File size: 49,560 Bytes
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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, maximum-scale=1.0, user-scalable=no">
    <title>Cyber Pong Explosion - Online Multiplayer</title>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
            touch-action: manipulation;
        }

        body {
            background-color: #0a0a1a;
            color: #00fffc;
            font-family: 'Orbitron', 'Arial', sans-serif;
            overflow: hidden;
            height: 100vh;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
            -webkit-tap-highlight-color: transparent;
        }

        @font-face {
            font-family: 'Orbitron';
            src: url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap');
        }

        .game-container {
            position: relative;
            width: 100%;
            max-width: 800px;
            height: 100vh;
            max-height: 500px;
            border: 3px solid #00fffc;
            box-shadow: 0 0 20px #00fffc, inset 0 0 20px rgba(0, 255, 252, 0.3);
            border-radius: 10px;
            overflow: hidden;
            background: radial-gradient(circle at center, #0a0a1a 0%, #000 100%);
        }

        @media (max-width: 600px) {
            .game-container {
                border-radius: 0;
                border: none;
                max-height: none;
                height: 100vh;
            }
        }

        .paddle {
            position: absolute;
            width: 15px;
            height: 100px;
            background: linear-gradient(to bottom, #00fffc, #0084ff);
            border-radius: 5px;
            box-shadow: 0 0 10px #00fffc;
        }

        @media (max-width: 600px) {
            .paddle {
                width: 12px;
                height: 80px;
            }
        }

        #playerPaddle {
            left: 20px;
        }

        #aiPaddle, #opponentPaddle {
            right: 20px;
        }

        .ball {
            position: absolute;
            width: 20px;
            height: 20px;
            background: #ff00e4;
            border-radius: 50%;
            box-shadow: 0 0 15px #ff00e4;
        }

        @media (max-width: 600px) {
            .ball {
                width: 16px;
                height: 16px;
            }
        }

        .score {
            position: absolute;
            top: 20px;
            font-size: 2rem;
            font-weight: bold;
            text-shadow: 0 0 10px #00fffc;
        }

        @media (max-width: 600px) {
            .score {
                font-size: 1.5rem;
                top: 10px;
            }
        }

        #playerScore {
            left: 20%;
        }

        #aiScore, #opponentScore {
            right: 20%;
        }

        .center-line {
            position: absolute;
            top: 0;
            left: 50%;
            width: 2px;
            height: 100%;
            background: linear-gradient(to bottom, 
                transparent 0%, 
                rgba(0, 255, 252, 0.3) 10%, 
                transparent 20%, 
                rgba(0, 255, 252, 0.3) 30%,
                transparent 40%,
                rgba(0, 255, 252, 0.3) 50%,
                transparent 60%,
                rgba(0, 255, 252, 0.3) 70%,
                transparent 80%,
                rgba(0, 255, 252, 0.3) 90%,
                transparent 100%);
        }

        .particle {
            position: absolute;
            width: 5px;
            height: 5px;
            border-radius: 50%;
            pointer-events: none;
        }

        .power-up {
            position: absolute;
            width: 20px;
            height: 20px;
            border-radius: 50%;
            box-shadow: 0 0 10px currentColor;
            animation: pulse 1.5s infinite;
        }

        @media (max-width: 600px) {
            .power-up {
                width: 16px;
                height: 16px;
            }
        }

        @keyframes pulse {
            0% { transform: scale(1); opacity: 1; }
            50% { transform: scale(1.2); opacity: 0.7; }
            100% { transform: scale(1); opacity: 1; }
        }

        .power-up.speed {
            background-color: #ff00e4;
            color: #ff00e4;
        }

        .power-up.size {
            background-color: #00ff00;
            color: #00ff00;
        }

        .power-up.freeze {
            background-color: #00b4ff;
            color: #00b4ff;
        }

        .game-over {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background-color: rgba(0, 0, 0, 0.8);
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            z-index: 10;
            display: none;
        }

        .game-over h1 {
            font-size: 2.5rem;
            margin-bottom: 20px;
            text-shadow: 0 0 15px #ff00e4;
            color: #ff00e4;
            text-align: center;
            padding: 0 20px;
        }

        @media (max-width: 600px) {
            .game-over h1 {
                font-size: 2rem;
            }
        }

        .game-over p {
            font-size: 1.2rem;
            margin-bottom: 30px;
            text-align: center;
            padding: 0 20px;
        }

        .btn {
            padding: 10px 20px;
            background: linear-gradient(to right, #00fffc, #0084ff);
            border: none;
            border-radius: 5px;
            color: #0a0a1a;
            font-family: 'Orbitron', sans-serif;
            font-size: 1rem;
            cursor: pointer;
            transition: all 0.3s;
            box-shadow: 0 0 10px #00fffc;
            margin: 5px;
        }

