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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>Columns of Old China</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        @keyframes fall {
            0% { transform: translateY(-100%); }
            100% { transform: translateY(0); }
        }
        
        @keyframes match {
            0% { transform: scale(1); opacity: 1; }
            50% { transform: scale(1.2); opacity: 0.8; }
            100% { transform: scale(0); opacity: 0; }
        }
        
        @keyframes fadeIn {
            from { opacity: 0; }
            to { opacity: 1; }
        }
        
        @keyframes pulse {
            0% { transform: scale(1); }
            50% { transform: scale(1.05); }
            100% { transform: scale(1); }
        }
        
        .falling {
            animation: fall 0.3s ease-out;
        }
        
        .matching {
            animation: match 0.5s ease-out forwards;
        }
        
        .fade-in {
            animation: fadeIn 1s ease-out;
        }
        
        .pulse {
            animation: pulse 2s infinite;
        }
        
        .game-container {
            touch-action: manipulation;
        }
        
        .gem {
            transition: all 0.1s ease;
        }
        
        .controls button:active {
            transform: scale(0.95);
        }
        
        #music-toggle {
            transition: all 0.3s ease;
        }
        
        .title-screen {
            background: linear-gradient(rgba(0, 0, 0, 0.7), rgba(0, 0, 0, 0.7)), 
                        url('https://images.unsplash.com/photo-1508804185872-d7badad00f7d?ixlib=rb-1.2.1&auto=format&fit=crop&w=1350&q=80');
            background-size: cover;
            background-position: center;
        }
        
        .chinese-pattern {
            background-image: url('https://www.transparenttextures.com/patterns/chinese-pattern.png');
        }
    </style>
</head>
<body class="bg-gray-900 text-white min-h-screen flex flex-col items-center justify-center p-4 chinese-pattern">
    <!-- Audio Elements -->
    <audio id="bgMusic" loop>
        <source src="https://assets.mixkit.co/music/preview/mixkit-chinese-traditional-market-1170.mp3" type="audio/mpeg">
    </audio>
    <audio id="moveSound">
        <source src="https://assets.mixkit.co/sfx/preview/mixkit-plastic-knock-1124.mp3" type="audio/mpeg">
    </audio>
    <audio id="rotateSound">
        <source src="https://assets.mixkit.co/sfx/preview/mixkit-bell-notification-933.mp3" type="audio/mpeg">
    </audio>
    <audio id="matchSound">
        <source src="https://assets.mixkit.co/sfx/preview/mixkit-winning-chimes-2015.mp3" type="audio/mpeg">
    </audio>
    <audio id="gameOverSound">
        <source src="https://assets.mixkit.co/sfx/preview/mixkit-retro-arcade-lose-2027.mp3" type="audio/mpeg">
    </audio>
    <audio id="clickSound">
        <source src="https://assets.mixkit.co/sfx/preview/mixkit-select-click-1109.mp3" type="audio/mpeg">
    </audio>
    <audio id="titleMusic" loop>
        <source src="https://assets.mixkit.co/music/preview/mixkit-chinese-traditional-flute-1171.mp3" type="audio/mpeg">
    </audio>
    
    <!-- Title Screen -->
    <div id="title-screen" class="absolute inset-0 flex flex-col items-center justify-center title-screen fade-in z-50">
        <div class="text-center max-w-2xl px-4">
            <h1 class="text-6xl md:text-8xl font-bold text-yellow-400 mb-6 font-serif tracking-wider pulse">
                <span class="text-red-500">C</span>
                <span class="text-orange-400">o</span>
                <span class="text-yellow-300">l</span>
                <span class="text-green-400">u</span>
                <span class="text-blue-400">m</span>
                <span class="text-indigo-400">n</span>
                <span class="text-purple-400">s</span>
                <br>
                <span class="text-xl md:text-2xl text-white">of Old China</span>
            </h1>
            
            <div class="mt-16 space-y-4">
                <button id="start-btn" class="bg-red-600 hover:bg-red-500 text-white px-8 py-3 rounded-lg text-xl font-bold tracking-wider transform transition hover:scale-105">
                    START GAME
                </button>
                <button id="how-to-play-btn" class="bg-yellow-600 hover:bg-yellow-500 text-white px-8 py-3 rounded-lg text-xl font-bold tracking-wider transform transition hover:scale-105">
                    HOW TO PLAY
                </button>
                <button id="credits-btn" class="bg-blue-600 hover:bg-blue-500 text-white px-8 py-3 rounded-lg text-xl font-bold tracking-wider transform transition hover:scale-105">
                    CREDITS
                </button>
            </div>
            
            <div class="mt-12 text-white text-opacity-70 text-sm">
                <p>Match 3 or more gems to score points!</p>
                <p class="mt-1">Use arrow keys, space bar, or touch controls</p>
            </div>
            
            <!-- Difficulty Selection -->
            <div id="difficulty-selection" class="mt-8 hidden">
                <h3 class="text-lg font-semibold mb-2">Select Difficulty:</h3>
                <div class="flex justify-center space-x-2">
                    <button data-difficulty="easy" class="bg-green-600 hover:bg-green-500 text-white px-4 py-2 rounded-lg">Easy</button>
                    <button data-difficulty="medium" class="bg-yellow-600 hover:bg-yellow-500 text-white px-4 py-2 rounded-lg">Medium</button>
                    <button data-difficulty="hard" class="bg-red-600 hover:bg-red-500 text-white px-4 py-2 rounded-lg">Hard</button>
                </div>
            </div>
            
