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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>Matrix Snake 3D - Enhanced</title>
    <style>
        body { 
            margin: 0; 
            overflow: hidden; 
            background-color: #000; 
            color: #0f0; 
            font-family: 'Courier New', Courier, monospace;
        }
        canvas { 
            display: block; 
        }
        .game-ui {
            position: absolute;
            padding: 10px;
            background-color: rgba(0, 20, 0, 0.8);
            border: 1px solid #0f0;
            border-radius: 5px;
            font-size: 1.2em;
            pointer-events: none;
        }
        #info {
            top: 10px;
            left: 10px;
        }
        #combo {
            top: 10px;
            right: 10px;
            color: #0ff;
            opacity: 0;
            transition: opacity 0.3s;
        }
        #gameScreen {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            background-color: rgba(0, 10, 0, 0.8);
            z-index: 10;
        }
        #startScreen, #gameOverScreen {
            padding: 30px;
            background-color: rgba(0, 30, 0, 0.9);
            border: 2px solid #0f0;
            border-radius: 10px;
            text-align: center;
            max-width: 500px;
        }
        #gameOverScreen {
            border-color: #f00;
        }
        .title {
            font-size: 2.5em;
            margin-bottom: 20px;
            text-shadow: 0 0 10px #0f0;
        }
        .subtitle {
            font-size: 1.2em;
            margin-bottom: 30px;
        }
        .button {
            display: inline-block;
            padding: 10px 20px;
            margin: 10px;
            background-color: rgba(0, 80, 0, 0.8);
            border: 1px solid #0f0;
            border-radius: 5px;
            color: #0f0;
            cursor: pointer;
            transition: all 0.2s;
            pointer-events: auto;
        }
        .button:hover {
            background-color: rgba(0, 120, 0, 0.9);
            transform: scale(1.05);
        }
        .controls {
            margin-top: 20px;
            font-size: 0.9em;
            opacity: 0.8;
        }
        #highScores {
            margin-top: 20px;
            text-align: left;
            width: 100%;
        }
        #highScores table {
            width: 100%;
            border-collapse: collapse;
        }
        #highScores th, #highScores td {
            padding: 5px;
            border-bottom: 1px solid rgba(0, 255, 0, 0.5);
        }
        #touchControls {
            position: absolute;
            bottom: 20px;
            left: 50%;
            transform: translateX(-50%);
            display: none; /* Hidden by default, shown on mobile */
        }
        .touchBtn {
            width: 60px;
            height: 60px;
            background-color: rgba(0, 50, 0, 0.5);
            border: 1px solid #0f0;
            border-radius: 50%;
            margin: 5px;
            display: inline-flex;
            justify-content: center;
            align-items: center;
            font-size: 20px;
            cursor: pointer;
            pointer-events: auto;
        }
        /* Matrix animation background */
        #matrixCanvas {
            position: fixed;
            top: 0;
            left: 0;
            z-index: -1;
        }
    </style>
</head>
<body>
    <!-- Matrix background -->
    <canvas id="matrixCanvas"></canvas>
    
    <!-- Game canvas -->
    <canvas id="gameCanvas"></canvas>
    
    <!-- Game UI -->
    <div id="info" class="game-ui">Score: 0 | High: 0</div>
    <div id="combo" class="game-ui">Combo x1!</div>
    
    <!-- Touch controls for mobile -->
    <div id="touchControls">
        <div class="touchBtn" id="upBtn"></div>
        <div style="display: flex;">
            <div class="touchBtn" id="leftBtn"></div>
            <div class="touchBtn" id="downBtn"></div>
            <div class="touchBtn" id="rightBtn"></div>
        </div>
    </div>
    
    <!-- Game screens -->
    <div id="gameScreen">
        <div id="startScreen">
            <div class="title">MATRIX SNAKE 3D</div>
            <div class="subtitle">Navigate the digital realm. Collect data packets. Avoid system firewalls.</div>
            <div class="button" id="startBtn">START GAME</div>
            <div class="button" id="difficultyBtn">DIFFICULTY: NORMAL</div>
            <div class="controls">
                Use Arrow Keys to change direction<br>
                Press P to pause the game
            </div>
            <div id="highScores">
                <h3>HIGH SCORES</h3>
                <table id="scoresTable">
                    <tr><th>RANK</th><th>SCORE</th><th>DIFFICULTY</th></tr>
                </table>
            </div>
        </div>
        <div id="gameOverScreen" style="display: none;">
            <div class="title" style="color: #f00;">SYSTEM FAILURE</div>
            <div id="finalScore" class="subtitle">Final Score: 0</div>
            <div class="button" id="restartBtn">RESTART</div>
            <div class="button" id="menuBtn">MAIN MENU</div>
        </div>
        <div id="pauseScreen" style="display: none;">
            <div class="title">PAUSED</div>
            <div class="subtitle">Press P to resume</div>
            <div class="button" id="resumeBtn">RESUME</div>
            <div class="button" id="quitBtn">QUIT</div>
        </div>
    </div>

