File size: 43,266 Bytes
c9aa1bd
 
 
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
c9aa1bd
9cecdf5
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
c9aa1bd
9cecdf5
 
c9aa1bd
9cecdf5
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
 
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
 
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
c9aa1bd
9cecdf5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>ASTRAL COLONIZER - Procedural Space Simulation</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <link href="https://fonts.googleapis.com/css2?family=Space+Grotesk:wght@300;400;600;700&family=JetBrains+Mono:wght@400;700&display=swap" rel="stylesheet">
    <style>
        :root {
            --neon-cyan: #00f3ff;
            --neon-pink: #ff00ff;
            --neon-amber: #ffaa00;
            --deep-space: #050510;
            --glass-bg: rgba(255, 255, 255, 0.03);
            --glass-border: rgba(255, 255, 255, 0.1);
        }

        body {
            background-color: var(--deep-space);
            color: white;
            font-family: 'Space Grotesk', sans-serif;
            overflow: hidden;
            user-select: none;
        }

        .mono { font-family: 'JetBrains Mono', monospace; }

        /* Custom Scrollbar */
        ::-webkit-scrollbar { width: 6px; }
        ::-webkit-scrollbar-track { background: #0a0a1a; }
        ::-webkit-scrollbar-thumb { background: #333; border-radius: 3px; }
        ::-webkit-scrollbar-thumb:hover { background: var(--neon-cyan); }

        /* Glassmorphism */
        .glass-panel {
            background: var(--glass-bg);
            backdrop-filter: blur(12px);
            -webkit-backdrop-filter: blur(12px);
            border: 1px solid var(--glass-border);
            box-shadow: 0 8px 32px 0 rgba(0, 0, 0, 0.5);
        }

        .glass-card {
            background: linear-gradient(135deg, rgba(255, 255, 255, 0.05) 0%, rgba(255, 255, 255, 0.01) 100%);
            backdrop-filter: blur(10px);
            border: 1px solid rgba(255, 255, 255, 0.05);
            transition: all 0.2s ease;
        }

        .glass-card:hover:not(:disabled) {
            border-color: var(--neon-cyan);
            background: rgba(0, 243, 255, 0.05);
            transform: translateY(-2px);
        }

        /* Animations */
        @keyframes pulse-glow {
            0%, 100% { box-shadow: 0 0 5px var(--neon-cyan); }
            50% { box-shadow: 0 0 20px var(--neon-cyan); }
        }

        @keyframes scanline {
            0% { transform: translateY(-100%); }
            100% { transform: translateY(100%); }
        }

        .scan-overlay {
            position: absolute;
            top: 0; left: 0; right: 0; bottom: 0;
            background: linear-gradient(to bottom, transparent 50%, rgba(0, 243, 255, 0.02) 51%);
            background-size: 100% 4px;
            pointer-events: none;
            z-index: 40;
        }

        .crt-flicker {
            animation: flicker 0.15s infinite;
        }

        @keyframes flicker {
            0% { opacity: 0.97; }
            100% { opacity: 1; }
        }

        /* Game UI Elements */
        .resource-bar-fill {
            transition: width 0.3s ease-out;
        }

        .btn-action {
            position: relative;
            overflow: hidden;
        }
        .btn-action::after {
            content: '';
            position: absolute;
            top: 0; left: -100%;
            width: 100%; height: 100%;
            background: linear-gradient(90deg, transparent, rgba(255,255,255,0.2), transparent);
            transition: 0.5s;
        }
        .btn-action:hover::after {
            left: 100%;
        }

        /* Tooltip */
        #tooltip {
            position: absolute;
            pointer-events: none;
            z-index: 100;
            opacity: 0;
            transition: opacity 0.1s;
            transform: translate(15px, 15px);
        }

        canvas {
            image-rendering: pixelated; /* Retro feel */
        }
    </style>
</head>
<body class="h-screen w-screen flex flex-col overflow-hidden crt-flicker">

    <!-- Background Starfield Canvas -->
    <canvas id="bgCanvas" class="fixed top-0 left-0 w-full h-full z-0"></canvas>

    <!-- CRT Scanline Overlay -->
    <div class="scan-overlay"></div>

    <!-- Main Game Container -->
    <div class="relative z-10 flex flex-col h-full p-4 gap-4">
        