            <!-- Audio permission button (hidden after first interaction) -->
            <button id="audio-permission" class="mt-8 bg-green-600 hover:bg-green-500 text-white px-6 py-2 rounded-lg text-lg">
                <i class="fas fa-volume-up mr-2"></i> Enable Audio
            </button>
        </div>
    </div>
    
    <!-- How to Play Screen -->
    <div id="how-to-play-screen" class="absolute inset-0 bg-black bg-opacity-90 flex flex-col items-center justify-center hidden z-50 p-4">
        <div class="max-w-md bg-gray-800 rounded-lg p-6">
            <h2 class="text-3xl font-bold text-yellow-400 mb-6 text-center">HOW TO PLAY</h2>
            
            <div class="space-y-4">
                <div class="flex items-start">
                    <div class="bg-red-500 text-white rounded-full w-8 h-8 flex items-center justify-center mr-3 mt-1 flex-shrink-0">
                        <i class="fas fa-arrow-left"></i>
                    </div>
                    <p>Move left</p>
                </div>
                
                <div class="flex items-start">
                    <div class="bg-red-500 text-white rounded-full w-8 h-8 flex items-center justify-center mr-3 mt-1 flex-shrink-0">
                        <i class="fas fa-arrow-right"></i>
                    </div>
                    <p>Move right</p>
                </div>
                
                <div class="flex items-start">
                    <div class="bg-red-500 text-white rounded-full w-8 h-8 flex items-center justify-center mr-3 mt-1 flex-shrink-0">
                        <i class="fas fa-arrow-down"></i>
                    </div>
                    <p>Drop faster</p>
                </div>
                
                <div class="flex items-start">
                    <div class="bg-red-500 text-white rounded-full w-8 h-8 flex items-center justify-center mr-3 mt-1 flex-shrink-0">
                        <i class="fas fa-arrow-up"></i>
                    </div>
                    <p>Rotate piece (Up Arrow)</p>
                </div>
                
                <div class="flex items-start">
                    <div class="bg-red-500 text-white rounded-full w-8 h-8 flex items-center justify-center mr-3 mt-1 flex-shrink-0">
                        <i class="fas fa-space-shuttle"></i>
                    </div>
                    <p>Rotate piece (Space Bar)</p>
                </div>
                
                <div class="flex items-start">
                    <div class="bg-red-500 text-white rounded-full w-8 h-8 flex items-center justify-center mr-3 mt-1 flex-shrink-0">
                        <i class="fas fa-mouse-pointer"></i>
                    </div>
                    <p>Click/Tap to rotate</p>
                </div>
                
                <div class="pt-4 border-t border-gray-700">
                    <p>Match 3 or more gems of the same color in any direction to score points.</p>
                    <p class="mt-2">Longer chains give more points!</p>
                </div>
            </div>
            
            <button id="back-from-how-to-play" class="mt-6 w-full bg-gray-700 hover:bg-gray-600 text-white px-4 py-2 rounded-lg">
                BACK
            </button>
        </div>
    </div>
    
    <!-- Credits Screen -->
    <div id="credits-screen" class="absolute inset-0 bg-black bg-opacity-90 flex flex-col items-center justify-center hidden z-50 p-4">
        <div class="max-w-md bg-gray-800 rounded-lg p-6">
            <h2 class="text-3xl font-bold text-yellow-400 mb-6 text-center">CREDITS</h2>
            
            <div class="space-y-4">
                <div>
                    <h3 class="text-xl font-semibold text-white">Game Design</h3>
                    <p>Columns of Old China</p>
                </div>
                
                <div>
                    <h3 class="text-xl font-semibold text-white">Music & Sounds</h3>
                    <p>Traditional Chinese melodies</p>
                    <p>Mixkit Sound Effects</p>
                </div>
                
                <div>
                    <h3 class="text-xl font-semibold text-white">Special Thanks</h3>
                    <p>To all puzzle game lovers!</p>
                </div>
            </div>
            
            <button id="back-from-credits" class="mt-6 w-full bg-gray-700 hover:bg-gray-600 text-white px-4 py-2 rounded-lg">
                BACK
            </button>
        </div>
    </div>
    
    <!-- Game Screen (hidden initially) -->
    <div id="game-screen" class="max-w-md w-full hidden">
        <header class="flex justify-between items-center mb-4">
            <h1 class="text-2xl font-bold text-yellow-400 flex items-center">
                <i class="fas fa-gem mr-2"></i> Columns of Old China
            </h1>
            <div class="flex items-center space-x-4">
                <button id="music-toggle" class="bg-red-600 hover:bg-red-500 text-white px-3 py-1 rounded-lg">
                    <i class="fas fa-music"></i>
                </button>
                <div class="bg-gray-800 px-3 py-1 rounded-lg">
                    <span class="text-yellow-300 font-mono text-xl" id="score">0</span>
                </div>
                <div class="bg-gray-800 px-3 py-1 rounded-lg hidden" id="high-score-container">
                    <span class="text-green-300 font-mono text-sm">HI: </span>
                    <span class="text-green-300 font-mono text-sm" id="high-score">0</span>
                </div>
                <button id="pause-btn" class="bg-gray-700 hover:bg-gray-600 text-white px-3 py-1 rounded-lg">
                    <i class="fas fa-pause"></i>
                </button>
            </div>
        </header>
        
