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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>Ball Sort Puzzle</title>
  <style>
    * {
      margin: 0;
      padding: 0;
      box-sizing: border-box;
      font-family: 'Arial', sans-serif;
    }
    body {
      background: linear-gradient(135deg, #1a2a6c, #b21f1f, #fdbb2d);
      height: 100vh;
      display: flex;
      flex-direction: column;
      align-items: center;
      justify-content: center;
      color: white;
      overflow: hidden;
    }
    .game-container {
      display: flex;
      flex-direction: column;
      align-items: center;
      width: 100%;
      max-width: 800px;
      padding: 20px;
      position: relative;
    }
    h1 {
      margin-bottom: 20px;
      font-size: 2.5rem;
      text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.5);
      text-align: center;
    }
    .tubes-container {
      display: flex;
      flex-wrap: wrap;
      justify-content: center;
      gap: 20px;
      width: 100%;
      margin: 30px 0;
    }
    .tube {
      width: 60px;
      height: 200px;
      background-color: rgba(255, 255, 255, 0.1);
      border-radius: 5px 5px 0 0;
      position: relative;
      cursor: pointer;
      border: 2px solid rgba(255, 255, 255, 0.3);
      display: flex;
      flex-direction: column-reverse;
      align-items: center;
      transition: transform 0.2s, box-shadow 0.2s;
      margin-bottom: 40px;
    }
    .tube::after {
      content: '';
      position: absolute;
      bottom: -20px;
      left: -2px;
      right: -2px;
      height: 20px;
      background-color: rgba(255, 255, 255, 0.1);
      border-radius: 0 0 5px 5px;
      border: 2px solid rgba(255, 255, 255, 0.3);
    }
    .tube:hover {
      transform: translateY(-5px);
    }
    .tube.selected {
      transform: scale(1.05);
      box-shadow: 0 0 15px rgba(255, 255, 255, 0.7);
    }
    .tube.valid-move {
      animation: pulse 1.5s infinite;
      box-shadow: 0 0 15px rgba(0, 255, 0, 0.7);
    }
    @keyframes pulse {
      0% { box-shadow: 0 0 10px rgba(0, 255, 0, 0.7); }
      50% { box-shadow: 0 0 20px rgba(0, 255, 0, 0.9); }
      100% { box-shadow: 0 0 10px rgba(0, 255, 0, 0.7); }
    }
    .ball {
      width: 50px;
      height: 50px;
      border-radius: 50%;
      margin-top: 5px;
      transition: all 0.3s ease;
      position: relative;
      display: flex;
      align-items: center;
      justify-content: center;
      font-weight: bold;
      color: rgba(0, 0, 0, 0.5);
      box-shadow: inset -5px -5px 10px rgba(0, 0, 0, 0.2);
    }
    .ball::after {
      content: '';
      position: absolute;
      top: 10px;
      left: 10px;
      width: 15px;
      height: 15px;
      border-radius: 50%;
      background-color: rgba(255, 255, 255, 0.4);
    }
    .controls {
      display: flex;
      gap: 20px;
      margin-top: 20px;
    }
    button {
      padding: 10px 20px;
      font-size: 1rem;
      background-color: rgba(255, 255, 255, 0.2);
      color: white;
      border: 2px solid white;
      border-radius: 5px;
      cursor: pointer;
      transition: all 0.3s;
      text-transform: uppercase;
      letter-spacing: 1px;
      font-weight: bold;
    }
    button:hover {
      background-color: rgba(255, 255, 255, 0.4);
      transform: translateY(-2px);
    }
    .level-info {
      margin-top: 20px;
      font-size: 1.2rem;
      text-align: center;
    }
    .message {
      position: fixed;
      top: 50%;
      left: 50%;
      transform: translate(-50%, -50%);
      background-color: rgba(0, 0, 0, 0.8);
      color: white;
      padding: 30px 50px;
      border-radius: 10px;
      font-size: 2rem;
      display: none;
      z-index: 100;
      text-align: center;
      box-shadow: 0 0 20px rgba(0, 0, 0, 0.5);
    }
    .message button {
      margin-top: 20px;
      display: block;
      width: 100%;
    }
    .move-counter {
      font-size: 1.2rem;
      margin-bottom: 20px;
      background-color: rgba(0, 0, 0, 0.3);
      padding: 10px 20px;
      border-radius: 5px;
    }
    .hint-container {
      position: absolute;
      top: 20px;
      right: 20px;
      display: flex;
      flex-direction: column;
      gap: 10px;
    }
    .hint-count {
      font-size: 0.9rem;
      background-color: rgba(0, 0, 0, 0.3);
      padding: 5px 10px;
      border-radius: 5px;
      text-align: center;
    }
    @media (max-width: 600px) {
      .tube {
        width: 50px;
        height: 180px;
      }
      .ball {
        width: 45px;
        height: 45px;
      }
      h1 {
        font-size: 1.8rem;
      }
      .hint-container {
        position: static;
        margin-bottom: 10px;
      }
    }
    .floating-balls {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      pointer-events: none;
      z-index: -1;
    }
    .floating-ball {
      position: absolute;
      border-radius: 50%;
      opacity: 0.3;
      animation: float 15s infinite linear;
    }
    @keyframes float {
      0% { transform: translate(0, 0) rotate(0deg); }
      25% { transform: translate(100px, 50px) rotate(90deg); }
      50% { transform: translate(200px, -50px) rotate(180deg); }
      75% { transform: translate(100px, 50px) rotate(270deg); }
      100% { transform: translate(0, 0) rotate(360deg); }
    }
  </style>
</head>
<body>
  <div class="floating-balls" id="floatingBalls"></div>
  
