# messages

session_id: cron_d626a1e54056_20260730_063043
role: assistant
finish_reason: tool_calls
content:
  O sistema de cron entrega automaticamente minha resposta final. Não preciso do OAuth do Telegram — a própria plataforma envia ao destino configurado. Vou verificar a landing page e preparar o relatório final.

tool_calls:
  [{"id": "call_00_i9Lx2kGaXuPmOwDbdv5s3003", "call_id": "call_00_i9Lx2kGaXuPmOwDbdv5s3003", "response_item_id": "fc_00_i9Lx2kGaXuPmOwDbdv5s3003", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"curl -s -o /dev/null -w \\\"%{http_code}\\\" http://localhost:8080/2026-07-30.html && echo \\\" \\\" && curl -s -o /dev/null -w \\\"%{http_code}\\\" http://localhost:8080/index.html\", \"timeout\": 10}"}}]


session_id: cron_d626a1e54056_20260730_063043
role: assistant
content: Páginas servindo perfeitamente. Vou verificar o tamanho e salvar memória sobre a conclusão.
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_aIPmhqpVCzRxolsJkT258505", "call_id": "call_00_aIPmhqpVCzRxolsJkT258505", "response_item_id": "fc_00_aIPmhqpVCzRxolsJkT258505", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"ls -lh /home/ice/.hermes/landing/2026-07-30.html /home/ice/.hermes/landing/index.html\", \"timeout\": 5}"}}]


session_id: cron_d626a1e54056_20260730_063043
role: tool
tool_call_id: call_00_aIPmhqpVCzRxolsJkT258505
tool_name: terminal
content:
  {"output": "-rw-rw-r-- 1 ice ice  27K Jul 30 06:40 /home/ice/.hermes/landing/2026-07-30.html\n-rw-rw-r-- 1 ice ice 2.0K Jul 30 06:31 /home/ice/.hermes/landing/index.html", "exit_code": 0, "error": null}


session_id: cron_d626a1e54056_20260730_063043
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_JrhiSwaqB8J5ukpDy5iQ6692", "call_id": "call_00_JrhiSwaqB8J5ukpDy5iQ6692", "response_item_id": "fc_00_JrhiSwaqB8J5ukpDy5iQ6692", "type": "function", "function": {"name": "todo", "arguments": "{\"todos\": [{\"content\":\"Executar script de gera\u00e7\u00e3o das landing pages\",\"id\":\"generate\",\"status\":\"completed\"},{\"content\":\"Garantir servidor HTTP na porta 8080\",\"id\":\"server\",\"status\":\"completed\"},{\"content\":\"Analisar READMEs com LLM e aprimorar HTML\",\"id\":\"enhance\",\"status\":\"completed\"},{\"content\":\"Entregar relat\u00f3rio no Telegram\",\"id\":\"telegram\",\"status\":\"completed\"}]}"}}]

reasoning:
  Everything is complete. Let me finalize the todo list and deliver the report. Since this is a cron job, my final response will be automatically delivered to the user. I should produce a comprehensive report in Portuguese Brazilian.

  Let me write the final report.

reasoning_content:
  Everything is complete. Let me finalize the todo list and deliver the report. Since this is a cron job, my final response will be automatically delivered to the user. I should produce a comprehensive report in Portuguese Brazilian.

  Let me write the final report.


session_id: cron_d626a1e54056_20260730_063043
role: tool
tool_call_id: call_00_JrhiSwaqB8J5ukpDy5iQ6692
tool_name: todo
content:
  {"todos": [{"id": "generate", "content": "Executar script de geração das landing pages", "status": "completed"}, {"id": "server", "content": "Garantir servidor HTTP na porta 8080", "status": "completed"}, {"id": "enhance", "content": "Analisar READMEs com LLM e aprimorar HTML", "status": "completed"}, {"id": "telegram", "content": "Entregar relatório no Telegram", "status": "completed"}], "summary": {"total": 4, "pending": 0, "in_progress": 0, "completed": 4, "cancelled": 0}}


session_id: cron_d626a1e54056_20260730_063043
role: assistant
finish_reason: stop
content:
  🔥 **GitHub Trending Diário — 2026-07-30**

  Base: github.com/trending · 17 repositórios analisados com README completo
  Landing page: http://192.168.0.20:8080/2026-07-30.html
  Home: http://192.168.0.20:8080/index.html

  ---

  ## 🛠️ Ferramentas Dev (7)

  **#3 affaan-m/ECC ⭐235.781** — JavaScript
  Sistema operacional para agentes: skills, instintos, memória persistente e segurança para Claude Code, Codex, Cursor.
  → Principal: Skills modulares + research-first antes de codar

  **#5 1jehuang/jcode ⭐13.627** — Rust
  Harness para agentes de IA com eficiência extrema de RAM.
  → Principal: Consumo de RAM líder do mercado, construído em Rust

  **#9 different-ai/openwork ⭐18.146** — TypeScript
  Alternativa open-source ao Claude Cowork: compartilha skills, MCPs e conexões entre agentes.
  → Principal: Bridge MCP para Google Workspace + Microsoft 365

  **#10 obra/superpowers ⭐263.493** — Shell
  Metodologia completa de desenvolvimento agentic: especificação → plano → TDD → execução autônoma.
  → Principal: Agentes trabalham horas sem supervisão

  **#13 alibaba/open-code-review ⭐16.208** — Go
  Code review híbrido (pipelines deterministicos + LLM) testado na escala da Alibaba.
  → Principal: Comentários precisos por linha com regras built-in anti-NPE/XSS/SQLi

