import { useState, useEffect, useCallback, useRef } from 'react';
import { motion } from 'framer-motion';
import { useSettings } from '@/contexts/SettingsContext';
import { useAchievements } from '@/contexts/AchievementsContext';
import { Link } from 'react-router-dom';
import GlitchCrash from '@/components/GlitchCrash';
import { Maximize2, Minimize2, Users, User } from 'lucide-react';
import { useBrowserFullscreen } from '@/hooks/useGameDimensions';
import GameTouchButton from '@/components/GameTouchButton';
import { MobileControlsDock, MobileControlsSpacer } from '@/components/MobileControlsDock';

const BOARD_WIDTH = 10;
const BOARD_HEIGHT = 20;
const TICK_SPEED = 500;
const HIGHSCORE_KEY = 'tetris-highscore';
const MAX_SCORE = 4294967296;

type Board = (string | null)[][];
type GameMode = '1p' | '2p';

const TETROMINOS = {
  I: { shape: [[1, 1, 1, 1]], color: 'hsl(var(--primary))' },
  O: { shape: [[1, 1], [1, 1]], color: 'hsl(var(--primary))' },
  T: { shape: [[0, 1, 0], [1, 1, 1]], color: 'hsl(var(--primary))' },
  S: { shape: [[0, 1, 1], [1, 1, 0]], color: 'hsl(var(--primary))' },
  Z: { shape: [[1, 1, 0], [0, 1, 1]], color: 'hsl(var(--primary))' },
  J: { shape: [[1, 0, 0], [1, 1, 1]], color: 'hsl(var(--primary))' },
  L: { shape: [[0, 0, 1], [1, 1, 1]], color: 'hsl(var(--primary))' },
};

const TETROMINOS_P2 = {
  I: { shape: [[1, 1, 1, 1]], color: 'hsl(280 70% 50%)' },
  O: { shape: [[1, 1], [1, 1]], color: 'hsl(280 70% 50%)' },
  T: { shape: [[0, 1, 0], [1, 1, 1]], color: 'hsl(280 70% 50%)' },
  S: { shape: [[0, 1, 1], [1, 1, 0]], color: 'hsl(280 70% 50%)' },
  Z: { shape: [[1, 1, 0], [0, 1, 1]], color: 'hsl(280 70% 50%)' },
  J: { shape: [[1, 0, 0], [1, 1, 1]], color: 'hsl(280 70% 50%)' },
  L: { shape: [[0, 0, 1], [1, 1, 1]], color: 'hsl(280 70% 50%)' },
};

type TetrominoKey = keyof typeof TETROMINOS;

interface Piece {
  shape: number[][];
  color: string;
  x: number;
  y: number;
}

interface PlayerState {
  board: Board;
  piece: Piece;
  nextPiece: Piece;
  score: number;
  lines: number;
  gameOver: boolean;
}

const createBoard = (): Board => Array.from({ length: BOARD_HEIGHT }, () => Array(BOARD_WIDTH).fill(null));

const randomTetromino = (isP2 = false, excludeShape?: number[][]): Piece => {
  const keys = Object.keys(TETROMINOS) as TetrominoKey[];
  let key = keys[Math.floor(Math.random() * keys.length)];
  let tetromino = isP2 ? TETROMINOS_P2[key] : TETROMINOS[key];

  // Ensure we don't generate the same shape twice in a row
  if (excludeShape && JSON.stringify(tetromino.shape) === JSON.stringify(excludeShape)) {
    // Try up to 7 times to get a different shape
    for (let attempts = 0; attempts < 7; attempts++) {
      key = keys[Math.floor(Math.random() * keys.length)];
      tetromino = isP2 ? TETROMINOS_P2[key] : TETROMINOS[key];
      if (JSON.stringify(tetromino.shape) !== JSON.stringify(excludeShape)) break;
    }
  }

  return { shape: tetromino.shape, color: tetromino.color, x: Math.floor(BOARD_WIDTH / 2) - Math.floor(tetromino.shape[0].length / 2), y: 0 };
};

const rotate = (matrix: number[][]): number[][] => {
  const rows = matrix.length;
  const cols = matrix[0].length;
  const result: number[][] = [];
  for (let col = 0; col < cols; col++) {
    const newRow: number[] = [];
    for (let row = rows - 1; row >= 0; row--) newRow.push(matrix[row][col]);
    result.push(newRow);
  }
  return result;
};

const Tetris = () => {
  const { playSound } = useSettings();
  const { checkGameScoreAchievements, unlockMaxScore } = useAchievements();
  
  // Mode selection
  const [gameMode, setGameMode] = useState<GameMode | null>(null);
  
