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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>GTA5 HACKER SNAKE</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        @import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap');
        
        body {
            font-family: 'Orbitron', sans-serif;
            background-color: #0a0a1a;
            overflow: hidden;
            user-select: none;
        }
        
        #gameCanvas {
            border: 2px solid rgba(0, 255, 255, 0.3);
            box-shadow: 0 0 20px rgba(0, 255, 255, 0.5);
        }
        
        .grid-bg {
            position: absolute;
            width: 100%;
            height: 100%;
            background: 
                linear-gradient(rgba(0, 255, 255, 0.1) 1px, transparent 1px),
                linear-gradient(90deg, rgba(0, 255, 255, 0.1) 1px, transparent 1px);
            background-size: 30px 30px;
            z-index: -1;
        }
        
        .glow-text {
            text-shadow: 0 0 10px cyan, 0 0 20px cyan;
        }
        
        .glow-box {
            box-shadow: 0 0 15px cyan, inset 0 0 10px cyan;
        }
        
        .pulse {
            animation: pulse 2s infinite;
        }
        
        @keyframes pulse {
            0% { opacity: 0.7; }
            50% { opacity: 1; }
            100% { opacity: 0.7; }
        }
        
        #keyOutline {
            stroke-dasharray: 1000;
            stroke-dashoffset: 1000;
            animation: dash 5s linear forwards;
        }
        
        @keyframes dash {
            to {
                stroke-dashoffset: 0;
            }
        }
    </style>
</head>
<body class="text-cyan-400 h-screen flex flex-col items-center justify-center relative">
    <div class="grid-bg"></div>
    
    <div class="absolute top-4 left-4 flex items-center gap-2">
        <div class="w-3 h-3 rounded-full bg-red-500 animate-pulse"></div>
        <span class="text-xs">LIVE FEED</span>
    </div>
    
    <div class="absolute top-4 right-4 text-xs">
        <div class="flex gap-4">
            <span>CONNECTION: <span class="text-green-500">SECURE</span></span>
            <span>USER: <span class="text-cyan-300">PLAYER_1</span></span>
        </div>
    </div>
    
    <h1 class="text-4xl font-bold mb-2 glow-text">// HACKER_SNAKE.EXE</h1>
    <p class="text-xs mb-6 pulse">TRACE THE KEY PATTERN WITHOUT COLLISION</p>
    
    <div class="relative">
        <canvas id="gameCanvas" width="500" height="500" class="bg-black"></canvas>
        
        <div id="startScreen" class="absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-80">
            <h2 class="text-2xl mb-4 glow-text">GTA5 HACKING TERMINAL</h2>
            <p class="text-sm mb-6 text-center px-8">Navigate the digital snake around the key outline<br>using arrow keys to complete the hack</p>
            <button id="startBtn" class="px-6 py-2 bg-cyan-900 hover:bg-cyan-700 glow-box rounded-md font-bold transition-all">
                INITIATE HACK
            </button>
            <div class="mt-6 text-xs">
                <p>HIGH SCORE: <span id="highScoreDisplay">0</span></p>
                <p>LAST SCORE: <span id="lastScoreDisplay">0</span></p>
            </div>
        </div>
        
        <div id="gameOverScreen" class="absolute inset-0 hidden flex-col items-center justify-center bg-black bg-opacity-80">
            <h2 class="text-2xl mb-2 glow-text">HACK TERMINATED</h2>
            <p class="text-xl mb-2" id="finalScore">SCORE: 0</p>
            <p class="text-sm mb-6" id="completionText">PARTIAL HACK COMPLETE</p>
            <div class="flex gap-4">
                <button id="restartBtn" class="px-4 py-2 bg-cyan-900 hover:bg-cyan-700 glow-box rounded-md font-bold transition-all">
                    RETRY
                </button>
                <button id="quitBtn" class="px-4 py-2 bg-purple-900 hover:bg-purple-700 glow-box rounded-md font-bold transition-all">
                    EXIT
                </button>
            </div>
        </div>
    </div>
    
    <div class="mt-4 flex gap-8 text-sm">
        <div>
            <p>SCORE: <span id="scoreDisplay">0</span></p>
            <p>TIME: <span id="timeDisplay">00:00</span></p>
        </div>
        <div>
            <p>LEVEL: <span id="levelDisplay">1</span></p>
            <p>MULTIPLIER: <span id="multiplierDisplay">1x</span></p>
        </div>
    </div>
    