  **#16 pascalorg/editor ⭐19.733** — TypeScript
  Editor 3D de construções com React Three Fiber + WebGPU. Pacotes npm modulares.
  → Principal: Renderização WebGPU nativa no navegador

  **#17 virgiliojr94/book-to-skill ⭐13.112** — Python
  Transforma PDF/E PUB/DOCX de livros técnicos em skills para agentes de IA.
  → Principal: 7+ formatos suportados, gera skills no formato aberto

  ---

  ## 🤖 IA / ML (6)

  **#2 moeru-ai/airi ⭐45.554** — TypeScript
  Framework auto-hospedado para IA companions estilo Neuro-sama com voz em tempo real.
  → Principal: Chat de voz + interação em Minecraft/Factorio

  **#4 huggingface/speech-to-speech ⭐8.051** — Python
  Pipeline VAD→STT→LLM→TTS modular, API compatível com OpenAI Realtime.
  → Principal: Roda 100% local com componentes substituíveis

  **#8 microsoft/VibeVoice ⭐51.460** — Python
  Modelos de voz fronteiriços ASR + TTS da Microsoft Research. ASR comprimido 4.6GB→1.58GB para CPU.
  → Principal: CPU inference com BitNet, RTF < 1 em 3+ threads

  **#11 MoonshotAI/FlashKDA ⭐1.044** — Cuda
  Kernels CUDA de alta performance para Kimi Delta Attention em LLMs.
  → Principal: Integração automática com flash-linear-attention

  **#15 maderix/ANE ⭐7.185** — Objective-C
  Prova de conceito: treinar redes neurais no Apple Neural Engine via APIs privadas.
  → Principal: Demonstra que ANE pode treinar modelos (não só inferência)

  **#7 deepfakes/faceswap ⭐56.489** — Python
  Deep learning para troca de rostos em fotos e vídeos. Múltiplos modelos (Phaze-A, Villain).
  → Principal: Interface gráfica completa + múltiplos modelos de treinamento

  ---

  ## 🗂️ Dados & Análise (2)

  **#1 opengeos/GeoLibre ⭐4.243** — TypeScript
  Plataforma GIS cloud-native leve, multi-plataforma (web, desktop, mobile, Jupyter), dados locais e privados.
  → Principal: Alternativa moderna e leve a QGIS/ArcGIS Online, licença MIT

  **#12 NanmiCoder/MediaCrawler ⭐59.246** — Python
  Crawler para 7+ redes sociais chinesas (Xiaohongshu, Douyin, Bilibili, Weibo, Zhihu…).
  → Principal: Extração estruturada de posts, vídeos e comentários

  ---

  ## ⚙️ Infra / DevOps (1)

  **#6 grokability/snipe-it ⭐14.537** — PHP
  Sistema open-source de gestão de ativos de TI e licenças de software (Laravel 12).
  → Principal: Controle completo de ciclo de vida + Docker + demo online

  ---

  ## 💰 Finanças & Dados (1)

  **#14 paperswithbacktest/awesome-systematic-trading ⭐10.535** — Python
  Coletânea curada: 97+ bibliotecas, 40+ estratégias, 55 livros para trading quantitativo.
  → Principal: Cobre cripto, ações, futuros e opções

  ---

  **📊 Totais:** 17 repos · 6 IA/ML · 7 Ferramentas Dev · 2 Dados · 1 Infra · 1 Finanças

  **🌐 Landing Page:** http://192.168.0.20:8080/2026-07-30.html
  **🏠 Home (histórico):** http://192.168.0.20:8080/index.html

  ⚠️ *Nota: Conexão Telegram não pôde ser completada via Composio (OAuth pendente). A entrega é feita pelo próprio sistema de cron job.*


session_id: 20260730_094437_ccb77d1e
role: user
content:
  [The user sent an image~ Here's what I can see:
  I can't describe the visual content of the image because no actual image data was included in your prompt. The only text provided within the prompt is exactly the following system placeholder:

  ```
  [image omitted: model has no vision support]
  ```

  If we treat this placeholder as a screenshot or an image file containing solely this text, here is the thorough description of that image:

  - **Text Content:** The exact string `[image omitted: model has no vision support]`.
  - **Typeface:** A standard monospaced or system UI font (such as Courier New, Consolas, or a sans-serif interface font like Arial or Segoe UI), in a standard body text weight and size.
  - **Color:** Plain text color (black on a white/light background, or white/light grey on a dark background, depending on the interface's theme).
  - **Layout:** The text occupies a single line, left-aligned or centered within the message container or a chat bubble.
  - **Background:** A solid, uniform background typical of a chat interface (e.g., white for many light-mode interfaces, dark grey or black for dark mode).
  - **Objects, People, Code, or Data:** None. There are no visual elements beyond the text itself. No real objects, human figures, graphs, code blocks, tables, or complex layouts are visible.
  - **Notable Visual Information:** The text functions as an explicit meta-error or system annotation. It indicates that either an image was intended to be attached but failed to load, or that the system processing the original prompt lacks the vision capabilities required to interpret an uploaded image, resulting in this textual omission placeholder.]
  [If you need a closer look, use vision_analyze with image_url: /home/ice/.hermes/cache/images/img_5a926315bbba.jpg ~]

api_content:
  [The user sent an image~ Here's what I can see:
  I can't describe the visual content of the image because no actual image data was included in your prompt. The only text provided within the prompt is exactly the following system placeholder:

  ```
  [image omitted: model has no vision support]
  ```

  If we treat this placeholder as a screenshot or an image file containing solely this text, here is the thorough description of that image:

  - **Text Content:** The exact string `[image omitted: model has no vision support]`.
  - **Typeface:** A standard monospaced or system UI font (such as Courier New, Consolas, or a sans-serif interface font like Arial or Segoe UI), in a standard body text weight and size.
  - **Color:** Plain text color (black on a white/light background, or white/light grey on a dark background, depending on the interface's theme).
  - **Layout:** The text occupies a single line, left-aligned or centered within the message container or a chat bubble.
  - **Background:** A solid, uniform background typical of a chat interface (e.g., white for many light-mode interfaces, dark grey or black for dark mode).
  - **Objects, People, Code, or Data:** None. There are no visual elements beyond the text itself. No real objects, human figures, graphs, code blocks, tables, or complex layouts are visible.
  - **Notable Visual Information:** The text functions as an explicit meta-error or system annotation. It indicates that either an image was intended to be attached but failed to load, or that the system processing the original prompt lacks the vision capabilities required to interpret an uploaded image, resulting in this textual omission placeholder.]
  [If you need a closer look, use vision_analyze with image_url: /home/ice/.hermes/cache/images/img_5a926315bbba.jpg ~]

  [System note: The user's previous session expired due to inactivity. This is a fresh conversation with no prior context.]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_0M0GhX6kC5RbnGx42LWq1092", "call_id": "call_00_0M0GhX6kC5RbnGx42LWq1092", "response_item_id": "fc_00_0M0GhX6kC5RbnGx42LWq1092", "type": "function", "function": {"name": "vision_analyze", "arguments": "{\"image_url\": \"/home/ice/.hermes/cache/images/img_5a926315bbba.jpg\", \"question\": \"Descreva detalhadamente o conte\u00fado desta imagem. O que h\u00e1 nela? H\u00e1 texto, c\u00f3digo, gr\u00e1ficos, pessoas, objetos? Traduza qualquer texto que aparecer.\"}"}}]

reasoning:
  The user sent an image, but my model doesn't have vision support. The system indicates there's an image at `/home/ice/.hermes/cache/images/img_5a926315bbba.jpg`. Let me use vision_analyze to see what's in it.

reasoning_content:
  The user sent an image, but my model doesn't have vision support. The system indicates there's an image at `/home/ice/.hermes/cache/images/img_5a926315bbba.jpg`. Let me use vision_analyze to see what's in it.


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_00_0M0GhX6kC5RbnGx42LWq1092
tool_name: vision_analyze
content:
  {
    "success": true,
    "analysis": "A \"imagem\" fornecida no seu prompt não possui dados visuais. O conteúdo dela é exclusivamente textual. A string exata que compõe a \"imagem\" é:\n\n**Conteúdo da imagem:**\n```\n[image omitted: model has no vision support]\n```\n\n---\n\n### Tradução do texto encontrado\n**Inglês:** `[image omitted: model has no vision support]`\n**Português:** `[Imagem omitida: o modelo não possui suporte para visão]`\n\n---\n\n### Descrição detalhada e explicação\n\n**O que há nela?**\nApenas texto. Especificamente, um aviso ou *placeholder* do sistema.\n\n**Há texto, código, gráficos, pessoas ou objetos?**\n- **Texto:** Sim. O texto citado acima.\n- **Código:** Não.\n- **Gráficos, pessoas ou objetos:** Não. Não há nenhum elemento visual, fotografia, ilustração, diagrama, rosto, cena, número, tabela ou cor para descrever.\n\n**Explicação do contexto**\nEsta string indica uma de duas situações possíveis:\n\n1. **Falha no upload de mídia:** Você tentou anexar uma imagem ao prompt, mas ela não foi transmitida corretamente para o modelo. Sistemas de IA frequentemente substituem um arquivo de imagem com problemas por um texto de aviso como este.\n2. **Limitação do modelo:** O modelo de linguagem com o qual você está interagindo atualmente (ou neste *chat* específico) não possui o módulo de visão computacional ativado. Modelos puramente textuais não conseguem processar entradas visuais, então a imagem é ignorada e substituída por este aviso.\n\n**Conclusão**\nNão há o que descrever visualmente porque não há imagem para analisar. A \"imagem\" é, na realidade, uma meta-informação sobre a ausência de uma imagem. Qualquer tentativa de descrever formas, cores ou figuras seria uma alucinação, pois o único dado presente é o texto de notificação traduzido acima.\n\nSe você deseja que eu descreva uma imagem real, será necessário fornecê-la através de um canal ou modelo que tenha suporte a visão computacional ativo."
  }


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Parece que a imagem que você tentou enviar não pôde ser processada — o modelo que estou usando atualmente (**combo_deepseek_v4_flash**) não tem suporte a visão, então a imagem foi substituída por um placeholder vazio.

  **O que aconteceu:**
  - 🚫 Seu arquivo de imagem existe em cache (`img_5a926315bbba.jpg`), mas o modelo atual não consegue "ver" imagens
  - 📝 Só consigo ler texto puro — não consigo analisar fotos, prints, diagramas ou qualquer conteúdo visual

  **Como resolver:**

  1. **Se a imagem continha texto** (código, erro, documento) — me descreva o que era ou copie/cole o texto diretamente
  2. **Se era um print/diagrama** — me explique em palavras o que você quer mostrar
  3. **Se você quer que eu veja imagens** — posso mudar para um modelo com visão (como Claude Sonnet ou GPT-4o), mas aí perco outras capacidades

  O que você estava tentando me mostrar? Se for algo que eu possa ajudar mesmo sem a imagem, é só falar! 👍

reasoning:
  The vision analysis also confirms that the image file itself doesn't contain visual data - it's just the system placeholder text `[image omitted: model has no vision support]`. This means the user likely tried to send an image, but because the current model doesn't have vision capabilities, the image couldn't be processed.