        <!-- Header -->
        <header class="glass-panel rounded-lg p-3 flex justify-between items-center shrink-0">
            <div class="flex items-center gap-3">
                <div class="w-8 h-8 rounded bg-gradient-to-br from-cyan-500 to-blue-600 flex items-center justify-center shadow-[0_0_15px_rgba(6,182,212,0.6)]">
                    <svg class="w-5 h-5 text-white" fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M19.428 15.428a2 2 0 00-1.022-.547l-2.384-.477a6 6 0 00-3.86.517l-.318.158a6 6 0 01-3.86.517L6.05 15.21a2 2 0 00-1.806.547M8 4h8l-1 1v5.172a2 2 0 00.586 1.414l5 5c1.26 1.26.367 3.414-1.415 3.414H4.828c-1.782 0-2.674-2.154-1.414-3.414l5-5A2 2 0 009 10.172V5L8 4z"></path></svg>
                </div>
                <div>
                    <h1 class="text-xl font-bold tracking-widest uppercase mono text-cyan-400">Astral Colonizer</h1>
                    <div class="text-[10px] text-gray-400 mono flex gap-4">
                        <span>SECTOR: <span id="sector-id" class="text-white">ALPHA-9</span></span>
                        <span>CYCLE: <span id="game-cycle" class="text-white">1</span></span>
                    </div>
                </div>
            </div>

            <div class="flex gap-6 text-sm mono">
                <div class="flex flex-col items-end w-32">
                    <div class="flex justify-between w-full text-xs text-gray-400 mb-1">
                        <span>ENERGY</span>
                        <span id="val-energy">100</span>
                    </div>
                    <div class="w-full h-1.5 bg-gray-800 rounded-full overflow-hidden">
                        <div id="bar-energy" class="h-full bg-yellow-400 resource-bar-fill" style="width: 100%"></div>
                    </div>
                </div>
                <div class="flex flex-col items-end w-32">
                    <div class="flex justify-between w-full text-xs text-gray-400 mb-1">
                        <span>MATTER</span>
                        <span id="val-matter">50</span>
                    </div>
                    <div class="w-full h-1.5 bg-gray-800 rounded-full overflow-hidden">
                        <div id="bar-matter" class="h-full bg-blue-500 resource-bar-fill" style="width: 50%"></div>
                    </div>
                </div>
                <div class="flex flex-col items-end w-32">
                    <div class="flex justify-between w-full text-xs text-gray-400 mb-1">
                        <span>POPULATION</span>
                        <span id="val-pop">0</span>
                    </div>
                    <div class="w-full h-1.5 bg-gray-800 rounded-full overflow-hidden">
                        <div id="bar-pop" class="h-full bg-green-500 resource-bar-fill" style="width: 0%"></div>
                    </div>
                </div>
            </div>
            
            <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank" class="text-[10px] mono text-gray-500 hover:text-cyan-400 transition-colors border border-white/10 px-2 py-1 rounded">
                Built with anycoder
            </a>
        </header>

        <!-- Game Area -->
        <div class="flex flex-1 gap-4 min-h-0">
            
            <!-- Left Panel: Controls & Log -->
            <aside class="w-64 flex flex-col gap-4 shrink-0">
                <!-- Build Menu -->
                <div class="glass-panel rounded-lg p-4 flex-1 flex flex-col gap-2 overflow-y-auto">
                    <h3 class="text-xs font-bold text-gray-400 uppercase tracking-wider mb-2 border-b border-white/10 pb-1">Construction</h3>
                    
                    <button onclick="game.selectTool('solar')" id="btn-solar" class="glass-card p-3 rounded flex items-center gap-3 text-left btn-action group">
                        <div class="w-8 h-8 rounded bg-yellow-500/20 text-yellow-400 flex items-center justify-center border border-yellow-500/30 group-hover:bg-yellow-500 group-hover:text-black transition-colors">
                            <svg class="w-4 h-4" fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 3v1m0 16v1m9-9h-1M4 12H3m15.364 6.364l-.707-.707M6.343 6.343l-.707-.707m12.728 0l-.707.707M6.343 17.657l-.707.707M16 12a4 4 0 11-8 0 4 4 0 018 0z"></path></svg>
                        </div>
                        <div>
                            <div class="text-sm font-bold text-white">Solar Array</div>
                            <div class="text-[10px] text-yellow-500 mono">Cost: 20 M</div>
                        </div>
                    </button>

                    <button onclick="game.selectTool('mine')" id="btn-mine" class="glass-card p-3 rounded flex items-center gap-3 text-left btn-action group">
                        <div class="w-8 h-8 rounded bg-blue-500/20 text-blue-400 flex items-center justify-center border border-blue-500/30 group-hover:bg-blue-500 group-hover:text-black transition-colors">
                            <svg class="w-4 h-4" fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M19 11H5m14 0a2 2 0 012 2v6a2 2 0 01-2 2H5a2 2 0 01-2-2v-6a2 2 0 012-2m14 0V9a2 2 0 00-2-2M5 11V9a2 2 0 012-2m0 0V5a2 2 0 012-2h6a2 2 0 012 2v2M7 7h10"></path></svg>
                        </div>
                        <div>
                            <div class="text-sm font-bold text-white">Extractor</div>
                            <div class="text-[10px] text-blue-500 mono">Cost: 30 M, 10 E</div>
                        </div>
                    </button>

