.save();
                ctx.translate(coin.x, coin.y);
                ctx.rotate(coin.rotation);
                
                // Coin gradient
                const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, coin.radius);
                gradient.addColorStop(0, coin.isBig ? '#FFD700' : '#FFEB3B');
                gradient.addColorStop(0.7, coin.isBig ? '#FFC107' : '#FFD600');
                gradient.addColorStop(1, coin.isBig ? '#FFA000' : '#FFC107');
                
                ctx.fillStyle = gradient;
                ctx.beginPath();
                ctx.arc(0, 0, coin.radius, 0, Math.PI * 2);
                ctx.fill();
                
                // Bitcoin symbol
                ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
                ctx.font = `bold ${coin.radius}px Arial`;
                ctx.textAlign = 'center';
                ctx.textBaseline = 'middle';
                ctx.fillText('₿', 0, 0);
                
                // Glow effect
                if (Math.sin(Date.now() / 200) > 0.8) {
                    ctx.shadowColor = 'gold';
                    ctx.shadowBlur = 15;
                    ctx.beginPath();
                    ctx.arc(0, 0, coin.radius, 0, Math.PI * 2);
                    ctx.fill();
                }
                
                ctx.restore();
            });
        }
        
        function drawPowerups() {
            powerups.forEach(powerup => {
                ctx.save();
                ctx.translate(powerup.x, powerup.y);
                ctx.rotate(powerup.rotation);
                
                // Draw different powerups
                switch (powerup.type) {
                    case 'magnet':
                        // Magnet powerup
                        ctx.fillStyle = '#2196F3';
                        ctx.beginPath();
                        ctx.arc(0, 0, powerup.radius, 0, Math.PI * 2);
                        ctx.fill();
                        
                        ctx.fillStyle = 'white';
                        ctx.font = 'bold 20px Arial';
                        ctx.textAlign = 'center';
                        ctx.textBaseline = 'middle';
                        ctx.fillText('M', 0, 0);
                        break;
                        
                    case 'multiplier':
                        // Multiplier powerup
                        ctx.fillStyle = '#FF9800';
                        ctx.beginPath();
                        ctx.arc(0, 0, powerup.radius, 0, Math.PI * 2);
                        ctx.fill();
                        
                        ctx.fillStyle = 'white';
                        ctx.font = 'bold 20px Arial';
                        ctx.textAlign = 'center';
                        ctx.textBaseline = 'middle';
                        ctx.fillText('2×', 0, 0);
                        break;
                        
                    case 'shield':
                        // Shield powerup
                        ctx.fillStyle = '#4CAF50';
                        ctx.beginPath();
                        ctx.arc(0, 0, powerup.radius, 0, Math.PI * 2);
                        ctx.fill();
                        
                        ctx.fillStyle = 'white';
                        ctx.font = 'bold 20px Arial';
                        ctx.textAlign = 'center';
                        ctx.textBaseline = 'middle';
                        ctx.fillText('S', 0, 0);
                        break;
                        
                    case 'speed':
                        // Speed powerup
                        ctx.fillStyle = '#F44336';
                        ctx.beginPath();
                        ctx.arc(0, 0, powerup.radius, 0, Math.PI * 2);
                        ctx.fill();
                        
                        ctx.fillStyle = 'white';
                        ctx.font = 'bold 20px Arial';
                        ctx.textAlign = 'center';
                        ctx.textBaseline = 'middle';
                        ctx.fillText('⚡', 0, 0);
                        break;
                }
                
                // Glow effect
                ctx.shadowColor = 'rgba(255, 255, 255, 0.7)';
                ctx.shadowBlur = 10;
                ctx.beginPath();
                ctx.arc(0, 0, powerup.radius, 0, Math.PI * 2);
                ctx.fill();
                
                ctx.restore();
            });
        }
        
        function drawParticles() {
            particles.forEach(particle => {
                ctx.globalAlpha = particle.life / 60;
                ctx.fillStyle = particle.color;
                ctx.beginPath();
                ctx.arc(particle.x, particle.y, particle.radius, 0, Math.PI * 2);
                ctx.fill();
            });
            ctx.globalAlpha = 1;
        }
        
        function drawPowerupIndicator() {
            const x = gameWidth - 50;
            const y = 50;
            const radius = 20;
            const timeLeft = (powerupEndTime - performance.now()) / 1000;
            const angle = (timeLeft / 10) * Math.PI * 2;
            
            // Draw background circle
            ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
            ctx.beginPath();
            ctx.arc(x, y, radius + 5, 0, Math.PI * 2);
            ctx.fill();
            