    <!-- Audio elements -->
    <audio id="eatSound" preload="auto">
        <source src="data:audio/mpeg;base64,SUQzBAAAAAAAI1RTU0UAAAAPAAADTGF2ZjU4Ljc2LjEwMAAAAAAAAAAAAAAA/+M4wAAAAAAAAAAAAEluZm8AAAAPAAAAAwAAAFgAVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV//////////////////////////////////////////////////////////////////8AAAAATGF2YzU4LjEzAAAAAAAAAAAAAAAAJAAAAAAAAAAAWMBaq2QAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/+MYxAANIAqJWUEQAFO+gRc5TRJIkiRJEiL///////////8RERERERERVVVVVVVVVVVVVVJEREREREVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVf/jGMQJA/Aa1flBABBTpGX9hDGMYxw7/+MMYxd/4wxIiI9////jDEQ7/jdEiJERERBaIiIzMzMzIiIiP//MzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzM/+MYxB4AAANIAAAAADMzMzMzMzMzMzMzMzMzMzMzM" type="audio/mpeg">
    </audio>
    <audio id="gameOverSound" preload="auto">
        <source src="data:audio/mpeg;base64,SUQzBAAAAAAAI1RTU0UAAAAPAAADTGF2ZjU4Ljc2LjEwMAAAAAAAAAAAAAAA/+M4wAAAAAAAAAAAAEluZm8AAAAPAAAAAwAAAFgAVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV//////////////////////////////////////////////////////////////////8AAAAATGF2YzU4LjEzAAAAAAAAAAAAAAAAJAAAAAAAAAAAWMBaq2QAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/+MYxAAKMFqZVQEwAhGKzc+FSIiIiIiIiIj4+Pj4+Pj4+Pj4+JIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIv/jIMQNAAAP8AEAAAI+IiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIv/jEMQQAAAP8AAAAAI+IiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIg==" type="audio/mpeg">
    </audio>
    <audio id="bgMusic" loop preload="auto">
        <source src="data:audio/mpeg;base64,SUQzBAAAAAAAI1RTU0UAAAAPAAADTGF2ZjU4Ljc2LjEwMAAAAAAAAAAAAAAA/+M4wAAAAAAAAAAAAEluZm8AAAAPAAAAAwAAAFgAVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV//////////////////////////////////////////////////////////////////8AAAAATGF2YzU4LjEzAAAAAAAAAAAAAAAAJAAAAAAAAAAAWMBaq2QAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/+MYxAAJcAKRWQEQAFNfQRc5znOc5znP/////////uc5znOc5znOc5znEREREREREREREMYxjGMY/+MYxBEJkFahX4wwAjGMYxjGMYxjGMYxERERERERESIiIiL//////////////+MYxBQG4AqlX8MQAu/////////////////////jIMQVBVwCqVfwBAC/////////////////" type="audio/mpeg">
    </audio>


//  <!--  <script type="importmap">
//        {
//            "imports": {
                "three": "https://unpkg.com/three@0.163.0/build/three.module.js",
                "three/addons/": "https://unpkg.com/three@0.163.0/examples/jsm/"
//            }
//        }
// </script> -->

        <script type="module">
            import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';
            import { EffectComposer } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/EffectComposer.js';
            import { RenderPass } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/RenderPass.js';
            import { UnrealBloomPass } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/UnrealBloomPass.js';

        // Game configuration
        const CONFIG = {
            GRID_SIZE: 25,           // Number of units across/deep
            CELL_SIZE: 1,            // Size of each grid cell/snake segment
            BASE_SPEED: 150,         // Base milliseconds between updates
            DIFFICULTY_LEVELS: {
                'EASY': { speedMultiplier: 1.3, obstacleMultiplier: 0.5 },
                'NORMAL': { speedMultiplier: 1.0, obstacleMultiplier: 1.0 },
                'HARD': { speedMultiplier: 0.7, obstacleMultiplier: 1.5 }
            },
            MAX_OBSTACLE_COUNT: 10,  // Maximum number of obstacles
            FOOD_TYPES: [
                { type: 'regular', color: 0x00ff00, points: 1, speedEffect: 0 },
                { type: 'special', color: 0x00ffff, points: 5, speedEffect: -10 },
                { type: 'rare', color: 0xff00ff, points: 10, speedEffect: 10 }
            ],
            COMBO_TIMEOUT: 5000,     // Milliseconds to get next food for combo
            HIGH_SCORES_COUNT: 5     // Number of high scores to save
        };

        // --- Particle System for Effects ---
        class ParticleSystem {
            constructor(scene) {
                this.scene = scene;
                this.particles = [];
                
                // Shared geometry for all particles
                this.geometry = new THREE.BoxGeometry(0.2, 0.2, 0.2);
            }
            
            createFoodEffect(position, color) {
                const count = 20; // Number of particles
                
                for (let i = 0; i < count; i++) {
                    // Create particle
                    const material = new THREE.MeshBasicMaterial({
                        color: color || 0x00ff00,
                        transparent: true,
                        opacity: 0.9
                    });
                    
                    const particle = new THREE.Mesh(this.geometry, material);
                    
