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// Breakout — the brick wall spells DRAWN, broken bricks drop powerups
const int cols = 34, rows = 20;
const double brickW = 10, brickH = 8;
const double wallTop = 26;
const double fieldW = cols * brickW;
const double fieldH = 440;
const double basePaddleW = 64, paddleH = 8, paddleY = 400;
const double ballR = 4;
const double baseSpeed = 260;
const double dropSpeed = 130;
const double dropChance = 0.66;   // powerup drop rate per destroyed brick, 0..1
const int maxBalls = 24;

// 5x7 pixel font: the wall letters plus the powerup captions
var glyphs = new Dictionary<char, string[]>();
glyphs['D'] = new[] { "1111.", "1...1", "1...1", "1...1", "1...1", "1...1", "1111." };
glyphs['R'] = new[] { "1111.", "1...1", "1...1", "1111.", "1..1.", "1...1", "1...1" };
glyphs['A'] = new[] { ".111.", "1...1", "1...1", "11111", "1...1", "1...1", "1...1" };
glyphs['W'] = new[] { "1...1", "1...1", "1...1", "1.1.1", "1.1.1", "11111", "1...1" };
glyphs['N'] = new[] { "1...1", "11..1", "11..1", "1.1.1", "1..11", "1..11", "1...1" };
glyphs['3'] = new[] { "1111.", "....1", "....1", ".111.", "....1", "....1", "1111." };
glyphs['x'] = new[] { ".....", ".....", "1...1", ".1.1.", "..1..", ".1.1.", "1...1" };
glyphs['+'] = new[] { ".....", "..1..", "..1..", "11111", "..1..", "..1..", "....." };
var word = "DRAWN";

var strength = new int[cols, rows];
var balls = new List<double[]>();   // x, y, vx, vy
var drops = new List<double[]>();   // x, y, kind: 0 = x3, 1 = +3, 2 = W
var alive = 0;
var score = 0;
var lives = 3;
var over = false;
var won = false;
var wideLeft = 0.0;                 // seconds of wide paddle left
double paddleW = basePaddleW;
double paddleX = fieldW / 2, paddleTo = fieldW / 2;
var keyDir = 0;                     // -1 / +1 while an arrow key is held
var rnd = new Random();

SkiaLabel hud = null;
SkiaLabel status = null;

// angle 0 = straight up, positive = to the right
void AddBall(double x, double y, double angle)
{
    if (balls.Count >= maxBalls) return;
    balls.Add(new[] { x, y, Math.Sin(angle) * baseSpeed, -Math.Cos(angle) * baseSpeed });
}

void BuildWall()
{
    for (int c = 0; c < cols; c++)
        for (int r = 0; r < rows; r++)
            strength[c, r] = 1;

    var wordCols = word.Length * 6 - 1;
    var c0 = (cols - wordCols) / 2;
    var r0 = 9;
    for (int i = 0; i < word.Length; i++)
    {
        var g = glyphs[word[i]];
        for (int gr = 0; gr < 7; gr++)
            for (int gc = 0; gc < 5; gc++)
                if (g[gr][gc] == '1')
                    strength[c0 + i * 6 + gc, r0 + gr] = 2;   // letters take two hits
    }
    alive = cols * rows;
}

void Restart()
{
    BuildWall();
    balls.Clear();
    drops.Clear();
    AddBall(fieldW / 2, paddleY - 40, (rnd.NextDouble() - 0.5) * 1.2);
    score = 0;
    lives = 3;
    over = false;
    won = false;
    wideLeft = 0;
    paddleW = basePaddleW;
    paddleX = fieldW / 2;
    paddleTo = paddleX;
    keyDir = 0;
}

void Apply(int kind)
{
    if (kind == 0)                        // x3 — every ball splits into three
    {
        foreach (var b in balls.ToList())
        {
            var a = Math.Atan2(b[2], -b[3]);
            AddBall(b[0], b[1], a - 0.4);
            AddBall(b[0], b[1], a + 0.4);
        }
    }
    else if (kind == 1)                   // +3 — three fresh balls off the paddle
    {
        for (int i = -1; i <= 1; i++)
            AddBall(paddleX, paddleY - ballR - 1, i * 0.4);
    }
    else                                  // W — wider paddle for 5s
    {
        wideLeft = 5;
    }
}

bool HitCell(double x, double y)
{
    var c = (int)Math.Floor(x / brickW);
    var r = (int)Math.Floor((y - wallTop) / brickH);
    if (c < 0 || c >= cols || r < 0 || r >= rows) return false;
    if (strength[c, r] <= 0) return false;

    strength[c, r]--;
    score += 10;
    if (strength[c, r] == 0)
    {
        alive--;
        if (rnd.NextDouble() < dropChance)
            drops.Add(new double[] { c * brickW + brickW / 2, wallTop + r * brickH, rnd.Next(3) });
    }
    return true;
}

void Step(double dt)
{
    if (over || won) return;
    if (dt > 0.05) dt = 0.05;

