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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>Breakout Game | 打砖块</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        @import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap');
        
        body {
            font-family: 'Press Start 2P', cursive;
            overflow: hidden;
            background: linear-gradient(135deg, #1a1a2e, #16213e);
        }
        
        #gameCanvas {
            box-shadow: 0 0 20px rgba(0, 255, 255, 0.5);
            border-radius: 8px;
        }
        
        .brick {
            transition: all 0.2s ease;
        }
        
        .brick:hover {
            transform: scale(1.05);
        }
        
        .power-up {
            animation: float 2s ease-in-out infinite;
        }
        
        @keyframes float {
            0%, 100% { transform: translateY(0); }
            50% { transform: translateY(-5px); }
        }
        
        .game-over {
            animation: pulse 1.5s infinite;
        }
        
        @keyframes pulse {
            0% { transform: scale(1); }
            50% { transform: scale(1.05); }
            100% { transform: scale(1); }
        }
    </style>
</head>
<body class="min-h-screen flex flex-col items-center justify-center text-white">
    <div class="text-center mb-6">
        <h1 class="text-4xl md:text-5xl mb-4 text-cyan-400">BREAKOUT</h1>
        <h2 class="text-xl md:text-2xl text-cyan-300">打砖块游戏</h2>
    </div>
    
    <div class="relative">
        <canvas id="gameCanvas" width="800" height="500" class="bg-gray-900"></canvas>
        
        <!-- Start Screen -->
        <div id="startScreen" class="absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-80 p-8 rounded-lg">
            <h3 class="text-3xl text-cyan-400 mb-6">BREAKOUT</h3>
            <p class="text-lg mb-8 text-center">Use mouse or arrow keys to move the paddle.<br>Break all bricks to win!</p>
            <button id="startButton" class="px-8 py-3 bg-cyan-600 hover:bg-cyan-500 rounded-lg text-lg font-bold transition-all transform hover:scale-105">
                START GAME
            </button>
            <div class="mt-6 text-sm text-gray-400">
                <p>Controls: ← → or Mouse</p>
                <p class="mt-2">Press P to pause</p>
            </div>
        </div>
        
        <!-- Game Over Screen -->
        <div id="gameOverScreen" class="absolute inset-0 hidden flex-col items-center justify-center bg-black bg-opacity-80 p-8 rounded-lg">
            <h3 class="text-3xl text-red-500 mb-4 game-over">GAME OVER</h3>
            <p id="finalScore" class="text-xl mb-6">Score: 0</p>
            <button id="restartButton" class="px-8 py-3 bg-cyan-600 hover:bg-cyan-500 rounded-lg text-lg font-bold transition-all transform hover:scale-105">
                PLAY AGAIN
            </button>
        </div>
        
        <!-- Win Screen -->
        <div id="winScreen" class="absolute inset-0 hidden flex-col items-center justify-center bg-black bg-opacity-80 p-8 rounded-lg">
            <h3 class="text-3xl text-green-400 mb-4">YOU WIN!</h3>
            <p id="winScore" class="text-xl mb-6">Score: 0</p>
            <button id="nextLevelButton" class="px-8 py-3 bg-green-600 hover:bg-green-500 rounded-lg text-lg font-bold transition-all transform hover:scale-105 mb-4">
                NEXT LEVEL
            </button>
            <button id="menuButton" class="px-8 py-3 bg-cyan-600 hover:bg-cyan-500 rounded-lg text-lg font-bold transition-all transform hover:scale-105">
                MAIN MENU
            </button>
        </div>
        
        <!-- Pause Screen -->
        <div id="pauseScreen" class="absolute inset-0 hidden flex-col items-center justify-center bg-black bg-opacity-80 p-8 rounded-lg">
            <h3 class="text-3xl text-yellow-400 mb-6">PAUSED</h3>
            <button id="resumeButton" class="px-8 py-3 bg-cyan-600 hover:bg-cyan-500 rounded-lg text-lg font-bold transition-all transform hover:scale-105">
                RESUME
            </button>
        </div>
    </div>
    