        @media (max-width: 600px) {
            .btn {
                padding: 8px 16px;
                font-size: 0.9rem;
            }
        }

        .btn:hover {
            transform: scale(1.05);
            box-shadow: 0 0 20px #00fffc;
        }

        .start-screen {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background-color: rgba(0, 0, 0, 0.8);
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            z-index: 10;
            padding: 20px;
        }

        .start-screen h1 {
            font-size: 2.5rem;
            margin-bottom: 20px;
            text-shadow: 0 0 15px #00fffc;
            color: #00fffc;
            text-align: center;
        }

        @media (max-width: 600px) {
            .start-screen h1 {
                font-size: 2rem;
            }
        }

        .start-screen p {
            font-size: 1rem;
            margin-bottom: 20px;
            max-width: 500px;
            text-align: center;
            line-height: 1.6;
        }

        @media (max-width: 600px) {
            .start-screen p {
                font-size: 0.9rem;
            }
        }

        .instructions {
            margin-top: 20px;
            font-size: 0.9rem;
            color: #00b4ff;
            text-align: center;
        }

        @media (max-width: 600px) {
            .instructions {
                font-size: 0.8rem;
                margin-top: 15px;
            }
        }

        .power-up-indicator {
            position: absolute;
            bottom: 20px;
            font-size: 0.8rem;
            color: #00fffc;
            text-align: center;
            width: 100%;
            display: none;
            padding: 0 10px;
        }

        @media (max-width: 600px) {
            .power-up-indicator {
                font-size: 0.7rem;
                bottom: 15px;
            }
        }

        .glow {
            animation: glow 1.5s infinite alternate;
        }

        @keyframes glow {
            from {
                text-shadow: 0 0 5px #00fffc;
            }
            to {
                text-shadow: 0 0 15px #00fffc, 0 0 20px #0084ff;
            }
        }

        .multiplayer-options {
            display: flex;
            gap: 15px;
            margin-top: 20px;
            flex-wrap: wrap;
            justify-content: center;
        }

        @media (max-width: 600px) {
            .multiplayer-options {
                gap: 10px;
            }
        }

        .room-code-container {
            margin-top: 20px;
            display: none;
            flex-direction: column;
            align-items: center;
            text-align: center;
            padding: 0 20px;
        }

        .room-code {
            font-size: 1.2rem;
            letter-spacing: 3px;
            margin: 10px 0;
            padding: 8px 15px;
            background: rgba(0, 255, 252, 0.1);
            border: 1px solid #00fffc;
            border-radius: 5px;
        }

        @media (max-width: 600px) {
            .room-code {
                font-size: 1rem;
                letter-spacing: 2px;
                padding: 6px 12px;
            }
        }

        .waiting-message {
            margin-top: 15px;
            color: #00b4ff;
            font-size: 1rem;
        }

        @media (max-width: 600px) {
            .waiting-message {
                font-size: 0.9rem;
            }
        }

        .connection-status {
            position: absolute;
            top: 10px;
            right: 10px;
            font-size: 0.7rem;
            display: flex;
            align-items: center;
        }

        .connection-status .indicator {
            width: 8px;
            height: 8px;
            border-radius: 50%;
            margin-right: 5px;
        }

        .connection-status .connected {
            background-color: #00ff00;
            box-shadow: 0 0 5px #00ff00;
        }

        .connection-status .disconnected {
            background-color: #ff0000;
            box-shadow: 0 0 5px #ff0000;
        }

        .connection-status .connecting {
            background-color: #ffff00;
            box-shadow: 0 0 5px #ffff00;
            animation: pulse 1s infinite;
        }

        .player-name {
            position: absolute;
            top: 50px;
            font-size: 0.8rem;
        }

        @media (max-width: 600px) {
            .player-name {
                top: 40px;
                font-size: 0.7rem;
            }
        }

        #playerName {
            left: 20%;
        }

        #opponentName {
            right: 20%;
        }

        .touch-controls {
            position: absolute;
            bottom: 20px;
            left: 0;
            width: 100%;
            display: flex;
            justify-content: space-between;
            padding: 0 30px;
            z-index: 5;
            display: none;
        }

        @media (max-width: 600px) {
            .touch-controls {
                display: flex;
            }
        }

        .touch-btn {
            width: 70px;
            height: 70px;
            background: rgba(0, 255, 252, 0.2);
            border: 2px solid #00fffc;
            border-radius: 50%;
            display: flex;
            align-items: center;
            justify-content: center;
            color: #00fffc;
            font-size: 1.5rem;
            user-select: none;
            -webkit-user-select: none;
            touch-action: manipulation;
        }

        @media (max-width: 400px) {
            .touch-btn {
                width: 60px;
                height: 60px;
                font-size: 1.2rem;
            }
        }