    <div class="absolute bottom-4 left-4 text-xs opacity-70">
        <p>// GTA5 HACKING MINIGAME v1.0</p>
        <p>// USE ARROW KEYS TO CONTROL</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 startBtn = document.getElementById('startBtn');
        const restartBtn = document.getElementById('restartBtn');
        const quitBtn = document.getElementById('quitBtn');
        const scoreDisplay = document.getElementById('scoreDisplay');
        const timeDisplay = document.getElementById('timeDisplay');
        const levelDisplay = document.getElementById('levelDisplay');
        const multiplierDisplay = document.getElementById('multiplierDisplay');
        const finalScore = document.getElementById('finalScore');
        const completionText = document.getElementById('completionText');
        const highScoreDisplay = document.getElementById('highScoreDisplay');
        const lastScoreDisplay = document.getElementById('lastScoreDisplay');
        
        // Game state
        let snake = [];
        let food = [];
        let direction = 'right';
        let nextDirection = 'right';
        let gameSpeed = 150;
        let gameLoop;
        let score = 0;
        let level = 1;
        let multiplier = 1;
        let startTime;
        let elapsedTime = 0;
        let timerInterval;
        let highScore = localStorage.getItem('snakeHighScore') || 0;
        let lastScore = localStorage.getItem('snakeLastScore') || 0;
        let keyOutline = [];
        let outlineCompleted = false;
        let outlineProgress = 0;
        
        // Possible key shapes (W, A, S, D, Shift, Ctrl, Space, etc.)
        const keyShapes = [
            // W key (simple version)
            [
                {x: 100, y: 100}, {x: 150, y: 50}, {x: 200, y: 100},
                {x: 175, y: 100}, {x: 175, y: 200}, {x: 200, y: 200},
                {x: 150, y: 250}, {x: 100, y: 200}, {x: 125, y: 200},
                {x: 125, y: 100}, {x: 100, y: 100}
            ],
            // A key
            [
                {x: 100, y: 200}, {x: 150, y: 50}, {x: 200, y: 200},
                {x: 175, y: 150}, {x: 125, y: 150}, {x: 100, y: 200}
            ],
            // S key
            [
                {x: 200, y: 50}, {x: 100, y: 50}, {x: 100, y: 125},
                {x: 200, y: 125}, {x: 200, y: 200}, {x: 100, y: 200}
            ],
            // D key
            [
                {x: 100, y: 50}, {x: 150, y: 50}, {x: 175, y: 75},
                {x: 175, y: 175}, {x: 150, y: 200}, {x: 100, y: 200},
                {x: 100, y: 50}
            ],
            // Shift key (simple rectangle)
            [
                {x: 50, y: 225}, {x: 250, y: 225}, 
                {x: 250, y: 275}, {x: 50, y: 275},
                {x: 50, y: 225}
            ],
            // Space bar
            [
                {x: 50, y: 250}, {x: 250, y: 250},
                {x: 250, y: 275}, {x: 50, y: 275},
                {x: 50, y: 250}
            ]
        ];
        
        // Initialize displays
        highScoreDisplay.textContent = highScore;
        lastScoreDisplay.textContent = lastScore;
        
        // Start game
        startBtn.addEventListener('click', startGame);
        restartBtn.addEventListener('click', startGame);
        quitBtn.addEventListener('click', () => {
            gameOverScreen.classList.add('hidden');
            startScreen.classList.remove('hidden');
        });
        
        function startGame() {
            // Reset game state
            snake = [
                {x: 50, y: 250},
                {x: 40, y: 250},
                {x: 30, y: 250}
            ];
            
            direction = 'right';
            nextDirection = 'right';
            score = 0;
            level = 1;
            multiplier = 1;
            elapsedTime = 0;
            outlineCompleted = false;
            outlineProgress = 0;
            
            // Generate a random key outline
            const randomShapeIndex = Math.floor(Math.random() * keyShapes.length);
            keyOutline = keyShapes[randomShapeIndex];
            
            // Adjust outline coordinates to fit better on canvas
            keyOutline = keyOutline.map(point => ({
                x: point.x + 100,
                y: point.y + 100
            }));
            
            // Hide screens
            startScreen.classList.add('hidden');
            gameOverScreen.classList.add('hidden');
            
            // Update displays
            scoreDisplay.textContent = score;
            levelDisplay.textContent = level;
            multiplierDisplay.textContent = multiplier + 'x';
            