        <div class="game-container bg-gray-800 rounded-lg overflow-hidden relative mb-4 border-2 border-yellow-700">
            <canvas id="gameCanvas" class="w-full block"></canvas>
            <div id="game-over" class="absolute inset-0 bg-black bg-opacity-80 flex flex-col items-center justify-center hidden">
                <h2 class="text-3xl font-bold text-red-500 mb-4">Game Over!</h2>
                <p class="text-xl mb-2">Your score: <span id="final-score" class="text-yellow-300">0</span></p>
                <p class="text-lg mb-6">High score: <span id="final-high-score" class="text-green-300">0</span></p>
                <div class="flex space-x-4">
                    <button id="restart-btn" class="bg-red-600 hover:bg-red-500 text-white px-6 py-2 rounded-lg text-lg">
                        Play Again
                    </button>
                    <button id="quit-btn" class="bg-gray-700 hover:bg-gray-600 text-white px-6 py-2 rounded-lg text-lg">
                        Quit
                    </button>
                </div>
            </div>
            <div id="pause-screen" class="absolute inset-0 bg-black bg-opacity-80 flex flex-col items-center justify-center hidden">
                <h2 class="text-3xl font-bold text-yellow-400 mb-4">Paused</h2>
                <button id="resume-btn" class="bg-red-600 hover:bg-red-500 text-white px-6 py-2 rounded-lg text-lg mb-4">
                    Resume
                </button>
                <button id="quit-to-menu-btn" class="bg-gray-700 hover:bg-gray-600 text-white px-6 py-2 rounded-lg text-lg">
                    Quit to Menu
                </button>
            </div>
        </div>
        
        <div class="controls flex justify-between mb-4">
            <button id="left-btn" class="bg-red-600 hover:bg-red-500 text-white w-16 h-16 rounded-full flex items-center justify-center">
                <i class="fas fa-arrow-left text-2xl"></i>
            </button>
            <button id="rotate-btn" class="bg-yellow-600 hover:bg-yellow-500 text-white w-16 h-16 rounded-full flex items-center justify-center">
                <i class="fas fa-sync-alt text-2xl"></i>
            </button>
            <button id="down-btn" class="bg-red-600 hover:bg-red-500 text-white w-16 h-16 rounded-full flex items-center justify-center">
                <i class="fas fa-arrow-down text-2xl"></i>
            </button>
            <button id="right-btn" class="bg-red-600 hover:bg-red-500 text-white w-16 h-16 rounded-full flex items-center justify-center">
                <i class="fas fa-arrow-right text-2xl"></i>
            </button>
        </div>
        
        <div class="flex justify-between items-center">
            <div class="bg-gray-800 px-4 py-2 rounded-lg">
                <span class="text-gray-400">Level:</span>
                <span class="text-green-400 font-mono ml-2" id="level">1</span>
            </div>
            <div class="bg-gray-800 px-4 py-2 rounded-lg">
                <span class="text-gray-400">Next:</span>
                <div id="next-piece" class="inline-block ml-2"></div>
            </div>
        </div>
    </div>

    <script>
        document.addEventListener('DOMContentLoaded', () => {
            // Game constants
            const COLS = 6;
            const ROWS = 12;
            const GEM_SIZE = 40;
            const GEM_TYPES = 5;
            const COLORS = [
                '#FF5252', // Red
                '#4CAF50', // Green
                '#2196F3', // Blue
                '#FFC107', // Yellow
                '#9C27B0', // Purple
            ];
            const GEM_SYMBOLS = ['福', '禄', '寿', '喜', '财']; // Chinese prosperity symbols
            
            // Game state
            let canvas, ctx;
            let grid = [];
            let currentPiece = null;
            let nextPiece = null;
            let score = 0;
            let highScore = localStorage.getItem('columnsHighScore') || 0;
            let level = 1;
            let gameSpeed = 800; // ms per fall
            let gameInterval;
            let isGameOver = false;
            let isPaused = false;
            let touchStartX = 0;
            let touchStartY = 0;
            let musicEnabled = false; // Start with music off until user enables
            let lastRotateTime = 0;
            const rotateCooldown = 200; // ms
            let fallProgress = 0; // For smooth falling
            let lastFallTime = 0;
            let difficulty = 'medium'; // Default difficulty
            let audioContext; // For better audio handling
            
            // Audio elements
            const bgMusic = document.getElementById('bgMusic');
            const moveSound = document.getElementById('moveSound');
            const rotateSound = document.getElementById('rotateSound');
            const matchSound = document.getElementById('matchSound');
            const gameOverSound = document.getElementById('gameOverSound');
            const clickSound = document.getElementById('clickSound');
            const titleMusic = document.getElementById('titleMusic');
            
            // UI elements
            const titleScreen = document.getElementById('title-screen');
            const howToPlayScreen = document.getElementById('how-to-play-screen');
            const creditsScreen = document.getElementById('credits-screen');
            const gameScreen = document.getElementById('game-screen');
            const audioPermissionBtn = document.getElementById('audio-permission');
            const difficultySelection = document.getElementById('difficulty-selection');
            