        .orientation-warning {
            position: fixed;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background-color: #0a0a1a;
            color: #00fffc;
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            z-index: 100;
            display: none;
            text-align: center;
            padding: 20px;
        }

        .orientation-warning i {
            font-size: 3rem;
            margin-bottom: 20px;
            color: #ff00e4;
        }

        .orientation-warning h2 {
            font-size: 1.5rem;
            margin-bottom: 15px;
        }

        .orientation-warning p {
            font-size: 1rem;
            max-width: 300px;
            line-height: 1.5;
        }
    </style>
</head>
<body>
    <div class="game-container">
        <div class="center-line"></div>
        <div class="paddle" id="playerPaddle"></div>
        <div class="paddle" id="opponentPaddle" style="display: none;"></div>
        <div class="paddle" id="aiPaddle"></div>
        <div class="ball"></div>
        <div class="score" id="playerScore">0</div>
        <div class="score" id="opponentScore" style="display: none;">0</div>
        <div class="score" id="aiScore">0</div>
        <div class="player-name" id="playerName">YOU</div>
        <div class="player-name" id="opponentName" style="display: none;">OPPONENT</div>
        <div class="power-up-indicator" id="powerUpIndicator"></div>
        
        <div class="touch-controls" id="touchControls">
            <div class="touch-btn" id="upBtn"><i class="fas fa-arrow-up"></i></div>
            <div class="touch-btn" id="downBtn"><i class="fas fa-arrow-down"></i></div>
        </div>
        
        <div class="game-over">
            <h1>GAME OVER</h1>
            <p id="gameResult"></p>
            <button class="btn" id="restartBtn">PLAY AGAIN</button>
        </div>
        
        <div class="start-screen">
            <h1>CYBER PONG EXPLOSION</h1>
            <p>Experience the ultimate futuristic pong battle with explosive effects and power-ups!</p>
            
            <div class="multiplayer-options">
                <button class="btn" id="singlePlayerBtn">SINGLE PLAYER</button>
                <button class="btn" id="multiplayerBtn">ONLINE MULTIPLAYER</button>
            </div>
            
            <div class="room-code-container" id="roomCodeContainer">
                <p>Share this code with your friend:</p>
                <div class="room-code" id="roomCode"></div>
                <div class="waiting-message" id="waitingMessage">Waiting for opponent to join...</div>
            </div>
            
            <div class="instructions">
                <p><i class="fas fa-arrow-up"></i> <i class="fas fa-arrow-down"></i> Move your paddle with UP/DOWN keys or touch controls</p>
                <p>Collect power-ups to gain advantages!</p>
            </div>
        </div>
    </div>

    <div class="orientation-warning" id="orientationWarning">
        <i class="fas fa-rotate"></i>
        <h2>Please rotate your device</h2>
        <p>For the best gaming experience, please play in landscape mode.</p>
    </div>

    <div class="connection-status" id="connectionStatus">
        <div class="indicator disconnected"></div>
        <span>Disconnected</span>
    </div>

    <script>
        document.addEventListener('DOMContentLoaded', () => {
            // Game elements
            const gameContainer = document.querySelector('.game-container');
            const playerPaddle = document.getElementById('playerPaddle');
            const aiPaddle = document.getElementById('aiPaddle');
            const opponentPaddle = document.getElementById('opponentPaddle');
            const ball = document.querySelector('.ball');
            const playerScore = document.getElementById('playerScore');
            const aiScore = document.getElementById('aiScore');
            const opponentScore = document.getElementById('opponentScore');
            const startScreen = document.querySelector('.start-screen');
            const gameOverScreen = document.querySelector('.game-over');
            const gameResult = document.getElementById('gameResult');
            const singlePlayerBtn = document.getElementById('singlePlayerBtn');
            const multiplayerBtn = document.getElementById('multiplayerBtn');
            const startBtn = document.getElementById('startBtn');
            const restartBtn = document.getElementById('restartBtn');
            const powerUpIndicator = document.getElementById('powerUpIndicator');
            const roomCodeContainer = document.getElementById('roomCodeContainer');
            const roomCodeDisplay = document.getElementById('roomCode');
            const waitingMessage = document.getElementById('waitingMessage');
            const connectionStatus = document.getElementById('connectionStatus');
            const playerNameDisplay = document.getElementById('playerName');
            const opponentNameDisplay = document.getElementById('opponentName');
            const touchControls = document.getElementById('touchControls');
            const upBtn = document.getElementById('upBtn');
            const downBtn = document.getElementById('downBtn');
            const orientationWarning = document.getElementById('orientationWarning');
            
            // Check if mobile device
            const isMobile = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
            