    <div class="mt-6 flex justify-between w-full max-w-2xl px-4">
        <div class="bg-gray-800 bg-opacity-70 px-6 py-3 rounded-lg">
            <span class="text-gray-400">Level:</span>
            <span id="levelDisplay" class="ml-2 text-yellow-400">1</span>
        </div>
        <div class="bg-gray-800 bg-opacity-70 px-6 py-3 rounded-lg">
            <span class="text-gray-400">Score:</span>
            <span id="scoreDisplay" class="ml-2 text-green-400">0</span>
        </div>
        <div class="bg-gray-800 bg-opacity-70 px-6 py-3 rounded-lg">
            <span class="text-gray-400">Lives:</span>
            <span id="livesDisplay" class="ml-2 text-red-400">3</span>
        </div>
    </div>
    
    <script>
        // Game variables
        const canvas = document.getElementById('gameCanvas');
        const ctx = canvas.getContext('2d');
        const startScreen = document.getElementById('startScreen');
        const gameOverScreen = document.getElementById('gameOverScreen');
        const winScreen = document.getElementById('winScreen');
        const pauseScreen = document.getElementById('pauseScreen');
        const scoreDisplay = document.getElementById('scoreDisplay');
        const livesDisplay = document.getElementById('livesDisplay');
        const levelDisplay = document.getElementById('levelDisplay');
        const finalScore = document.getElementById('finalScore');
        const winScore = document.getElementById('winScore');
        
        // Game state
        let gameRunning = false;
        let gamePaused = false;
        let score = 0;
        let lives = 3;
        let level = 1;
        
        // Paddle
        const paddleHeight = 15;
        const paddleWidth = 100;
        let paddleX = (canvas.width - paddleWidth) / 2;
        
        // Ball
        const ballRadius = 10;
        let ballX = canvas.width / 2;
        let ballY = canvas.height - 30;
        let ballSpeedX = 5;
        let ballSpeedY = -5;
        
        // Bricks
        const brickRowCount = 5;
        const brickColumnCount = 9;
        const brickWidth = 75;
        const brickHeight = 20;
        const brickPadding = 10;
        const brickOffsetTop = 60;
        const brickOffsetLeft = 30;
        
        let bricks = [];
        
        // Power-ups
        const powerUps = [];
        const powerUpTypes = ['extraLife', 'expandPaddle', 'slowBall', 'multiBall'];
        
        // Initialize bricks
        function initBricks() {
            bricks = [];
            for (let c = 0; c < brickColumnCount; c++) {
                bricks[c] = [];
                for (let r = 0; r < brickRowCount; r++) {
                    const brickX = c * (brickWidth + brickPadding) + brickOffsetLeft;
                    const brickY = r * (brickHeight + brickPadding) + brickOffsetTop;
                    
                    // Different colors for different rows
                    let color;
                    switch(r) {
                        case 0: color = '#FF5252'; break;
                        case 1: color = '#FFD740'; break;
                        case 2: color = '#69F0AE'; break;
                        case 3: color = '#40C4FF'; break;
                        case 4: color = '#E040FB'; break;
                    }
                    
                    // Higher rows give more points
                    const points = (brickRowCount - r) * 10;
                    
                    // Some bricks are unbreakable
                    const unbreakable = Math.random() < 0.1 && r === 0;
                    
                    bricks[c][r] = { x: brickX, y: brickY, width: brickWidth, height: brickHeight, 
                                    color: color, visible: true, points: points, unbreakable: unbreakable };
                }
            }
        }
        
        // Event listeners
        document.addEventListener('keydown', keyDownHandler);
        document.addEventListener('keyup', keyUpHandler);
        document.addEventListener('mousemove', mouseMoveHandler);
        
        document.getElementById('startButton').addEventListener('click', startGame);
        document.getElementById('restartButton').addEventListener('click', startGame);
        document.getElementById('nextLevelButton').addEventListener('click', nextLevel);
        document.getElementById('menuButton').addEventListener('click', showMenu);
        document.getElementById('resumeButton').addEventListener('click', togglePause);
        
