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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>Space Invaders</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        @keyframes enemyMove {
            0%, 100% { transform: translateX(0); }
            25% { transform: translateX(10px); }
            50% { transform: translateX(0); }
            75% { transform: translateX(-10px); }
        }
        
        @keyframes explosion {
            0% { transform: scale(0.5); opacity: 1; }
            100% { transform: scale(1.5); opacity: 0; }
        }
        
        .enemy-animation {
            animation: enemyMove 1s infinite;
        }
        
        .explosion {
            animation: explosion 0.5s forwards;
        }
        
        #gameCanvas {
            background-color: #111827;
            border-radius: 8px;
            box-shadow: 0 0 30px rgba(59, 130, 246, 0.5);
        }
        
        .pixel-art {
            image-rendering: pixelated;
            image-rendering: -moz-crisp-edges;
            image-rendering: crisp-edges;
        }
    </style>
</head>
<body class="bg-gray-900 text-white min-h-screen flex flex-col items-center justify-center p-4">
    <div class="text-center mb-6">
        <h1 class="text-4xl font-bold mb-2 text-blue-400">SPACE INVADERS</h1>
        <div class="flex justify-center items-center gap-8 mb-4">
            <div class="text-xl">
                <span class="text-blue-300">Score:</span>
                <span id="score" class="ml-2 text-yellow-300">0</span>
            </div>
            <div class="text-xl">
                <span class="text-blue-300">Lives:</span>
                <span id="lives" class="ml-2 text-red-400">3</span>
            </div>
            <div class="text-xl">
                <span class="text-blue-300">Level:</span>
                <span id="level" class="ml-2 text-green-400">1</span>
            </div>
        </div>
    </div>
    
    <div class="relative">
        <canvas id="gameCanvas" width="600" height="500" class="border-2 border-blue-500"></canvas>
        
        <!-- Start Screen -->
        <div id="startScreen" class="absolute inset-0 bg-black bg-opacity-80 flex flex-col items-center justify-center">
            <h2 class="text-4xl font-bold mb-6 text-blue-400">SPACE INVADERS</h2>
            <p class="text-xl mb-8 text-center max-w-md">
                Defend Earth from alien invasion!<br>
                Use arrow keys to move and space to shoot.
            </p>
            <button id="startButton" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-8 rounded-full text-xl transition-all transform hover:scale-105">
                START GAME
            </button>
            <div class="mt-8 text-gray-400">
                <p>Controls:</p>
                <div class="flex gap-4 mt-2">
                    <div class="bg-gray-800 px-3 py-1 rounded">← →</div>
                    <div class="bg-gray-800 px-3 py-1 rounded">SPACE</div>
                </div>
            </div>
        </div>
        
        <!-- Game Over Screen -->
        <div id="gameOverScreen" class="absolute inset-0 bg-black bg-opacity-80 hidden flex-col items-center justify-center">
            <h2 class="text-4xl font-bold mb-2 text-red-500">GAME OVER</h2>
            <p class="text-2xl mb-6">Your score: <span id="finalScore" class="text-yellow-300">0</span></p>
            <button id="restartButton" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-2 px-6 rounded-full transition-all transform hover:scale-105">
                PLAY AGAIN
            </button>
        </div>
        
        <!-- Level Complete Screen -->
        <div id="levelCompleteScreen" class="absolute inset-0 bg-black bg-opacity-80 hidden flex-col items-center justify-center">
            <h2 class="text-4xl font-bold mb-2 text-green-500">LEVEL COMPLETE!</h2>
            <p class="text-2xl mb-6">Get ready for level <span id="nextLevel" class="text-yellow-300">2</span></p>
            <button id="nextLevelButton" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-2 px-6 rounded-full transition-all transform hover:scale-105">
                CONTINUE
            </button>
        </div>
    </div>
    
    <div class="mt-8 text-gray-400 text-center max-w-md">
        <p class="mb-2">Tip: The aliens move faster as their numbers decrease!</p>
        <p>Destroy the mothership for bonus points!</p>
    </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 levelCompleteScreen = document.getElementById('levelCompleteScreen');
        const startButton = document.getElementById('startButton');
        const restartButton = document.getElementById('restartButton');
        const nextLevelButton = document.getElementById('nextLevelButton');
        const scoreDisplay = document.getElementById('score');
        const livesDisplay = document.getElementById('lives');
        const levelDisplay = document.getElementById('level');
        const finalScoreDisplay = document.getElementById('finalScore');
        const nextLevelDisplay = document.getElementById('nextLevel');
        
        // Game state
        let gameRunning = false;
        let score = 0;
        let lives = 3;
        let level = 1;
        let enemies = [];
        let enemyBullets = [];
        let playerBullets = [];
        let explosions = [];
        let player = {
            x: canvas.width / 2 - 25,
            y: canvas.height - 60,
            width: 50,
            height: 30,
            speed: 8,
            color: '#3B82F6'
        };
        
        let keys = {
            ArrowLeft: false,
            ArrowRight: false,
            ' ': false
        };
        