  <div class="game-container">
    <div class="hint-container">
      <button id="btnHint">Hint</button>
      <div class="hint-count">Hints left: <span id="hintCount">3</span></div>
    </div>
    
    <h1>Ball Sort Puzzle</h1>
    <div class="move-counter">Moves: <span id="moves">0</span></div>
    <div class="tubes-container" id="tubes"></div>
    <div class="level-info">Level: <span id="level">1</span></div>
    <div class="controls">
      <button id="btnNewGame">New Game</button>
      <button id="btnUndo">Undo</button>
    </div>
  </div>

  <div class="message" id="winMessage">
    Level Complete!
    <button id="btnNextLevel">Next Level</button>
  </div>

  <script>
    // Game state
    const gameState = {
      tubes: [],
      selectedTube: null,
      moves: 0,
      level: 1,
      moveHistory: [],
      hintsUsed: 0,
      maxHints: 3
    };

    // Colors
    const colors = [
      '#FF5252', '#FF4081', '#E040FB', '#7C4DFF', 
      '#536DFE', '#448AFF', '#40C4FF', '#18FFFF', 
      '#64FFDA', '#69F0AE', '#B2FF59', '#EEFF41', 
      '#FFFF00', '#FFD740', '#FFAB40', '#FF6E40'
    ];

    // DOM elements
    const tubesContainer = document.getElementById('tubes');
    const movesDisplay = document.getElementById('moves');
    const levelDisplay = document.getElementById('level');
    const btnNewGame = document.getElementById('btnNewGame');
    const btnUndo = document.getElementById('btnUndo');
    const btnHint = document.getElementById('btnHint');
    const hintCountDisplay = document.getElementById('hintCount');
    const winMessage = document.getElementById('winMessage');
    const btnNextLevel = document.getElementById('btnNextLevel');
    const floatingBalls = document.getElementById('floatingBalls');

    // Initialize floating background balls
    function createFloatingBalls() {
      floatingBalls.innerHTML = '';
      for (let i = 0; i < 20; i++) {
        const ball = document.createElement('div');
        ball.className = 'floating-ball';
        const size = Math.random() * 100 + 50;
        ball.style.width = `${size}px`;
        ball.style.height = `${size}px`;
        ball.style.background = colors[Math.floor(Math.random() * colors.length)];
        ball.style.left = `${Math.random() * 100}%`;
        ball.style.top = `${Math.random() * 100}%`;
        ball.style.animationDuration = `${Math.random() * 20 + 10}s`;
        floatingBalls.appendChild(ball);
      }
    }

    // Initialize game
    function initGame() {
      gameState.tubes = [];
      gameState.selectedTube = null;
      gameState.moves = 0;
      gameState.moveHistory = [];
      gameState.hintsUsed = 0;
      
      movesDisplay.textContent = gameState.moves;
      levelDisplay.textContent = gameState.level;
      hintCountDisplay.textContent = gameState.maxHints - gameState.hintsUsed;
      
      tubesContainer.innerHTML = '';
      const tubeCount = Math.min(3 + gameState.level, 8);
      const colorCount = Math.min(tubeCount - 2, colors.length);
      
      // Create color set
      const selectedColors = colors.slice(0, colorCount);
      const allBalls = [];
      
      // Create 4 balls for each color
      selectedColors.forEach(color => {
        for (let i = 0; i < 4; i++) {
          allBalls.push(color);
        }
      });
      
      // Shuffle balls
      shuffleArray(allBalls);
      
