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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>Mattel Handheld Football - Built with anycoder</title>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
            font-family: 'Arial', sans-serif;
        }

        body {
            background: linear-gradient(135deg, #1a1a2e 0%, #16213e 100%);
            color: white;
            min-height: 100vh;
            display: flex;
            flex-direction: column;
            align-items: center;
            padding: 20px;
            overflow-x: hidden;
        }

        .header {
            width: 100%;
            max-width: 1200px;
            display: flex;
            justify-content: space-between;
            align-items: center;
            margin-bottom: 30px;
        }

        .logo {
            font-size: 24px;
            font-weight: bold;
            color: #ff4444;
            text-shadow: 0 0 10px rgba(255, 68, 68, 0.5);
        }

        .anycoder-link {
            color: #4a90e2;
            text-decoration: none;
            font-size: 14px;
            transition: all 0.3s ease;
        }

        .anycoder-link:hover {
            color: #6bb6ff;
            text-decoration: underline;
        }

        .container {
            width: 100%;
            max-width: 800px;
            display: flex;
            flex-direction: column;
            align-items: center;
            gap: 20px;
        }

        .game-container {
            width: 100%;
            height: 500px;
            position: relative;
            background: rgba(0, 0, 0, 0.3);
            border-radius: 10px;
            overflow: hidden;
            box-shadow: 0 0 30px rgba(0, 0, 0, 0.5);
        }

        .controls {
            width: 100%;
            display: flex;
            flex-direction: column;
            gap: 15px;
            align-items: center;
        }

        .control-row {
            width: 100%;
            display: flex;
            justify-content: center;
            gap: 20px;
        }

        .btn {
            padding: 12px 24px;
            background: #ff4444;
            color: white;
            border: none;
            border-radius: 5px;
            font-size: 16px;
            cursor: pointer;
            transition: all 0.2s ease;
            box-shadow: 0 4px 0 #cc0000;
        }

        .btn:hover {
            background: #ff6666;
            transform: translateY(-2px);
            box-shadow: 0 6px 0 #cc0000;
        }

        .btn:active {
            transform: translateY(2px);
            box-shadow: 0 2px 0 #cc0000;
        }

        .btn-secondary {
            background: #4a90e2;
            box-shadow: 0 4px 0 #1a5fb4;
        }

        .btn-secondary:hover {
            background: #6bb6ff;
        }

        .game-info {
            width: 100%;
            background: rgba(0, 0, 0, 0.5);
            padding: 15px;
            border-radius: 10px;
            text-align: center;
        }

        .instructions {
            margin-top: 20px;
            background: rgba(0, 0, 0, 0.5);
            padding: 20px;
            border-radius: 10px;
            max-width: 600px;
        }

        .instructions h3 {
            margin-bottom: 10px;
            color: #ff4444;
        }

        .instructions p {
            margin-bottom: 8px;
            line-height: 1.5;
        }

        @media (max-width: 768px) {
            .game-container {
                height: 400px;
            }

            .control-row {
                flex-direction: column;
                gap: 10px;
            }

            .btn {
                width: 100%;
                max-width: 300px;
            }
        }

        @media (max-width: 480px) {
            body {
                padding: 10px;
            }

            .game-container {
                height: 300px;
            }

            .btn {
                padding: 10px 18px;
                font-size: 14px;
            }
        }
    </style>
</head>
<body>
    <div class="header">
        <div class="logo">MATTEL FOOTBALL</div>
        <a href="https://huggingface.co/spaces/akhaliq/anycoder" class="anycoder-link">Built with anycoder</a>
    </div>

    <div class="container">
        <div class="game-container" id="game-container"></div>

        <div class="controls">
            <div class="control-row">
                <button class="btn" id="start-btn">START GAME</button>
                <button class="btn btn-secondary" id="reset-btn">RESET</button>
            </div>
            <div class="control-row">
                <button class="btn" id="pass-btn">PASS</button>
                <button class="btn" id="run-btn">RUN</button>
                <button class="btn" id="kick-btn">KICK</button>
            </div>
        </div>

        <div class="game-info">
            <h3>Game Status: <span id="game-status">Ready</span></h3>
            <p>Score: <span id="score">0 - 0</span></p>
            <p>Quarter: <span id="quarter">1</span></p>
            <p>Time: <span id="time">15:00</span></p>
        </div>

        <div class="instructions">
            <h3>How to Play:</h3>
            <p>1. Press START GAME to begin</p>
            <p>2. Use PASS, RUN, or KICK buttons to control your plays</p>
            <p>3. Try to score touchdowns (6 points) or field goals (3 points)</p>
            <p>4. The game simulates the classic Mattel handheld football experience</p>
            <p>5. First to score wins (just like the original!)</p>
        </div>
    </div>