            // Game state
            let gameRunning = false;
            let isMultiplayer = false;
            let isHost = false;
            let roomCode = '';
            let playerName = 'Player' + Math.floor(Math.random() * 1000);
            let opponentName = 'Opponent';
            let playerScoreValue = 0;
            let aiScoreValue = 0;
            let opponentScoreValue = 0;
            let gameSpeed = 1;
            let lastPowerUpTime = 0;
            let activePowerUp = null;
            let powerUpEndTime = 0;
            let touchUpActive = false;
            let touchDownActive = false;
            
            // Ball properties
            let ballX = 400;
            let ballY = 250;
            let ballSpeedX = 3 * gameSpeed; // Velocità iniziale più lenta
            let ballSpeedY = 3 * gameSpeed; // Velocità iniziale più lenta
            let ballSize = 20;
            let speedIncreaseFactor = 1.05; // Fattore di incremento della velocità ad ogni rimbalzo
            
            // Paddle properties
            const paddleHeight = isMobile ? 80 : 100;
            const paddleWidth = isMobile ? 12 : 15;
            let playerPaddleY = 200;
            let aiPaddleY = 200;
            let opponentPaddleY = 200;
            const paddleSpeed = 8 * gameSpeed;
            
            // Game area dimensions
            const gameWidth = gameContainer.clientWidth;
            const gameHeight = gameContainer.clientHeight;
            
            // WebSocket connection
            let socket = null;
            let reconnectAttempts = 0;
            const maxReconnectAttempts = 5;
            
            // Power-ups
            const powerUps = [
                { type: 'speed', color: '#ff00e4', duration: 5000, effect: () => { gameSpeed = 1.5; } },
                { type: 'size', color: '#00ff00', duration: 7000, effect: () => { playerPaddle.style.height = (paddleHeight * 1.5) + 'px'; } },
                { type: 'freeze', color: '#00b4ff', duration: 3000, effect: () => { 
                    if (isMultiplayer) {
                        opponentPaddle.style.opacity = '0.5';
                    } else {
                        aiPaddle.style.opacity = '0.5';
                    }
                }}
            ];
            
            // Initialize game
            init();
            
            function init() {
                // Set up event listeners
                singlePlayerBtn.addEventListener('click', () => {
                    isMultiplayer = false;
                    startGame();
                });
                
                multiplayerBtn.addEventListener('click', startMultiplayerGame);
                restartBtn.addEventListener('click', startGame);
                
                // Generate a random player name
                playerName = 'Player' + Math.floor(Math.random() * 1000);
                playerNameDisplay.textContent = playerName;
                
                // Initialize connection status
                updateConnectionStatus('disconnected');
                
                // Set up touch controls
                if (isMobile) {
                    touchControls.style.display = 'flex';
                    
                    upBtn.addEventListener('touchstart', (e) => {
                        e.preventDefault();
                        touchUpActive = true;
                    });
                    
                    upBtn.addEventListener('touchend', (e) => {
                        e.preventDefault();
                        touchUpActive = false;
                    });
                    
                    downBtn.addEventListener('touchstart', (e) => {
                        e.preventDefault();
                        touchDownActive = true;
                    });
                    
                    downBtn.addEventListener('touchend', (e) => {
                        e.preventDefault();
                        touchDownActive = false;
                    });
                    
                    // Prevent scrolling when touching game area
                    gameContainer.addEventListener('touchmove', (e) => {
                        e.preventDefault();
                    }, { passive: false });
                }
                
                // Check orientation on mobile
                if (isMobile) {
                    checkOrientation();
                    window.addEventListener('resize', checkOrientation);
                    window.addEventListener('orientationchange', checkOrientation);
                }
            }
            
            // Check device orientation
            function checkOrientation() {
                if (isMobile) {
                    const isPortrait = window.innerHeight > window.innerWidth;
                    if (Portrait) {
                        orientationWarning.style.display = 'flex';
                        gameContainer.style.display = 'none';
                    } else {
                        orientationWarning.style.display = 'none';
                        gameContainer.style.display = 'block';
                    }
                }
            }
            
            // Start multiplayer game
            function startMultiplayerGame() {
                isMultiplayer = true;
                connectToServer();
                
                // Show room code input
                roomCodeContainer.style.display = 'flex';
                waitingMessage.textContent = 'Connecting to server...';
            }
            
            // Connect to WebSocket server
            function connectToServer() {
                updateConnectionStatus('connecting');
                
                // In a real implementation, you would connect to your actual WebSocket server
                // For this example, we'll simulate a connection with a delay
                setTimeout(() => {
                    // Simulate successful connection
                    updateConnectionStatus('connected');
                    
                    // Generate a random room code
                    roomCode = generateRoomCode();
                    roomCodeDisplay.textContent = roomCode;
                    waitingMessage.textContent = 'Waiting for opponent to join...';
                    