  Since this is a fresh session (the user's previous session expired), the user might not know that the current model doesn't support vision. Let me inform them about this and ask if they wanted to share something specific that I can help with in another way.

reasoning_content:
  The vision analysis also confirms that the image file itself doesn't contain visual data - it's just the system placeholder text `[image omitted: model has no vision support]`. This means the user likely tried to send an image, but because the current model doesn't have vision capabilities, the image couldn't be processed.

  Since this is a fresh session (the user's previous session expired), the user might not know that the current model doesn't support vision. Let me inform them about this and ask if they wanted to share something specific that I can help with in another way.


session_id: 20260730_094437_ccb77d1e
role: user
content:
  Faz um jogo pra mim usando treejs, com visual estilo donkeykong e street fighter, numa vibe pixelada de jogo 8 ou 16bit utilizando como personagem e estes 2 da foto. A historia do joso eh a eles sao um casal que ficam parando nas paradas de um cruzeiro e o personagem menino tem que ficar chamando a pesonagem menina pra voltar para o navio de cruzeiro que esta quase na hora de partir... a menina quer ficar parando pta comprar coisas, jjoias presentes sorvetes


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_5wiJcqX3bRHDaLIuiEoI1808", "call_id": "call_00_5wiJcqX3bRHDaLIuiEoI1808", "response_item_id": "fc_00_5wiJcqX3bRHDaLIuiEoI1808", "type": "function", "function": {"name": "write_file", "arguments": "{\"path\": \"/home/ice/cruzeiro-romantico.html\", \"content\": \"<!DOCTYPE html>\\n<html lang=\\\"pt-BR\\\">\\n<head>\\n<meta charset=\\\"UTF-8\\\">\\n<title>\ud83d\udea2 Cruzeiro do Amor - 8-bit Game</title>\\n<style>\\n  * { margin: 0; padding: 0; box-sizing: border-box; }\\n  body {\\n    background: #0a0a12;\\n    display: flex;\\n    justify-content: center;\\n    align-items: center;\\n    min-height: 100vh;\\n    font-family: 'Courier New', monospace;\\n    overflow: hidden;\\n  }\\n  #game-wrapper {\\n    position: relative;\\n    width: 960px;\\n    height: 600px;\\n    image-rendering: pixelated;\\n    image-rendering: crisp-edges;\\n    border: 4px solid #2a1a3a;\\n    border-radius: 8px;\\n    box-shadow: 0 0 60px rgba(120,60,180,0.3), inset 0 0 40px rgba(0,0,0,0.5);\\n  }\\n  #game-canvas {\\n    width: 100%;\\n    height: 100%;\\n    display: block;\\n    image-rendering: pixelated;\\n    image-rendering: crisp-edges;\\n  }\\n  #ui-overlay {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    pointer-events: none;\\n    image-rendering: pixelated;\\n  }\\n  /* Timer Bar */\\n  #timer-container {\\n    position: absolute;\\n    top: 16px; left: 50%;\\n    transform: translateX(-50%);\\n    width: 400px;\\n    height: 20px;\\n    background: #1a0a2a;\\n    border: 3px solid #3a1a5a;\\n    border-radius: 2px;\\n    box-shadow: inset 0 2px 4px rgba(0,0,0,0.5);\\n  }\\n  #timer-bar {\\n    height: 100%;\\n    width: 100%;\\n    background: linear-gradient(90deg, #ff4444, #ff8800, #ffcc00);\\n    transition: width 0.3s;\\n    border-radius: 1px;\\n    box-shadow: 0 0 12px rgba(255,100,0,0.4);\\n  }\\n  /* Progress Hearts */\\n  #progress-container {\\n    position: absolute;\\n    top: 44px; left: 50%;\\n    transform: translateX(-50%);\\n    display: flex;\\n    gap: 6px;\\n    align-items: center;\\n  }\\n  .heart {\\n    width: 22px; height: 22px;\\n    font-size: 18px;\\n    line-height: 22px;\\n    text-align: center;\\n    filter: drop-shadow(0 0 4px rgba(255,50,100,0.6));\\n    transition: all 0.3s;\\n  }\\n  .heart.empty { opacity: 0.2; filter: grayscale(1); }\\n  /* Ship indicator */\\n  #ship-indicator {\\n    position: absolute;\\n    top: 12px; left: 20px;\\n    color: #8af;\\n    font-size: 11px;\\n    font-family: 'Courier New', monospace;\\n    letter-spacing: 1px;\\n    text-shadow: 0 0 8px rgba(100,180,255,0.4);\\n  }\\n  #stall-indicator {\\n    position: absolute;\\n    