  // 1P state
  const [board, setBoard] = useState<Board>(createBoard);
  const [piece, setPiece] = useState<Piece>(randomTetromino);
  const [nextPiece, setNextPiece] = useState<Piece>(randomTetromino);
  const [score, setScore] = useState(0);
  const [highScore, setHighScore] = useState(0);
  const [lines, setLines] = useState(0);
  
  // 2P state
  const [player1, setPlayer1] = useState<PlayerState>(() => {
    const p1Piece = randomTetromino();
    const p1Next = randomTetromino(false, p1Piece.shape);
    return {
      board: createBoard(),
      piece: p1Piece,
      nextPiece: p1Next,
      score: 0,
      lines: 0,
      gameOver: false,
    };
  });
  const [player2, setPlayer2] = useState<PlayerState>(() => {
    const p2Piece = randomTetromino(true);
    const p2Next = randomTetromino(true, p2Piece.shape);
    return {
      board: createBoard(),
      piece: p2Piece,
      nextPiece: p2Next,
      score: 0,
      lines: 0,
      gameOver: false,
    };
  });
  const [winner, setWinner] = useState<string | null>(null);
  
  // Common state
  const [gameOver, setGameOver] = useState(false);
  const [gameComplete, setGameComplete] = useState(false);
  const [isPaused, setIsPaused] = useState(false);
  const [gameStarted, setGameStarted] = useState(false);
  const [showGlitchCrash, setShowGlitchCrash] = useState(false);
  const [isFullscreen, setIsFullscreen] = useState(false);
  const gameRef = useRef<HTMLDivElement>(null);
  const { enterFullscreen, exitFullscreen } = useBrowserFullscreen();

  const getCellSize = useCallback(() => {
    if (typeof window === 'undefined') return 28;
    const isMobile = window.innerWidth < 768;
    if (isMobile) {
      const maxWidth = window.innerWidth - 40;
      const maxHeight = window.innerHeight - 440;
      return Math.min(Math.floor(maxWidth / BOARD_WIDTH), Math.floor(maxHeight / BOARD_HEIGHT), 24);
    }
    if (gameMode === '2p') {
      return isFullscreen ? 26 : 22;
    }
    return isFullscreen ? 34 : 28;
  }, [isFullscreen, gameMode]);

  const [cellSize, setCellSize] = useState(getCellSize);
  const isMobile = typeof window !== 'undefined' && window.innerWidth < 768;

  useEffect(() => {
    const handleResize = () => setCellSize(getCellSize());
    window.addEventListener('resize', handleResize);
    return () => window.removeEventListener('resize', handleResize);
  }, [getCellSize]);

  useEffect(() => {
    setCellSize(getCellSize());
  }, [isFullscreen, getCellSize, gameMode]);

  useEffect(() => {
    if (gameStarted && isMobile && !isFullscreen) {
      setIsFullscreen(true);
      enterFullscreen();
    }
  }, [gameStarted, isMobile, isFullscreen, enterFullscreen]);

  const toggleFullscreen = async () => {
    if (!isFullscreen) { setIsFullscreen(true); await enterFullscreen(); }
    else { setIsFullscreen(false); await exitFullscreen(); }
    playSound('click');
  };

  useEffect(() => {
    const handleEscape = (e: KeyboardEvent) => {
      if (e.key === 'Escape' && isFullscreen) { setIsFullscreen(false); exitFullscreen(); }
    };
    window.addEventListener('keydown', handleEscape);
    return () => window.removeEventListener('keydown', handleEscape);
  }, [isFullscreen, exitFullscreen]);

  useEffect(() => {
    const saved = localStorage.getItem(HIGHSCORE_KEY);
    if (saved) setHighScore(Math.min(parseInt(saved, 10), MAX_SCORE));
  }, []);

  useEffect(() => {
    if (score > 0 && gameMode === '1p') {
      checkGameScoreAchievements('tetris', score);
      if (score >= MAX_SCORE) unlockMaxScore();
    }
  }, [score, checkGameScoreAchievements, unlockMaxScore, gameMode]);

  const isValidMove = useCallback((newPiece: Piece, currentBoard: Board): boolean => {
    for (let y = 0; y < newPiece.shape.length; y++) {
      for (let x = 0; x < newPiece.shape[y].length; x++) {
        if (newPiece.shape[y][x]) {
          const newX = newPiece.x + x;
          const newY = newPiece.y + y;
          if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) return false;
          if (newY >= 0 && currentBoard[newY][newX]) return false;
        }
      }
    }
    return true;
  }, []);