            // Initialize the game
            function init() {
                // Try to initialize audio context
                try {
                    audioContext = new (window.AudioContext || window.webkitAudioContext)();
                } catch (e) {
                    console.log("Web Audio API not supported");
                }
                
                canvas = document.getElementById('gameCanvas');
                ctx = canvas.getContext('2d');
                
                // Set canvas size based on game dimensions
                canvas.width = COLS * GEM_SIZE;
                canvas.height = ROWS * GEM_SIZE;
                
                // Initialize empty grid
                grid = Array(ROWS).fill().map(() => Array(COLS).fill(0));
                
                // Create first pieces
                currentPiece = createPiece();
                nextPiece = createPiece();
                updateNextPieceDisplay();
                
                // Update high score display
                updateHighScoreDisplay();
                
                // Start game loop
                gameInterval = setInterval(gameTick, 16); // 60fps for smooth animation
                
                // Event listeners
                document.getElementById('left-btn').addEventListener('click', () => movePiece(-1));
                document.getElementById('right-btn').addEventListener('click', () => movePiece(1));
                document.getElementById('down-btn').addEventListener('click', () => dropPiece());
                document.getElementById('rotate-btn').addEventListener('click', rotatePiece);
                document.getElementById('pause-btn').addEventListener('click', togglePause);
                document.getElementById('restart-btn').addEventListener('click', restartGame);
                document.getElementById('resume-btn').addEventListener('click', togglePause);
                document.getElementById('music-toggle').addEventListener('click', toggleMusic);
                document.getElementById('quit-btn').addEventListener('click', returnToTitle);
                document.getElementById('quit-to-menu-btn').addEventListener('click', returnToTitle);
                
                // Title screen buttons
                document.getElementById('start-btn').addEventListener('click', showDifficultySelection);
                document.getElementById('how-to-play-btn').addEventListener('click', showHowToPlay);
                document.getElementById('credits-btn').addEventListener('click', showCredits);
                document.getElementById('back-from-how-to-play').addEventListener('click', hideHowToPlay);
                document.getElementById('back-from-credits').addEventListener('click', hideCredits);
                
                // Difficulty buttons
                document.querySelectorAll('[data-difficulty]').forEach(btn => {
                    btn.addEventListener('click', () => {
                        difficulty = btn.dataset.difficulty;
                        startGame();
                    });
                });
                
                // Audio permission button
                audioPermissionBtn.addEventListener('click', enableAudio);
                
                // Touch controls
                canvas.addEventListener('touchstart', handleTouchStart, false);
                canvas.addEventListener('touchmove', handleTouchMove, false);
                
                // Click to rotate
                canvas.addEventListener('click', handleCanvasClick);
                
                // Keyboard controls
                document.addEventListener('keydown', handleKeyDown);
                
                // Draw initial state
                draw();
            }
            
            // Show difficulty selection
            function showDifficultySelection() {
                playSound(clickSound);
                document.getElementById('start-btn').classList.add('hidden');
                document.getElementById('how-to-play-btn').classList.add('hidden');
                document.getElementById('credits-btn').classList.add('hidden');
                difficultySelection.classList.remove('hidden');
            }
            
            // Enable audio after user interaction (required for autoplay)
            function enableAudio() {
                playSound(clickSound);
                musicEnabled = true;
                audioPermissionBtn.classList.add('hidden');
                
                // Update music toggle button
                const musicBtn = document.getElementById('music-toggle');
                musicBtn.classList.remove('bg-gray-700');
                musicBtn.classList.add('bg-red-600');
                
                // Start title music
                titleMusic.volume = 0.5;
                titleMusic.play().catch(e => console.log("Audio play error:", e));
            }
            
            // Start game from title screen
            function startGame() {
                playSound(clickSound);
                titleScreen.classList.add('hidden');
                titleMusic.pause();
                gameScreen.classList.remove('hidden');
                
                // Set initial speed based on difficulty
                switch(difficulty) {
                    case 'easy':
                        gameSpeed = 1000;
                        break;
                    case 'medium':
                        gameSpeed = 800;
                        break;
                    case 'hard':
                        gameSpeed = 600;
                        break;
                }
                
                if (musicEnabled) {
                    bgMusic.currentTime = 0;
                    bgMusic.play().catch(e => console.log("Audio play error:", e));
                }
                
                // Reset game state
                isGameOver = false;
                score = 0;
                level = 1;
                fallProgress = 0;
                document.getElementById('score').textContent = '0';
                document.getElementById('level').textContent = '1';
                document.getElementById('game-over').classList.add('hidden');
                
                // Clear grid
                grid = Array(ROWS).fill().map(() => Array(COLS).fill(0));
                
                // Create new pieces
                currentPiece = createPiece();
                nextPiece = createPiece();
                updateNextPieceDisplay();
                
                // Start game loop
                clearInterval(gameInterval);
                gameInterval = setInterval(gameTick, 16);
                lastFallTime = Date.now();
                
                draw();
            }
            
            // Return to title screen
            function returnToTitle() {
                playSound(clickSound);
                gameScreen.classList.add('hidden');
                document.getElementById('game-over').classList.add('hidden');
                document.getElementById('pause-screen').classList.add('hidden');
                bgMusic.pause();
                titleScreen.classList.remove('hidden');
                titleMusic.currentTime = 0;
                