                    <button onclick="game.selectTool('habitat')" id="btn-habitat" class="glass-card p-3 rounded flex items-center gap-3 text-left btn-action group">
                        <div class="w-8 h-8 rounded bg-green-500/20 text-green-400 flex items-center justify-center border border-green-500/30 group-hover:bg-green-500 group-hover:text-black transition-colors">
                            <svg class="w-4 h-4" fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M3 12l2-2m0 0l7-7 7 7M5 10v10a1 1 0 001 1h3m10-11l2 2m-2-2v10a1 1 0 01-1 1h-3m-6 0a1 1 0 001-1v-4a1 1 0 011-1h2a1 1 0 011 1v4a1 1 0 001 1m-6 0h6"></path></svg>
                        </div>
                        <div>
                            <div class="text-sm font-bold text-white">Habitat</div>
                            <div class="text-[10px] text-green-500 mono">Cost: 100 M, 50 E</div>
                        </div>
                    </button>
                    
                    <button onclick="game.selectTool('defense')" id="btn-defense" class="glass-card p-3 rounded flex items-center gap-3 text-left btn-action group">
                        <div class="w-8 h-8 rounded bg-red-500/20 text-red-400 flex items-center justify-center border border-red-500/30 group-hover:bg-red-500 group-hover:text-black transition-colors">
                            <svg class="w-4 h-4" fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 10V3L4 14h7v7l9-11h-7z"></path></svg>
                        </div>
                        <div>
                            <div class="text-sm font-bold text-white">Laser Turret</div>
                            <div class="text-[10px] text-red-500 mono">Cost: 80 M, 40 E</div>
                        </div>
                    </button>

                     <div class="mt-auto pt-4 border-t border-white/10">
                        <button onclick="game.selectTool('demolish')" id="btn-demolish" class="w-full py-2 border border-red-900/50 bg-red-900/10 text-red-400 text-xs font-bold rounded hover:bg-red-900/30 transition-colors">
                            DEMOLISH MODE
                        </button>
                     </div>
                </div>

                <!-- Event Log -->
                <div class="glass-panel rounded-lg p-3 h-48 flex flex-col">
                    <h3 class="text-[10px] font-bold text-gray-400 uppercase mb-2">System Log</h3>
                    <div id="game-log" class="flex-1 overflow-y-auto text-[10px] mono space-y-1 pr-1">
                        <div class="text-cyan-400">> System initialized...</div>
                        <div class="text-gray-400">> Awaiting commands.</div>
                    </div>
                </div>
            </aside>

            <!-- Center: The World -->
            <main class="flex-1 glass-panel rounded-lg relative overflow-hidden cursor-crosshair" id="canvas-container">
                <canvas id="gameCanvas" class="block w-full h-full"></canvas>
                
                <!-- Overlay Info -->
                <div class="absolute top-4 left-4 pointer-events-none">
                    <div class="bg-black/60 backdrop-blur px-3 py-1 rounded border border-white/10 text-xs mono">
                        <span class="text-gray-400">COORDS:</span> <span id="mouse-coords" class="text-white">0, 0</span>
                    </div>
                </div>

                <!-- Game Over / Win Screen -->
                <div id="overlay-screen" class="absolute inset-0 bg-black/80 backdrop-blur-md z-50 flex flex-col items-center justify-center hidden">
                    <h2 id="overlay-title" class="text-4xl font-bold text-white mb-4 tracking-widest uppercase">GAME OVER</h2>
                    <p id="overlay-msg" class="text-gray-300 mb-8 mono text-center max-w-md">The colony has fallen.</p>
                    <button onclick="location.reload()" class="px-8 py-3 bg-cyan-600 hover:bg-cyan-500 text-white font-bold rounded shadow-[0_0_20px_rgba(8,145,178,0.6)] transition-all">
                        REBOOT SYSTEM
                    </button>
                </div>
            </main>
        </div>
    </div>

    <!-- Tooltip Element -->
    <div id="tooltip" class="glass-panel p-2 rounded border border-cyan-500/30 text-xs max-w-[200px]">
        <div id="tt-title" class="font-bold text-cyan-400 mb-1">Building</div>
        <div id="tt-desc" class="text-gray-300 leading-tight">Description here.</div>
    </div>

    <script>
        /**
         * UTILITIES & CONFIG
         */
        const CONSTANTS = {
            TILE_SIZE: 40,
            GRID_W: 20,
            GRID_H: 15,
            COLORS: {
                VOID: '#050510',
                STAR: '#ffffff',
                PLANET_BASE: '#1a1a2e',
                PLANET_HIGHLIGHT: '#2a2a4e',
                SOLAR: '#fbbf24',
                MINE: '#3b82f6',
                HABITAT: '#22c55e',
                DEFENSE: '#ef4444',
                SELECTED: '#00f3ff'
            }
        };