  const mergePiece = useCallback((currentBoard: Board, currentPiece: Piece): Board => {
    const newBoard = currentBoard.map(row => [...row]);
    for (let y = 0; y < currentPiece.shape.length; y++) {
      for (let x = 0; x < currentPiece.shape[y].length; x++) {
        if (currentPiece.shape[y][x]) {
          const boardY = currentPiece.y + y;
          const boardX = currentPiece.x + x;
          if (boardY >= 0) newBoard[boardY][boardX] = currentPiece.color;
        }
      }
    }
    return newBoard;
  }, []);

  const clearLines = useCallback((currentBoard: Board): { board: Board; cleared: number } => {
    const newBoard = currentBoard.filter(row => row.some(cell => !cell));
    const cleared = BOARD_HEIGHT - newBoard.length;
    while (newBoard.length < BOARD_HEIGHT) newBoard.unshift(Array(BOARD_WIDTH).fill(null));
    return { board: newBoard, cleared };
  }, []);

  // 1P movement functions
  const moveDown = useCallback(() => {
    if (gameOver || gameComplete || isPaused || !gameStarted || gameMode !== '1p') return;
    const newPiece = { ...piece, y: piece.y + 1 };
    if (isValidMove(newPiece, board)) {
      setPiece(newPiece);
    } else {
      const mergedBoard = mergePiece(board, piece);
      const { board: clearedBoard, cleared } = clearLines(mergedBoard);
      if (cleared > 0) {
        playSound('success');
        setLines(prev => prev + cleared);
        setScore(prev => {
          const newScore = Math.min(prev + cleared * 100 * cleared, MAX_SCORE);
          if (newScore >= MAX_SCORE) setShowGlitchCrash(true);
          if (newScore > highScore) { setHighScore(newScore); localStorage.setItem(HIGHSCORE_KEY, newScore.toString()); }
          return newScore;
        });
      } else { playSound('click'); }
      setBoard(clearedBoard);
      const newTetromino = nextPiece;
      setNextPiece(randomTetromino());
      if (!isValidMove(newTetromino, clearedBoard)) { setGameOver(true); playSound('error'); }
      else { setPiece(newTetromino); }
    }
  }, [piece, board, gameOver, gameComplete, isPaused, gameStarted, isValidMove, mergePiece, clearLines, playSound, highScore, nextPiece, gameMode]);

  const moveLeft = useCallback(() => {
    if (gameOver || gameComplete || isPaused || !gameStarted || gameMode !== '1p') return;
    const newPiece = { ...piece, x: piece.x - 1 };
    if (isValidMove(newPiece, board)) { setPiece(newPiece); playSound('hover'); }
  }, [piece, board, gameOver, gameComplete, isPaused, gameStarted, isValidMove, playSound, gameMode]);

  const moveRight = useCallback(() => {
    if (gameOver || gameComplete || isPaused || !gameStarted || gameMode !== '1p') return;
    const newPiece = { ...piece, x: piece.x + 1 };
    if (isValidMove(newPiece, board)) { setPiece(newPiece); playSound('hover'); }
  }, [piece, board, gameOver, gameComplete, isPaused, gameStarted, isValidMove, playSound, gameMode]);

  const rotatePiece = useCallback(() => {
    if (gameOver || gameComplete || isPaused || !gameStarted || gameMode !== '1p') return;
    const rotatedShape = rotate(piece.shape);
    const newPiece = { ...piece, shape: rotatedShape };
    if (isValidMove(newPiece, board)) { setPiece(newPiece); playSound('hover'); }
  }, [piece, board, gameOver, gameComplete, isPaused, gameStarted, isValidMove, playSound, gameMode]);

  const hardDrop = useCallback(() => {
    if (gameOver || gameComplete || isPaused || !gameStarted || gameMode !== '1p') return;
    let newPiece = { ...piece };
    while (isValidMove({ ...newPiece, y: newPiece.y + 1 }, board)) newPiece.y++;
    setPiece(newPiece);
    playSound('click');
  }, [piece, board, gameOver, gameComplete, isPaused, gameStarted, isValidMove, playSound, gameMode]);

  const startGame = (mode: GameMode) => {
    setGameMode(mode);
    
    if (mode === '1p') {
      setBoard(createBoard());
      setPiece(randomTetromino());
      setNextPiece(randomTetromino());
      setScore(0);
      setLines(0);
    } else {
      setPlayer1({
        board: createBoard(),
        piece: randomTetromino(),
        nextPiece: randomTetromino(),
        score: 0,
        lines: 0,
        gameOver: false,
      });
      setPlayer2({
        board: createBoard(),
        piece: randomTetromino(true),
        nextPiece: randomTetromino(true),
        score: 0,
        lines: 0,
        gameOver: false,
      });
      setWinner(null);
    }
    
    setGameOver(false);
    setGameComplete(false);
    setIsPaused(false);
    setGameStarted(true);
    playSound('success');
    gameRef.current?.focus();
  };

  const togglePause = () => {
    if (!gameStarted || gameOver || gameComplete) return;
    setIsPaused(prev => !prev);
    playSound('click');
  };