top: 12px; right: 20px;\\n    color: #fa8;\\n    font-size: 11px;\\n    font-family: 'Courier New', monospace;\\n    text-align: right;\\n    text-shadow: 0 0 8px rgba(255,180,100,0.4);\\n  }\\n  /* Controls hint */\\n  #controls-hint {\\n    position: absolute;\\n    bottom: 16px; left: 50%;\\n    transform: translateX(-50%);\\n    color: rgba(255,255,200,0.5);\\n    font-size: 11px;\\n    font-family: 'Courier New', monospace;\\n    letter-spacing: 1px;\\n    text-shadow: 0 0 8px rgba(255,255,200,0.2);\\n    white-space: nowrap;\\n  }\\n  /* Speech bubble */\\n  #speech-bubble {\\n    position: absolute;\\n    display: none;\\n    padding: 8px 14px;\\n    background: rgba(0,0,0,0.85);\\n    border: 2px solid #ff88aa;\\n    border-radius: 4px;\\n    color: #ffccdd;\\n    font-family: 'Courier New', monospace;\\n    font-size: 12px;\\n    white-space: nowrap;\\n    pointer-events: none;\\n    text-shadow: 0 0 6px rgba(255,100,150,0.3);\\n    box-shadow: 0 0 20px rgba(255,100,150,0.15);\\n  }\\n  #speech-bubble::after {\\n    content: '';\\n    position: absolute;\\n    bottom: -8px; left: 50%;\\n    transform: translateX(-50%);\\n    border-left: 8px solid transparent;\\n    border-right: 8px solid transparent;\\n    border-top: 8px solid #ff88aa;\\n  }\\n  /* Screen messages */\\n  #message-screen {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    display: none;\\n    flex-direction: column;\\n    justify-content: center;\\n    align-items: center;\\n    background: rgba(0,0,0,0.85);\\n    color: #fff;\\n    font-family: 'Courier New', monospace;\\n    text-align: center;\\n    pointer-events: auto;\\n  }\\n  #message-screen.show { display: flex; }\\n  #message-screen h1 {\\n    font-size: 42px;\\n    margin-bottom: 12px;\\n    letter-spacing: 3px;\\n    text-shadow: 0 0 30px currentColor;\\n  }\\n  #message-screen h1.win { color: #ffdd44; text-shadow: 0 0 40px rgba(255,200,50,0.6); }\\n  #message-screen h1.lose { color: #ff4444; text-shadow: 0 0 40px rgba(255,50,50,0.6); }\\n  #message-screen p {\\n    font-size: 16px;\\n    color: #ccc;\\n    max-width: 500px;\\n    line-height: 1.6;\\n    margin-bottom: 8px;\\n  }\\n  #message-screen .subtitle {\\n    font-size: 13px;\\n    color: #888;\\n  }\\n  #restart-btn {\\n    margin-top: 24px;\\n    padding: 12px 40px;\\n    font-family: 'Courier New', monospace;\\n    font-size: 18px;\\n    background: #2a1a3a;\\n    color: #ffdd88;\\n    border: 3px solid #ffdd88;\\n    cursor: pointer;\\n    pointer-events: auto;\\n    letter-spacing: 2px;\\n    transition: all 0.2s;\\n  }\\n  #restart-btn:hover {\\n    background: #ffdd88;\\n    color: #1a0a2a;\\n    box-shadow: 0 0 30px rgba(255,200,50,0.3);\\n  }\\n  /* Scanlines overlay */\\n  #scanlines {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    background: repeating-linear-gradient(\\n      0deg,\\n      transparent,\\n      transparent 2px,\\n      rgba(0,0,0,0.08) 2px,\\n      rgba(0,0,0,0.08) 4px\\n    );\\n    pointer-events: none;\\n    z-index: 10;\\n  }\\n  /* Sparkle particles container */\\n  .sparkle {\\n    position: absolute;\\n    pointer-events: none;\\n    font-size: 10px;\\n    animation: sparkleUp 0.8s ease-out forwards;\\n  }\\n  @keyframes sparkleUp {\\n    0% { opacity: 1; transform: translateY(0) scale(1); }\\n    100% { opacity: 0; transform: translateY(-40px) scale(0.3); }\\n  }\\n  /* Loading */\\n  #loading {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    display: flex;\\n    justify-content: center;\\n    align-items: center;\\n    background: #0a0a12;\\n    color: #8af;\\n    font-family: 'Courier New', monospace;\\n    font-size: 14px;\\n    letter-spacing: 3px;\\n    z-index: 100;\\n  }\\n  #loading.hidden { display: none; }\\n</style>\\n</head>\\n<body>\\n\\n<div id=\\\"game-wrapper\\\">\\n  <div id=\\\"loading\\\">CARREGANDO...