                    // Set initial position
                    particle.position.copy(position);
                    
                    // Set random velocity
                    const velocity = new THREE.Vector3(
                        (Math.random() - 0.5) * 0.1,
                        (Math.random()) * 0.1,
                        (Math.random() - 0.5) * 0.1
                    );
                    
                    // Add to scene
                    this.scene.add(particle);
                    
                    // Store particle data
                    this.particles.push({
                        mesh: particle,
                        velocity: velocity,
                        life: 1.0,  // Life from 1.0 to 0.0
                        decay: 0.02 + Math.random() * 0.03 // Random decay rate
                    });
                }
            }
            
            update() {
                // Update all particles
                for (let i = this.particles.length - 1; i >= 0; i--) {
                    const particle = this.particles[i];
                    
                    // Update position
                    particle.mesh.position.add(particle.velocity);
                    
                    // Simulate gravity
                    particle.velocity.y -= 0.003;

                    // Update life
                    particle.life -= particle.decay;
                    
                    // Update opacity based on life
                    particle.mesh.material.opacity = particle.life;
                    
                    // Remove dead particles
                    if (particle.life <= 0) {
                        this.scene.remove(particle.mesh);
                        particle.mesh.material.dispose();
                        this.particles.splice(i, 1);
                    }
                }
            }
            
            clear() {
                // Remove all particles
                for (const particle of this.particles) {
                    this.scene.remove(particle.mesh);
                    particle.mesh.material.dispose();
                    particle.mesh.geometry.dispose();
                }
                this.particles = [];
            }
        }

        // Game state management
        const GameState = {
            MENU: 'menu',
            PLAYING: 'playing',
            PAUSED: 'paused',
            GAME_OVER: 'gameOver',
            currentState: 'menu',
            
            changeState(newState) {
                this.currentState = newState;
                
                // Handle UI changes based on state
                switch(newState) {
                    case this.MENU:
                        document.getElementById('gameScreen').style.display = 'flex';
                        document.getElementById('startScreen').style.display = 'block';
                        document.getElementById('gameOverScreen').style.display = 'none';
                        break;
                    case this.PLAYING:
                        document.getElementById('gameScreen').style.display = 'none';
                        break;
                    case this.PAUSED:
                        document.getElementById('gameScreen').style.display = 'flex';
                        document.getElementById('startScreen').style.display = 'none';
                        document.getElementById('gameOverScreen').style.display = 'none';
                        document.getElementById('pauseScreen').style.display = 'block';
                        break;
                    case this.GAME_OVER:
                        document.getElementById('gameScreen').style.display = 'flex';
                        document.getElementById('startScreen').style.display = 'none';
                        document.getElementById('gameOverScreen').style.display = 'block';
                        // The score will be updated by the game instance when it triggers game over
                        document.getElementById('gameOverSound').play();
                        break;
                }
            }
        };

        // --- Matrix Rain Background Effect ---
        class MatrixRain {
            constructor() {
                this.canvas = document.getElementById('matrixCanvas');
                this.ctx = this.canvas.getContext('2d');
                this.resize();
                
                this.fontSize = 14;
                this.columns = Math.floor(this.canvas.width / this.fontSize);
                this.drops = [];
                this.characters = '01アイウエオカキクケコサシスセソタチツテトナニヌネ<>{}[]()+-*/%=#@&?*:・゚✧  ≡       ░▒░▒░▒▓█║│·▓▒░█░▒▓█║│·▓▒░█░▒▓█║│·▓▒░█䷀    ▙⁞    ░▒▓█║│     ·▓▒░█▄▀■■▄▬▌▐     ⁞▏▄▀■■▄▬▌▐ ▄▀■■▄▬▌▐ .  ▛   ⁞▏ ▏ ⁚⁝   .';

                this.resetDrops();

                this.animate = this.animate.bind(this);
                this.animate();

                window.addEventListener('resize', this.handleResize.bind(this));
            }
            
            handleResize() {
                this.resize();
                this.columns = Math.floor(this.canvas.width / this.fontSize);
                this.resetDrops();
            }

            resize() {
                this.canvas.width = window.innerWidth;
                this.canvas.height = window.innerHeight;
            }
            
            resetDrops() {
                this.drops = [];
                for(let i = 0; i < this.columns; i++) {
                    // Start drops at random negative positions for staggered effect
                    this.drops[i] = Math.floor(Math.random() * -100);
                }
            }
            
            animate() {
                if (GameState.currentState === GameState.PLAYING) {
                    // Semi-transparent background to create fade effect
                    this.ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
                    this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
                    
                    this.ctx.fillStyle = '#0f0';
                    this.ctx.font = this.fontSize + 'px monospace';
                    
                    for(let i = 0; i < this.drops.length; i++) {
                        // Choose a random character
                        const text = this.characters.charAt(Math.floor(Math.random() * this.characters.length));
                        