        // Simple PRNG for deterministic map generation if needed, but we'll use Math.random for gameplay variability
        const rand = (min, max) => Math.random() * (max - min) + min;
        const randInt = (min, max) => Math.floor(rand(min, max));

        /**
         * AUDIO SYSTEM (Synthesizer)
         * Using Web Audio API to generate sounds without external assets
         */
        const AudioSys = {
            ctx: null,
            init: function() {
                if (!this.ctx) {
                    this.ctx = new (window.AudioContext || window.webkitAudioContext)();
                }
            },
            playTone: function(freq, type, duration, vol = 0.1) {
                if (!this.ctx) return;
                const osc = this.ctx.createOscillator();
                const gain = this.ctx.createGain();
                osc.type = type;
                osc.frequency.setValueAtTime(freq, this.ctx.currentTime);
                gain.gain.setValueAtTime(vol, this.ctx.currentTime);
                gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + duration);
                osc.connect(gain);
                gain.connect(this.ctx.destination);
                osc.start();
                osc.stop(this.ctx.currentTime + duration);
            },
            playClick: () => AudioSys.playTone(800, 'sine', 0.1, 0.05),
            playBuild: () => {
                AudioSys.playTone(400, 'triangle', 0.1, 0.1);
                setTimeout(() => AudioSys.playTone(600, 'triangle', 0.2, 0.1), 100);
            },
            playError: () => AudioSys.playTone(150, 'sawtooth', 0.3, 0.1),
            playShoot: () => {
                if(!AudioSys.ctx) return;
                const osc = AudioSys.ctx.createOscillator();
                const gain = AudioSys.ctx.createGain();
                osc.frequency.setValueAtTime(800, AudioSys.ctx.currentTime);
                osc.frequency.exponentialRampToValueAtTime(100, AudioSys.ctx.currentTime + 0.2);
                gain.gain.setValueAtTime(0.1, AudioSys.ctx.currentTime);
                gain.gain.exponentialRampToValueAtTime(0.01, AudioSys.ctx.currentTime + 0.2);
                osc.connect(gain);
                gain.connect(AudioSys.ctx.destination);
                osc.start();
                osc.stop(AudioSys.ctx.currentTime + 0.2);
            }
        };

        /**
         * GAME CLASSES
         */

        class Particle {
            constructor(x, y, color, speed, life) {
                this.x = x;
                this.y = y;
                this.color = color;
                this.vx = (Math.random() - 0.5) * speed;
                this.vy = (Math.random() - 0.5) * speed;
                this.life = life;
                this.maxLife = life;
                this.size = Math.random() * 3 + 1;
            }
            update() {
                this.x += this.vx;
                this.y += this.vy;
                this.life--;
                this.size *= 0.95;
            }
            draw(ctx) {
                ctx.globalAlpha = this.life / this.maxLife;
                ctx.fillStyle = this.color;
                ctx.beginPath();
                ctx.arc(this.x, this.y, this.size, 0, Math.PI*2);
                ctx.fill();
                ctx.globalAlpha = 1;
            }
        }

        class Projectile {
            constructor(x, y, target) {
                this.x = x;
                this.y = y;
                this.target = target;
                this.speed = 8;
                this.active = true;
                this.color = '#ff0000';
            }
            update() {
                if (!this.target || this.target.hp <= 0) {
                    this.active = false;
                    return;
                }
                const dx = this.target.x - this.x;
                const dy = this.target.y - this.y;
                const dist = Math.hypot(dx, dy);
                
                if (dist < this.speed) {
                    this.target.takeDamage(25);
                    this.active = false;
                    game.addParticles(this.x, this.y, '#ffaa00', 5);
                } else {
                    this.x += (dx / dist) * this.speed;
                    this.y += (dy / dist) * this.speed;
                }
            }
            draw(ctx) {
                ctx.strokeStyle = this.color;
                ctx.lineWidth = 2;
                ctx.beginPath();
                ctx.moveTo(this.x, this.y);
                ctx.lineTo(this.x - (this.x - this.target.x)*0.2, this.y - (this.y - this.target.y)*0.2); // Trail
                ctx.stroke();
            }
        }

        class Enemy {
            constructor(x, y) {
                this.x = x;
                this.y = y;
                this.hp = 100;
                this.maxHp = 100;
                this.speed = 0.5;
                this.radius = 8;
                this.targetX = 0; // Will be set to colony center
                this.targetY = 0;
                this.angle = 0;
            }
            update() {
                // Move towards center of map (approximate colony center)
                // In a real game, pathfinding would be better, but we move to center (0,0 relative to grid)
                // Actually, let's move towards the nearest building or center
                
                const dx = (game.canvas.width/2) - this.x; // Simplified target
                const dy = (game.canvas.height/2) - this.y;
                const dist = Math.hypot(dx, dy);
                
                this.x += (dx/dist) * this.speed;
                this.y += (dy/dist) * this.speed;
                
                this.angle += 0.05;