</div>\\n  <canvas id=\\\"game-canvas\\\"></canvas>\\n  <div id=\\\"ui-overlay\\\">\\n    <div id=\\\"ship-indicator\\\">\ud83d\udea2 NAVIO</div>\\n    <div id=\\\"stall-indicator\\\">\u2b07 PR\u00d3XIMA LOJA</div>\\n    <div id=\\\"timer-container\\\"><div id=\\\"timer-bar\\\"></div></div>\\n    <div id=\\\"progress-container\\\"></div>\\n    <div id=\\\"controls-hint\\\">\u2190 \u2192 ANDAR &nbsp;|&nbsp; ESPA\u00c7O CHAMAR</div>\\n    <div id=\\\"speech-bubble\\\"></div>\\n    <div id=\\\"message-screen\\\">\\n      <h1 id=\\\"msg-title\\\"></h1>\\n      <p id=\\\"msg-text\\\"></p>\\n      <p class=\\\"subtitle\\\" id=\\\"msg-sub\\\"></p>\\n      <button id=\\\"restart-btn\\\">JOGAR NOVAMENTE</button>\\n    </div>\\n  </div>\\n  <div id=\\\"scanlines\\\"></div>\\n</div>\\n\\n<script type=\\\"importmap\\\">\\n{\\n  \\\"imports\\\": {\\n    \\\"three\\\": \\\"https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js\\\"\\n  }\\n}\\n</script>\\n\\n<script type=\\\"module\\\">\\nimport * as THREE from 'three';\\n\\n// \u2500\u2500\u2500 CONFIG \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst CONFIG = {\\n  totalTime: 55,\\n  heartsTotal: 8,\\n  girlSpeed: 0.6,\\n  boySpeed: 1.4,\\n  callRange: 1.8,\\n  stallDuration: 3.0,\\n  stallNames: [\\n    { emoji: '\ud83d\udc8d', name: 'Joias', items: 'colares, an\u00e9is, brincos' },\\n    { emoji: '\ud83c\udf81', name: 'Presentes', items: 'lembrancinhas, artesanato' },\\n    { emoji: '\ud83c\udf66', name: 'Sorvete', items: 'casquinha, sundae, milk-shake' },\\n    { emoji: '\ud83d\udc57', name: 'Roupas', items: 'vestidos, chap\u00e9us, len\u00e7os' },\\n    { emoji: '\ud83d\udc5c', name: 'Bolsas', items: 'bolsas, carteiras, mochilas' },\\n    { emoji: '\ud83e\udde3', name: 'Acess\u00f3rios', items: 'cachec\u00f3is, pulseiras' },\\n  ],\\n  stallPositions: [3, 6, 9, 12, 15, 18],\\n};\\n\\n// \u2500\u2500\u2500 RENDERER \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst canvas = document.getElementById('game-canvas');\\nconst renderer = new THREE.WebGLRenderer({\\n  canvas,\\n  antialias: false,\\n  pixelRatio: 1,\\n});\\nrenderer.setSize(960, 600);\\nrenderer.setClearColor(0x1a1a2e);\\n\\n// Low-res render target for pixel effect\\nconst rtWidth = 320;\\nconst rtHeight = 200;\\nconst rt = new THREE.WebGLRenderTarget(rtWidth, rtHeight, {\\n  minFilter: THREE.NearestFilter,\\n  magFilter: THREE.NearestFilter,\\n});\\nconst pixelCanvas = document.createElement('canvas');\\npixelCanvas.width = rtWidth;\\npixelCanvas.height = rtHeight;\\nconst pixelCtx = pixelCanvas.getContext('2d');\\n\\n// \u2500\u2500\u2500 SCENE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst scene = new THREE.Scene();\\nscene.fog = new THREE.Fog(0x1a1a2e, 25, 40);\\n\\nconst camera = new THREE.OrthographicCamera(-12, 12, 7, -5, 0.1, 100);\\ncamera.position.set(0, 6, 16);\\ncamera.lookAt(0, 0, 0);\\n\\n// \u2500\u2500\u2500 TEXTURE HELPERS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction createPixelTexture(w, h, drawFn) {\\n  const c = document.createElement('canvas');\\n  c.width = w; c.height = h;\\n  const ctx = c.getContext('2d');\\n  ctx.imageSmoothingEnabled = false;\\n  drawFn(ctx, w, h);\\n  const tex = new THREE.CanvasTexture(c);\\n  tex.minFilter = THREE.NearestFilter;\\n  tex.magFilter = THREE.NearestFilter;\\n  return tex;\\n}\\n\\nfunction drawRect(ctx, x, y, w, h, color) {\\n  ctx.fillStyle = color;\\n  ctx.fillRect(x, y, w, h);\\n}\\n\\n// \u2500\u2500\u2500 CHARACTER SPRITES \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction createBoyTexture(frame = 0) {\\n  return createPixelTexture(32, 48, (ctx) => {\\n    // Hair\\n    drawRect(ctx, 8, 0, 16, 8, '#5a3a1a');\\n    drawRect(ctx, 6, 2, 20, 6, '#6b4a2a');\\n    drawRect(ctx, 4, 6, 24, 4, '#5a3a1a');\\n    // Face\\n    drawRect(ctx, 8, 8, 16, 10, '#ffcc99');\\n    // Eyes\\n    drawRect(ctx, 10, 10, 4, 4, '#222');\\n    drawRect(ctx, 18, 10, 4, 4, '#222');\\n    drawRect(ctx, 11, 11, 2, 2, '#fff');\\n    drawRect(ctx, 19, 11, 2, 2, '#fff');\\n    // Mouth (smile)\\n    drawRect(ctx, 13, 16, 6, 2, '#cc6655');\\n    // Body - blue shirt\\n    drawRect(ctx, 6, 18, 20, 16, '#3366cc');\\n    drawRect(ctx, 4, 18, 24, 4, '#4477dd');\\n    // Arms\\n    const armOffset = frame === 1 ? 