    <script src="https://cdn.jsdelivr.net/npm/three@0.182.0/build/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.182.0/examples/js/controls/OrbitControls.js"></script>
    <script>
        // Game state
        let gameState = {
            started: false,
            score: [0, 0],
            quarter: 1,
            time: 900, // 15 minutes in seconds
            possession: 0, // 0 for player, 1 for CPU
            yardsToGo: 10,
            down: 1,
            yardLine: 20,
            gameOver: false,
            lastPlay: null,
            playTimer: 0,
            playInProgress: false
        };

        // Three.js setup
        let scene, camera, renderer, controls;
        let footballCase, screenMesh, buttons = [];
        let clock = new THREE.Clock();

        // Initialize the game
        function init() {
            // Create scene
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x1a1a2e);

            // Create camera
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 5, 15);

            // Create renderer
            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth * 0.8, 500);
            renderer.shadowMap.enabled = true;
            document.getElementById('game-container').appendChild(renderer.domElement);

            // Add orbit controls
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.enableDamping = true;
            controls.dampingFactor = 0.05;
            controls.screenSpacePanning = false;
            controls.minDistance = 5;
            controls.maxDistance = 30;
            controls.maxPolarAngle = Math.PI / 2;

            // Add lights
            const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
            scene.add(ambientLight);

            const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
            directionalLight.position.set(5, 10, 7);
            directionalLight.castShadow = true;
            directionalLight.shadow.mapSize.width = 1024;
            directionalLight.shadow.mapSize.height = 1024;
            scene.add(directionalLight);

            // Create the football case
            createFootballCase();

            // Add event listeners
            setupEventListeners();

            // Start animation loop
            animate();

            // Handle window resize
            window.addEventListener('resize', onWindowResize);
        }

        // Create the football case
        function createFootballCase() {
            // Main case (red plastic)
            const caseGeometry = new THREE.BoxGeometry(8, 4, 1);
            const caseMaterial = new THREE.MeshPhongMaterial({
                color: 0xff0000,
                shininess: 30,
                specular: 0x111111
            });
            footballCase = new THREE.Mesh(caseGeometry, caseMaterial);
            footballCase.position.y = 2;
            footballCase.castShadow = true;
            footballCase.receiveShadow = true;
            scene.add(footballCase);

            // Screen area (black with green LED effect)
            const screenGeometry = new THREE.PlaneGeometry(5, 2.5);
            const screenMaterial = new THREE.MeshBasicMaterial({
                color: 0x000000,
                transparent: true,
                opacity: 0.8
            });
            screenMesh = new THREE.Mesh(screenGeometry, screenMaterial);
            screenMesh.position.set(0, 2.1, 0.51);
            scene.add(screenMesh);

            // Create screen content (simulated LED display)
            createScreenContent();

            // Buttons
            createButtons();

            // Add some branding
            const logoGeometry = new THREE.PlaneGeometry(1.5, 0.5);
            const logoMaterial = new THREE.MeshBasicMaterial({
                color: 0xffffff,
                transparent: true,
                opacity: 0.9
            });
            const logo = new THREE.Mesh(logoGeometry, logoMaterial);
            logo.position.set(0, 3.5, 0.51);
            scene.add(logo);

            // Add some texture to the case
            const edgeGeometry = new THREE.BoxGeometry(8.2, 4.2, 0.2);
            const edgeMaterial = new THREE.MeshPhongMaterial({
                color: 0x330000,
                shininess: 10
            });
            const edge = new THREE.Mesh(edgeGeometry, edgeMaterial);
            edge.position.y = 2;
            scene.add(edge);
        }

        // Create screen content
        function createScreenContent() {
            // Create a canvas for the LED display
            const canvas = document.createElement('canvas');
            canvas.width = 256;
            canvas.height = 128;
            const ctx = canvas.getContext('2d');

            // Draw the initial screen
            updateScreenDisplay(ctx);

            // Create texture from canvas
            const texture = new THREE.CanvasTexture(canvas);

            // Update the screen mesh material
            screenMesh.material.map = texture;
            screenMesh.material.needsUpdate = true;
        }

        // Update the screen display
        function updateScreenDisplay(ctx) {
            // Clear the canvas
            ctx.fillStyle = '#000000';
            ctx.fillRect(0, 0, 256, 128);

            // Draw the "field"
            ctx.fillStyle = '#003300';
            ctx.fillRect(20, 20, 216, 88);