                    // Simulate opponent joining after a delay
                    setTimeout(() => {
                        opponentName = 'Opponent' + Math.floor(Math.random() * 1000);
                        opponentNameDisplay.textContent = opponentName;
                        waitingMessage.textContent = 'Opponent joined! Starting game...';
                        
                        // Start the game after a short delay
                        setTimeout(() => {
                            startGame();
                        }, 1000);
                    }, 2000);
                }, 1000);
            }
            
            // Generate a random room code
            function generateRoomCode() {
                const chars = 'ABCDEFGHJKLMNPQRSTUVWXYZ23456789';
                let result = '';
                for (let i = 0; i < 5; i++) {
                    result += chars.charAt(Math.floor(Math.random() * chars.length));
                }
                return result;
            }
            
            // Update connection status UI
            function updateConnectionStatus(status) {
                const indicator = connectionStatus.querySelector('.indicator');
                const text = connectionStatus.querySelector('span');
                
                indicator.className = 'indicator';
                
                switch(status) {
                    case 'connected':
                        indicator.classList.add('connected');
                        text.textContent = 'Connected';
                        break;
                    case 'disconnected':
                        indicator.classList.add('disconnected');
                        text.textContent = 'Disconnected';
                        break;
                    case 'connecting':
                        indicator.classList.add('connecting');
                        text.textContent = 'Connecting...';
                        break;
                }
            }
            
            // Start game
            function startGame() {
                // Reset scores
                playerScoreValue = 0;
                aiScoreValue = 0;
                opponentScoreValue = 0;
                playerScore.textContent = '0';
                aiScore.textContent = '0';
                opponentScore.textContent = '0';
                
                // Show/hide appropriate elements based on game mode
                if (isMultiplayer) {
                    aiPaddle.style.display = 'none';
                    opponentPaddle.style.display = 'block';
                    aiScore.style.display = 'none';
                    opponentScore.style.display = 'block';
                    opponentNameDisplay.style.display = 'block';
                } else {
                    aiPaddle.style.display = 'block';
                    opponentPaddle.style.display = 'none';
                    aiScore.style.display = 'block';
                    opponentScore.style.display = 'none';
                    opponentNameDisplay.style.display = 'none';
                }
                
                // Reset positions
                ballX = gameWidth / 2;
                ballY = gameHeight / 2;
                playerPaddleY = (gameHeight - paddleHeight) / 2;
                aiPaddleY = (gameHeight - paddleHeight) / 2;
                opponentPaddleY = (gameHeight - paddleHeight) / 2;
                
                // Reset ball speed and direction (più lento all'inizio)
                ballSpeedX = 3 * (Math.random() > 0.5 ? 1 : -1);
                ballSpeedY = 3 * (Math.random() > 0.5 ? 1 : -1);
                
                // Reset power-ups
                clearPowerUps();
                activePowerUp = null;
                powerUpIndicator.style.display = 'none';
                
                // Hide screens
                startScreen.style.display = 'none';
                roomCodeContainer.style.display = 'none';
                gameOverScreen.style.display = 'none';
                
                // Start game loop
                gameRunning = true;
                requestAnimationFrame(gameLoop);
            }
            
            // Game loop
            function gameLoop(timestamp) {
                if (!gameRunning) return;
                
                update();
                render();
                
                // Check for power-up expiration
                if (activePowerUp && timestamp >= powerUpEndTime) {
                    clearPowerUps();
                }
                
                // Spawn power-ups randomly
                if (timestamp - lastPowerUpTime > 10000 && Math.random() < 0.01) {
                    spawnPowerUp();
                    lastPowerUpTime = timestamp;
                }
                
                // In multiplayer mode, send paddle position updates
                if (isMultiplayer && socket && socket.readyState === WebSocket.OPEN) {
                    // Simulate sending data to server
                    const data = {
                        type: 'paddleUpdate',
                        y: playerPaddleY,
                        room: roomCode
                    };
                    // In a real implementation: socket.send(JSON.stringify(data));
                }
                
                requestAnimationFrame(gameLoop);
            }
            
            // Update game state
            function update() {
                // Move player paddle
                if ((keys.ArrowUp || touchUpActive) && playerPaddleY > 0) {
                    playerPaddleY -= paddleSpeed;
                }
                if ((keys.ArrowDown || touchDownActive) && playerPaddleY < gameHeight - paddleHeight) {
                    playerPaddleY += paddleSpeed;
                }
                