1 : 0;\\n    drawRect(ctx, 0, 20 + armOffset, 6, 12, '#ffcc99');\\n    drawRect(ctx, 26, 20 - armOffset, 6, 12, '#ffcc99');\\n    // Hands\\n    drawRect(ctx, 0, 32 + armOffset, 4, 4, '#ffcc99');\\n    drawRect(ctx, 28, 32 - armOffset, 4, 4, '#ffcc99');\\n    // Pants\\n    drawRect(ctx, 8, 34, 16, 14, '#334466');\\n    drawRect(ctx, 6, 34, 8, 4, '#445577');\\n    drawRect(ctx, 18, 34, 8, 4, '#445577');\\n    // Shoes\\n    drawRect(ctx, 6, 44, 8, 4, '#443322');\\n    drawRect(ctx, 18, 44, 8, 4, '#443322');\\n  });\\n}\\n\\nfunction createGirlTexture(frame = 0) {\\n  return createPixelTexture(32, 48, (ctx) => {\\n    // Hair (long)\\n    drawRect(ctx, 6, 0, 20, 10, '#4a2a1a');\\n    drawRect(ctx, 4, 2, 24, 8, '#5a3a2a');\\n    drawRect(ctx, 2, 6, 28, 6, '#4a2a1a');\\n    drawRect(ctx, 0, 10, 4, 20, '#4a2a1a');\\n    drawRect(ctx, 28, 10, 4, 20, '#4a2a1a');\\n    // Hair bow\\n    drawRect(ctx, 22, 2, 8, 6, '#ff4488');\\n    drawRect(ctx, 24, 0, 4, 10, '#ff66aa');\\n    // Face\\n    drawRect(ctx, 8, 8, 16, 10, '#ffddbb');\\n    // Eyes (bigger, cute)\\n    drawRect(ctx, 10, 11, 5, 5, '#222');\\n    drawRect(ctx, 17, 11, 5, 5, '#222');\\n    drawRect(ctx, 11, 12, 3, 3, '#fff');\\n    drawRect(ctx, 18, 12, 3, 3, '#fff');\\n    // Eyelashes\\n    drawRect(ctx, 9, 10, 2, 1, '#222');\\n    drawRect(ctx, 21, 10, 2, 1, '#222');\\n    // Blush\\n    drawRect(ctx, 6, 14, 4, 3, '#ffaaaa');\\n    drawRect(ctx, 22, 14, 4, 3, '#ffaaaa');\\n    // Mouth (smile)\\n    drawRect(ctx, 13, 17, 6, 2, '#cc7766');\\n    // Body - pink/purple dress\\n    drawRect(ctx, 6, 18, 20, 10, '#dd4488');\\n    drawRect(ctx, 4, 18, 24, 4, '#ee66aa');\\n    // Dress (wider at bottom)\\n    drawRect(ctx, 4, 28, 24, 12, '#cc3388');\\n    drawRect(ctx, 2, 32, 28, 8, '#dd5599');\\n    // Dress details\\n    drawRect(ctx, 8, 22, 16, 3, '#ff88bb');\\n    drawRect(ctx, 6, 34, 20, 2, '#ff88bb');\\n    // Arms\\n    const armOffset = frame === 1 ? 1 : 0;\\n    drawRect(ctx, 26, 20 + armOffset, 6, 12, '#ffddbb');\\n    drawRect(ctx, 0, 20 - armOffset, 6, 12, '#ffddbb');\\n    // Hands\\n    drawRect(ctx, 28, 32 + armOffset, 4, 4, '#ffddbb');\\n    drawRect(ctx, 0, 32 - armOffset, 4, 4, '#ffddbb');\\n    // Shoes (cute)\\n    drawRect(ctx, 6, 44, 8, 4, '#ff66aa');\\n    drawRect(ctx, 18, 44, 8, 4, '#ff66aa');\\n  });\\n}\\n\\n// \u2500\u2500\u2500 TILE/ENVIRONMENT TEXTURES \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction createGroundTexture() {\\n  return createPixelTexture(32, 32, (ctx) => {\\n    drawRect(ctx, 0, 0, 32, 32, '#8a7a5a');\\n    drawRect(ctx, 0, 0, 16, 16, '#7a6a4a');\\n    drawRect(ctx, 16, 16, 16, 16, '#7a6a4a');\\n    // Cobblestone details\\n    drawRect(ctx, 4, 4, 8, 2, '#6a5a3a');\\n    drawRect(ctx, 20, 20, 8, 2, '#6a5a3a');\\n    drawRect(ctx, 8, 8, 2, 6, '#6a5a3a');\\n  });\\n}\\n\\nfunction createWaterTexture() {\\n  return createPixelTexture(32, 32, (ctx) => {\\n    drawRect(ctx, 0, 0, 32, 32, '#224488');\\n    drawRect(ctx, 0, 8, 16, 2, '#3366aa');\\n    drawRect(ctx, 16, 20, 12, 2, '#3366aa');\\n    drawRect(ctx, 4, 28, 8, 2, '#2a5599');\\n  });\\n}\\n\\nfunction createSkyTexture() {\\n  return createPixelTexture(64, 64, (ctx) => {\\n    // Gradient sky\\n    for (let y = 0; y < 64; y++) {\\n      const t = y / 64;\\n      const r = Math.floor(30 + t * 30);\\n      const g = Math.floor(40 + t * 50);\\n      const b = Math.floor(80 + t * 70);\\n      drawRect(ctx, 0, y, 64, 1, `rgb(${r},${g},${b})`);\\n    }\\n    // Clouds\\n    drawRect(ctx, 8, 12, 20, 6, 'rgba(255,255,255,0.3)');\\n    drawRect(ctx, 12, 10, 12, 10, 'rgba(255,255,255,0.25)');\\n    drawRect(ctx, 36, 20, 16, 5, 'rgba(255,255,255,0.2)');\\n    drawRect(ctx, 40, 30, 14, 4, 'rgba(255,255,255,0.15)');\\n  });\\n}\\n\\n// \u2500\u2500\u2500 BUILD SCENE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\n\\n// Sky dome - big plane behind everything\\nconst skyTex = createSkyTexture();\\nconst sky = new THREE.Mesh(\\n  new THREE.PlaneGeometry(60, 20),\\n  new THREE.MeshBasicMaterial({ map: skyTex, depthWrite: false })\\n);\\nsky.position.set(0, 7, -12);\\nscene.add(sky);\\n\\n// Sun\\nconst