                        // Draw the character
                        this.ctx.fillText(text, i * this.fontSize, this.drops[i] * this.fontSize);
                        
                        // Move drops down and reset when off the screen
                        if(this.drops[i] * this.fontSize > this.canvas.height && Math.random() > 0.975) {
                            this.drops[i] = 0;
                        }
                        this.drops[i]++;
                    }
                }
                requestAnimationFrame(this.animate);
            }
        }

        // --- Object pooling for performance optimization ---
        class ObjectPool {
            constructor(createFunc, initialCount = 10) {
                this.pool = [];
                this.createFunc = createFunc;
                
                // Populate the pool initially
                for (let i = 0; i < initialCount; i++) {
                    this.pool.push(this.createFunc());
                }
            }
            
            get() {
                if (this.pool.length > 0) {
                    return this.pool.pop();
                }
                return this.createFunc();
            }
            
            release(object) {
                this.pool.push(object);
            }
            
            clear() {
                this.pool = [];
            }
        }

        // --- Main Game Class ---
        class SnakeGame {
            constructor() {
                // Initialize properties
                this.scene = null;
                this.camera = null;
                this.renderer = null;
                this.snake = [];
                this.food = null;
                this.obstacles = [];
                this.direction = new THREE.Vector3(CONFIG.CELL_SIZE, 0, 0);
                this.nextDirection = new THREE.Vector3(CONFIG.CELL_SIZE, 0, 0);
                this.score = 0;
                this.highScore = this.loadHighScores()[0]?.score || 0;
                this.gameSpeed = CONFIG.BASE_SPEED;
                this.lastUpdateTime = 0;
                this.isGameOver = false;
                this.isPaused = false;
                this.gameLoopId = null;
                this.bounds = Math.floor(CONFIG.GRID_SIZE / 2) * CONFIG.CELL_SIZE;
                this.obstacleCount = CONFIG.MAX_OBSTACLE_COUNT;
                this.comboCount = 0;
                this.lastFoodTime = 0;
                this.currentDifficulty = 'NORMAL';
                this.particleSystem = null;
                this.headLight = null;

                // Initialize materials
                this.materials = {
                    snakeHead: new THREE.MeshStandardMaterial({
                        color: 0x0000ff,
                        emissive: 0x39FF14,
                        roughness: 0.8,
                        metalness: 0.22
                    }),
                    snakeBody: new THREE.MeshStandardMaterial({
                        color: 0x00ff00,
                        emissive: 0x005500,
                        roughness: 0.3,
                        metalness: 0.72
                    }),
                    food: new THREE.MeshBasicMaterial({
                        color: 0x00ff00,
                        wireframe: true
                    }),
                    obstacle: new THREE.MeshBasicMaterial({
                        color: 0x008800,
                        wireframe: true
                    }),
                    specialFood: new THREE.MeshBasicMaterial({
                        color: 0x00ffff,
                        wireframe: true
                    }),
                    rareFood: new THREE.MeshBasicMaterial({
                        color: 0xff00ff,
                        wireframe: true
                    })
                };

                // Initialize geometries
                this.geometries = {
                    segment: new THREE.BoxGeometry(
                        CONFIG.CELL_SIZE,
                        CONFIG.CELL_SIZE,
                        CONFIG.CELL_SIZE
                    ),
                    foodBox: new THREE.BoxGeometry(
                        CONFIG.CELL_SIZE * 0.8,
                        CONFIG.CELL_SIZE * 0.8,
                        CONFIG.CELL_SIZE * 0.8
                    ),
                    foodSphere: new THREE.SphereGeometry(
                        CONFIG.CELL_SIZE * 0.5,
                        16,
                        12
                    ),
                    foodTetrahedron: new THREE.TetrahedronGeometry(
                        CONFIG.CELL_SIZE * 0.6,
                        0
                    ),
                    obstacle: new THREE.BoxGeometry(
                        CONFIG.CELL_SIZE,
                        CONFIG.CELL_SIZE * 1.5,
                        CONFIG.CELL_SIZE
                    )
                };

                // Initialize object pools
                this.segmentPool = new ObjectPool(() => {
                    return new THREE.Mesh(this.geometries.segment, this.materials.snakeBody.clone());
                }, 20);

                this.obstaclePool = new ObjectPool(() => {
                    return new THREE.Mesh(this.geometries.obstacle, this.materials.obstacle);
                }, CONFIG.MAX_OBSTACLE_COUNT * 1.5);

                // Initialize the game
                this.setupEventListeners();
                this.init();
                
                // Create the matrix rain effect
                this.matrixRain = new MatrixRain();
                
                // Update high scores display
                this.updateHighScoresTable();
            }
            