  // 2P movement helpers
  const movePlayer = useCallback((playerNum: 1 | 2, action: 'left' | 'right' | 'down' | 'rotate' | 'drop') => {
    if (gameOver || isPaused || !gameStarted || gameMode !== '2p') return;
    
    const setPlayer = playerNum === 1 ? setPlayer1 : setPlayer2;
    const player = playerNum === 1 ? player1 : player2;
    const isP2 = playerNum === 2;
    
    if (player.gameOver) return;
    
    setPlayer(prev => {
      let newPiece = { ...prev.piece };
      
      switch (action) {
        case 'left':
          newPiece.x--;
          if (!isValidMove(newPiece, prev.board)) return prev;
          playSound('hover');
          return { ...prev, piece: newPiece };
          
        case 'right':
          newPiece.x++;
          if (!isValidMove(newPiece, prev.board)) return prev;
          playSound('hover');
          return { ...prev, piece: newPiece };
          
        case 'rotate':
          newPiece.shape = rotate(prev.piece.shape);
          if (!isValidMove(newPiece, prev.board)) return prev;
          playSound('hover');
          return { ...prev, piece: newPiece };
          
        case 'drop':
          while (isValidMove({ ...newPiece, y: newPiece.y + 1 }, prev.board)) newPiece.y++;
          playSound('click');
          return { ...prev, piece: newPiece };
          
        case 'down':
          newPiece.y++;
          if (isValidMove(newPiece, prev.board)) {
            return { ...prev, piece: newPiece };
          } else {
            const mergedBoard = mergePiece(prev.board, prev.piece);
            const { board: clearedBoard, cleared } = clearLines(mergedBoard);
            const newScore = prev.score + (cleared > 0 ? cleared * 100 * cleared : 0);
            const newLines = prev.lines + cleared;
            
            if (cleared > 0) playSound('success');
            else playSound('click');
            
            const newTetromino = prev.nextPiece;
            const nextNext = randomTetromino(isP2, prev.nextPiece.shape);
            
            if (!isValidMove(newTetromino, clearedBoard)) {
              playSound('error');
              return { ...prev, board: clearedBoard, score: newScore, lines: newLines, gameOver: true };
            }
            
            return {
              ...prev,
              board: clearedBoard,
              piece: newTetromino,
              nextPiece: nextNext,
              score: newScore,
              lines: newLines,
            };
          }
      }
      return prev;
    });
  }, [gameOver, isPaused, gameStarted, gameMode, player1, player2, isValidMove, mergePiece, clearLines, playSound]);

  // Check 2P win condition
  useEffect(() => {
    if (gameMode !== '2p' || !gameStarted) return;
    
    if (player1.gameOver && player2.gameOver) {
      setGameOver(true);
      setWinner(player1.score > player2.score ? 'P1 Wins!' : player2.score > player1.score ? 'P2 Wins!' : 'Draw!');
    } else if (player1.gameOver) {
      setGameOver(true);
      setWinner('P2 Wins!');
    } else if (player2.gameOver) {
      setGameOver(true);
      setWinner('P1 Wins!');
    }
  }, [player1.gameOver, player2.gameOver, player1.score, player2.score, gameMode, gameStarted]);

  // Keyboard handler
  useEffect(() => {
    const handleKeyDown = (e: KeyboardEvent) => {
      if (!gameStarted) return;
      
      if (gameMode === '1p') {
        switch (e.key) {
          case 'ArrowLeft': case 'a': e.preventDefault(); moveLeft(); break;
          case 'ArrowRight': case 'd': e.preventDefault(); moveRight(); break;
          case 'ArrowDown': case 's': e.preventDefault(); moveDown(); break;
          case 'ArrowUp': case 'w': e.preventDefault(); rotatePiece(); break;
          case ' ': e.preventDefault(); hardDrop(); break;
          case 'p': e.preventDefault(); togglePause(); break;
        }
      } else {
        // P1: WASD + Q for drop
        if (e.key === 'w' || e.key === 'W') { e.preventDefault(); movePlayer(1, 'rotate'); }
        if (e.key === 'a' || e.key === 'A') { e.preventDefault(); movePlayer(1, 'left'); }
        if (e.key === 's' || e.key === 'S') { e.preventDefault(); movePlayer(1, 'down'); }
        if (e.key === 'd' || e.key === 'D') { e.preventDefault(); movePlayer(1, 'right'); }
        if (e.key === 'q' || e.key === 'Q') { e.preventDefault(); movePlayer(1, 'drop'); }
        