            // Draw yard lines
            ctx.strokeStyle = '#006600';
            ctx.lineWidth = 1;
            for (let i = 0; i < 10; i++) {
                const x = 20 + i * 21.6;
                ctx.beginPath();
                ctx.moveTo(x, 20);
                ctx.lineTo(x, 108);
                ctx.stroke();
            }

            // Draw the ball position
            const ballX = 20 + (gameState.yardLine / 100) * 216;
            ctx.fillStyle = '#ffcc00';
            ctx.beginPath();
            ctx.arc(ballX, 64, 8, 0, Math.PI * 2);
            ctx.fill();

            // Draw score and info
            ctx.fillStyle = '#ff0000';
            ctx.font = '16px Arial';
            ctx.textAlign = 'left';
            ctx.fillText(`SCORE: ${gameState.score[0]} - ${gameState.score[1]}`, 20, 16);

            ctx.textAlign = 'right';
            ctx.fillText(`QTR: ${gameState.quarter}`, 236, 16);

            ctx.textAlign = 'center';
            ctx.fillText(`${gameState.down} & ${gameState.yardsToGo}`, 128, 16);

            // Draw time
            const minutes = Math.floor(gameState.time / 60);
            const seconds = gameState.time % 60;
            const timeStr = `${minutes}:${seconds < 10 ? '0' : ''}${seconds}`;
            ctx.fillText(timeStr, 128, 118);

            // Draw last play
            if (gameState.lastPlay) {
                ctx.fillStyle = '#00ff00';
                ctx.font = '12px Arial';
                ctx.textAlign = 'center';
                ctx.fillText(gameState.lastPlay, 128, 108);
            }
        }

        // Create buttons
        function createButtons() {
            // Button positions and labels
            const buttonData = [
                { x: -2.5, y: 0.5, z: 0.51, label: 'START', color: 0x00ff00 },
                { x: 2.5, y: 0.5, z: 0.51, label: 'RESET', color: 0xffff00 },
                { x: -2.5, y: -0.5, z: 0.51, label: 'PASS', color: 0x00ffff },
                { x: 0, y: -0.5, z: 0.51, label: 'RUN', color: 0xff00ff },
                { x: 2.5, y: -0.5, z: 0.51, label: 'KICK', color: 0xff8800 }
            ];

            buttonData.forEach(data => {
                const buttonGeometry = new THREE.CylinderGeometry(0.4, 0.4, 0.2, 32);
                const buttonMaterial = new THREE.MeshPhongMaterial({
                    color: data.color,
                    shininess: 50
                });
                const button = new THREE.Mesh(buttonGeometry, buttonMaterial);
                button.position.set(data.x, data.y, data.z);
                button.userData = { label: data.label };
                scene.add(button);
                buttons.push(button);

                // Add button label
                const labelCanvas = document.createElement('canvas');
                labelCanvas.width = 128;
                labelCanvas.height = 32;
                const labelCtx = labelCanvas.getContext('2d');
                labelCtx.fillStyle = '#000000';
                labelCtx.fillRect(0, 0, 128, 32);
                labelCtx.fillStyle = '#ffffff';
                labelCtx.font = '16px Arial';
                labelCtx.textAlign = 'center';
                labelCtx.textBaseline = 'middle';
                labelCtx.fillText(data.label, 64, 16);

                const labelTexture = new THREE.CanvasTexture(labelCanvas);
                const labelMaterial = new THREE.MeshBasicMaterial({
                    map: labelTexture,
                    transparent: true
                });
                const labelMesh = new THREE.Mesh(
                    new THREE.PlaneGeometry(0.8, 0.2),
                    labelMaterial
                );
                labelMesh.position.set(data.x, data.y, 0.52);
                scene.add(labelMesh);
            });
        }

        // Setup event listeners
        function setupEventListeners() {
            document.getElementById('start-btn').addEventListener('click', startGame);
            document.getElementById('reset-btn').addEventListener('click', resetGame);
            document.getElementById('pass-btn').addEventListener('click', () => makePlay('PASS'));
            document.getElementById('run-btn').addEventListener('click', () => makePlay('RUN'));
            document.getElementById('kick-btn').addEventListener('click', () => makePlay('KICK'));
        }

        // Start the game
        function startGame() {
            if (gameState.gameOver) {
                resetGame();
            }

            gameState.started = true;
            gameState.gameOver = false;
            gameState.possession = 0;
            gameState.yardsToGo = 10;
            gameState.down = 1;
            gameState.yardLine = 20;
            gameState.lastPlay = null;

            document.getElementById('game-status').textContent = 'In Progress';
            updateGameInfo();

            // Start game timer
            if (!gameState.playInProgress) {
                gameState.playInProgress = true;
            }
        }