            // Place food at random position
            placeFood() {
                let foodPos;
                let validPosition = false;
                let attempts = 0;
                const maxAttempts = 100; // Prevent infinite loop
                
                while (!validPosition && attempts < maxAttempts) {
                    foodPos = new THREE.Vector3(
                        Math.floor(Math.random() * CONFIG.GRID_SIZE - CONFIG.GRID_SIZE / 2) * CONFIG.CELL_SIZE,
                        0,
                        Math.floor(Math.random() * CONFIG.GRID_SIZE - CONFIG.GRID_SIZE / 2) * CONFIG.CELL_SIZE
                    );
                    
                    // Check collision with snake
                    let collisionWithSnake = this.snake.some(segment => 
                        segment.position.distanceTo(foodPos) < CONFIG.CELL_SIZE * 0.9
                    );
                    
                    // Check collision with obstacles
                    let collisionWithObstacle = this.obstacles.some(obstacle => 
                        obstacle.position.distanceTo(foodPos) < CONFIG.CELL_SIZE * 0.9
                    );
                    
                    validPosition = !collisionWithSnake && !collisionWithObstacle;
                    attempts++;
                }
                
                if (validPosition) {
                    this.food.position.copy(foodPos);
                } else {
                    // Fallback in case we can't find a position after max attempts
                    console.warn("Could not find valid position for food after max attempts");
                    this.food.position.set(0, 5, 0); // Place above play area
                }
            }
            
            // Create obstacles
            createObstacles() {
                // Clear existing obstacles
                for (const obstacle of this.obstacles) {
                    this.scene.remove(obstacle);
                }
                this.obstacles = [];
                
                // Create new obstacles
                for (let i = 0; i < this.obstacleCount; i++) {
                    let obstaclePos;
                    let validPosition = false;
                    let attempts = 0;
                    const maxAttempts = 50;
                    
                    while (!validPosition && attempts < maxAttempts) {
                        obstaclePos = new THREE.Vector3(
                            Math.floor(Math.random() * CONFIG.GRID_SIZE - CONFIG.GRID_SIZE / 2) * CONFIG.CELL_SIZE,
                            0,
                            Math.floor(Math.random() * CONFIG.GRID_SIZE - CONFIG.GRID_SIZE / 2) * CONFIG.CELL_SIZE
                        );
                        
                        // Check distance from snake start position
                        let tooCloseToStart = obstaclePos.length() < CONFIG.CELL_SIZE * 3;
                        
                        // Check collision with snake and other obstacles
                        let collisionWithSnake = this.snake.some(segment => 
                            segment.position.distanceTo(obstaclePos) < CONFIG.CELL_SIZE * 2
                        );
                        
                        let collisionWithObstacle = this.obstacles.some(obstacle => 
                            obstacle.position.distanceTo(obstaclePos) < CONFIG.CELL_SIZE
                        );
                        
                        validPosition = !tooCloseToStart && !collisionWithSnake && !collisionWithObstacle;
                        attempts++;
                    }
                    
                    if (validPosition) {
                        const obstacle = new THREE.Mesh(this.geometries.segment, this.materials.obstacle);
                        obstacle.position.copy(obstaclePos);
                        this.obstacles.push(obstacle);
                        this.scene.add(obstacle);
                    }
                }
            }
            
            // Clear all game objects for a new game
            clearGameObjects() {
                // Clear snake
                for (const segment of this.snake) {
                    this.scene.remove(segment);
                    this.segmentPool.release(segment);
                }
                this.snake = [];
                
                // Clear food
                if (this.food) {
                    this.scene.remove(this.food);
                    this.food = null;
                }
                
                // Clear obstacles
                for (const obstacle of this.obstacles) {
                    this.scene.remove(obstacle);
                }
                this.obstacles = [];
                
                // Clear particles
                this.particleSystem.clear();
            }
            
            // Update game logic
            update(time) {
                // Skip update if game is paused, over, or not playing
                if (this.isPaused || this.isGameOver || GameState.currentState !== GameState.PLAYING) {
                    return;
                }
                
                // Control game speed
                if (time - this.lastUpdateTime < this.gameSpeed) {
                    return;
                }
                this.lastUpdateTime = time;
                
                // Update direction safely
                this.direction = this.nextDirection.clone();
                
                // Get current head position
                const head = this.snake[0];
                const newHeadPos = head.position.clone().add(
                    this.direction.clone().multiplyScalar(CONFIG.CELL_SIZE)
                );
                
                // Check collision with walls
                const halfGrid = CONFIG.GRID_SIZE / 2;
                if (
                    newHeadPos.x > halfGrid * CONFIG.CELL_SIZE || 
                    newHeadPos.x < -halfGrid * CONFIG.CELL_SIZE ||
                    newHeadPos.z > halfGrid * CONFIG.CELL_SIZE || 
                    newHeadPos.z < -halfGrid * CONFIG.CELL_SIZE
                ) {
                    this.triggerGameOver();
                    return;
                }
                
                // Check collision with self
                for (let i = 1; i < this.snake.length; i++) {
                    if (newHeadPos.distanceTo(this.snake[i].position) < CONFIG.CELL_SIZE * 0.25) {
                        this.triggerGameOver();
                        return;
                    }
                }
                