        // P2: Arrows + / for drop
        if (e.key === 'ArrowUp') { e.preventDefault(); movePlayer(2, 'rotate'); }
        if (e.key === 'ArrowLeft') { e.preventDefault(); movePlayer(2, 'left'); }
        if (e.key === 'ArrowDown') { e.preventDefault(); movePlayer(2, 'down'); }
        if (e.key === 'ArrowRight') { e.preventDefault(); movePlayer(2, 'right'); }
        if (e.key === '/') { e.preventDefault(); movePlayer(2, 'drop'); }
        
        if (e.key === 'p' || e.key === 'P') { e.preventDefault(); togglePause(); }
      }
    };
    window.addEventListener('keydown', handleKeyDown);
    return () => window.removeEventListener('keydown', handleKeyDown);
  }, [moveLeft, moveRight, moveDown, rotatePiece, hardDrop, gameStarted, gameMode, movePlayer]);

  // 1P tick
  useEffect(() => {
    if (!gameStarted || gameOver || gameComplete || isPaused || gameMode !== '1p') return;
    const interval = setInterval(moveDown, TICK_SPEED);
    return () => clearInterval(interval);
  }, [moveDown, gameStarted, gameOver, gameComplete, isPaused, gameMode]);

  // 2P tick
  useEffect(() => {
    if (!gameStarted || gameOver || isPaused || gameMode !== '2p') return;
    const interval = setInterval(() => {
      if (!player1.gameOver) movePlayer(1, 'down');
      if (!player2.gameOver) movePlayer(2, 'down');
    }, TICK_SPEED);
    return () => clearInterval(interval);
  }, [gameStarted, gameOver, isPaused, gameMode]);

  const renderBoard1P = () => {
    const displayBoard = board.map(row => [...row]);
    if (gameStarted && !gameOver && !gameComplete) {
      for (let y = 0; y < piece.shape.length; y++) {
        for (let x = 0; x < piece.shape[y].length; x++) {
          if (piece.shape[y][x]) {
            const boardY = piece.y + y;
            const boardX = piece.x + x;
            if (boardY >= 0 && boardY < BOARD_HEIGHT && boardX >= 0 && boardX < BOARD_WIDTH) displayBoard[boardY][boardX] = piece.color;
          }
        }
      }
    }
    return displayBoard.map((row, y) => (
      <div key={y} className="flex">
        {row.map((cell, x) => (
          <div key={`${y}-${x}`} className={`border border-primary/20 transition-colors duration-100 ${cell ? 'bg-primary box-glow' : 'bg-background/50'}`} style={{ width: cellSize, height: cellSize }} />
        ))}
      </div>
    ));
  };

  const renderBoard2P = (player: PlayerState, borderColor: string) => {
    const displayBoard = player.board.map(row => [...row]);
    if (gameStarted && !player.gameOver) {
      for (let y = 0; y < player.piece.shape.length; y++) {
        for (let x = 0; x < player.piece.shape[y].length; x++) {
          if (player.piece.shape[y][x]) {
            const boardY = player.piece.y + y;
            const boardX = player.piece.x + x;
            if (boardY >= 0 && boardY < BOARD_HEIGHT && boardX >= 0 && boardX < BOARD_WIDTH) displayBoard[boardY][boardX] = player.piece.color;
          }
        }
      }
    }
    return displayBoard.map((row, y) => (
      <div key={y} className="flex">
        {row.map((cell, x) => (
          <div 
            key={`${y}-${x}`} 
            className={`border transition-colors duration-100 ${borderColor}`}
            style={{ 
              width: cellSize, 
              height: cellSize,
              backgroundColor: cell || 'transparent',
              boxShadow: cell ? `0 0 5px ${cell}` : 'none',
            }} 
          />
        ))}
      </div>
    ));
  };

  if (showGlitchCrash) return <GlitchCrash onComplete={() => window.location.reload()} />;

  // Mode selection screen
  if (!gameMode) {
    return (
      <motion.div
        ref={gameRef}
        tabIndex={0}
        initial={{ opacity: 0 }}
        animate={{ opacity: 1 }}
        transition={{ duration: 0.5 }}
        className="flex flex-col h-full"
      >
        <div className="flex items-center gap-4 mb-4">
          <Link to="/games" className="font-pixel text-sm text-foreground/50 hover:text-primary transition-colors">{'<'} Back</Link>
          <h1 className="font-minecraft text-2xl md:text-3xl text-primary text-glow-strong">Tetris</h1>
        </div>