            // Draw timer arc
            ctx.strokeStyle = 'white';
            ctx.lineWidth = 3;
            ctx.beginPath();
            ctx.arc(x, y, radius + 2, -Math.PI/2, -Math.PI/2 + angle);
            ctx.stroke();
            
            // Draw powerup icon
            switch (powerupActive) {
                case 'magnet':
                    ctx.fillStyle = '#2196F3';
                    ctx.beginPath();
                    ctx.arc(x, y, radius, 0, Math.PI * 2);
                    ctx.fill();
                    
                    ctx.fillStyle = 'white';
                    ctx.font = 'bold 16px Arial';
                    ctx.textAlign = 'center';
                    ctx.textBaseline = 'middle';
                    ctx.fillText('M', x, y);
                    break;
                    
                case 'multiplier':
                    ctx.fillStyle = '#FF9800';
                    ctx.beginPath();
                    ctx.arc(x, y, radius, 0, Math.PI * 2);
                    ctx.fill();
                    
                    ctx.fillStyle = 'white';
                    ctx.font = 'bold 16px Arial';
                    ctx.textAlign = 'center';
                    ctx.textBaseline = 'middle';
                    ctx.fillText('2×', x, y);
                    break;
                    
                case 'shield':
                    ctx.fillStyle = '#4CAF50';
                    ctx.beginPath();
                    ctx.arc(x, y, radius, 0, Math.PI * 2);
                    ctx.fill();
                    
                    ctx.fillStyle = 'white';
                    ctx.font = 'bold 16px Arial';
                    ctx.textAlign = 'center';
                    ctx.textBaseline = 'middle';
                    ctx.fillText('S', x, y);
                    break;
                    
                case 'speed':
                    ctx.fillStyle = '#F44336';
                    ctx.beginPath();
                    ctx.arc(x, y, radius, 0, Math.PI * 2);
                    ctx.fill();
                    
                    ctx.fillStyle = 'white';
                    ctx.font = 'bold 16px Arial';
                    ctx.textAlign = 'center';
                    ctx.textBaseline = 'middle';
                    ctx.fillText('⚡', x, y);
                    break;
            }
        }
        
        function drawCombo() {
            const x = gameWidth / 2;
            const y = 100;
            const scale = 1 + combo * 0.05;
            
            ctx.save();
            ctx.translate(x, y);
            ctx.scale(scale, scale);
            
            ctx.fillStyle = 'rgba(255, 215, 0, 0.8)';
            ctx.font = 'bold 24px Arial';
            ctx.textAlign = 'center';
            ctx.textBaseline = 'middle';
            ctx.fillText(`${combo}× COMBO!`, 0, 0);
            
            ctx.restore();
        }
        
        function getLaneX(lane) {
            const centerX = gameWidth / 2;
            const laneOffset = (lane - 1) * LANE_WIDTH;
            return centerX + laneOffset;
        }
        
        function handleKeyDown(e) {
            if (!gameActive) return;
            
            switch (e.key) {
                case 'ArrowLeft':
                    moveLeft();
                    break;
                case 'ArrowRight':
                    moveRight();
                    break;
                case 'ArrowUp':
                    jump();
                    break;
                case 'ArrowDown':
                    slide();
                    break;
                case ' ':
                    jump();
                    break;
                case 'Escape':
                    // Pause game
                    break;
            }
        }
        
        function handleTouchStart(e) {
            if (!gameActive) return;
            e.preventDefault();
            
            const touchX = e.touches[0].clientX;
            const touchY = e.touches[0].clientY;
            
            // Check if touch is in left or right half of screen
            if (touchX < gameWidth / 2) {
                moveLeft();
            } else {
                moveRight();
            }
            
            // Jump if touch is in upper half, slide if in lower half
            if (touchY < gameHeight / 2) {
                jump();
            } else {
                slide();
            }
        }
        
        function handleTouchMove(e) {
            e.preventDefault();
        }
        
        function moveLeft() {
            if (playerState === 'running' || playerState === 'sliding') {
                currentLane = Math.max(0, currentLane - 1);
            }
        }
        
        function moveRight() {
            if (playerState === 'running' || playerState === 'sliding') {
                currentLane = Math.min(LANES - 1, currentLane + 1);
            }
        }
        
        function jump() {
            if (playerState === 'running') {
                playerState = 'jumping';
                jumpStartTime = performance.now();
            }
        }
        
        function slide() {
            if (playerState === 'running') {
                playerState = 'sliding';
                slideStartTime = performance.now();
            }
        }
        
        // Start the game
        window.onload = init;
    </script>
</body>
</html>