        // Keyboard controls
        let rightPressed = false;
        let leftPressed = false;
        
        function keyDownHandler(e) {
            if (e.key === 'Right' || e.key === 'ArrowRight') {
                rightPressed = true;
            } else if (e.key === 'Left' || e.key === 'ArrowLeft') {
                leftPressed = true;
            } else if (e.key === 'p' || e.key === 'P') {
                togglePause();
            }
        }
        
        function keyUpHandler(e) {
            if (e.key === 'Right' || e.key === 'ArrowRight') {
                rightPressed = false;
            } else if (e.key === 'Left' || e.key === 'ArrowLeft') {
                leftPressed = false;
            }
        }
        
        // Mouse controls
        function mouseMoveHandler(e) {
            if (!gameRunning || gamePaused) return;
            
            const relativeX = e.clientX - canvas.offsetLeft;
            if (relativeX > 0 && relativeX < canvas.width) {
                paddleX = relativeX - paddleWidth / 2;
                
                // Keep paddle within canvas
                if (paddleX < 0) {
                    paddleX = 0;
                } else if (paddleX + paddleWidth > canvas.width) {
                    paddleX = canvas.width - paddleWidth;
                }
            }
        }
        
        // Collision detection
        function collisionDetection() {
            for (let c = 0; c < brickColumnCount; c++) {
                for (let r = 0; r < brickRowCount; r++) {
                    const brick = bricks[c][r];
                    if (brick.visible && !brick.unbreakable) {
                        if (ballX > brick.x && ballX < brick.x + brickWidth &&
                            ballY > brick.y && ballY < brick.y + brickHeight) {
                            
                            ballSpeedY = -ballSpeedY;
                            brick.visible = false;
                            score += brick.points;
                            scoreDisplay.textContent = score;
                            
                            // Chance to drop power-up
                            if (Math.random() < 0.2) {
                                spawnPowerUp(brick.x + brickWidth / 2, brick.y + brickHeight / 2);
                            }
                            
                            // Check if all bricks are destroyed
                            if (checkWin()) {
                                showWinScreen();
                            }
                        }
                    }
                }
            }
        }
        
        // Power-up functions
        function spawnPowerUp(x, y) {
            const type = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
            powerUps.push({
                x: x,
                y: y,
                width: 20,
                height: 20,
                type: type,
                speed: 2,
                active: false
            });
        }
        
        function activatePowerUp(powerUp) {
            switch(powerUp.type) {
                case 'extraLife':
                    lives++;
                    livesDisplay.textContent = lives;
                    break;
                case 'expandPaddle':
                    paddleWidth = 150;
                    setTimeout(() => { paddleWidth = 100; }, 10000);
                    break;
                case 'slowBall':
                    ballSpeedX *= 0.7;
                    ballSpeedY *= 0.7;
                    setTimeout(() => {
                        ballSpeedX /= 0.7;
                        ballSpeedY /= 0.7;
                    }, 8000);
                    break;
                case 'multiBall':
                    // For simplicity, we'll just add score here
                    score += 50;
                    scoreDisplay.textContent = score;
                    break;
            }
        }
        
        // Check if player won
        function checkWin() {
            for (let c = 0; c < brickColumnCount; c++) {
                for (let r = 0; r < brickRowCount; r++) {
                    if (bricks[c][r].visible && !bricks[c][r].unbreakable) {
                        return false;
                    }
                }
            }
            return true;
        }
        