        <div className="flex-1 flex flex-col items-center justify-center gap-6">
          <p className="font-pixel text-sm text-foreground/70">Select game mode</p>
          
          <div className="flex gap-4">
            <button
              onClick={() => startGame('1p')}
              className="flex flex-col items-center gap-2 p-6 border-2 border-primary/50 hover:border-primary bg-background/50 hover:bg-primary/10 transition-all"
            >
              <User size={32} className="text-primary" />
              <span className="font-minecraft text-lg text-primary">1 Player</span>
              <span className="font-pixel text-xs text-foreground/60">Solo mode</span>
            </button>

            {!isMobile && (
              <button
                onClick={() => startGame('2p')}
                className="flex flex-col items-center gap-2 p-6 border-2 border-purple-500/50 hover:border-purple-500 bg-background/50 hover:bg-purple-500/10 transition-all"
              >
                <Users size={32} className="text-purple-400" />
                <span className="font-minecraft text-lg text-purple-400">2 Players</span>
                <span className="font-pixel text-xs text-foreground/60">Local versus</span>
              </button>
            )}
          </div>

          {isMobile && (
            <p className="font-pixel text-xs text-foreground/40 text-center max-w-xs">
              2 Player mode requires a keyboard and is not available on mobile devices
            </p>
          )}

          <div className="border border-primary/30 p-3 bg-background/30 mt-4">
            <p className="font-pixel text-xs text-foreground/60">HIGH SCORE: <span className="text-primary">{highScore.toLocaleString()}</span></p>
          </div>
        </div>
      </motion.div>
    );
  }

  return (
    <motion.div ref={gameRef} tabIndex={0} initial={{ opacity: 0 }} animate={{ opacity: 1 }} transition={{ duration: 0.5 }}
      className={`flex flex-col outline-none ${isFullscreen ? 'fixed inset-0 z-50 bg-background p-4' : 'h-full'}`}>
      <div className="flex items-center justify-between mb-2">
        <div className="flex items-center gap-4">
          <button onClick={() => { setGameMode(null); setGameStarted(false); }} className="font-pixel text-sm text-foreground/50 hover:text-primary transition-colors">{'<'} Back</button>
          <h1 className="font-minecraft text-2xl md:text-3xl text-primary text-glow-strong">
            Tetris {gameMode === '2p' && <span className="text-purple-400">2P</span>}
          </h1>
        </div>
        <button onClick={toggleFullscreen} className="p-2 border border-primary/50 hover:bg-primary/20 transition-colors" title={isFullscreen ? 'Exit fullscreen' : 'Fullscreen'}>
          {isFullscreen ? <Minimize2 size={16} className="text-primary" /> : <Maximize2 size={16} className="text-primary" />}
        </button>
      </div>

      <div className={`flex ${isMobile ? 'flex-col items-center' : 'flex-row gap-4'} flex-1 ${isFullscreen ? 'justify-center items-center' : 'justify-center items-start'}`}>
        {gameMode === '1p' ? (
          <>
            <div className="border-2 border-primary box-glow p-1 bg-background/80">{renderBoard1P()}</div>
            {!isMobile && (
              <div className="flex flex-col gap-3 min-w-[160px]">
                {/* Next Piece Preview */}
                <div className="border-2 border-primary/50 p-4 bg-background/60">
                  <p className="font-pixel text-[10px] text-foreground/50 uppercase tracking-wider mb-3">Next</p>
                  <div className="flex justify-center">
                    <div className="flex flex-col gap-1">
                      {nextPiece.shape.map((row, y) => (
                        <div key={y} className="flex gap-1">
                          {row.map((val, x) => (
                            <div key={`${y}-${x}`} className={`w-4 h-4 ${val ? 'bg-primary box-glow' : 'bg-transparent'}`} />
                          ))}
                        </div>
                      ))}
                    </div>
                  </div>
                </div>
                
                {/* Score Panel */}
                <div className="border-2 border-primary/50 p-4 bg-background/60">
                  <p className="font-pixel text-[10px] text-foreground/50 uppercase tracking-wider">Score</p>
                  <p className="font-minecraft text-2xl text-primary text-glow-strong">{score.toLocaleString()}</p>
                </div>
                
                {/* High Score */}
                <div className="border border-primary/30 p-3 bg-background/40">
                  <p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider">High Score</p>
                  <p className="font-minecraft text-lg text-primary/80">{highScore.toLocaleString()}</p>
                  <p className="font-pixel text-[8px] text-foreground/30 mt-1">max: 4,294,967,296</p>
                </div>
                