                // Show buttons again
                document.getElementById('start-btn').classList.remove('hidden');
                document.getElementById('how-to-play-btn').classList.remove('hidden');
                document.getElementById('credits-btn').classList.remove('hidden');
                difficultySelection.classList.add('hidden');
                
                if (musicEnabled) {
                    titleMusic.play().catch(e => console.log("Audio play error:", e));
                }
            }
            
            // Show how to play screen
            function showHowToPlay() {
                playSound(clickSound);
                titleScreen.classList.add('hidden');
                howToPlayScreen.classList.remove('hidden');
            }
            
            // Hide how to play screen
            function hideHowToPlay() {
                playSound(clickSound);
                howToPlayScreen.classList.add('hidden');
                titleScreen.classList.remove('hidden');
            }
            
            // Show credits screen
            function showCredits() {
                playSound(clickSound);
                titleScreen.classList.add('hidden');
                creditsScreen.classList.remove('hidden');
            }
            
            // Hide credits screen
            function hideCredits() {
                playSound(clickSound);
                creditsScreen.classList.add('hidden');
                titleScreen.classList.remove('hidden');
            }
            
            // Create a new piece (3 gems)
            function createPiece() {
                const types = [];
                for (let i = 0; i < 3; i++) {
                    types.push(Math.floor(Math.random() * GEM_TYPES) + 1);
                }
                
                return {
                    x: Math.floor(COLS / 2) - 1,
                    y: 0,
                    types: types,
                    rotation: 0
                };
            }
            
            // Game tick - handles smooth falling and game timing
            function gameTick() {
                if (isGameOver || isPaused) return;
                
                const now = Date.now();
                const deltaTime = now - lastFallTime;
                
                // Check if it's time to move the piece down
                if (deltaTime >= gameSpeed) {
                    lastFallTime = now;
                    
                    if (canMove(0, 1)) {
                        currentPiece.y++;
                        fallProgress = 0;
                    } else {
                        lockPiece();
                        checkMatches();
                        currentPiece = nextPiece;
                        nextPiece = createPiece();
                        updateNextPieceDisplay();
                        
                        if (!canMove(0, 0)) {
                            gameOver();
                        }
                    }
                } else {
                    // Calculate falling progress for smooth animation
                    fallProgress = deltaTime / gameSpeed;
                }
                
                draw();
            }
            
            // Move piece left or right
            function movePiece(dx) {
                if (isGameOver || isPaused) return;
                
                if (canMove(dx, 0)) {
                    currentPiece.x += dx;
                    playSound(moveSound);
                    draw();
                }
            }
            
            // Rotate piece
            function rotatePiece() {
                if (isGameOver || isPaused) return;
                
                const now = Date.now();
                if (now - lastRotateTime < rotateCooldown) return;
                lastRotateTime = now;
                
                const rotatedTypes = [...currentPiece.types];
                rotatedTypes.unshift(rotatedTypes.pop());
                
                // Check if rotation is possible
                const oldTypes = currentPiece.types;
                currentPiece.types = rotatedTypes;
                
                if (!canMove(0, 0)) {
                    currentPiece.types = oldTypes;
                } else {
                    playSound(rotateSound);
                }
                
                draw();
            }
            
            // Drop piece to the bottom
            function dropPiece() {
                if (isGameOver || isPaused) return;
                
                while (canMove(0, 1)) {
                    currentPiece.y++;
                }
                
                playSound(moveSound);
                lockPiece();
                checkMatches();
                currentPiece = nextPiece;
                nextPiece = createPiece();
                updateNextPieceDisplay();
                
                if (!canMove(0, 0)) {
                    gameOver();
                }
                
                draw();
            }
            
            // Check if piece can move to (dx, dy)
            function canMove(dx, dy) {
                for (let i = 0; i < 3; i++) {
                    const x = currentPiece.x + dx;
                    const y = currentPiece.y + dy + i;
                    
                    // Check boundaries
                    if (x < 0 || x >= COLS || y >= ROWS) {
                        return false;
                    }
                    
                    // Check if cell is occupied (only when moving down)
                    if (y >= 0 && grid[y][x] !== 0) {
                        return false;
                    }
                }
                
                return true;
            }
            
            // Lock piece in place
            function lockPiece() {
                for (let i = 0; i < 3; i++) {
                    const y = currentPiece.y + i;
                    const x = currentPiece.x;
                    
                    if (y >= 0) {
                        grid[y][x] = currentPiece.types[i];
                    }
                }
            }
            
            // Check for matches in all directions
            function checkMatches() {
                let matchesFound = false;
                let matchedCells = Array(ROWS).fill().map(() => Array(COLS).fill(false));
                
                // Check horizontal matches
                for (let y = 0; y < ROWS; y++) {
                    for (let x = 0; x < COLS - 2; x++) {
                        if (grid[y][x] !== 0 && 
                            grid[y][x] === grid[y][x+1] && 
                            grid[y][x] === grid[y][x+2]) {
                            
                            // Check for longer matches
                            let length = 3;
                            while (x + length < COLS && grid[y][x] === grid[y][x+length]) {
                                length++;
                            }
                            
                            // Mark all matching cells
                            for (let i = 0; i < length; i++) {
                                matchedCells[y][x+i] = true;
                            }
                            
                            matchesFound = true;
                        }
                    }
                }
                
                // Check vertical matches
                for (let x = 0; x < COLS; x++) {
                    for (let y = 0; y < ROWS - 2; y++) {
                        if (grid[y][x] !== 0 && 
                            grid[y][x] === grid[y+1][x] && 
                            grid[y][x] === grid[y+2][x]) {
                            