        // Enemy types
        const enemyTypes = [
            { color: '#F59E0B', points: 10, width: 40, height: 30 },  // Yellow - basic
            { color: '#8B5CF6', points: 20, width: 40, height: 30 },  // Purple - faster
            { color: '#EC4899', points: 30, width: 40, height: 30 },  // Pink - shoots more
            { color: '#10B981', points: 50, width: 60, height: 40 }   // Green - mothership
        ];
        
        // Initialize game
        function initGame() {
            score = 0;
            lives = 3;
            level = 1;
            updateDisplays();
            createEnemies();
            gameRunning = true;
            gameLoop();
        }
        
        // Create enemies based on level
        function createEnemies() {
            enemies = [];
            const rows = Math.min(3 + Math.floor(level / 2), 6);
            const cols = Math.min(5 + level, 10);
            const spacing = 60;
            const startX = (canvas.width - (cols - 1) * spacing) / 2;
            const startY = 50;
            
            // Regular enemies
            for (let row = 0; row < rows; row++) {
                for (let col = 0; col < cols; col++) {
                    const typeIndex = row % 3; // Cycle through first 3 types
                    enemies.push({
                        x: startX + col * spacing,
                        y: startY + row * spacing,
                        width: enemyTypes[typeIndex].width,
                        height: enemyTypes[typeIndex].height,
                        color: enemyTypes[typeIndex].color,
                        points: enemyTypes[typeIndex].points,
                        speed: 1 + level * 0.2,
                        shootChance: 0.005 + (level * 0.001)
                    });
                }
            }
            
            // Add mothership (random position top row)
            if (level % 3 === 0) {
                enemies.push({
                    x: Math.random() * (canvas.width - 60),
                    y: 30,
                    width: enemyTypes[3].width,
                    height: enemyTypes[3].height,
                    color: enemyTypes[3].color,
                    points: enemyTypes[3].points,
                    speed: 1.5 + level * 0.1,
                    shootChance: 0.01 + (level * 0.002)
                });
            }
        }
        
        // Update displays
        function updateDisplays() {
            scoreDisplay.textContent = score;
            livesDisplay.textContent = lives;
            levelDisplay.textContent = level;
        }
        
        // Game loop
        function gameLoop() {
            if (!gameRunning) return;
            
            // Clear canvas
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            
            // Update and draw player
            updatePlayer();
            drawPlayer();
            
            // Update and draw enemies
            updateEnemies();
            drawEnemies();
            
            // Update and draw bullets
            updateBullets();
            drawBullets();
            
            // Draw explosions
            drawExplosions();
            
            // Check for level completion
            if (enemies.length === 0) {
                levelComplete();
                return;
            }
            
            // Check for game over
            if (lives <= 0) {
                gameOver();
                return;
            }
            
            // Continue game loop
            requestAnimationFrame(gameLoop);
        }
        
        // Update player position
        function updatePlayer() {
            if (keys.ArrowLeft && player.x > 0) {
                player.x -= player.speed;
            }
            if (keys.ArrowRight && player.x < canvas.width - player.width) {
                player.x += player.speed;
            }
            
            // Player shooting
            if (keys[' ']) {
                keys[' '] = false; // Prevent continuous shooting
                playerBullets.push({
                    x: player.x + player.width / 2 - 2,
                    y: player.y,
                    width: 4,
                    height: 15,
                    speed: 10,
                    color: '#FFFFFF'
                });
                
                // Play shoot sound
                playSound('shoot');
            }
        }
        
        // Draw player
        function drawPlayer() {
            ctx.fillStyle = player.color;
            // Main body
            ctx.fillRect(player.x, player.y, player.width, player.height);
            // Cannon
            ctx.fillRect(player.x + player.width / 2 - 5, player.y - 10, 10, 10);
        }
        
        // Update enemies
        function updateEnemies() {
            let directionChange = false;
            
            // Move enemies and check for direction change
            enemies.forEach(enemy => {
                enemy.x += enemy.speed;
                
                // Check if any enemy hits the edge
                if ((enemy.x + enemy.width > canvas.width || enemy.x < 0) && !directionChange) {
                    directionChange = true;
                }
            });
            
            // Change direction and move down if edge hit
            if (directionChange) {
                enemies.forEach(enemy => {
                    enemy.speed = -enemy.speed;
                    enemy.y += 20;
                });
            }
            
            // Enemy shooting
            enemies.forEach(enemy => {
                if (Math.random() < enemy.shootChance) {
                    enemyBullets.push({
                        x: enemy.x + enemy.width / 2 - 2,
                        y: enemy.y + enemy.height,
                        width: 4,
                        height: 15,
                        speed: 5 + level * 0.5,
                        color: '#F87171' // Red bullets
                    });
                }
            });
            