                {/* Lines */}
                <div className="border border-primary/30 p-3 bg-background/40">
                  <p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider">Lines</p>
                  <p className="font-minecraft text-xl text-primary">{lines}</p>
                </div>
                
                {/* Controls */}
                <div className="border border-primary/20 p-3 bg-background/30">
                  <p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider mb-2">Controls</p>
                  <div className="space-y-1">
                    <p className="font-pixel text-[10px] text-foreground/60">← → ↑ ↓ / WASD</p>
                    <p className="font-pixel text-[10px] text-foreground/60">Space: Hard Drop</p>
                    <p className="font-pixel text-[10px] text-foreground/60">P: Pause</p>
                  </div>
                </div>
                
                {/* Action Button */}
                {!gameStarted || gameOver || gameComplete ? (
                  <button onClick={() => startGame('1p')} className="font-minecraft text-sm py-3 px-4 border-2 border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
                    {gameComplete ? 'PERFECT!' : gameOver ? 'RETRY' : 'START GAME'}
                  </button>
                ) : (
                  <button onClick={togglePause} className="font-minecraft text-sm py-3 px-4 border-2 border-primary/60 bg-background/50 text-primary hover:bg-primary/20 transition-all">
                    {isPaused ? 'RESUME' : 'PAUSE'}
                  </button>
                )}
              </div>
            )}
          </>
        ) : (
          <>
            {/* P1 Board */}
            <div className="flex flex-col items-center gap-2">
              <div className="flex items-center gap-2">
                <div className="w-3 h-3 rounded-sm bg-primary" />
                <span className="font-pixel text-xs text-primary">P1 (WASD/Q)</span>
              </div>
              <div className="border-2 border-primary box-glow p-1 bg-background/80">{renderBoard2P(player1, 'border-primary/20')}</div>
              <div className="flex gap-2 text-center">
                <div><p className="font-pixel text-[8px] text-foreground/60">SCORE</p><p className="font-minecraft text-sm text-primary">{player1.score}</p></div>
                <div><p className="font-pixel text-[8px] text-foreground/60">LINES</p><p className="font-minecraft text-sm text-primary">{player1.lines}</p></div>
              </div>
              {player1.gameOver && <span className="font-pixel text-xs text-destructive">GAME OVER</span>}
            </div>

            {/* P1 Next Piece */}
            <div className="border-2 border-primary/50 p-4 bg-background/60">
              <p className="font-pixel text-[10px] text-foreground/50 uppercase tracking-wider mb-3">Next</p>
              <div className="flex justify-center">
                <div className="flex flex-col gap-1">
                  {player1.nextPiece.shape.map((row, y) => (
                    <div key={y} className="flex gap-1">
                      {row.map((val, x) => (
                        <div key={`${y}-${x}`} className={`w-4 h-4 ${val ? 'bg-primary box-glow' : 'bg-transparent'}`} />
                      ))}
                    </div>
                  ))}
                </div>
              </div>
            </div>

            {/* Center controls */}
            <div className="flex flex-col gap-2 min-w-[100px] items-center">
              <div className="border border-primary/50 p-2 bg-background/50 text-center">
                <p className="font-pixel text-[8px] text-foreground/60 mb-1">CONTROLS</p>
                <p className="font-pixel text-[8px] text-primary">P1: WASD Q</p>
                <p className="font-pixel text-[8px] text-purple-400">P2: ↑↓←→ /</p>
                <p className="font-pixel text-[8px] text-foreground/60 mt-1">P: Pause</p>
              </div>
              {!gameStarted || gameOver ? (
                <button onClick={() => startGame('2p')} className="font-minecraft text-xs py-2 px-3 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
                  {gameOver ? 'AGAIN' : 'START'}
                </button>
              ) : (
                <button onClick={togglePause} className="font-minecraft text-xs py-2 px-3 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all">
                  {isPaused ? 'RESUME' : 'PAUSE'}
                </button>
              )}
            </div>

            {/* P2 Board */}
            <div className="flex flex-col items-center gap-2">
              <div className="flex items-center gap-2">
                <div className="w-3 h-3 rounded-sm" style={{ backgroundColor: 'hsl(280 70% 50%)' }} />
                <span className="font-pixel text-xs text-purple-400">P2 (↑↓←→/)</span>
              </div>
              <div className="border-2 border-purple-500 p-1 bg-background/80" style={{ boxShadow: '0 0 10px hsl(280 70% 50% / 0.5)' }}>{renderBoard2P(player2, 'border-purple-500/20')}</div>
              <div className="flex gap-2 text-center">
                <div><p className="font-pixel text-[8px] text-foreground/60">SCORE</p><p className="font-minecraft text-sm text-purple-400">{player2.score}</p></div>
                <div><p className="font-pixel text-[8px] text-foreground/60">LINES</p><p className="font-minecraft text-sm text-purple-400">{player2.lines}</p></div>
              </div>
              {player2.gameOver && <span className="font-pixel text-xs text-destructive">GAME OVER</span>}
            </div>

