This commit is contained in:
parent
6f258bf13d
commit
c3a43148c0
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@ -28,6 +28,7 @@
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<li><a href="/scorecard-4p/">Generic Scorecard - 4 Players</a></li>
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<li><a href="/mahjong/">Mahjong Scorecard</a></li>
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<li><a href="/finska/">Finska Scorecard</a></li>
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<li><a href="/neon-snake/">Neon Snake</a>: vibe-coded by Google Gemini</li>
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</ul>
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</main>
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</body>
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441
site/neon-snake/index.html
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441
site/neon-snake/index.html
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@ -0,0 +1,441 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
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<title>Neon Snake</title>
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<style>
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@import url('https://fonts.googleapis.com/css2?family=VT323&display=swap');
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:root {
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--neon-green: #39ff14;
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--neon-red: #ff0055;
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--neon-blue: #00ffff;
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--bg-color: #050510;
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--grid-line: rgba(0, 255, 255, 0.05);
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}
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body {
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margin: 0;
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padding: 0;
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background-color: var(--bg-color);
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color: var(--neon-green);
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font-family: 'VT323', monospace;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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height: 100vh;
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overflow: hidden;
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user-select: none;
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-webkit-user-select: none;
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}
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/* CRT Scanline Effect Overlay */
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.scanlines {
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position: fixed;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background: linear-gradient(
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to bottom,
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rgba(255,255,255,0),
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rgba(255,255,255,0) 50%,
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rgba(0,0,0,0.1) 50%,
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rgba(0,0,0,0.1)
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);
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background-size: 100% 4px;
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pointer-events: none;
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z-index: 10;
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}
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/* Container for the game */
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#game-container {
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position: relative;
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box-shadow: 0 0 20px rgba(57, 255, 20, 0.2);
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border: 2px solid var(--neon-green);
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background-color: #000;
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}
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canvas {
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display: block;
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background-image:
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linear-gradient(var(--grid-line) 1px, transparent 1px),
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linear-gradient(90deg, var(--grid-line) 1px, transparent 1px);
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background-size: 20px 20px;
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}
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#ui-layer {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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pointer-events: none;
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display: flex;
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flex-direction: column;
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justify-content: space-between;
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}
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.header {
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display: flex;
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justify-content: space-between;
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padding: 10px 20px;
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font-size: 1.5rem;
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text-shadow: 0 0 5px var(--neon-green);
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background: rgba(0,0,0,0.6);
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}
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#start-screen, #game-over-screen {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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text-align: center;
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background: rgba(5, 5, 16, 0.9);
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padding: 20px;
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border: 1px solid var(--neon-green);
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box-shadow: 0 0 15px var(--neon-green);
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pointer-events: auto;
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z-index: 5;
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}
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h1 {
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margin: 0 0 10px 0;
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font-size: 3rem;
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color: var(--neon-blue);
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text-shadow: 0 0 10px var(--neon-blue);
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letter-spacing: 2px;
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}
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p {
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font-size: 1.2rem;
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margin-bottom: 20px;
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}
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button {
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background: transparent;
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color: var(--neon-green);
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border: 2px solid var(--neon-green);
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padding: 10px 30px;
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font-family: 'VT323', monospace;
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font-size: 1.5rem;
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cursor: pointer;
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text-transform: uppercase;
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box-shadow: 0 0 10px var(--neon-green);
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transition: all 0.2s;
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}
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button:hover {
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background: var(--neon-green);
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color: black;
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box-shadow: 0 0 20px var(--neon-green);
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}
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.hidden {
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display: none !important;
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}
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/* Mobile specific controls hint */
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.controls-hint {
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margin-top: 10px;
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font-size: 0.9rem;
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color: #888;
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opacity: 0.8;
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}
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</style>
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</head>
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<body>
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<div class="scanlines"></div>
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<div id="game-container">
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<canvas id="gameCanvas" width="400" height="400"></canvas>