                // Collision with buildings
                // Simplified: if close to center, damage colony
                if (dist < 20) {
                    game.resources.energy -= 10;
                    game.resources.matter -= 10;
                    this.hp = 0; // Kamikaze
                    game.addLog("ALERT: Enemy breached defenses!", "red");
                    game.addParticles(this.x, this.y, '#ff0000', 10);
                    AudioSys.playError();
                }
            }
            takeDamage(amount) {
                this.hp -= amount;
                if (this.hp <= 0) {
                    game.addParticles(this.x, this.y, '#aaffaa', 8);
                }
            }
            draw(ctx) {
                ctx.save();
                ctx.translate(this.x, this.y);
                ctx.rotate(this.angle);
                ctx.fillStyle = '#ff0055';
                ctx.shadowBlur = 10;
                ctx.shadowColor = '#ff0055';
                
                // Draw spikey shape
                ctx.beginPath();
                for(let i=0; i<5; i++) {
                    ctx.lineTo(Math.cos(i*1.25)*this.radius, Math.sin(i*1.25)*this.radius);
                    ctx.lineTo(Math.cos(i*1.25+0.6)*(this.radius/2), Math.sin(i*1.25+0.6)*(this.radius/2));
                }
                ctx.closePath();
                ctx.fill();
                
                // HP Bar
                ctx.rotate(-this.angle); // Unrotate for bar
                ctx.fillStyle = 'red';
                ctx.fillRect(-10, -15, 20, 3);
                ctx.fillStyle = '#0f0';
                ctx.fillRect(-10, -15, 20 * (this.hp/this.maxHp), 3);
                
                ctx.restore();
            }
        }

        class Building {
            constructor(type, gridX, gridY) {
                this.type = type;
                this.gridX = gridX;
                this.gridY = gridY;
                this.level = 1;
                this.timer = 0;
                
                // Stats based on type
                switch(type) {
                    case 'solar': 
                        this.production = {e: 2, m: 0}; 
                        this.color = CONSTANTS.COLORS.SOLAR;
                        break;
                    case 'mine': 
                        this.production = {e: -1, m: 3}; 
                        this.color = CONSTANTS.COLORS.MINE;
                        break;
                    case 'habitat': 
                        this.production = {e: -2, m: 0}; 
                        this.population = 10;
                        this.color = CONSTANTS.COLORS.HABITAT;
                        break;
                    case 'defense':
                        this.production = {e: -3, m: 0};
                        this.range = 200;
                        this.cooldown = 0;
                        this.color = CONSTANTS.COLORS.DEFENSE;
                        break;
                }
            }

            update() {
                // Production happens in main loop based on production stats
                // Defense logic
                if (this.type === 'defense') {
                    this.cooldown--;
                    if (this.cooldown <= 0) {
                        // Find target
                        const target = game.findEnemyInRange(this.x, this.y, this.range);
                        if (target) {
                            game.projectiles.push(new Projectile(this.x, this.y, target));
                            this.cooldown = 60; // 1 sec at 60fps
                            AudioSys.playShoot();
                        }
                    }
                }
            }

            draw(ctx, screenX, screenY) {
                this.x = screenX;
                this.y = screenY;
                
                const size = CONSTANTS.TILE_SIZE * 0.8;
                
                ctx.save();
                ctx.translate(screenX, screenY);
                
                // Glow
                ctx.shadowBlur = 15;
                ctx.shadowColor = this.color;
                
                // Base
                ctx.fillStyle = 'rgba(0,0,0,0.5)';
                ctx.fillRect(-size/2, -size/2, size, size);
                
                ctx.strokeStyle = this.color;
                ctx.lineWidth = 2;
                ctx.strokeRect(-size/2, -size/2, size, size);
                
                // Icon/Detail
                ctx.fillStyle = this.color;
                if (this.type === 'solar') {
                    // Sun symbol
                    ctx.beginPath();
                    ctx.arc(0, 0, size/4, 0, Math.PI*2);
                    ctx.fill();
                    // Rays
                    for(let i=0; i<4; i++) {
                        ctx.rotate(Math.PI/2);
                        ctx.fillRect(-2, -size/3, 4, size/6);
                    }
                } else if (this.type === 'mine') {
                    // Drill
                    ctx.beginPath();
                    ctx.moveTo(0, -size/3);
                    ctx.lineTo(size/3, size/3);
                    ctx.lineTo(-size/3, size/3);
                    ctx.fill();
                } else if (this.type === 'habitat') {
                    // Dome
                    ctx.beginPath();
                    ctx.arc(0, size/4, size/3, Math.PI, 0);
                    ctx.fill();
                    ctx.fillRect(-size/3, size/4, size/1.5, size/4);
                } else if (this.type === 'defense') {
                    // Turret
                    ctx.fillRect(-size/4, -size/4, size/2, size/2);
                    ctx.fillStyle = '#fff';
                    ctx.beginPath();
                    ctx.arc(0, 0, size/6, 0, Math.PI*2);
                    ctx.fill();
                    