      // Distribute balls to tubes (first tubeCount - 2 tubes)
      const ballsPerTube = allBalls.length / (tubeCount - 2);
      for (let i = 0; i < tubeCount - 2; i++) {
        const tubeBalls = [];
        for (let j = 0; j < ballsPerTube; j++) {
          tubeBalls.push(allBalls[i * ballsPerTube + j]);
        }
        gameState.tubes.push(tubeBalls);
      }
      
      // Add empty tubes (2)
      for (let i = 0; i < 2; i++) {
        gameState.tubes.push([]);
      }
      
      renderTubes();
    }

    // Helper function to shuffle an array
    function shuffleArray(array) {
      for (let i = array.length - 1; i > 0; i--) {
        const j = Math.floor(Math.random() * (i + 1));
        [array[i], array[j]] = [array[j], array[i]];
      }
    }

    // Render tubes and balls
    function renderTubes() {
      tubesContainer.innerHTML = '';
      gameState.tubes.forEach((tubeBalls, index) => {
        const tubeElement = document.createElement('div');
        tubeElement.className = 'tube';
        if (gameState.selectedTube === index) {
          tubeElement.classList.add('selected');
        }
        
        tubeElement.addEventListener('click', () => handleTubeClick(index));
        
        tubeBalls.forEach(ballColor => {
          const ballElement = document.createElement('div');
          ballElement.className = 'ball';
          ballElement.style.backgroundColor = ballColor;
          tubeElement.appendChild(ballElement);
        });
        
        tubesContainer.appendChild(tubeElement);
      });
    }

    // Show hint by highlighting valid move targets
    function showHint() {
      // Check if hints are available
      if (gameState.hintsUsed >= gameState.maxHints) {
        alert(`No hints left! You've used all ${gameState.maxHints} hints.`);
        return;
      }

      gameState.hintsUsed++;
      hintCountDisplay.textContent = gameState.maxHints - gameState.hintsUsed;

      // First look for tubes where we can make progress (destination tubes)
      for (let i = 0; i < gameState.tubes.length; i++) {
        const tube = gameState.tubes[i];
        if (tube.length > 0) {
          const topColor = tube[tube.length - 1];
          let count = 0;

          // Count how many balls of same color are stacked
          for (let j = tube.length - 1; j >= 0; j--) {
            if (tube[j] === topColor) {
              count++;
            } else {
              break;
            }
          }

          // Find potential destination tubes
          const potentialTargets = [];
          for (let j = 0; j < gameState.tubes.length; j++) {
            if (i === j) continue;
            const targetTube = gameState.tubes[j];
            
            // Empty tube is always valid
            if (targetTube.length === 0) {
              potentialTargets.push(j);
            } 
            // Tube with same color top ball and space available
            else if (targetTube[targetTube.length - 1] === topColor && 
                     (targetTube.length + count) <= 4) {
              potentialTargets.push(j);
            }
          }

          // If we found valid targets, highlight them
          if (potentialTargets.length > 0) {
            // Highlight source tube
            gameState.selectedTube = i;
            renderTubes();

            // Highlight target tubes
            const tubeElements = document.querySelectorAll('.tube');
            potentialTargets.forEach(targetIndex => {
              tubeElements[targetIndex].classList.add('valid-move');
            });

            // Remove highlights after 3 seconds
            setTimeout(() => {
              gameState.selectedTube = null;
              renderTubes();
              const validMoves = document.querySelectorAll('.valid-move');
              validMoves.forEach(tube => {
                tube.classList.remove('valid-move');
              });
            }, 3000);

            return; // Show just one hint at a time
          }
        }
      }
    }

    // Handle tube click
    function handleTubeClick(tubeIndex) {
      if (gameState.selectedTube === null) {
        // Select a tube if it has balls
        if (gameState.tubes[tubeIndex].length > 0) {
          gameState.selectedTube = tubeIndex;
          renderTubes();
        }
      } else {
        // Try to move ball from selected tube to clicked tube
        if (gameState.selectedTube === tubeIndex) {
          // Deselect if same tube clicked
          gameState.selectedTube = null;
          renderTubes();
        } else {
          moveBall(gameState.selectedTube, tubeIndex);
        }
      }
    }

    // Animate moving the top ball from one tube to another
    function animateBallMove(fromTubeIndex, toTubeIndex, ballColor) {
      // Get source tube element and its last ball element
      const fromTubeElement = tubesContainer.children[fromTubeIndex];
      const ballElement = fromTubeElement.lastElementChild;
      if (!ballElement) return;
      
      // Get destination tube element
      const toTubeElement = tubesContainer.children[toTubeIndex];
      