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<div id="ui-layer">
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<div class="header">
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<span id="score-display">SCORE: 000</span>
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<span id="highscore-display">HI: 000</span>
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</div>
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</div>
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<div id="start-screen">
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<h1>NEON SNAKE</h1>
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<p>USE ARROW KEYS OR SWIPE</p>
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<button onclick="startGame()">INITIALIZE</button>
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</div>
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<div id="game-over-screen" class="hidden">
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<h1 style="color: var(--neon-red); text-shadow: 0 0 10px var(--neon-red);">SYSTEM FAILURE</h1>
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<p>FINAL SCORE: <span id="final-score">0</span></p>
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<button onclick="startGame()">REBOOT</button>
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</div>
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</div>
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<div class="controls-hint">Desktop: Arrows/WASD | Mobile: Swipe</div>
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<script>
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const scoreEl = document.getElementById('score-display');
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const highScoreEl = document.getElementById('highscore-display');
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const startScreen = document.getElementById('start-screen');
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const gameOverScreen = document.getElementById('game-over-screen');
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const finalScoreEl = document.getElementById('final-score');
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// Game Configuration
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let tileCount = 20; // 20x20 grid
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let tileSize = canvas.width / tileCount - 2; // -2 for gap
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let gameSpeed = 100; // ms per frame
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// Game State
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let score = 0;
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let highScore = localStorage.getItem('snake-highscore') || 0;
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let snake = [];
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let food = { x: 15, y: 15 };
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let dx = 0;
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let dy = 0;
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let gameInterval;
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let isGameRunning = false;
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let lastInputTime = 0;
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// Initialize display
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highScoreEl.innerText = `HI: ${String(highScore).padStart(3, '0')}`;
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resizeCanvas();
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// Responsive Canvas
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window.addEventListener('resize', resizeCanvas);
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function resizeCanvas() {
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// Constrain canvas to window size for mobile, max 600px
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let size = Math.min(window.innerWidth - 40, window.innerHeight - 100, 600);
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// Ensure size is a multiple of tileCount for clean rendering
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size = Math.floor(size / tileCount) * tileCount;
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canvas.width = size;
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canvas.height = size;
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tileSize = size / tileCount;
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}
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function startGame() {
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startScreen.classList.add('hidden');
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gameOverScreen.classList.add('hidden');
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// Reset State
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snake = [{x: 10, y: 10}, {x: 9, y: 10}, {x: 8, y: 10}];
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score = 0;
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dx = 1; // Start moving right
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dy = 0;
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updateScore(0);
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placeFood();
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if (gameInterval) clearInterval(gameInterval);
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isGameRunning = true;
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gameInterval = setInterval(gameLoop, gameSpeed);
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}
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function gameLoop() {
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if (!isGameRunning) return;
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// Move Snake
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const head = { x: snake[0].x + dx, y: snake[0].y + dy };
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// Wall Collision Check (Wrap around logic can be used, but let's do hard walls for retro feel)
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if (head.x < 0 || head.x >= tileCount || head.y < 0 || head.y >= tileCount) {
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gameOver();
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return;
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}
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// Self Collision Check
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for (let i = 0; i < snake.length; i++) {
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if (head.x === snake[i].x && head.y === snake[i].y) {
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gameOver();
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return;
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}
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}
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snake.unshift(head);
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// Eat Food
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if (head.x === food.x && head.y === food.y) {
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score += 10;
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updateScore(score);
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// Speed up slightly every 50 points
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if (score % 50 === 0 && gameSpeed > 50) {
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clearInterval(gameInterval);
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gameSpeed -= 5;
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gameInterval = setInterval(gameLoop, gameSpeed);
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}
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placeFood();
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} else {
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snake.pop(); // Remove tail
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}
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draw();
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}
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function draw() {
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// Clear screen
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ctx.fillStyle = '#000000'; // Pure black for high contrast
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Draw Food (Glitchy Red Square)
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ctx.shadowBlur = 15;
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ctx.shadowColor = "#ff0055";
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ctx.fillStyle = "#ff0055";
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ctx.fillRect(food.x * tileSize + 1, food.y * tileSize + 1, tileSize - 2, tileSize - 2);
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// Draw Snake
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snake.forEach((part, index) => {
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// Head is brighter, tail fades slightly
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if (index === 0) {
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ctx.fillStyle = "#ffffff"; // White hot head
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ctx.shadowBlur = 20;
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ctx.shadowColor = "#39ff14";
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} else {
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ctx.fillStyle = "#39ff14";
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ctx.shadowBlur = 10 - Math.min(index, 8); // Fading glow