    // held arrow key drives the target at a constant speed, key repeat is not involved
    if (keyDir != 0)
        paddleTo += keyDir * 380 * dt;

    wideLeft = Math.Max(0, wideLeft - dt);
    paddleW = wideLeft > 0 ? basePaddleW * 1.7 : basePaddleW;
    paddleTo = Math.Clamp(paddleTo, paddleW / 2, fieldW - paddleW / 2);

    // pointer events land ~16/s, the canvas draws 60/s: chase the target so the paddle glides
    paddleX += (paddleTo - paddleX) * Math.Min(1.0, dt * 22);

    for (int i = drops.Count - 1; i >= 0; i--)
    {
        var d = drops[i];
        d[1] += dropSpeed * dt;

        if (d[1] > paddleY - 7 && d[1] < paddleY + paddleH + 7 && Math.Abs(d[0] - paddleX) < paddleW / 2 + 12)
        {
            Apply((int)d[2]);
            drops.RemoveAt(i);
        }
        else if (d[1] > fieldH)
        {
            drops.RemoveAt(i);
        }
    }

    for (int i = balls.Count - 1; i >= 0; i--)
    {
        var b = balls[i];
        var dist = Math.Sqrt(b[2] * b[2] + b[3] * b[3]) * dt;
        var steps = Math.Max(1, (int)Math.Ceiling(dist / 2.0));   // small steps, no tunneling
        var sdt = dt / steps;
        var lost = false;

        for (int s = 0; s < steps; s++)
        {
            b[0] += b[2] * sdt;
            b[1] += b[3] * sdt;

            if (b[0] < ballR) { b[0] = ballR; b[2] = Math.Abs(b[2]); }
            if (b[0] > fieldW - ballR) { b[0] = fieldW - ballR; b[2] = -Math.Abs(b[2]); }
            if (b[1] < ballR) { b[1] = ballR; b[3] = Math.Abs(b[3]); }

            if (b[3] > 0 && b[1] + ballR >= paddleY && b[1] - ballR <= paddleY + paddleH
                && b[0] >= paddleX - paddleW / 2 - ballR && b[0] <= paddleX + paddleW / 2 + ballR)
            {
                b[1] = paddleY - ballR;
                var ang = Math.Clamp((b[0] - paddleX) / (paddleW / 2), -1.0, 1.0);   // edge = steeper
                var sp = Math.Sqrt(b[2] * b[2] + b[3] * b[3]);
                b[2] = Math.Sin(ang) * sp;
                b[3] = -Math.Cos(ang) * sp;
            }

            if (HitCell(b[0] + Math.Sign(b[2]) * ballR, b[1])) b[2] = -b[2];
            else if (HitCell(b[0], b[1] + Math.Sign(b[3]) * ballR)) b[3] = -b[3];

            if (alive <= 0) { won = true; return; }

            if (b[1] - ballR > fieldH) { lost = true; break; }
        }

        if (lost) balls.RemoveAt(i);
    }

    if (balls.Count == 0)
    {
        lives--;
        if (lives <= 0) over = true;
        else AddBall(fieldW / 2, paddleY - 40, (rnd.NextDouble() - 0.5) * 1.2);
    }
}

Restart();

return new SkiaStack()
{
    Spacing = 10,
    BackgroundColor = Color.Parse("#12161F"),
    Padding = new Thickness(16),
    Children = new List<SkiaControl>()
    {
        new SkiaLayer()
        {
            Children = new List<SkiaControl>()
            {
                new SkiaStack()
                {
                    Spacing = 2,
                    Children = new List<SkiaControl>()
                    {
                        new SkiaLabel("Breakout")
                        {
                            FontSize = 17,
                            FontWeight = 700,
                            TextColor = Color.Parse("#E8EDF6"),
                        },
                        new SkiaLabel("drag or arrow keys, catch the drops")
                        {
                            FontSize = 11,
                            TextColor = Color.Parse("#6B7789"),
                        },
                    }
                }.StartX().CenterY(),

                new SkiaLabel("Score 0   Lives 3")
                {
                    FontSize = 12,
                    TextColor = Color.Parse("#FFD43B"),
                }
                .Assign(out hud)
                .EndX().CenterY(),
            }
        }.FillX(),