      // Get bounding rectangles for start and target positions
      const fromRect = ballElement.getBoundingClientRect();
      const toRect = toTubeElement.getBoundingClientRect();
      
      // Determine target position.
      // We use the number of balls already in the destination to offset vertically.
      const targetBallIndex = gameState.tubes[toTubeIndex].length; 
      const ballHeight = ballElement.offsetHeight;
      // Adjust target position: center the ball horizontally and stack from the bottom
      const targetX = toRect.left + toRect.width / 2 - fromRect.width / 2;
      const targetY = toRect.bottom - (targetBallIndex + 1) * (ballHeight + 5);
      
      // Create a clone of the ball element for animation
      const clone = ballElement.cloneNode(true);
      clone.style.position = 'absolute';
      clone.style.left = fromRect.left + 'px';
      clone.style.top = fromRect.top + 'px';
      clone.style.margin = '0';
      clone.style.transition = 'all 0.5s ease-in-out';
      document.body.appendChild(clone);
      
      // Hide the original ball temporarily
      ballElement.style.visibility = 'hidden';
      
      // Start animation on next frame
      requestAnimationFrame(() => {
        clone.style.left = targetX + 'px';
        clone.style.top = targetY + 'px';
      });
      
      // When animation completes, update the game state and re-render
      clone.addEventListener('transitionend', () => {
        clone.remove();
        // Determine how many balls of the same color to move (if they are stacked)
        let ballsToMove = 0;
        const fromTube = gameState.tubes[fromTubeIndex];
        for (let i = fromTube.length - 1; i >= 0; i--) {
          if (fromTube[i] === ballColor && (gameState.tubes[toTubeIndex].length + ballsToMove) < 4) {
            ballsToMove++;
          } else {
            break;
          }
        }
        // Save current state for undo
        const prevState = JSON.parse(JSON.stringify(gameState.tubes));
        gameState.moveHistory.push(prevState);
        // Move the balls in game state
        const movedBalls = gameState.tubes[fromTubeIndex].splice(fromTube.length - ballsToMove, ballsToMove);
        gameState.tubes[toTubeIndex].push(...movedBalls);
        
        gameState.moves++;
        movesDisplay.textContent = gameState.moves;
        gameState.selectedTube = null;
        renderTubes();
        
        // Check win condition after state update
        if (checkWin()) {
          showWinMessage();
        }
      });
    }

    // Move ball from one tube to another (with animation)
    function moveBall(fromTubeIndex, toTubeIndex) {
      const fromTube = gameState.tubes[fromTubeIndex];
      const toTube = gameState.tubes[toTubeIndex];
      
      if (fromTube.length === 0) {
        gameState.selectedTube = null;
        renderTubes();
        return;
      }
      
      const topBallColor = fromTube[fromTube.length - 1];
      
      // Move is valid if destination is empty OR has the same color and is not full
      if (toTube.length === 0 || (toTube[toTube.length - 1] === topBallColor && toTube.length < 4)) {
        // Start the animation; state will update once the animation completes
        animateBallMove(fromTubeIndex, toTubeIndex, topBallColor);
      } else {
        gameState.selectedTube = null;
        renderTubes();
      }
    }

    // Check if all tubes are complete (all balls of same color or empty)
    function checkWin() {
      return gameState.tubes.every(tube => {
        if (tube.length === 0) return true;
        if (tube.length < 4) return false;
        const firstColor = tube[0];
        return tube.every(ball => ball === firstColor);
      });
    }

    // Show win message
    function showWinMessage() {
      winMessage.style.display = 'block';
    }

    // Undo last move
    function undoMove() {
      if (gameState.moveHistory.length > 0) {
        gameState.tubes = gameState.moveHistory.pop();
        gameState.moves++;
        movesDisplay.textContent = gameState.moves;
        gameState.selectedTube = null;
        renderTubes();
      }
    }

    // Next level
    function nextLevel() {
      gameState.level++;
      winMessage.style.display = 'none';
      initGame();
    }

    // Event listeners
    btnNewGame.addEventListener('click', initGame);
    btnUndo.addEventListener('click', undoMove);
    btnHint.addEventListener('click', showHint);
    btnNextLevel.addEventListener('click', nextLevel);

    // Initialize
    createFloatingBalls();
    initGame();

    // Add keyboard controls
    document.addEventListener('keydown', (e) => {
      if (e.key === 'Escape') {
        gameState.selectedTube = null;
        renderTubes();
      } else if (e.key === 'z' && (e.ctrlKey || e.metaKey)) {
        undoMove();
      } else if (e.key === 'h') {
        showHint();
      }
    });
  </script>
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