                            // Check for longer matches
                            let length = 3;
                            while (y + length < ROWS && grid[y][x] === grid[y+length][x]) {
                                length++;
                            }
                            
                            // Mark all matching cells
                            for (let i = 0; i < length; i++) {
                                matchedCells[y+i][x] = true;
                            }
                            
                            matchesFound = true;
                        }
                    }
                }
                
                // Check diagonal (top-left to bottom-right) matches
                for (let y = 0; y < ROWS - 2; y++) {
                    for (let x = 0; x < COLS - 2; x++) {
                        if (grid[y][x] !== 0 && 
                            grid[y][x] === grid[y+1][x+1] && 
                            grid[y][x] === grid[y+2][x+2]) {
                            
                            // Check for longer matches
                            let length = 3;
                            while (y + length < ROWS && x + length < COLS && 
                                   grid[y][x] === grid[y+length][x+length]) {
                                length++;
                            }
                            
                            // Mark all matching cells
                            for (let i = 0; i < length; i++) {
                                matchedCells[y+i][x+i] = true;
                            }
                            
                            matchesFound = true;
                        }
                    }
                }
                
                // Check diagonal (top-right to bottom-left) matches
                for (let y = 0; y < ROWS - 2; y++) {
                    for (let x = 2; x < COLS; x++) {
                        if (grid[y][x] !== 0 && 
                            grid[y][x] === grid[y+1][x-1] && 
                            grid[y][x] === grid[y+2][x-2]) {
                            
                            // Check for longer matches
                            let length = 3;
                            while (y + length < ROWS && x - length >= 0 && 
                                   grid[y][x] === grid[y+length][x-length]) {
                                length++;
                            }
                            
                            // Mark all matching cells
                            for (let i = 0; i < length; i++) {
                                matchedCells[y+i][x-i] = true;
                            }
                            
                            matchesFound = true;
                        }
                    }
                }
                
                // If matches found, remove them and add score
                if (matchesFound) {
                    // Count matches first for scoring
                    let matchCount = 0;
                    for (let y = 0; y < ROWS; y++) {
                        for (let x = 0; x < COLS; x++) {
                            if (matchedCells[y][x]) matchCount++;
                        }
                    }
                    
                    // Add score (more points for longer matches)
                    const points = matchCount * matchCount * 10 * level;
                    score += points;
                    updateScore();
                    
                    // Play match sound
                    playSound(matchSound);
                    
                    // Remove matched gems with animation
                    animateMatches(matchedCells);
                    
                    // Drop remaining gems after a delay
                    setTimeout(() => {
                        dropGemsAfterMatch();
                        checkMatches(); // Check for chain reactions
                    }, 500);
                }
                
                return matchesFound;
            }
            
            // Animate matched gems
            function animateMatches(matchedCells) {
                for (let y = 0; y < ROWS; y++) {
                    for (let x = 0; x < COLS; x++) {
                        if (matchedCells[y][x]) {
                            const gem = document.createElement('div');
                            gem.className = 'gem absolute rounded-full flex items-center justify-center text-white font-bold';
                            gem.style.width = `${GEM_SIZE - 4}px`;
                            gem.style.height = `${GEM_SIZE - 4}px`;
                            gem.style.left = `${x * GEM_SIZE + 2}px`;
                            gem.style.top = `${y * GEM_SIZE + 2}px`;
                            gem.style.backgroundColor = COLORS[grid[y][x] - 1];
                            gem.textContent = GEM_SYMBOLS[grid[y][x] - 1];
                            gem.style.zIndex = '10';
                            gem.classList.add('matching');
                            
                            canvas.parentNode.appendChild(gem);
                            
                            // Remove after animation
                            setTimeout(() => {
                                gem.remove();
                            }, 500);
                        }
                    }
                }
                
                // Clear matched cells from grid
                for (let y = 0; y < ROWS; y++) {
                    for (let x = 0; x < COLS; x++) {
                        if (matchedCells[y][x]) {
                            grid[y][x] = 0;
                        }
                    }
                }
            }
            
            // Drop gems after matches are cleared
            function dropGemsAfterMatch() {
                for (let x = 0; x < COLS; x++) {
                    let emptyRow = ROWS - 1;
                    
                    for (let y = ROWS - 1; y >= 0; y--) {
                        if (grid[y][x] !== 0) {
                            if (y !== emptyRow) {
                                grid[emptyRow][x] = grid[y][x];
                                grid[y][x] = 0;
                            }
                            emptyRow--;
                        }
                    }
                }
                
                draw();
            }
            
            // Update score display
            function updateScore() {
                // Format score with commas
                document.getElementById('score').textContent = score.toLocaleString();
                
                // Update high score if needed
                if (score > highScore) {
                    highScore = score;
                    localStorage.setItem('columnsHighScore', highScore);
                    updateHighScoreDisplay();
                }
                
                // Level up every 5000 points
                const newLevel = Math.floor(score / 5000) + 1;
                if (newLevel > level) {
                    level = newLevel;
                    document.getElementById('level').textContent = level;
                    
                    // Increase game speed (but not too fast)
                    switch(difficulty) {
                        case 'easy':
                            gameSpeed = Math.max(400, 1000 - (level - 1) * 100);
                            break;
                        case 'medium':
                            gameSpeed = Math.max(300, 800 - (level - 1) * 100);
                            break;
                        case 'hard':
                            gameSpeed = Math.max(200, 600 - (level - 1) * 100);
                            break;
                    }
                    