        // Draw functions
        function drawBall() {
            ctx.beginPath();
            ctx.arc(ballX, ballY, ballRadius, 0, Math.PI * 2);
            ctx.fillStyle = '#FFFFFF';
            ctx.fill();
            ctx.closePath();
        }
        
        function drawPaddle() {
            ctx.beginPath();
            ctx.roundRect(paddleX, canvas.height - paddleHeight - 10, paddleWidth, paddleHeight, 10);
            ctx.fillStyle = '#40C4FF';
            ctx.fill();
            ctx.closePath();
        }
        
        function drawBricks() {
            for (let c = 0; c < brickColumnCount; c++) {
                for (let r = 0; r < brickRowCount; r++) {
                    if (bricks[c][r].visible) {
                        ctx.beginPath();
                        ctx.roundRect(bricks[c][r].x, bricks[c][r].y, brickWidth, brickHeight, 4);
                        ctx.fillStyle = bricks[c][r].unbreakable ? '#555555' : bricks[c][r].color;
                        ctx.fill();
                        ctx.strokeStyle = '#000000';
                        ctx.stroke();
                        ctx.closePath();
                        
                        // Draw crack pattern for unbreakable bricks
                        if (bricks[c][r].unbreakable) {
                            ctx.beginPath();
                            ctx.moveTo(bricks[c][r].x + 5, bricks[c][r].y + 5);
                            ctx.lineTo(bricks[c][r].x + brickWidth - 5, bricks[c][r].y + brickHeight - 5);
                            ctx.moveTo(bricks[c][r].x + brickWidth - 5, bricks[c][r].y + 5);
                            ctx.lineTo(bricks[c][r].x + 5, bricks[c][r].y + brickHeight - 5);
                            ctx.strokeStyle = '#333333';
                            ctx.lineWidth = 2;
                            ctx.stroke();
                            ctx.closePath();
                        }
                    }
                }
            }
        }
        
        function drawPowerUps() {
            powerUps.forEach(powerUp => {
                if (!powerUp.active) {
                    ctx.beginPath();
                    ctx.roundRect(powerUp.x - powerUp.width / 2, powerUp.y - powerUp.height / 2, 
                                 powerUp.width, powerUp.height, 4);
                    
                    // Different colors for different power-ups
                    switch(powerUp.type) {
                        case 'extraLife': ctx.fillStyle = '#FF5252'; break;
                        case 'expandPaddle': ctx.fillStyle = '#69F0AE'; break;
                        case 'slowBall': ctx.fillStyle = '#40C4FF'; break;
                        case 'multiBall': ctx.fillStyle = '#E040FB'; break;
                    }
                    
                    ctx.fill();
                    ctx.strokeStyle = '#FFFFFF';
                    ctx.stroke();
                    ctx.closePath();
                    
                    // Draw icon
                    ctx.font = '12px Arial';
                    ctx.fillStyle = '#FFFFFF';
                    ctx.textAlign = 'center';
                    ctx.textBaseline = 'middle';
                    
                    let symbol = '';
                    switch(powerUp.type) {
                        case 'extraLife': symbol = '♥'; break;
                        case 'expandPaddle': symbol = '⇆'; break;
                        case 'slowBall': symbol = '⏱'; break;
                        case 'multiBall': symbol = '✦'; break;
                    }
                    
                    ctx.fillText(symbol, powerUp.x, powerUp.y);
                }
            });
        }
        
        // Game control functions
        function startGame() {
            gameRunning = true;
            gamePaused = false;
            score = 0;
            lives = 3;
            level = 1;
            
            scoreDisplay.textContent = score;
            livesDisplay.textContent = lives;
            levelDisplay.textContent = level;
            
            initBricks();
            resetBall();
            
            startScreen.classList.add('hidden');
            gameOverScreen.classList.add('hidden');
            winScreen.classList.add('hidden');
            pauseScreen.classList.add('hidden');
            
            requestAnimationFrame(gameLoop);
        }
        
        function nextLevel() {
            level++;
            levelDisplay.textContent = level;
            