                // Check collision with obstacles
                for (const obstacle of this.obstacles) {
                    if (newHeadPos.distanceTo(obstacle.position) < CONFIG.CELL_SIZE * 0.5) {
                        this.triggerGameOver();
                        return;
                    }
                }
                
                // Create new head segment
                const newHead = this.segmentPool.get();
                newHead.position.copy(newHeadPos);
                this.snake.unshift(newHead);
                this.scene.add(newHead);
                
                // Check for food collision
                if (this.food && newHeadPos.distanceTo(this.food.position) < CONFIG.CELL_SIZE * 0.5) {
                    // Get food properties
                    const foodType = this.food.userData;
                    
                    // Increase score
                    const basePoints = foodType.points || 1;
                    
                    // Handle combo system
                    const currentTime = performance.now();
                    if (currentTime - this.lastFoodTime < CONFIG.COMBO_TIMEOUT) {
                        this.comboCount++;
                    } else {
                        this.comboCount = 1;
                    }
                    this.lastFoodTime = currentTime;
                    
                    // Calculate final score with combo multiplier
                    const points = basePoints * this.comboCount;
                    this.score += points;
                    
                    // Show combo
                    if (this.comboCount > 1) {
                        const comboElement = document.getElementById('combo');
                        comboElement.textContent = `Combo x${this.comboCount}! +${points}`;
                        comboElement.style.opacity = 1;
                        
                        // Hide combo text after a delay
                        setTimeout(() => {
                            comboElement.style.opacity = 0;
                        }, 2000);
                    }
                    
                    // Update score display
                    document.getElementById('info').textContent = `Score: ${this.score} | High: ${Math.max(this.score, this.highScore)}`;
                    
                    // Apply speed effect from food type
                    if (foodType.speedEffect) {
                        this.gameSpeed = Math.max(50, this.gameSpeed - foodType.speedEffect);
                    }
                    
                    // Play eat sound
                    document.getElementById('eatSound').play();
                    
                    // Create particle effect at food position
                    this.particleSystem.createFoodEffect(this.food.position.clone(), foodType.color);
                    
                    // Place new food
                    this.chooseFoodType();
                    this.placeFood();
                } else {
                    // Remove tail if not eating
                    const tail = this.snake.pop();
                    this.scene.remove(tail);
                    this.segmentPool.release(tail);
                }
                
                // Update particles
                this.particleSystem.update();
                
                // Animate snake segments (subtle wave effect)
                for (let i = 0; i < this.snake.length; i++) {
                    const segment = this.snake[i];
                    segment.rotation.y = Math.sin(time * 0.001 + i * 0.2) * 0.1;
                    segment.position.y = Math.sin(time * 0.002 + i * 0.1) * 0.2;
                }
                
                // Animate food
                if (this.food) {
                    this.food.rotation.y += 0.05;
                    this.food.position.y = Math.sin(time * 0.002) * 0.3;
                }
            }
            
            // Choose a food type based on probability
            chooseFoodType() {
                // Food type probability
                const rand = Math.random();
                let foodType;
                
                if (rand < 0.05) {  // 5% chance for rare food
                    foodType = CONFIG.FOOD_TYPES[2];
                } else if (rand < 0.25) {  // 20% chance for special food
                    foodType = CONFIG.FOOD_TYPES[1];
                } else {  // 75% chance for regular food
                    foodType = CONFIG.FOOD_TYPES[0];
                }
                
                // Create food mesh with appropriate material
                let material;
                switch(foodType.type) {
                    case 'special':
                        material = this.materials.specialFood;
                        break;
                    case 'rare':
                        material = this.materials.rareFood;
                        break;
                    default:
                        material = this.materials.food;
                }
                
                // Create or update food mesh
                if (!this.food) {
                    this.food = new THREE.Mesh(
                        this.geometries.segment,
                        material
                    );
                    this.scene.add(this.food);
                } else {
                    this.food.material = material;
                }
                
                // Store food type data
                this.food.userData = foodType;
            }
            
            // Reset the game
            resetGame() {
                // Clear all game objects
                this.clearGameObjects();
                
                // Stop any playing audio
                document.getElementById('eatSound').pause();
                document.getElementById('gameOverSound').pause();
                document.getElementById('bgMusic').pause();
                
                // Reset game state
                this.direction = new THREE.Vector3(CONFIG.CELL_SIZE, 0, 0);
                this.nextDirection = new THREE.Vector3(CONFIG.CELL_SIZE, 0, 0);
                this.score = 0;
                this.gameSpeed = CONFIG.BASE_SPEED * CONFIG.DIFFICULTY_LEVELS[this.currentDifficulty].speedMultiplier;
                this.isGameOver = false;
                this.isPaused = false;
                this.comboCount = 0;
                this.lastFoodTime = 0;
                
                // Update obstacle count based on difficulty
                this.obstacleCount = Math.floor(CONFIG.MAX_OBSTACLE_COUNT * 
                                  CONFIG.DIFFICULTY_LEVELS[this.currentDifficulty].obstacleMultiplier);
                