                    // Show level up message
                    showMessage(`Level ${level}!`, 'text-yellow-400');
                }
            }
            
            // Update high score display
            function updateHighScoreDisplay() {
                if (highScore > 0) {
                    document.getElementById('high-score-container').classList.remove('hidden');
                    document.getElementById('high-score').textContent = highScore.toLocaleString();
                    document.getElementById('final-high-score').textContent = highScore.toLocaleString();
                }
            }
            
            // Show temporary message
            function showMessage(text, colorClass) {
                const msg = document.createElement('div');
                msg.className = `absolute top-1/2 left-1/2 transform -translate-x-1/2 -translate-y-1/2 text-2xl font-bold ${colorClass} opacity-0 transition-opacity duration-300`;
                msg.textContent = text;
                canvas.parentNode.appendChild(msg);
                
                setTimeout(() => {
                    msg.classList.remove('opacity-0');
                    msg.classList.add('opacity-100');
                }, 10);
                
                setTimeout(() => {
                    msg.classList.remove('opacity-100');
                    msg.classList.add('opacity-0');
                    setTimeout(() => msg.remove(), 300);
                }, 1000);
            }
            
            // Update next piece display
            function updateNextPieceDisplay() {
                const container = document.getElementById('next-piece');
                container.innerHTML = '';
                
                for (let i = 0; i < 3; i++) {
                    const gem = document.createElement('div');
                    gem.className = 'gem inline-block rounded-full flex items-center justify-center text-white font-bold mx-1';
                    gem.style.width = '24px';
                    gem.style.height = '24px';
                    gem.style.backgroundColor = COLORS[nextPiece.types[i] - 1];
                    gem.textContent = GEM_SYMBOLS[nextPiece.types[i] - 1];
                    container.appendChild(gem);
                }
            }
            
            // Draw the game state with smooth falling
            function draw() {
                // Clear canvas
                ctx.clearRect(0, 0, canvas.width, canvas.height);
                
                // Draw grid background
                ctx.fillStyle = '#1F2937';
                ctx.fillRect(0, 0, canvas.width, canvas.height);
                
                // Draw grid lines
                ctx.strokeStyle = '#374151';
                ctx.lineWidth = 1;
                
                for (let x = 0; x <= COLS; x++) {
                    ctx.beginPath();
                    ctx.moveTo(x * GEM_SIZE, 0);
                    ctx.lineTo(x * GEM_SIZE, ROWS * GEM_SIZE);
                    ctx.stroke();
                }
                
                for (let y = 0; y <= ROWS; y++) {
                    ctx.beginPath();
                    ctx.moveTo(0, y * GEM_SIZE);
                    ctx.lineTo(COLS * GEM_SIZE, y * GEM_SIZE);
                    ctx.stroke();
                }
                
                // Draw locked gems
                for (let y = 0; y < ROWS; y++) {
                    for (let x = 0; x < COLS; x++) {
                        if (grid[y][x] !== 0) {
                            drawGem(x, y, grid[y][x]);
                        }
                    }
                }
                
                // Draw current piece with smooth falling
                if (currentPiece) {
                    for (let i = 0; i < 3; i++) {
                        const y = currentPiece.y + i + fallProgress;
                        if (y >= 0) {
                            drawGem(currentPiece.x, y, currentPiece.types[i]);
                        }
                    }
                }
            }
            
            // Draw a single gem
            function drawGem(x, y, type) {
                const size = GEM_SIZE - 4;
                const centerX = x * GEM_SIZE + GEM_SIZE / 2;
                const centerY = Math.floor(y) * GEM_SIZE + GEM_SIZE / 2 + (y % 1) * GEM_SIZE;
                
                // Gem base
                ctx.fillStyle = COLORS[type - 1];
                ctx.beginPath();
                ctx.arc(centerX, centerY, size / 2, 0, Math.PI * 2);
                ctx.fill();
                
                // Gem highlight
                ctx.fillStyle = 'rgba(255, 255, 255, 0.2)';
                ctx.beginPath();
                ctx.arc(centerX - size/6, centerY - size/6, size/4, 0, Math.PI * 2);
                ctx.fill();
                
                // Gem symbol
                ctx.fillStyle = 'white';
                ctx.font = `bold ${size/2}px Arial`;
                ctx.textAlign = 'center';
                ctx.textBaseline = 'middle';
                ctx.fillText(GEM_SYMBOLS[type - 1], centerX, centerY);
            }
            
            // Game over
            function gameOver() {
                isGameOver = true;
                clearInterval(gameInterval);
                document.getElementById('final-score').textContent = score.toLocaleString();
                document.getElementById('game-over').classList.remove('hidden');
                playSound(gameOverSound);
            }
            
            // Restart game
            function restartGame() {
                playSound(clickSound);
                isGameOver = false;
                score = 0;
                level = 1;
                
                // Reset speed based on difficulty
                switch(difficulty) {
                    case 'easy':
                        gameSpeed = 1000;
                        break;
                    case 'medium':
                        gameSpeed = 800;
                        break;
                    case 'hard':
                        gameSpeed = 600;
                        break;
                }
                
                fallProgress = 0;
                document.getElementById('score').textContent = '0';
                document.getElementById('level').textContent = '1';
                document.getElementById('game-over').classList.add('hidden');
                