        // Reset the game
        function resetGame() {
            gameState = {
                started: false,
                score: [0, 0],
                quarter: 1,
                time: 900,
                possession: 0,
                yardsToGo: 10,
                down: 1,
                yardLine: 20,
                gameOver: false,
                lastPlay: null,
                playTimer: 0,
                playInProgress: false
            };

            document.getElementById('game-status').textContent = 'Ready';
            updateGameInfo();
            updateScreenDisplay(screenMesh.material.map.image.getContext('2d'));
        }

        // Make a play
        function makePlay(playType) {
            if (!gameState.started || gameState.gameOver || gameState.playInProgress) return;

            gameState.playInProgress = true;
            gameState.lastPlay = `YOU: ${playType}`;

            // Simulate the play with some randomness
            setTimeout(() => {
                let yardsGained = 0;
                let playResult = '';

                // Determine yards gained based on play type
                switch(playType) {
                    case 'PASS':
                        yardsGained = Math.floor(Math.random() * 20) - 5;
                        playResult = yardsGained > 0 ?
                            `Pass complete for ${yardsGained} yards!` :
                            `Incomplete pass!`;
                        break;
                    case 'RUN':
                        yardsGained = Math.floor(Math.random() * 8) - 2;
                        playResult = yardsGained > 0 ?
                            `Run for ${yardsGained} yards!` :
                            `Tackled for ${yardsGained} yard loss!`;
                        break;
                    case 'KICK':
                        if (gameState.down === 4) {
                            // Field goal attempt
                            const distance = 100 - gameState.yardLine;
                            const success = Math.random() > (distance / 100);
                            if (success) {
                                gameState.score[gameState.possession] += 3;
                                playResult = `Field goal GOOD! 3 points!`;
                                gameState.possession = 1 - gameState.possession;
                                gameState.yardLine = 20;
                                gameState.down = 1;
                                gameState.yardsToGo = 10;
                            } else {
                                playResult = `Field goal NO GOOD!`;
                                gameState.possession = 1 - gameState.possession;
                                gameState.yardLine = 100 - gameState.yardLine;
                                gameState.down = 1;
                                gameState.yardsToGo = 10;
                            }
                        } else {
                            // Punt
                            yardsGained = 30 + Math.floor(Math.random() * 20);
                            playResult = `Punt for ${yardsGained} yards!`;
                            gameState.possession = 1 - gameState.possession;
                            gameState.yardLine = 100 - (gameState.yardLine + yardsGained);
                            if (gameState.yardLine < 0) gameState.yardLine = 0;
                            gameState.down = 1;
                            gameState.yardsToGo = 10;
                        }
                        break;
                }

                // Update yard line for non-kick plays
                if (playType !== 'KICK' || gameState.down !== 4) {
                    gameState.yardLine += yardsGained;

                    // Check for touchdown
                    if (gameState.yardLine >= 100) {
                        gameState.score[gameState.possession] += 6;
                        playResult = `TOUCHDOWN! 6 points!`;
                        gameState.possession = 1 - gameState.possession;
                        gameState.yardLine = 20;
                        gameState.down = 1;
                        gameState.yardsToGo = 10;
                    } else {
                        // Update down and yards to go
                        gameState.yardsToGo -= yardsGained;
                        if (gameState.yardsToGo <= 0) {
                            gameState.down = 1;
                            gameState.yardsToGo = 10;
                        } else {
                            gameState.down++;
                            if (gameState.down > 4) {
                                playResult += ` Turnover on downs!`;
                                gameState.possession = 1 - gameState.possession;
                                gameState.yardLine = 100 - gameState.yardLine;
                                gameState.down = 1;
                                gameState.yardsToGo = 10;
                            }
                        }
                    }
                }

                gameState.lastPlay = playResult;
                updateGameInfo();

                // CPU turn
                if (gameState.possession === 1 && !gameState.gameOver) {
                    setTimeout(cpuPlay, 2000);
                } else {
                    gameState.playInProgress = false;
                }
            }, 1000);
        }