            // Check if any enemy reached the bottom
            enemies.forEach(enemy => {
                if (enemy.y + enemy.height > canvas.height - 50) {
                    lives = 0; // Instant game over
                }
            });
        }
        
        // Draw enemies
        function drawEnemies() {
            enemies.forEach(enemy => {
                ctx.fillStyle = enemy.color;
                // Main body
                ctx.fillRect(enemy.x, enemy.y, enemy.width, enemy.height);
                // Eyes
                ctx.fillStyle = '#000000';
                ctx.fillRect(enemy.x + 10, enemy.y + 10, 8, 8);
                ctx.fillRect(enemy.x + enemy.width - 18, enemy.y + 10, 8, 8);
                
                // Special decoration for mothership
                if (enemy.width === 60) {
                    ctx.fillStyle = '#FFFFFF';
                    ctx.fillRect(enemy.x + 15, enemy.y - 5, 30, 5);
                }
            });
        }
        
        // Update bullets
        function updateBullets() {
            // Player bullets
            for (let i = playerBullets.length - 1; i >= 0; i--) {
                playerBullets[i].y -= playerBullets[i].speed;
                
                // Remove if off screen
                if (playerBullets[i].y < 0) {
                    playerBullets.splice(i, 1);
                    continue;
                }
                
                // Check for enemy hits
                for (let j = enemies.length - 1; j >= 0; j--) {
                    if (checkCollision(playerBullets[i], enemies[j])) {
                        // Add explosion
                        explosions.push({
                            x: enemies[j].x + enemies[j].width / 2,
                            y: enemies[j].y + enemies[j].height / 2,
                            size: Math.max(enemies[j].width, enemies[j].height),
                            color: enemies[j].color,
                            time: 0
                        });
                        
                        // Increase score
                        score += enemies[j].points;
                        updateDisplays();
                        
                        // Play explosion sound
                        playSound('explosion');
                        
                        // Remove enemy and bullet
                        enemies.splice(j, 1);
                        playerBullets.splice(i, 1);
                        break;
                    }
                }
            }
            
            // Enemy bullets
            for (let i = enemyBullets.length - 1; i >= 0; i--) {
                enemyBullets[i].y += enemyBullets[i].speed;
                
                // Remove if off screen
                if (enemyBullets[i].y > canvas.height) {
                    enemyBullets.splice(i, 1);
                    continue;
                }
                
                // Check for player hit
                if (checkCollision(enemyBullets[i], player)) {
                    // Add explosion
                    explosions.push({
                        x: player.x + player.width / 2,
                        y: player.y + player.height / 2,
                        size: 30,
                        color: player.color,
                        time: 0
                    });
                    
                    // Play explosion sound
                    playSound('explosion');
                    
                    // Decrease lives
                    lives--;
                    updateDisplays();
                    
                    // Remove bullet
                    enemyBullets.splice(i, 1);
                    
                    // Short invincibility
                    if (lives > 0) {
                        player.color = '#93C5FD'; // Light blue for invincibility
                        setTimeout(() => {
                            player.color = '#3B82F6'; // Back to normal
                        }, 1000);
                    }
                }
            }
        }
        
        // Draw bullets
        function drawBullets() {
            // Player bullets
            playerBullets.forEach(bullet => {
                ctx.fillStyle = bullet.color;
                ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
            });
            
            // Enemy bullets
            enemyBullets.forEach(bullet => {
                ctx.fillStyle = bullet.color;
                ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
            });
        }
        
        // Draw explosions
        function drawExplosions() {
            for (let i = explosions.length - 1; i >= 0; i--) {
                explosions[i].time++;
                
                const progress = explosions[i].time / 30;
                const size = explosions[i].size * (0.5 + progress * 1.5);
                const alpha = 1 - progress;
                
                ctx.save();
                ctx.globalAlpha = alpha;
                ctx.fillStyle = explosions[i].color;
                
                // Draw explosion particles
                for (let j = 0; j < 8; j++) {
                    const angle = (j / 8) * Math.PI * 2;
                    const distance = size * 0.3 * progress;
                    const px = explosions[i].x + Math.cos(angle) * distance;
                    const py = explosions[i].y + Math.sin(angle) * distance;
                    ctx.fillRect(px - 2, py - 2, 4, 4);
                }
                
                ctx.restore();
                
                // Remove if animation complete
                if (explosions[i].time >= 30) {
                    explosions.splice(i, 1);
                }
            }
        }
        
        // Check collision between two objects
        function checkCollision(obj1, obj2) {
            return obj1.x < obj2.x + obj2.width &&
                   obj1.x + obj1.width > obj2.x &&
                   obj1.y < obj2.y + obj2.height &&
                   obj1.y + obj1.height > obj2.y;
        }
        