            // Increase difficulty
            ballSpeedX *= 1.1;
            ballSpeedY *= 1.1;
            
            initBricks();
            resetBall();
            
            winScreen.classList.add('hidden');
            requestAnimationFrame(gameLoop);
        }
        
        function showMenu() {
            winScreen.classList.add('hidden');
            startScreen.classList.remove('hidden');
        }
        
        function togglePause() {
            if (!gameRunning) return;
            
            gamePaused = !gamePaused;
            
            if (gamePaused) {
                pauseScreen.classList.remove('hidden');
            } else {
                pauseScreen.classList.add('hidden');
                requestAnimationFrame(gameLoop);
            }
        }
        
        function showGameOver() {
            gameRunning = false;
            finalScore.textContent = `Score: ${score}`;
            gameOverScreen.classList.remove('hidden');
        }
        
        function showWinScreen() {
            gameRunning = false;
            winScore.textContent = `Score: ${score}`;
            winScreen.classList.remove('hidden');
        }
        
        function resetBall() {
            ballX = canvas.width / 2;
            ballY = canvas.height - 30;
            ballSpeedX = 5 * (Math.random() > 0.5 ? 1 : -1);
            ballSpeedY = -5;
            paddleX = (canvas.width - paddleWidth) / 2;
        }
        
        // Main game loop
        function gameLoop() {
            if (!gameRunning || gamePaused) return;
            
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            
            // Draw game elements
            drawBricks();
            drawBall();
            drawPaddle();
            drawPowerUps();
            
            // Collision detection
            collisionDetection();
            
            // Ball movement
            ballX += ballSpeedX;
            ballY += ballSpeedY;
            
            // Wall collision
            if (ballX + ballSpeedX > canvas.width - ballRadius || ballX + ballSpeedX < ballRadius) {
                ballSpeedX = -ballSpeedX;
            }
            
            if (ballY + ballSpeedY < ballRadius) {
                ballSpeedY = -ballSpeedY;
            } else if (ballY + ballSpeedY > canvas.height - ballRadius) {
                // Paddle collision
                if (ballX > paddleX && ballX < paddleX + paddleWidth) {
                    // Calculate bounce angle based on where ball hits paddle
                    const hitPosition = (ballX - (paddleX + paddleWidth / 2)) / (paddleWidth / 2);
                    const angle = hitPosition * Math.PI / 3; // Max 60 degrees
                    
                    ballSpeedX = 5 * Math.sin(angle);
                    ballSpeedY = -5 * Math.cos(angle);
                } else {
                    // Missed paddle
                    lives--;
                    livesDisplay.textContent = lives;
                    
                    if (lives <= 0) {
                        showGameOver();
                    } else {
                        resetBall();
                    }
                }
            }
            
            // Paddle movement
            if (rightPressed && paddleX < canvas.width - paddleWidth) {
                paddleX += 7;
            } else if (leftPressed && paddleX > 0) {
                paddleX -= 7;
            }
            
            // Power-up movement and collision
            for (let i = powerUps.length - 1; i >= 0; i--) {
                const powerUp = powerUps[i];
                
                if (!powerUp.active) {
                    powerUp.y += powerUp.speed;
                    
                    // Check if power-up hits paddle
                    if (powerUp.y + powerUp.height / 2 > canvas.height - paddleHeight - 10 &&
                        powerUp.y - powerUp.height / 2 < canvas.height - 10 &&
                        powerUp.x + powerUp.width / 2 > paddleX &&
                        powerUp.x - powerUp.width / 2 < paddleX + paddleWidth) {
                        
                        activatePowerUp(powerUp);
                        powerUps.splice(i, 1);
                    }
                    
                    // Check if power-up falls off screen
                    if (powerUp.y > canvas.height) {
                        powerUps.splice(i, 1);
                    }
                }
            }
            
            requestAnimationFrame(gameLoop);
        }
        
        // Initial setup
        initBricks();
    </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=nkp2mr/test" style="color: #fff;text-decoration: underline;" target="_blank" >🧬 Remix</a></p></body>
</html>