        // CPU makes a play
        function cpuPlay() {
            const plays = ['PASS', 'RUN', 'KICK'];
            const playType = plays[Math.floor(Math.random() * plays.length)];
            gameState.lastPlay = `CPU: ${playType}`;

            setTimeout(() => {
                let yardsGained = 0;
                let playResult = '';

                switch(playType) {
                    case 'PASS':
                        yardsGained = Math.floor(Math.random() * 15) - 3;
                        playResult = yardsGained > 0 ?
                            `CPU pass complete for ${yardsGained} yards!` :
                            `CPU pass incomplete!`;
                        break;
                    case 'RUN':
                        yardsGained = Math.floor(Math.random() * 6);
                        playResult = `CPU run for ${yardsGained} yards!`;
                        break;
                    case 'KICK':
                        if (gameState.down === 4) {
                            const distance = 100 - gameState.yardLine;
                            const success = Math.random() > (distance / 80);
                            if (success) {
                                gameState.score[gameState.possession] += 3;
                                playResult = `CPU field goal GOOD! 3 points!`;
                                gameState.possession = 1 - gameState.possession;
                                gameState.yardLine = 20;
                                gameState.down = 1;
                                gameState.yardsToGo = 10;
                            } else {
                                playResult = `CPU field goal NO GOOD!`;
                                gameState.possession = 1 - gameState.possession;
                                gameState.yardLine = 100 - gameState.yardLine;
                                gameState.down = 1;
                                gameState.yardsToGo = 10;
                            }
                        } else {
                            yardsGained = 35 + Math.floor(Math.random() * 15);
                            playResult = `CPU punt for ${yardsGained} yards!`;
                            gameState.possession = 1 - gameState.possession;
                            gameState.yardLine = 100 - (gameState.yardLine + yardsGained);
                            if (gameState.yardLine < 0) gameState.yardLine = 0;
                            gameState.down = 1;
                            gameState.yardsToGo = 10;
                        }
                        break;
                }

                if (playType !== 'KICK' || gameState.down !== 4) {
                    gameState.yardLine -= yardsGained;

                    if (gameState.yardLine <= 0) {
                        gameState.score[gameState.possession] += 6;
                        playResult = `CPU TOUCHDOWN! 6 points!`;
                        gameState.possession = 1 - gameState.possession;
                        gameState.yardLine = 80;
                        gameState.down = 1;
                        gameState.yardsToGo = 10;
                    } else {
                        gameState.yardsToGo -= yardsGained;
                        if (gameState.yardsToGo <= 0) {
                            gameState.down = 1;
                            gameState.yardsToGo = 10;
                        } else {
                            gameState.down++;
                            if (gameState.down > 4) {
                                playResult += ` CPU turnover on downs!`;
                                gameState.possession = 1 - gameState.possession;
                                gameState.yardLine = 100 - gameState.yardLine;
                                gameState.down = 1;
                                gameState.yardsToGo = 10;
                            }
                        }
                    }
                }

                gameState.lastPlay = playResult;
                updateGameInfo();
                gameState.playInProgress = false;
            }, 1000);
        }

        // Update game info display
        function updateGameInfo() {
            document.getElementById('score').textContent = `${gameState.score[0]} - ${gameState.score[1]}`;
            document.getElementById('quarter').textContent = gameState.quarter;
            document.getElementById('time').textContent =
                `${Math.floor(gameState.time / 60)}:${gameState.time % 60 < 10 ? '0' : ''}${gameState.time % 60}`;

            // Update screen display
            updateScreenDisplay(screenMesh.material.map.image.getContext('2d'));
            screenMesh.material.needsUpdate = true;
        }

        // Animation loop
        function animate() {
            requestAnimationFrame(animate);

            // Update game timer if game is in progress
            if (gameState.started && !gameState.gameOver && gameState.time > 0) {
                gameState.playTimer += clock.getDelta();

                if (gameState.playTimer >= 1) {
                    gameState.time--;
                    gameState.playTimer = 0;

                    // Check for quarter change
                    if (gameState.time <= 0) {
                        gameState.quarter++;
                        if (gameState.quarter > 4) {
                            gameState.gameOver = true;
                            document.getElementById('game-status').textContent = 'Game Over';

                            // Determine winner
                            if (gameState.score[0] > gameState.score[1]) {
                                gameState.lastPlay = 'YOU WIN!';
                            } else if (gameState.score[1] > gameState.score[0]) {
                                gameState.lastPlay = 'CPU WINS!';
                            } else {
                                gameState.lastPlay = 'TIE GAME!';
                            }
                        } else {
                            gameState.time = 900;
                            gameState.possession = 1 - gameState.possession;
                            gameState.yardLine = 20;
                            gameState.down = 1;
                            gameState.yardsToGo = 10;
                        }
                    }

                    updateGameInfo();
                }
            }

            // Rotate the football case slightly for visual interest
            if (footballCase) {
                footballCase.rotation.y += 0.005;
            }

            controls.update();
            renderer.render(scene, camera);
        }

        // Handle window resize
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth * 0.8, 500);
        }

        // Initialize the game when the page loads
        window.onload = init;
    </script>
</body>
</html>