        // Game over
        function gameOver() {
            gameRunning = false;
            finalScoreDisplay.textContent = score;
            gameOverScreen.classList.remove('hidden');
            gameOverScreen.classList.add('flex');
            
            // Play game over sound
            playSound('gameOver');
        }
        
        // Level complete
        function levelComplete() {
            gameRunning = false;
            nextLevelDisplay.textContent = level + 1;
            levelCompleteScreen.classList.remove('hidden');
            levelCompleteScreen.classList.add('flex');
            
            // Play level complete sound
            playSound('levelComplete');
        }
        
        // Start next level
        function nextLevel() {
            level++;
            updateDisplays();
            createEnemies();
            gameRunning = true;
            levelCompleteScreen.classList.add('hidden');
            levelCompleteScreen.classList.remove('flex');
            gameLoop();
        }
        
        // Simple sound effects
        function playSound(type) {
            const sounds = {
                shoot: {
                    frequency: 220,
                    type: 'square',
                    duration: 0.1
                },
                explosion: {
                    frequency: 100,
                    type: 'sawtooth',
                    duration: 0.3
                },
                gameOver: {
                    frequency: 110,
                    type: 'sine',
                    duration: 1.5
                },
                levelComplete: {
                    frequency: 523.25,
                    type: 'sine',
                    duration: 0.2
                }
            };
            
            if (sounds[type]) {
                const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
                const oscillator = audioCtx.createOscillator();
                const gainNode = audioCtx.createGain();
                
                oscillator.type = sounds[type].type;
                oscillator.frequency.value = sounds[type].frequency;
                oscillator.connect(gainNode);
                gainNode.connect(audioCtx.destination);
                
                // For explosion, add some randomness
                if (type === 'explosion') {
                    oscillator.frequency.exponentialRampToValueAtTime(
                        50, 
                        audioCtx.currentTime + sounds[type].duration
                    );
                }
                
                // For game over, make it descending
                if (type === 'gameOver') {
                    oscillator.frequency.exponentialRampToValueAtTime(
                        55, 
                        audioCtx.currentTime + sounds[type].duration
                    );
                }
                
                // For level complete, make it a little melody
                if (type === 'levelComplete') {
                    oscillator.frequency.setValueAtTime(523.25, audioCtx.currentTime);
                    oscillator.frequency.setValueAtTime(659.25, audioCtx.currentTime + 0.1);
                    oscillator.frequency.setValueAtTime(783.99, audioCtx.currentTime + 0.2);
                }
                
                gainNode.gain.exponentialRampToValueAtTime(
                    0.001, 
                    audioCtx.currentTime + sounds[type].duration
                );
                
                oscillator.start();
                oscillator.stop(audioCtx.currentTime + sounds[type].duration);
            }
        }
        
        // Event listeners
        startButton.addEventListener('click', () => {
            startScreen.classList.add('hidden');
            initGame();
        });
        
        restartButton.addEventListener('click', () => {
            gameOverScreen.classList.add('hidden');
            gameOverScreen.classList.remove('flex');
            initGame();
        });
        
        nextLevelButton.addEventListener('click', () => {
            nextLevel();
        });
        
        // Keyboard controls - FIXED SPACE KEY ISSUE
        window.addEventListener('keydown', (e) => {
            if (e.key === 'ArrowLeft' || e.key === 'ArrowRight' || e.key === ' ') {
                e.preventDefault();
            }
            
            if (e.key === 'ArrowLeft') keys.ArrowLeft = true;
            if (e.key === 'ArrowRight') keys.ArrowRight = true;
            if (e.key === ' ') keys[' '] = true;
        });
        
        window.addEventListener('keyup', (e) => {
            if (e.key === 'ArrowLeft') keys.ArrowLeft = false;
            if (e.key === 'ArrowRight') keys.ArrowRight = false;
            if (e.key === ' ') keys[' '] = false;
        });
        
        // Touch controls for mobile
        let touchStartX = 0;
        
        canvas.addEventListener('touchstart', (e) => {
            e.preventDefault();
            touchStartX = e.touches[0].clientX;
            keys[' '] = true; // Shoot on touch
        });
        
        canvas.addEventListener('touchmove', (e) => {
            e.preventDefault();
            const touchX = e.touches[0].clientX;
            if (touchX < touchStartX - 10) {
                keys.ArrowLeft = true;
                keys.ArrowRight = false;
            } else if (touchX > touchStartX + 10) {
                keys.ArrowRight = true;
                keys.ArrowLeft = false;
            }
        });
        
        canvas.addEventListener('touchend', (e) => {
            e.preventDefault();
            keys.ArrowLeft = false;
            keys.ArrowRight = false;
            keys[' '] = 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 <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=drdata/space-invaders" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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