                    // Range indicator (faint)
                    if (game.selectedTool === 'defense') {
                        ctx.beginPath();
                        ctx.arc(0, 0, this.range, 0, Math.PI*2);
                        ctx.strokeStyle = 'rgba(255,0,0,0.1)';
                        ctx.stroke();
                    }
                }

                // Level indicator
                if (this.level > 1) {
                    ctx.fillStyle = '#fff';
                    ctx.font = '10px monospace';
                    ctx.fillText('+' + (this.level-1), -size/2 + 2, -size/2 + 10);
                }

                ctx.restore();
            }
        }

        /**
         * MAIN GAME ENGINE
         */
        class Game {
            constructor() {
                this.canvas = document.getElementById('gameCanvas');
                this.ctx = this.canvas.getContext('2d');
                this.bgCanvas = document.getElementById('bgCanvas');
                this.bgCtx = this.bgCanvas.getContext('2d');
                
                this.resize();
                window.addEventListener('resize', () => this.resize());
                
                this.grid = []; // 2D array
                this.buildings = [];
                this.enemies = [];
                this.projectiles = [];
                this.particles = [];
                
                this.resources = {
                    energy: 100,
                    matter: 200,
                    population: 0,
                    maxPop: 0
                };
                
                this.selectedTool = null;
                this.cycle = 1;
                this.gameOver = false;
                
                // Mouse interaction
                this.mouse = { x: 0, y: 0, gridX: 0, gridY: 0 };
                this.canvas.addEventListener('mousemove', e => this.handleMouseMove(e));
                this.canvas.addEventListener('click', e => this.handleClick(e));
                this.canvas.addEventListener('mouseleave', () => {
                    document.getElementById('tooltip').style.opacity = 0;
                });

                // Start loops
                this.lastTime = 0;
                this.spawnTimer = 0;
                this.productionTimer = 0;
                
                this.initGrid();
                this.generateStars();
                requestAnimationFrame(t => this.loop(t));
                
                // Initial Log
                this.addLog("Colony vessel landed.");
                this.addLog("Mission: Survive.");
            }

            resize() {
                const container = document.getElementById('canvas-container');
                this.canvas.width = container.clientWidth;
                this.canvas.height = container.clientHeight;
                
                this.bgCanvas.width = window.innerWidth;
                this.bgCanvas.height = window.innerHeight;
            }

            initGrid() {
                // Initialize empty grid
                // Center the grid on screen
                this.offsetX = (this.canvas.width - (CONSTANTS.GRID_W * CONSTANTS.TILE_SIZE)) / 2;
                this.offsetY = (this.canvas.height - (CONSTANTS.GRID_H * CONSTANTS.TILE_SIZE)) / 2;
            }

            generateStars() {
                this.bgCtx.fillStyle = '#050510';
                this.bgCtx.fillRect(0, 0, this.bgCanvas.width, this.bgCanvas.height);
                
                for(let i=0; i<200; i++) {
                    const x = Math.random() * this.bgCanvas.width;
                    const y = Math.random() * this.bgCanvas.height;
                    const size = Math.random() * 2;
                    const opacity = Math.random();
                    
                    this.bgCtx.fillStyle = `rgba(255, 255, 255, ${opacity})`;
                    this.bgCtx.beginPath();
                    this.bgCtx.arc(x, y, size, 0, Math.PI*2);
                    this.bgCtx.fill();
                }
            }

            selectTool(tool) {
                AudioSys.init(); // Ensure audio context is started on user interaction
                AudioSys.playClick();
                this.selectedTool = tool;
                
                // UI Update
                document.querySelectorAll('.glass-card').forEach(el => {
                    el.classList.remove('border-cyan-400', 'bg-cyan-900/20');
                });
                
                if (tool) {
                    const btn = document.getElementById('btn-' + tool);
                    if (btn) btn.classList.add('border-cyan-400', 'bg-cyan-900/20');
                }
            }

            handleMouseMove(e) {
                const rect = this.canvas.getBoundingClientRect();
                this.mouse.x = e.clientX - rect.left;
                this.mouse.y = e.clientY - rect.top;
                