                // AI or opponent paddle movement
                if (isMultiplayer) {
                    // In a real multiplayer game, opponent paddle position would come from the server
                    // For this example, we'll just simulate some movement
                    if (Math.random() < 0.02) {
                        const moveDirection = Math.random() > 0.5 ? 1 : -1;
                        opponentPaddleY += paddleSpeed * 0.7 * moveDirection;
                        opponentPaddleY = Math.max(0, Math.min(gameHeight - paddleHeight, opponentPaddleY));
                    }
                } else {
                    // AI paddle movement (simple tracking)
                    const aiPaddleCenter = aiPaddleY + paddleHeight / 2;
                    if (aiPaddleCenter < ballY - 15) {
                        aiPaddleY += paddleSpeed * 0.7 * gameSpeed;
                    } else if (aiPaddleCenter > ballY + 15) {
                        aiPaddleY -= paddleSpeed * 0.7 * gameSpeed;
                    }
                    
                    // Keep AI paddle in bounds
                    aiPaddleY = Math.max(0, Math.min(gameHeight - paddleHeight, aiPaddleY));
                }
                
                // Move ball
                ballX += ballSpeedX * gameSpeed;
                ballY += ballSpeedY * gameSpeed;
                
                // Ball collision with top and bottom walls
                if (ballY <= 0 || ballY >= gameHeight - ballSize) {
                    ballSpeedY = -ballSpeedY;
                    createParticles(ballX, ballY, 10, '#ff00e4');
                }
                
                // Ball collision with player paddle
                if (
                    ballX <= 20 + paddleWidth && 
                    ballY + ballSize >= playerPaddleY && 
                    ballY <= playerPaddleY + paddleHeight
                ) {
                    // Aumenta la velocità della pallina ad ogni rimbalzo
                    ballSpeedX = Math.abs(ballSpeedX) * speedIncreaseFactor;
                    // Add angle based on where ball hits paddle
                    const hitPosition = (ballY - playerPaddleY) / paddleHeight;
                    ballSpeedY = (hitPosition - 0.5) * 10;
                    createParticles(ballX, ballY, 15, '#00fffc');
                    
                    // In multiplayer, notify server about the hit
                    if (isMultiplayer && socket) {
                        const data = {
                            type: 'ballHit',
                            x: ballX,
                            y: ballY,
                            speedX: ballSpeedX,
                            speedY: ballSpeedY,
                            room: roomCode
                        };
                        // In a real implementation: socket.send(JSON.stringify(data));
                    }
                }
                
                // Ball collision with opponent/AI paddle
                const opponentPaddleToUse = isMultiplayer ? opponentPaddle : aiPaddle;
                const opponentPaddleYToUse = isMultiplayer ? opponentPaddleY : aiPaddleY;
                
                if (
                    ballX >= gameWidth - 20 - paddleWidth - ballSize && 
                    ballY + ballSize >= opponentPaddleYToUse && 
                    ballY <= opponentPaddleYToUse + paddleHeight
                ) {
                    // Aumenta la velocità della pallina ad ogni rimbalzo
                    ballSpeedX = -Math.abs(ballSpeedX) * speedIncreaseFactor;
                    // Add angle based on where ball hits paddle
                    const hitPosition = (ballY - opponentPaddleYToUse) / paddleHeight;
                    ballSpeedY = (hitPosition - 0.5) * 10;
                    createParticles(ballX, ballY, 15, '#ff00e4');
                }
                
                // Ball out of bounds (score)
                if (ballX < 0) {
                    if (isMultiplayer) {
                        opponentScoreValue++;
                        opponentScore.textContent = opponentScoreValue;
                        if (socket) {
                            const data = {
                                type: 'score',
                                player: 'opponent',
                                room: roomCode
                            };
                            // In a real implementation: socket.send(JSON.stringify(data));
                        }
                    } else {
                        aiScoreValue++;
                        aiScore.textContent = aiScoreValue;
                    }
                    resetBall();
                    
                    const winningScore = isMultiplayer ? 5 : 5;
                    if ((isMultiplayer && opponentScoreValue >= winningScore) || 
                        (!isMultiplayer && aiScoreValue >= winningScore)) {
                        endGame(false);
                    }
                }
                
                if (ballX > gameWidth) {
                    if (isMultiplayer) {
                        playerScoreValue++;
                        playerScore.textContent = playerScoreValue;
                        if (socket) {
                            const data = {
                                type: 'score',
                                player: 'player',
                                room: roomCode
                            };
                            // In a real implementation: socket.send(JSON.stringify(data));
                        }
                    } else {
                        playerScoreValue++;
                        playerScore.textContent = playerScoreValue;
                    }
                    resetBall();
                    
                    const winningScore = isMultiplayer ? 5 : 5;
                    if (playerScoreValue >= winningScore) {
                        endGame(true);
                    }
                }
                
                // Update power-ups
                document.querySelectorAll('.power-up').forEach(powerUp => {
                    const rect = powerUp.getBoundingClientRect();
                    const gameRect = gameContainer.getBoundingClientRect();
                    const powerUpX = rect.left - gameRect.left;
                    const powerUpY = rect.top - gameRect.top;
                    const powerUpSize = 20;
                    
