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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>Futuristic Falling Ball Game</title>
    <link rel="stylesheet" href="style.css">
</head>
<body>
    <div class="game-container">
        <div id="ball" class="ball"></div>
        <div id="platform" class="platform"></div>
        <div id="score">Score: 0</div>
        <div id="level">Level: 1</div>
        <div id="lives">
            <img class="life" src="life-icon.png" alt="Life" id="life1">
            <img class="life" src="life-icon.png" alt="Life" id="life2">
            <img class="life" src="life-icon.png" alt="Life" id="life3">
            <img class="life" src="life-icon.png" alt="Life" id="life4">
        </div>
    </div>

    <script>
        let ball = document.getElementById("ball");
        let platform = document.getElementById("platform");
        let score = document.getElementById("score");
        let levelDisplay = document.getElementById("level");
        let livesDisplay = document.getElementById("lives");

        let currentScore = 0;
        let level = 1;
        let fallSpeed = 3;  // Initial fall speed (seconds)
        let platformX = window.innerWidth / 2 - 50;
        platform.style.left = platformX + "px";

        let remainingLives = 4;
        let ballY = -30;
        let ballX = Math.floor(Math.random() * (window.innerWidth - 30));
        let ballSpeed = 2;  // Ball fall speed per frame
        let isTouching = false;

        // Kontrol menggunakan Mouse
        document.addEventListener("mousemove", (e) => {
            platformX = e.clientX - platform.offsetWidth / 2;
            if (platformX < 0) platformX = 0;
            if (platformX > window.innerWidth - platform.offsetWidth) {
                platformX = window.innerWidth - platform.offsetWidth;
            }
            platform.style.left = platformX + "px";
        });

        // Kontrol menggunakan Sentuhan
        document.addEventListener("touchmove", (e) => {
            if (isTouching) {
                let touchX = e.touches[0].clientX;
                platformX = touchX - platform.offsetWidth / 2;
                if (platformX < 0) platformX = 0;
                if (platformX > window.innerWidth - platform.offsetWidth) {
                    platformX = window.innerWidth - platform.offsetWidth;
                }
                platform.style.left = platformX + "px";
            }
        }, { passive: false });

        document.addEventListener("touchstart", (e) => {
            isTouching = true;
        });

        document.addEventListener("touchend", (e) => {
            isTouching = false;
        });

        let updateLives = () => {
            for (let i = 1; i <= 4; i++) {
                let life = document.getElementById(`life${i}`);
                if (i > remainingLives) {
                    life.style.visibility = "hidden";
                } else {
                    life.style.visibility = "visible";
                }
            }
        };

        let updateBallPosition = () => {
            ballY += ballSpeed;

            // Update ball position
            ball.style.top = ballY + "px";
            ball.style.left = ballX + "px";

            let ballRect = ball.getBoundingClientRect();
            let platformRect = platform.getBoundingClientRect();

            if (ballY + 30 >= platformRect.top && ballY + 30 <= platformRect.bottom) {
                if (ballX + 30 >= platformRect.left && ballX <= platformRect.right) {
                    // Ball hits the platform
                    currentScore++;
                    if (currentScore % 10 === 0) {
                        level++;
                        levelDisplay.innerHTML = "Level: " + level;
                        fallSpeed -= 0.2;
                        ballSpeed += 0.1;  // Make ball fall faster
                    }
                    score.innerHTML = "Score: " + currentScore;
                    resetBall();
                }
            } else if (ballY >= window.innerHeight) {
                // Ball missed the platform
                remainingLives--;
                updateLives();
                if (remainingLives <= 0) {
                    alert("Game Over! Your score is: " + currentScore);
                    resetGame();
                }
                resetBall();
            }
        };

        let resetBall = () => {
            // Stop the animation when ball is reset
            ball.style.animation = 'none';
            setTimeout(() => {
                ball.style.animation = `fall ${fallSpeed}s linear infinite`;
            }, 50);  // Delay to restart the animation

            ballY = -30; // Reset ball to start position
            ballX = Math.floor(Math.random() * (window.innerWidth - 30)); // New random X position
            ball.style.top = ballY + "px";
            ball.style.left = ballX + "px";
        };

        let resetGame = () => {
            remainingLives = 4;
            currentScore = 0;
            level = 1;
            ballSpeed = 2;
            fallSpeed = 3;
            score.innerHTML = "Score: " + currentScore;
            levelDisplay.innerHTML = "Level: " + level;
            updateLives();
            resetBall();
        };

        let gameLoop = () => {
            updateBallPosition();
            requestAnimationFrame(gameLoop);  // Loop the game
        };

        gameLoop(); // Start the game loop
    </script>
</body>
</html>