            // Start timer
            startTime = Date.now();
            if (timerInterval) clearInterval(timerInterval);
            timerInterval = setInterval(updateTimer, 1000);
            
            // Start game loop
            if (gameLoop) clearInterval(gameLoop);
            gameLoop = setInterval(gameStep, gameSpeed);
            
            // Draw initial state
            draw();
        }
        
        function updateTimer() {
            elapsedTime = Math.floor((Date.now() - startTime) / 1000);
            const minutes = Math.floor(elapsedTime / 60).toString().padStart(2, '0');
            const seconds = (elapsedTime % 60).toString().padStart(2, '0');
            timeDisplay.textContent = `${minutes}:${seconds}`;
        }
        
        function gameStep() {
            // Update direction
            direction = nextDirection;
            
            // Move snake
            const head = {...snake[0]};
            
            switch(direction) {
                case 'up':
                    head.y -= 10;
                    break;
                case 'down':
                    head.y += 10;
                    break;
                case 'left':
                    head.x -= 10;
                    break;
                case 'right':
                    head.x += 10;
                    break;
            }
            
            // Check for collisions with walls
            if (head.x < 0 || head.x >= canvas.width || head.y < 0 || head.y >= canvas.height) {
                gameOver();
                return;
            }
            
            // Check for collisions with self
            for (let i = 0; i < snake.length; i++) {
                if (head.x === snake[i].x && head.y === snake[i].y) {
                    gameOver();
                    return;
                }
            }
            
            // Add new head
            snake.unshift(head);
            
            // Check for outline tracing
            checkOutlineTracing(head);
            
            // Check if snake should grow (based on outline progress)
            if (outlineProgress % 5 === 0 && outlineProgress > 0 && !outlineCompleted) {
                // Don't remove tail (snake grows)
                multiplier = Math.floor(outlineProgress / 5) + 1;
                multiplierDisplay.textContent = multiplier + 'x';
            } else {
                // Remove tail (snake doesn't grow)
                snake.pop();
            }
            
            // Check if outline is completed
            if (outlineProgress >= keyOutline.length - 1 && !outlineCompleted) {
                outlineCompleted = true;
                score += 100 * multiplier * level;
                level++;
                levelDisplay.textContent = level;
                
                // Increase speed every 2 levels
                if (level % 2 === 0) {
                    gameSpeed = Math.max(50, gameSpeed - 10);
                    clearInterval(gameLoop);
                    gameLoop = setInterval(gameStep, gameSpeed);
                }
                
                // Generate new outline
                const randomShapeIndex = Math.floor(Math.random() * keyShapes.length);
                keyOutline = keyShapes[randomShapeIndex];
                
                // Adjust outline coordinates to fit better on canvas
                keyOutline = keyOutline.map(point => ({
                    x: point.x + 100,
                    y: point.y + 100
                }));
                
                outlineProgress = 0;
                outlineCompleted = false;
            }
            
            // Update score
            scoreDisplay.textContent = score;
            
            // Redraw
            draw();
        }
        
        function checkOutlineTracing(head) {
            if (outlineCompleted) return;
            
            // Check if head is close to the next point in outline
            const nextPoint = keyOutline[outlineProgress + 1];
            const distance = Math.sqrt(
                Math.pow(head.x - nextPoint.x, 2) + 
                Math.pow(head.y - nextPoint.y, 2)
            );
            
            if (distance < 15) {
                outlineProgress++;
                score += 5 * multiplier;
                
                // Bonus for completing segments
                if (outlineProgress % 5 === 0) {
                    score += 20 * multiplier;
                }
            }
        }
        
        function draw() {
            // Clear canvas
            ctx.fillStyle = 'rgba(0, 10, 20, 0.7)';
            ctx.fillRect(0, 0, canvas.width, canvas.height);
            
            // Draw grid
            drawGrid();
            
            // Draw key outline
            drawKeyOutline();
            
            // Draw snake
            drawSnake();
            
            // Draw progress indicator
            drawProgress();
        }
        
        function drawGrid() {
            ctx.strokeStyle = 'rgba(0, 255, 255, 0.1)';
            ctx.lineWidth = 1;
            
            // Vertical lines
            for (let x = 0; x < canvas.width; x += 30) {
                ctx.beginPath();
                ctx.moveTo(x, 0);
                ctx.lineTo(x, canvas.height);
                ctx.stroke();
            }
            