                    // Check collision with ball
                    if (
                        ballX + ballSize > powerUpX &&
                        ballX < powerUpX + powerUpSize &&
                        ballY + ballSize > powerUpY &&
                        ballY < powerUpY + powerUpSize
                    ) {
                        const powerUpType = powerUp.classList.contains('speed') ? 'speed' : 
                                           powerUp.classList.contains('size') ? 'size' : 'freeze';
                        activatePowerUp(powerUpType);
                        powerUp.remove();
                        
                        // In multiplayer, notify server about power-up collection
                        if (isMultiplayer && socket) {
                            const data = {
                                type: 'powerUp',
                                powerUpType: powerUpType,
                                room: roomCode
                            };
                            // In a real implementation: socket.send(JSON.stringify(data));
                        }
                    }
                });
            }
            
            // Render game
            function render() {
                // Update paddle positions
                playerPaddle.style.top = playerPaddleY + 'px';
                
                if (isMultiplayer) {
                    opponentPaddle.style.top = opponentPaddleY + 'px';
                } else {
                    aiPaddle.style.top = aiPaddleY + 'px';
                }
                
                // Update ball position
                ball.style.left = ballX + 'px';
                ball.style.top = ballY + 'px';
                ball.style.width = ballSize + 'px';
                ball.style.height = ballSize + 'px';
                
                // Update particles
                document.querySelectorAll('.particle').forEach(particle => {
                    const opacity = parseFloat(particle.style.opacity);
                    particle.style.opacity = opacity - 0.02;
                    if (opacity <= 0) {
                        particle.remove();
                    }
                });
            }
            
            // Reset ball after scoring
            function resetBall() {
                ballX = gameWidth / 2;
                ballY = gameHeight / 2;
                // Resetta la velocità a quella iniziale più lenta
                ballSpeedX = 3 * (Math.random() > 0.5 ? 1 : -1);
                ballSpeedY = 3 * (Math.random() > 0.5 ? 1 : -1);
                gameSpeed = 1;
                
                // In multiplayer, notify server about ball reset
                if (isMultiplayer && socket) {
                    const data = {
                        type: 'ballReset',
                        room: roomCode
                    };
                    // In a real implementation: socket.send(JSON.stringify(data));
                }
            }
            
            // End game
            function endGame(playerWon) {
                gameRunning = false;
                
                if (isMultiplayer) {
                    gameResult.textContent = playerWon ? 
                        `YOU WIN! ${opponentName.toUpperCase()} WAS NO MATCH!` : 
                        `DEFEAT! ${opponentName.toUpperCase()} TRIUMPHED!`;
                    
                    // Notify server about game end
                    if (socket) {
                        const data = {
                            type: 'gameOver',
                            winner: playerWon ? playerName : opponentName,
                            room: roomCode
                        };
                        // In a real implementation: socket.send(JSON.stringify(data));
                    }
                } else {
                    gameResult.textContent = playerWon ? 
                        'YOU WIN! CYBER DOMINATION ACHIEVED!' : 
                        'DEFEAT! THE AI HAS TRIUMPHED!';
                }
                
                gameOverScreen.style.display = 'flex';
            }
            
            // Create explosion particles
            function createParticles(x, y, count, color) {
                for (let i = 0; i < count; i++) {
                    const particle = document.createElement('div');
                    particle.className = 'particle';
                    particle.style.left = x + 'px';
                    particle.style.top = y + 'px';
                    particle.style.backgroundColor = color;
                    particle.style.opacity = '1';
                    
                    // Random direction and speed
                    const angle = Math.random() * Math.PI * 2;
                    const speed = Math.random() * 3 + 1;
                    const vx = Math.cos(angle) * speed;
                    const vy = Math.sin(angle) * speed;
                    
                    gameContainer.appendChild(particle);
                    
                    // Animate particle
                    let frame = 0;
                    const animateParticle = () => {
                        frame++;
                        const currentX = parseFloat(particle.style.left);
                        const currentY = parseFloat(particle.style.top);
                        particle.style.left = (currentX + vx) + 'px';
                        particle.style.top = (currentY + vy) + 'px';
                        
                        if (frame < 30) {
                            requestAnimationFrame(animateParticle);
                        }
                    };
                    
                    animateParticle();
                }
            }
            
            // Spawn power-up
            function spawnPowerUp() {
                if (activePowerUp) return;
                
                const powerUp = powerUps[Math.floor(Math.random() * powerUps.length)];
                const powerUpElement = document.createElement('div');
                powerUpElement.className = `power-up ${powerUp.type}`;
                powerUpElement.style.left = (Math.random() * (gameWidth - 50) + 25) + 'px';
                powerUpElement.style.top = (Math.random() * (gameHeight - 50) + 25) + 'px';
                powerUpElement.style.backgroundColor = powerUp.color;
                powerUpElement.style.boxShadow = `0 0 10px ${powerUp.color}`;
                
                gameContainer.appendChild(powerUpElement);
                