        // the frame paints the board background, the child layer paints the game on top
        new SkiaShape()
        {
            CornerRadius = 10,
            BackgroundColor = Color.Parse("#0B0E14"),
            WidthRequest = fieldW,
            HeightRequest = fieldH,
            Children = new List<SkiaControl>()
            {
                new SkiaLayer()
                {
                    Children = new List<SkiaControl>()
                    {
                        new SkiaLabel("")
                        {
                            FontSize = 14,
                            FontWeight = 700,
                            TextColor = Color.Parse("#E8EDF6"),
                            IsVisible = false,
                        }
                        .Assign(out status)
                        .Center(),
                    }
                }
                .Fill()
                .WhenPaint((me, ctx) =>
                {
                    var canvas = ctx.Context.Canvas;
                    var scale = ctx.Scale;
                    var dest = ctx.Destination;

                    float X(double v) => (float)(dest.Left + v * scale);
                    float Y(double v) => (float)(dest.Top + v * scale);
                    float S(double v) => (float)(v * scale);

                    using var paint = new SKPaint { IsAntialias = true, Style = SKPaintStyle.Fill };

                    void Glyph(char ch, float gx, float gy, float ps)
                    {
                        var g = glyphs[ch];
                        for (int r = 0; r < 7; r++)
                            for (int c = 0; c < 5; c++)
                                if (g[r][c] == '1') canvas.DrawRect(gx + c * ps, gy + r * ps, ps, ps, paint);
                    }

                    var yellow = SKColor.Parse("#FFD43B");
                    var steel = SKColor.Parse("#4A5568");

                    for (int c = 0; c < cols; c++)
                    {
                        for (int r = 0; r < rows; r++)
                        {
                            var st = strength[c, r];
                            if (st <= 0) continue;
                            paint.Color = st > 1 ? steel : yellow;
                            canvas.DrawRect(new SKRect(
                                X(c * brickW + 1), Y(wallTop + r * brickH + 1),
                                X(c * brickW + brickW - 1), Y(wallTop + r * brickH + brickH - 1)), paint);
                        }
                    }

                    foreach (var d in drops)
                    {
                        var kind = (int)d[2];
                        paint.Color = kind == 0 ? SKColor.Parse("#5EE7C4")
                            : kind == 1 ? SKColor.Parse("#2E7BF6") : yellow;
                        canvas.DrawRoundRect(new SKRect(
                            X(d[0] - 13), Y(d[1] - 8), X(d[0] + 13), Y(d[1] + 8)), S(4), S(4), paint);

                        var label = kind == 0 ? "x3" : kind == 1 ? "+3" : "W";
                        var ps = S(1.5);
                        paint.Color = SKColor.Parse("#0B0E14");
                        var gx = X(d[0]) - (label.Length * 6 * ps - ps) / 2;
                        for (int i = 0; i < label.Length; i++) Glyph(label[i], gx + i * 6 * ps, Y(d[1]) - 3.5f * ps, ps);
                    }

                    paint.Color = SKColor.Parse("#FF6B4A");
                    canvas.DrawRoundRect(new SKRect(
                        X(paddleX - paddleW / 2), Y(paddleY),
                        X(paddleX + paddleW / 2), Y(paddleY + paddleH)), S(4), S(4), paint);

                    paint.Color = SKColors.White;
                    foreach (var b in balls) canvas.DrawCircle(X(b[0]), Y(b[1]), S(ballR), paint);
                })
                .WithGestures((me, args, apply) =>
                {
                    if (args.Type == TouchActionResult.Down || args.Type == TouchActionResult.Panning)
                    {
                        if (over || won)
                        {
                            Restart();
                            return me;
                        }
                        var local = (args.Event.Location.X - me.DrawingRect.Left) / me.RenderingScale;
                        paddleTo = Math.Clamp(local, paddleW / 2, fieldW - paddleW / 2);
                        return me;
                    }
                    return null;
                })
                .Animate(1.0, (me, animator, value, dt) =>
                {
                    Step(dt);

                    var text = "Score " + score + "   Lives " + lives;
                    if (hud != null && hud.Text != text) hud.Text = text;

                    if (status != null)
                    {
                        var msg = won ? "YOU WIN — tap or press Space" : (over ? "GAME OVER — tap or press Space" : "");
                        if (status.Text != msg)
                        {
                            status.Text = msg;
                            status.IsVisible = msg.Length > 0;
                        }
                    }

                    me.Update();
                }, repeat: -1),
            }
        }
        .CenterX(),
    }
}
.OnKeyDown((me, key) =>
{
    if (over || won)
    {
        if (key == InputKey.Space || key == InputKey.Enter) Restart();
        return;
    }
    if (key == InputKey.ArrowLeft) keyDir = -1;
    else if (key == InputKey.ArrowRight) keyDir = 1;
})
.OnKeyUp((me, key) =>
{
    if (key == InputKey.ArrowLeft && keyDir < 0) keyDir = 0;
    else if (key == InputKey.ArrowRight && keyDir > 0) keyDir = 0;
});