            // Horizontal lines
            for (let y = 0; y < canvas.height; y += 30) {
                ctx.beginPath();
                ctx.moveTo(0, y);
                ctx.lineTo(canvas.width, y);
                ctx.stroke();
            }
        }
        
        function drawKeyOutline() {
            if (keyOutline.length < 2) return;
            
            ctx.strokeStyle = 'rgba(255, 0, 255, 0.7)';
            ctx.lineWidth = 3;
            ctx.beginPath();
            ctx.moveTo(keyOutline[0].x, keyOutline[0].y);
            
            for (let i = 1; i <= outlineProgress; i++) {
                ctx.lineTo(keyOutline[i].x, keyOutline[i].y);
            }
            
            ctx.stroke();
            
            // Draw remaining outline in dimmer color
            if (outlineProgress < keyOutline.length - 1) {
                ctx.strokeStyle = 'rgba(255, 0, 255, 0.2)';
                ctx.beginPath();
                ctx.moveTo(keyOutline[outlineProgress].x, keyOutline[outlineProgress].y);
                
                for (let i = outlineProgress + 1; i < keyOutline.length; i++) {
                    ctx.lineTo(keyOutline[i].x, keyOutline[i].y);
                }
                
                ctx.stroke();
            }
            
            // Draw points
            ctx.fillStyle = 'magenta';
            for (let i = 0; i < keyOutline.length; i++) {
                ctx.beginPath();
                ctx.arc(keyOutline[i].x, keyOutline[i].y, 3, 0, Math.PI * 2);
                ctx.fill();
            }
        }
        
        function drawSnake() {
            // Draw head
            const head = snake[0];
            ctx.fillStyle = 'cyan';
            ctx.beginPath();
            ctx.arc(head.x, head.y, 6, 0, Math.PI * 2);
            ctx.fill();
            
            // Add glow effect
            ctx.shadowColor = 'cyan';
            ctx.shadowBlur = 10;
            
            // Draw body
            ctx.fillStyle = 'rgba(0, 255, 255, 0.8)';
            for (let i = 1; i < snake.length; i++) {
                ctx.beginPath();
                ctx.arc(snake[i].x, snake[i].y, 4, 0, Math.PI * 2);
                ctx.fill();
            }
            
            // Remove glow
            ctx.shadowColor = 'transparent';
        }
        
        function drawProgress() {
            const progressPercent = (outlineProgress / (keyOutline.length - 1)) * 100;
            
            ctx.fillStyle = 'rgba(0, 255, 255, 0.2)';
            ctx.fillRect(20, 20, 200, 10);
            
            ctx.fillStyle = 'cyan';
            ctx.fillRect(20, 20, 200 * (progressPercent / 100), 10);
            
            ctx.strokeStyle = 'cyan';
            ctx.strokeRect(20, 20, 200, 10);
            
            ctx.fillStyle = 'white';
            ctx.font = '10px Orbitron';
            ctx.fillText(`TRACE PROGRESS: ${Math.round(progressPercent)}%`, 20, 35);
        }
        
        function gameOver() {
            clearInterval(gameLoop);
            clearInterval(timerInterval);
            
            // Update scores
            lastScore = score;
            if (score > highScore) {
                highScore = score;
                localStorage.setItem('snakeHighScore', highScore);
            }
            localStorage.setItem('snakeLastScore', lastScore);
            
            // Update game over screen
            finalScore.textContent = `SCORE: ${score}`;
            
            const completionPercent = outlineProgress / (keyOutline.length - 1) * 100;
            if (completionPercent < 30) {
                completionText.textContent = "HACK FAILED - TRACE INCOMPLETE";
            } else if (completionPercent < 70) {
                completionText.textContent = "PARTIAL HACK COMPLETE";
            } else {
                completionText.textContent = "NEARLY COMPLETE - TRY AGAIN";
            }
            
            gameOverScreen.classList.remove('hidden');
        }
        
        // Handle keyboard input
        document.addEventListener('keydown', (e) => {
            switch(e.key) {
                case 'ArrowUp':
                    if (direction !== 'down') nextDirection = 'up';
                    break;
                case 'ArrowDown':
                    if (direction !== 'up') nextDirection = 'down';
                    break;
                case 'ArrowLeft':
                    if (direction !== 'right') nextDirection = 'left';
                    break;
                case 'ArrowRight':
                    if (direction !== 'left') nextDirection = 'right';
                    break;
            }
        });
        
        // Initial draw
        draw();
    </script>
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