                // Create initial snake
                const startSegment = this.segmentPool.get();
                startSegment.position.set(0, 0, 0);
                this.snake.push(startSegment);
                this.scene.add(startSegment);
                
                // Create food
                this.chooseFoodType();
                this.placeFood();
                
                // Create obstacles
                this.createObstacles();
                
                // Update score display
                document.getElementById('info').textContent = `Score: ${this.score} | High: ${this.highScore}`;
                
                // Start background music
                const music = document.getElementById('bgMusic');
                music.volume = 0.3;
                music.play();
            }
            
            // Start the game
            startGame() {
                this.resetGame();
                GameState.changeState(GameState.PLAYING);
                this.gameLoop();
            }
            
            // Game over
            triggerGameOver() {
                this.isGameOver = true;
                
                // Update final score display
                document.getElementById('finalScore').textContent = `Final Score: ${this.score}`;
                
                // Check for high score
                const highScores = this.loadHighScores();
                if (this.score > 0) {
                    // Add current score to high scores
                    highScores.push({
                        score: this.score,
                        difficulty: this.currentDifficulty,
                        date: new Date().toLocaleDateString()
                    });
                    
                    // Sort high scores
                    highScores.sort((a, b) => b.score - a.score);
                    
                    // Keep only top scores
                    const topScores = highScores.slice(0, CONFIG.HIGH_SCORES_COUNT);
                    
                    // Save high scores
                    localStorage.setItem('snakeHighScores', JSON.stringify(topScores));
                    
                    // Update high score if needed
                    this.highScore = Math.max(this.score, this.highScore);
                }
                
                // Update high scores table
                this.updateHighScoresTable();
                
                // Stop background music
                document.getElementById('bgMusic').pause();
                
                // Change game state to game over
                GameState.changeState(GameState.GAME_OVER);
            }
            
            // Game loop
            gameLoop(time) {
                // Update current time
                if (!time) time = 0;
                
                // Update game
                this.update(time);
                
                // Render scene
                this.render();
                
                // Continue game loop
                this.gameLoopId = requestAnimationFrame(this.gameLoop.bind(this));
            }
            
            // Render scene
            render() {
                this.renderer.render(this.scene, this.camera);
            }
            
            // Initialize game
            init() {
                // Create scene
                this.scene = new THREE.Scene();
                this.scene.background = new THREE.Color(0x000000);
                
                // Add fog for depth
                this.scene.fog = new THREE.Fog(0x000500, CONFIG.GRID_SIZE * 0.8, CONFIG.GRID_SIZE * 2.5);
                
                // Create camera
                this.camera = new THREE.PerspectiveCamera(
                    65, window.innerWidth / window.innerHeight, 0.1, 1000
                );
                this.camera.position.set(0, CONFIG.GRID_SIZE * 0.8, CONFIG.GRID_SIZE * 0.9);
                this.camera.lookAt(0, -CONFIG.GRID_SIZE * 0.1, 0);
                
                // Create renderer
                this.renderer = new THREE.WebGLRenderer({
                    canvas: document.getElementById('gameCanvas'),
                    antialias: true,
                    alpha: true
                });
                this.renderer.setSize(window.innerWidth, window.innerHeight);
                this.renderer.setPixelRatio(window.devicePixelRatio);
                
                // Create grid for visual reference
                const gridHelper = new THREE.GridHelper(
                    CONFIG.GRID_SIZE * CONFIG.CELL_SIZE, 
                    CONFIG.GRID_SIZE,
                    0x005500,
                    0x003300
                );
                gridHelper.position.y = -CONFIG.CELL_SIZE / 2;
                this.scene.add(gridHelper);
                
                // Add ambient light
                const ambientLight = new THREE.AmbientLight(0x404060);
                this.scene.add(ambientLight);
                
                // Add directional light
                const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
                directionalLight.position.set(5, 10, 7);
                this.scene.add(directionalLight);
                
                // Create head light
                this.headLight = new THREE.PointLight(0x00ff00, 1, CONFIG.CELL_SIZE * 3);
                this.scene.add(this.headLight);
                
                // Create particle system
                this.particleSystem = new ParticleSystem(this.scene);
                
                // Handle window resize
                window.addEventListener('resize', () => {
                    this.camera.aspect = window.innerWidth / window.innerHeight;
                    this.camera.updateProjectionMatrix();
                    this.renderer.setSize(window.innerWidth, window.innerHeight);
                });
            }
            
            // Set up event listeners
            setupEventListeners() {
                // Keyboard controls
                document.addEventListener('keydown', this.handleKeyDown.bind(this));
                