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ctx.shadowColor = "#39ff14";
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}
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ctx.fillRect(part.x * tileSize + 1, part.y * tileSize + 1, tileSize - 2, tileSize - 2);
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});
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// Reset shadow for next frame performance
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ctx.shadowBlur = 0;
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}
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function placeFood() {
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// Random position not on snake
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let valid = false;
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while (!valid) {
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food.x = Math.floor(Math.random() * tileCount);
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food.y = Math.floor(Math.random() * tileCount);
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valid = true;
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for (let part of snake) {
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if (part.x === food.x && part.y === food.y) {
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valid = false;
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break;
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}
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}
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}
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}
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function updateScore(val) {
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scoreEl.innerText = `SCORE: ${String(val).padStart(3, '0')}`;
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}
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function gameOver() {
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isGameRunning = false;
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clearInterval(gameInterval);
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if (score > highScore) {
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highScore = score;
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localStorage.setItem('snake-highscore', highScore);
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highScoreEl.innerText = `HI: ${String(highScore).padStart(3, '0')}`;
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}
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finalScoreEl.innerText = score;
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gameOverScreen.classList.remove('hidden');
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}
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// Input Handling
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document.addEventListener('keydown', changeDirection);
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function changeDirection(event) {
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const LEFT_KEY = 37;
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const RIGHT_KEY = 39;
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const UP_KEY = 38;
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const DOWN_KEY = 40;
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const W_KEY = 87;
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const A_KEY = 65;
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const S_KEY = 83;
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const D_KEY = 68;
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const I_KEY = 73;
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const J_KEY = 74;
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const K_KEY = 75;
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const L_KEY = 76;
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// Prevent reversing direction immediately
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const goingUp = dy === -1;
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const goingDown = dy === 1;
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const goingRight = dx === 1;
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const goingLeft = dx === -1;
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const keyPressed = event.keyCode;
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// Prevent default scrolling
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if([37, 38, 39, 40].indexOf(keyPressed) > -1) {
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event.preventDefault();
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}
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// Input buffering (simple check to prevent double turn in one frame)
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const now = Date.now();
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if (now - lastInputTime < 50) return;
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lastInputTime = now;
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if ((keyPressed === LEFT_KEY || keyPressed === A_KEY || keyPressed == J_KEY) && !goingRight) {
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dx = -1; dy = 0;
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}
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if ((keyPressed === UP_KEY || keyPressed === W_KEY || keyPressed == I_KEY) && !goingDown) {
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dx = 0; dy = -1;
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}
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if ((keyPressed === RIGHT_KEY || keyPressed === D_KEY || keyPressed == L_KEY) && !goingLeft) {
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dx = 1; dy = 0;
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}
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if ((keyPressed === DOWN_KEY || keyPressed === S_KEY || keyPressed == K_KEY) && !goingUp) {
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dx = 0; dy = 1;
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}
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}
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// Touch Handling (Swipe)
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let touchStartX = 0;
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let touchStartY = 0;
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document.addEventListener('touchstart', function(event) {
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touchStartX = event.changedTouches[0].screenX;
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touchStartY = event.changedTouches[0].screenY;
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}, false);
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document.addEventListener('touchmove', function(event) {
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// Prevent scrolling while playing
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if(isGameRunning) event.preventDefault();
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}, { passive: false });
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document.addEventListener('touchend', function(event) {
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let touchEndX = event.changedTouches[0].screenX;
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let touchEndY = event.changedTouches[0].screenY;
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handleSwipe(touchStartX, touchStartY, touchEndX, touchEndY);
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}, false);
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function handleSwipe(startX, startY, endX, endY) {
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let diffX = endX - startX;
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let diffY = endY - startY;
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// Threshold to count as a swipe
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if (Math.abs(diffX) < 30 && Math.abs(diffY) < 30) return;
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const goingUp = dy === -1;
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const goingDown = dy === 1;
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const goingRight = dx === 1;
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const goingLeft = dx === -1;
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if (Math.abs(diffX) > Math.abs(diffY)) {
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// Horizontal Swipe
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if (diffX > 0 && !goingLeft) { dx = 1; dy = 0; }
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if (diffX < 0 && !goingRight) { dx = -1; dy = 0; }
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} else {
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// Vertical Swipe
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if (diffY > 0 && !goingUp) { dx = 0; dy = 1; }
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if (diffY < 0 && !goingDown) { dx = 0; dy = -1; }
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}
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}
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// Initial draw
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draw();
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</script>
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</body>
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</html>
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Loading…
Reference in a new issue