            {/* P2 Next Piece */}
            <div className="border-2 border-purple-500/50 p-4 bg-background/60">
              <p className="font-pixel text-[10px] text-purple-400/70 uppercase tracking-wider mb-3">Next</p>
              <div className="flex justify-center">
                <div className="flex flex-col gap-1">
                  {player2.nextPiece.shape.map((row, y) => (
                    <div key={y} className="flex gap-1">
                      {row.map((val, x) => (
                        <div key={`${y}-${x}`} className={`w-4 h-4 ${val ? 'bg-purple-400' : 'bg-transparent'}`} style={{ boxShadow: val ? '0 0 6px hsl(280 70% 50%)' : 'none' }} />
                      ))}
                    </div>
                  ))}
                </div>
              </div>
            </div>
          </>
        )}

        {isMobile && gameMode === '1p' && (
          <>
            <MobileControlsSpacer />
            <MobileControlsDock>
              <div className="flex flex-col items-center gap-2">
                <div className="flex gap-4 text-center">
                  <div><p className="font-pixel text-[8px] text-foreground/60">SCORE</p><p className="font-minecraft text-sm text-primary">{score.toLocaleString()}</p></div>
                  <div><p className="font-pixel text-[8px] text-foreground/60">HIGH</p><p className="font-minecraft text-sm text-primary">{highScore.toLocaleString()}</p></div>
                  <div><p className="font-pixel text-[8px] text-foreground/60">LINES</p><p className="font-minecraft text-sm text-primary">{lines}</p></div>
                </div>

                {gameStarted && !gameOver && !gameComplete ? (
                  <div className="grid grid-cols-3 gap-1 mt-2">
                    <div />
                    <GameTouchButton onAction={rotatePiece} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg" interval={200}>↑</GameTouchButton>
                    <div />
                    <GameTouchButton onAction={moveLeft} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg">←</GameTouchButton>
                    <GameTouchButton onAction={hardDrop} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-[10px]" interval={500}>DROP</GameTouchButton>
                    <GameTouchButton onAction={moveRight} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg">→</GameTouchButton>
                    <button onClick={togglePause} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-[10px] select-none">{isPaused ? '▶' : '❚❚'}</button>
                    <GameTouchButton onAction={moveDown} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg">↓</GameTouchButton>
                    <div />
                  </div>
                ) : (
                  <button onClick={() => startGame('1p')} className="font-minecraft text-sm py-3 px-8 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">{gameComplete ? 'PERFECT!' : gameOver ? 'RETRY' : 'START'}</button>
                )}
              </div>
            </MobileControlsDock>
          </>
        )}
      </div>

      {/* Overlays */}
      {!isMobile && (gameOver || isPaused || gameComplete) && gameStarted && (
        <div className="fixed inset-0 bg-background/80 flex items-center justify-center z-50">
          <div className="border-2 border-primary box-glow-strong p-6 bg-background text-center">
            <h2 className="font-minecraft text-2xl text-primary text-glow-strong mb-3">
              {gameMode === '2p' && gameOver ? winner : gameComplete ? 'GAME COMPLETE!' : gameOver ? 'GAME OVER' : 'PAUSED'}
            </h2>
            {gameMode === '1p' && (gameOver || gameComplete) && (
              <>
                <p className="font-pixel text-sm text-foreground/80 mb-1">Final Score: {score.toLocaleString()}</p>
                <p className="font-pixel text-xs text-foreground/60 mb-3">Lines: {lines}</p>
              </>
            )}
            {gameMode === '2p' && gameOver && (
              <div className="flex gap-4 justify-center mb-3">
                <div>
                  <p className="font-pixel text-[10px] text-foreground/60">P1 Score</p>
                  <p className="font-minecraft text-lg text-primary">{player1.score}</p>
                </div>
                <div>
                  <p className="font-pixel text-[10px] text-foreground/60">P2 Score</p>
                  <p className="font-minecraft text-lg text-purple-400">{player2.score}</p>
                </div>
              </div>
            )}
            <button onClick={(gameOver || gameComplete) ? () => startGame(gameMode!) : () => setIsPaused(false)} className="font-minecraft text-sm py-2 px-6 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
              {(gameOver || gameComplete) ? 'PLAY AGAIN' : 'RESUME'}
            </button>
          </div>
        </div>
      )}
    </motion.div>
  );
};

export default Tetris;