                // Touch controls with prevention
                const touchControls = document.getElementById('touchControls');
                const preventDefault = (e) => {
                    e.preventDefault();
                    e.stopPropagation();
                };
                
                document.getElementById('upBtn').addEventListener('touchstart', (e) => {
                    preventDefault(e);
                    this.handleDirectionChange(0, 0, -1);
                });
                document.getElementById('downBtn').addEventListener('touchstart', (e) => {
                    preventDefault(e);
                    this.handleDirectionChange(0, 0, 1);
                });
                document.getElementById('leftBtn').addEventListener('touchstart', (e) => {
                    preventDefault(e);
                    this.handleDirectionChange(-1, 0, 0);
                });
                document.getElementById('rightBtn').addEventListener('touchstart', (e) => {
                    preventDefault(e);
                    this.handleDirectionChange(1, 0, 0);
                });
                
                // Prevent touch events on game canvas
                document.getElementById('gameCanvas').addEventListener('touchstart', preventDefault, { passive: false });
                document.getElementById('gameCanvas').addEventListener('touchmove', preventDefault, { passive: false });
                
                // Show touch controls on mobile devices
                if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
                    touchControls.style.display = 'block';
                }
                
                // UI buttons
                document.getElementById('startBtn').addEventListener('click', () => {
                    this.startGame();
                });
                
                document.getElementById('restartBtn').addEventListener('click', () => {
                    this.startGame();
                });
                
                document.getElementById('menuBtn').addEventListener('click', () => {
                    GameState.changeState(GameState.MENU);
                });
                
                document.getElementById('difficultyBtn').addEventListener('click', () => {
                    this.cycleDifficulty();
                });
                
                // Pause screen buttons
                document.getElementById('resumeBtn').addEventListener('click', () => {
                    this.togglePause();
                });
                
                document.getElementById('quitBtn').addEventListener('click', () => {
                    GameState.changeState(GameState.MENU);
                });
            }
            
            // Cycle through difficulty levels
            cycleDifficulty() {
                const difficulties = Object.keys(CONFIG.DIFFICULTY_LEVELS);
                const currentIndex = difficulties.indexOf(this.currentDifficulty);
                const nextIndex = (currentIndex + 1) % difficulties.length;
                this.currentDifficulty = difficulties[nextIndex];
                
                document.getElementById('difficultyBtn').textContent = `DIFFICULTY: ${this.currentDifficulty}`;
            }
            
            // Handle keyboard input
            handleKeyDown(event) {
                if (GameState.currentState === GameState.PLAYING) {
                    switch(event.key) {
                        case 'ArrowUp':
                            this.handleDirectionChange(0, 0, -1);
                            event.preventDefault();
                            break;
                        case 'ArrowDown':
                            this.handleDirectionChange(0, 0, 1);
                            event.preventDefault();
                            break;
                        case 'ArrowLeft':
                            this.handleDirectionChange(-1, 0, 0);
                            event.preventDefault();
                            break;
                        case 'ArrowRight':
                            this.handleDirectionChange(1, 0, 0);
                            event.preventDefault();
                            break;
                        case 'p':
                        case 'P':
                            this.togglePause();
                            event.preventDefault();
                            break;
                    }
                } else if (GameState.currentState === GameState.GAME_OVER || 
                           GameState.currentState === GameState.MENU) {
                    if (event.key === 'Enter') {
                        this.startGame();
                        event.preventDefault();
                    }
                }
            }
            
            // Handle direction change
            handleDirectionChange(x, y, z) {
                const newDirection = new THREE.Vector3(x, y, z).normalize().multiplyScalar(CONFIG.CELL_SIZE);
                
                // Prevent 180-degree turns (moving directly backwards)
                if (this.direction.dot(newDirection) === -CONFIG.CELL_SIZE * CONFIG.CELL_SIZE) {
                    return;
                }
                
                this.nextDirection = newDirection;
            }
            
            // Toggle pause state
            togglePause() {
                this.isPaused = !this.isPaused;
                
                if (this.isPaused) {
                    // TODO: Show pause screen
                    document.getElementById('bgMusic').pause();
                } else {
                    document.getElementById('bgMusic').play();
                }
            }
            
            // Load high scores from local storage
            loadHighScores() {
                const scores = localStorage.getItem('snakeHighScores');
                return scores ? JSON.parse(scores) : [];
            }
            
            // Update high scores table
            updateHighScoresTable() {
                const highScores = this.loadHighScores();
                const table = document.getElementById('scoresTable');
                
                // Clear table except header
                while (table.rows.length > 1) {
                    table.deleteRow(1);
                }
                
                // Add high scores to table
                for (let i = 0; i < highScores.length; i++) {
                    const row = table.insertRow(-1);
                    
                    const rankCell = row.insertCell(0);
                    rankCell.textContent = i + 1;
                    
                    const scoreCell = row.insertCell(1);
                    scoreCell.textContent = highScores[i].score;
                    
                    const difficultyCell = row.insertCell(2);
                    difficultyCell.textContent = highScores[i].difficulty;
                }
            }
        }

        // Create and start the game
        const game = new SnakeGame();
        
        // Start the game when the page loads
        window.addEventListener('load', () => {
            GameState.changeState(GameState.MENU);
        });
    </script>
</body>
</html>