                // Calculate Grid Coords
                this.mouse.gridX = Math.floor((this.mouse.x - this.offsetX) / CONSTANTS.TILE_SIZE);
                this.mouse.gridY = Math.floor((this.mouse.y - this.offsetY) / CONSTANTS.TILE_SIZE);
                
                document.getElementById('mouse-coords').innerText = `${this.mouse.gridX}, ${this.mouse.gridY}`;
                
                // Tooltip logic
                const b = this.getBuildingAt(this.mouse.gridX, this.mouse.gridY);
                const tt = document.getElementById('tooltip');
                if (b) {
                    tt.style.opacity = 1;
                    tt.style.left = (e.pageX + 15) + 'px';
                    tt.style.top = (e.pageY + 15) + 'px';
                    document.getElementById('tt-title').innerText = b.type.toUpperCase() + (b.level > 1 ? ' MK.'+b.level : '');
                    
                    let desc = '';
                    if(b.type === 'solar') desc = `Generates +${b.production.e} Energy/cycle.`;
                    if(b.type === 'mine') desc = `Generates +${b.production.m} Matter/cycle. Consumes ${Math.abs(b.production.e)} Energy.`;
                    if(b.type === 'habitat') desc = `Houses ${b.population} colonists. Consumes Energy.`;
                    if(b.type === 'defense') desc = `Automated defense turret. High Energy upkeep.`;
                    document.getElementById('tt-desc').innerText = desc;
                } else {
                    tt.style.opacity = 0;
                }
            }

            handleClick(e) {
                if (this.gameOver) return;
                AudioSys.init();

                const gx = this.mouse.gridX;
                const gy = this.mouse.gridY;

                // Bounds check
                if (gx < 0 || gx >= CONSTANTS.GRID_W || gy < 0 || gy >= CONSTANTS.GRID_H) return;

                const existing = this.getBuildingAt(gx, gy);

                if (this.selectedTool === 'demolish') {
                    if (existing) {
                        this.buildings = this.buildings.filter(b => b !== existing);
                        this.addLog(`Structure demolished at ${gx},${gy}`);
                        this.addParticles(this.offsetX + gx*CONSTANTS.TILE_SIZE + CONSTANTS.TILE_SIZE/2, this.offsetY + gy*CONSTANTS.TILE_SIZE + CONSTANTS.TILE_SIZE/2, '#fff', 10);
                        AudioSys.playClick();
                    }
                    return;
                }

                if (!existing && this.selectedTool) {
                    this.attemptBuild(this.selectedTool, gx, gy);
                } else if (existing && this.selectedTool === existing.type) {
                    // Upgrade logic could go here
                    // For now, just log
                    // this.addLog("Upgrade logic not implemented in demo.");
                }
            }

            attemptBuild(type, gx, gy) {
                let costE = 0, costM = 0;
                
                if (type === 'solar') { costM = 20; }
                else if (type === 'mine') { costM = 30; costE = 10; }
                else if (type === 'habitat') { costM = 100; costE = 50; }
                else if (type === 'defense') { costM = 80; costE = 40; }

                if (this.resources.energy >= costE && this.resources.matter >= costM) {
                    this.resources.energy -= costE;
                    this.resources.matter -= costM;
                    
                    const b = new Building(type, gx, gy);
                    this.buildings.push(b);
                    
                    // Visuals
                    const sx = this.offsetX + gx * CONSTANTS.TILE_SIZE + CONSTANTS.TILE_SIZE/2;
                    const sy = this.offsetY + gy * CONSTANTS.TILE_SIZE + CONSTANTS.TILE_SIZE/2;
                    this.addParticles(sx, sy, b.color, 15);
                    
                    AudioSys.playBuild();
                    this.addLog(`Constructed ${type.toUpperCase()}`);
                } else {
                    AudioSys.playError();
                    this.addLog("Insufficient resources!", "red");
                }
            }

            getBuildingAt(gx, gy) {
                return this.buildings.find(b => b.gridX === gx && b.gridY === gy);
            }

            findEnemyInRange(x, y, range) {
                // Simple distance check
                let closest = null;
                let minDst = range;
                
                for (let e of this.enemies) {
                    const d = Math.hypot(e.x - x, e.y - y);
                    if (d < minDst) {
                        minDst = d;
                        closest = e;
                    }
                }
                return closest;
            }

            addParticles(x, y, color, count) {
                for(let i=0; i<count; i++) {
                    this.particles.push(new Particle(x, y, color, 3, 30));
                }
            }

            addLog(msg, color="gray") {
                const log = document.getElementById('game-log');
                const div = document.createElement('div');
                div.className = `text-${color}-400`;
                div.innerText = `> ${msg}`;
                log.appendChild(div);
                log.scrollTop = log.scrollHeight;
            }

            update(dt) {
                if (this.gameOver) return;