                // Clear grid
                grid = Array(ROWS).fill().map(() => Array(COLS).fill(0));
                
                // Create new pieces
                currentPiece = createPiece();
                nextPiece = createPiece();
                updateNextPieceDisplay();
                
                // Start game loop
                clearInterval(gameInterval);
                gameInterval = setInterval(gameTick, 16);
                lastFallTime = Date.now();
                
                draw();
            }
            
            // Toggle pause
            function togglePause() {
                playSound(clickSound);
                isPaused = !isPaused;
                
                if (isPaused) {
                    document.getElementById('pause-screen').classList.remove('hidden');
                    if (musicEnabled) bgMusic.pause();
                } else {
                    document.getElementById('pause-screen').classList.add('hidden');
                    lastFallTime = Date.now(); // Reset timer to avoid instant drop
                    if (musicEnabled) bgMusic.play();
                }
            }
            
            // Toggle music
            function toggleMusic() {
                playSound(clickSound);
                musicEnabled = !musicEnabled;
                const musicBtn = document.getElementById('music-toggle');
                
                if (musicEnabled) {
                    musicBtn.classList.remove('bg-gray-700');
                    musicBtn.classList.add('bg-red-600');
                    bgMusic.play().catch(e => console.log("Audio play error:", e));
                } else {
                    musicBtn.classList.remove('bg-red-600');
                    musicBtn.classList.add('bg-gray-700');
                    bgMusic.pause();
                }
            }
            
            // Play sound effect
            function playSound(sound) {
                if (!musicEnabled) return;
                
                // Try to use Web Audio API if available for better reliability
                if (audioContext) {
                    const source = audioContext.createBufferSource();
                    fetch(sound.src)
                        .then(response => response.arrayBuffer())
                        .then(arrayBuffer => audioContext.decodeAudioData(arrayBuffer))
                        .then(audioBuffer => {
                            source.buffer = audioBuffer;
                            source.connect(audioContext.destination);
                            source.start(0);
                        })
                        .catch(e => {
                            console.log("Web Audio API error:", e);
                            // Fallback to HTML5 Audio
                            sound.currentTime = 0;
                            sound.play().catch(e => console.log("Sound play error:", e));
                        });
                } else {
                    // Fallback to HTML5 Audio
                    sound.currentTime = 0;
                    sound.play().catch(e => console.log("Sound play error:", e));
                }
            }
            
            // Handle canvas click (for rotation)
            function handleCanvasClick(e) {
                if (isGameOver || isPaused) return;
                
                // Only rotate if click is on the game area (not UI elements)
                const rect = canvas.getBoundingClientRect();
                const x = e.clientX - rect.left;
                const y = e.clientY - rect.top;
                
                if (x >= 0 && x <= canvas.width && y >= 0 && y <= canvas.height) {
                    rotatePiece();
                }
            }
            
            // Handle keyboard input
            function handleKeyDown(e) {
                if (isGameOver) return;
                
                switch (e.key) {
                    case 'ArrowLeft':
                        movePiece(-1);
                        e.preventDefault();
                        break;
                    case 'ArrowRight':
                        movePiece(1);
                        e.preventDefault();
                        break;
                    case 'ArrowDown':
                        dropPiece();
                        e.preventDefault();
                        break;
                    case 'ArrowUp':
                        rotatePiece();
                        e.preventDefault();
                        break;
                    case ' ':
                        rotatePiece();
                        e.preventDefault();
                        break;
                    case 'p':
                    case 'P':
                        togglePause();
                        e.preventDefault();
                        break;
                    case 'm':
                    case 'M':
                        toggleMusic();
                        e.preventDefault();
                        break;
                    case 'Escape':
                        if (!titleScreen.classList.contains('hidden')) break;
                        if (howToPlayScreen.classList.contains('hidden') && 
                            creditsScreen.classList.contains('hidden')) {
                            togglePause();
                        }
                        e.preventDefault();
                        break;
                }
            }
            
            // Handle touch start for swipe controls
            function handleTouchStart(e) {
                touchStartX = e.touches[0].clientX;
                touchStartY = e.touches[0].clientY;
            }
            
            // Handle touch move for swipe controls
            function handleTouchMove(e) {
                if (!touchStartX || !touchStartY || isGameOver || isPaused) return;
                
                const touchEndX = e.touches[0].clientX;
                const touchEndY = e.touches[0].clientY;
                const dx = touchEndX - touchStartX;
                const dy = touchEndY - touchStartY;
                
                // Determine if it's a horizontal or vertical swipe
                if (Math.abs(dx) > Math.abs(dy)) {
                    // Horizontal swipe
                    if (dx > 50) {
                        movePiece(1);
                        touchStartX = 0;
                        touchStartY = 0;
                    } else if (dx < -50) {
                        movePiece(-1);
                        touchStartX = 0;
                        touchStartY = 0;
                    }
                } else {
                    // Vertical swipe
                    if (dy > 50) {
                        dropPiece();
                        touchStartX = 0;
                        touchStartY = 0;
                    } else if (dy < -50) {
                        rotatePiece();
                        touchStartX = 0;
                        touchStartY = 0;
                    }
                }
                
                e.preventDefault();
            }
            
            // Start the game
            init();
        });
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=Michaelx1987/columns" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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