                // Remove power-up after 5 seconds if not collected
                setTimeout(() => {
                    if (powerUpElement.parentNode) {
                        powerUpElement.remove();
                    }
                }, 5000);
                
                // In multiplayer, notify server about power-up spawn
                if (isMultiplayer && socket) {
                    const rect = powerUpElement.getBoundingClientRect();
                    const gameRect = gameContainer.getBoundingClientRect();
                    const x = rect.left - gameRect.left;
                    const y = rect.top - gameRect.top;
                    
                    const data = {
                        type: 'powerUpSpawn',
                        powerUpType: powerUp.type,
                        x: x,
                        y: y,
                        room: roomCode
                    };
                    // In a real implementation: socket.send(JSON.stringify(data));
                }
            }
            
            // Activate power-up
            function activatePowerUp(type) {
                clearPowerUps();
                
                const powerUp = powerUps.find(p => p.type === type);
                if (!powerUp) return;
                
                powerUp.effect();
                activePowerUp = type;
                powerUpEndTime = performance.now() + powerUp.duration;
                
                // Show indicator
                powerUpIndicator.textContent = `POWER UP: ${type.toUpperCase()}!`;
                powerUpIndicator.style.color = powerUp.color;
                powerUpIndicator.style.display = 'block';
                powerUpIndicator.classList.add('glow');
                
                // Remove indicator after duration
                setTimeout(() => {
                    powerUpIndicator.style.display = 'none';
                    powerUpIndicator.classList.remove('glow');
                }, powerUp.duration);
            }
            
            // Clear active power-ups
            function clearPowerUps() {
                if (!activePowerUp) return;
                
                // Reset game speed
                gameSpeed = 1;
                
                // Reset paddle size
                playerPaddle.style.height = paddleHeight + 'px';
                
                // Reset opponent/AI paddle opacity
                if (isMultiplayer) {
                    opponentPaddle.style.opacity = '1';
                } else {
                    aiPaddle.style.opacity = '1';
                }
                
                activePowerUp = null;
            }
            
            // Handle WebSocket messages
            function handleSocketMessage(event) {
                try {
                    const data = JSON.parse(event.data);
                    
                    switch(data.type) {
                        case 'paddleUpdate':
                            if (data.player !== playerName) {
                                opponentPaddleY = data.y;
                            }
                            break;
                            
                        case 'ballUpdate':
                            ballX = data.x;
                            ballY = data.y;
                            ballSpeedX = data.speedX;
                            ballSpeedY = data.speedY;
                            break;
                            
                        case 'powerUpSpawn':
                            // Spawn power-up at specified position
                            const powerUpElement = document.createElement('div');
                            powerUpElement.className = `power-up ${data.powerUpType}`;
                            powerUpElement.style.left = data.x + 'px';
                            powerUpElement.style.top = data.y + 'px';
                            powerUpElement.style.backgroundColor = powerUps.find(p => p.type === data.powerUpType).color;
                            powerUpElement.style.boxShadow = `0 0 10px ${powerUps.find(p => p.type === data.powerUpType).color}`;
                            gameContainer.appendChild(powerUpElement);
                            break;
                            
                        case 'score':
                            if (data.player === 'player') {
                                playerScoreValue = data.score;
                                playerScore.textContent = playerScoreValue;
                            } else {
                                opponentScoreValue = data.score;
                                opponentScore.textContent = opponentScoreValue;
                            }
                            break;
                            
                        case 'gameOver':
                            gameRunning = false;
                            gameResult.textContent = data.winner === playerName ? 
                                'YOU WIN! CYBER DOMINATION ACHIEVED!' : 
                                'DEFEAT! YOUR OPPONENT TRIUMPHED!';
                            gameOverScreen.style.display = 'flex';
                            break;
                            
                        case 'playerJoined':
                            opponentName = data.playerName;
                            opponentNameDisplay.textContent = opponentName;
                            waitingMessage.textContent = `${opponentName} has joined! Starting game...`;
                            setTimeout(() => {
                                startGame();
                            }, 1000);
                            break;
                    }
                } catch (e) {
                    console.error('Error processing message:', e);
                }
            }
            
            // Keyboard input
            const keys = {};
            document.addEventListener('keydown', (e) => {
                keys[e.key] = true;
            });
            document.addEventListener('keyup', (e) => {
                keys[e.key] = false;
            });
        });
    </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 <a href="https://enzostvs-deepsite.hf.space" style="color: #fff;" target="_blank" >DeepSite</a> <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;"></p></body>
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