                // Production Loop (Every 2 seconds approx)
                this.productionTimer += dt;
                if (this.productionTimer > 2000) {
                    this.productionTimer = 0;
                    this.cycle++;
                    document.getElementById('game-cycle').innerText = this.cycle;
                    
                    // Calculate Net Production
                    let netE = 0;
                    let netM = 0;
                    let maxPop = 0;
                    
                    this.buildings.forEach(b => {
                        netE += b.production.e;
                        netM += b.production.m;
                        if (b.type === 'habitat') maxPop += b.population;
                    });
                    
                    // Population Growth
                    if (this.resources.energy > 0 && this.resources.matter > 0 && this.resources.population < maxPop) {
                        if (Math.random() > 0.5) this.resources.population++;
                    }
                    
                    // Consume resources for population
                    if (this.resources.population > 0) {
                        netE -= Math.floor(this.resources.population / 5); // Pop consumes energy
                    }

                    this.resources.energy += netE;
                    this.resources.matter += netM;
                    this.resources.maxPop = maxPop;
                    
                    // Cap resources
                    if (this.resources.matter > 999) this.resources.matter = 999;
                    if (this.resources.energy > 999) this.resources.energy = 999;

                    // Check Loss
                    if (this.resources.energy < 0) {
                        this.resources.energy = 0;
                        // Penalty?
                        if (this.resources.population > 0 && Math.random() > 0.7) {
                            this.resources.population--;
                            this.addLog("Colonists lost due to energy shortage!", "red");
                        }
                    }
                    
                    // Win/Loss Check
                    if (this.resources.population >= 100) {
                        this.triggerEnd("VICTORY", "Colony population reached sustainable levels. The future is secured.");
                    } else if (this.resources.population <= 0 && this.cycle > 10 && this.buildings.length > 0) {
                        // If you have buildings but no people for a while, you lose? 
                        // Let's make it stricter: if pop is 0 and you have habitats, you are failing.
                        // If pop is 0 and no habitats, just starting.
                        const hasHabs = this.buildings.some(b => b.type === 'habitat');
                        if (hasHabs) {
                             this.triggerEnd("COLONY FAILED", "All colonists have perished.");
                        }
                    }
                }

                // Spawning Logic
                this.spawnTimer += dt;
                // Spawn rate increases with cycle
                const spawnRate = Math.max(500, 5000 - (this.cycle * 200));
                
                if (this.spawnTimer > spawnRate) {
                    this.spawnTimer = 0;
                    this.spawnEnemy();
                }

                // Updates
                this.buildings.forEach(b => b.update());
                
                this.enemies.forEach(e => e.update());
                this.enemies = this.enemies.filter(e => e.hp > 0);
                
                this.projectiles.forEach(p => p.update());
                this.projectiles = this.projectiles.filter(p => p.active);
                
                this.particles.forEach(p => p.update());
                this.particles = this.particles.filter(p => p.life > 0);

                // UI Updates
                this.updateUI();
            }

            spawnEnemy() {
                // Spawn at edge
                const edge = randInt(0, 4); // 0:top, 1:right, 2:bottom, 3:left
                let x, y;
                const margin = 50;
                
                if (edge === 0) { x = rand(0, this.canvas.width); y = -margin; }
                else if (edge === 1) { x = this.canvas.width + margin; y = rand(0, this.canvas.height); }
                else if (edge === 2) { x = rand(0, this.canvas.width); y = this.canvas.height + margin; }
                else { x = -margin; y = rand(0, this.canvas.height); }
                
                this.enemies.push(new Enemy(x, y));
                // this.addLog("Incoming signature detected...");
            }

            updateUI() {
                document.getElementById('val-energy').innerText = Math.floor(this.resources.energy);
                document.getElementById('bar-energy').style.width = Math.min(100, (this.resources.energy / 200) * 100) + '%';
                
                document.getElementById('val-matter').innerText = Math.floor(this.resources.matter);
                document.getElementById('bar-matter').style.width = Math.min(100, (this.resources.matter / 500) * 100) + '%';
                
                document.getElementById('val-pop').innerText = this.resources.population + '/' + this.resources.maxPop;
                document.getElementById('bar-pop').style.width = this.resources.maxPop > 0 ? (this.resources.population / this.resources.maxPop) * 100 + '%' : '0%';
            }

            triggerEnd(title, msg) {
                this.gameOver = true;
                document.getElementById('overlay-title').innerText = title;
                document.getElementById('overlay-msg').innerText = msg;
                document.getElementById('overlay-screen').classList.remove('hidden');
                AudioSys.playTone(200, 'sawtooth', 1, 0.2);
            }

            draw() {
                // Clear
                this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);

                // Draw Grid
                this.ctx.strokeStyle = 'rgba(255, 255, 255, 0.05)';
                this.ctx.lineWidth = 1;
                
                for (let x = 0; x <= CONSTANTS.GRID_W