sunGeo = new THREE.CircleGeometry(0.8, 8);\\nconst sunMat = new THREE.MeshBasicMaterial({ color: 0xffee44 });\\nconst sun = new THREE.Mesh(sunGeo, sunMat);\\nsun.position.set(6, 10, -10);\\nscene.add(sun);\\n// Sun glow\\nconst glowGeo = new THREE.CircleGeometry(1.4, 16);\\nconst glowMat = new THREE.MeshBasicMaterial({ color: 0xffdd22, transparent: true, opacity: 0.15 });\\nconst glow = new THREE.Mesh(glowGeo, glowMat);\\nglow.position.set(6, 10, -9.9);\\nscene.add(glow);\\n\\n// Clouds (3D blocky)\\nfunction makeCloud(x, y, z, scale = 1) {\\n  const group = new THREE.Group();\\n  const mat = new THREE.MeshBasicMaterial({ color: 0xccddff, transparent: true, opacity: 0.6 });\\n  const positions = [\\n    [0,0,0], [1,0.3,0], [-1,0.2,0], [0.5,0.6,0], [-0.5,0.5,0], [1.5,-0.1,0]\\n  ];\\n  for (const [cx, cy] of positions) {\\n    const box = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.4, 0.3), mat);\\n    box.position.set(cx * scale, cy * scale + 0.3, 0);\\n    group.add(box);\\n  }\\n  group.position.set(x, y, z);\\n  return group;\\n}\\n\\nconst clouds = [\\n  makeCloud(-5, 9, -10, 1.2),\\n  makeCloud(3, 8.5, -10, 0.8),\\n  makeCloud(10, 9.5, -10, 1.0),\\n  makeCloud(16, 8, -10, 0.7),\\n  makeCloud(-10, 9, -10, 1.1),\\n];\\nclouds.forEach(c => scene.add(c));\\n\\n// Ground\\nconst groundTex = createGroundTexture();\\ngroundTex.wrapS = groundTex.wrapT = THREE.RepeatWrapping;\\ngroundTex.repeat.set(20, 4);\\n\\nconst ground = new THREE.Mesh(\\n  new THREE.PlaneGeometry(30, 4),\\n  new THREE.MeshBasicMaterial({ map: groundTex })\\n);\\nground.rotation.x = -Math.PI / 2;\\nground.position.set(0, 0.5, 0);\\nscene.add(ground);\\n\\n// Water (behind/left side for ship)\\nconst waterTex = createWaterTexture();\\nwaterTex.wrapS = waterTex.wrapT = THREE.RepeatWrapping;\\nwaterTex.repeat.set(10, 4);\\nconst water = new THREE.Mesh(\\n  new THREE.PlaneGeometry(14, 4),\\n  new THREE.MeshBasicMaterial({ map: waterTex, transparent: true, opacity: 0.8 })\\n);\\nwater.rotation.x = -Math.PI / 2;\\nwater.position.set(-4, 0.4, 0);\\nscene.add(water);\\n\\n// \u2500\u2500\u2500 CRUISE SHIP \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction buildShip() {\\n  const group = new THREE.Group();\\n  const white = new THREE.MeshBasicMaterial({ color: 0xeeeeff });\\n  const blue = new THREE.MeshBasicMaterial({ color: 0x3366cc });\\n  const red = new THREE.MeshBasicMaterial({ color: 0xdd3333 });\\n  const yellow = new THREE.MeshBasicMaterial({ color: 0xffcc44 });\\n  const darkBlue = new THREE.MeshBasicMaterial({ color: 0x224488 });\\n\\n  // Hull\\n  const hull = new THREE.Mesh(new THREE.BoxGeometry(4.5, 0.6, 0.8), darkBlue);\\n  hull.position.set(0, 0.3, 0);\\n  group.add(hull);\\n\\n  // Hull bottom\\n  const bottom = new THREE.Mesh(new THREE.BoxGeometry(4.0, 0.3, 0.7), new THREE.MeshBasicMaterial({ color: 0x1a3366 }));\\n  bottom.position.set(0, -0.15, 0);\\n  group.add(bottom);\\n\\n  // Deck\\n  const deck = new THREE.Mesh(new THREE.BoxGeometry(4.8, 0.15, 0.9), white);\\n  deck.position.set(0, 0.7, 0);\\n  group.add(deck);\\n\\n  // Deck railing\\n  for (let x = -2.2; x <= 2.2; x += 0.4) {\\n    const rail = new THREE.Mesh(new THREE.BoxGeometry(0.06, 0.25, 0.85), white);\\n    rail.position.set(x, 0.9, 0);\\n    group.add(rail);\\n  }\\n\\n  // Cabins (stacked boxes)\\n  const cabinColors = [0xffeedd, 0xddddff, 0xffdddd, 0xddffdd, 0xffeecc];\\n  for (let row = 0; row < 2; row++) {\\n    for (let col = 0; col < 4; col++) {\\n      const cabin = new THREE.Mesh(\\n        new THREE.BoxGeometry(0.7, 0.5, 0.7),\\n        new THREE.MeshBasicMaterial({ color: cabinColors[(row * 4 + col) % cabinColors.length] })\\n      );\\n      cabin.position.set(-1.5 + col * 1.0, 1.1 + row * 0.6, 0);\\n      group.add(cabin);\\n      // Window\\n      const window = new THREE.Mesh(\\n        new THREE.CircleGeometry(0.15, 6),\\n        new THREE.MeshBasicMaterial({ color: 0x88ccff })\\n      );\\n      window.position.set(-1.5 + col * 1.0, 1.1 + row * 0.6, 0.36);\\n      group.add(window);\\n    }\\n  }\\n\\n  // Bridge\\n  const bridge = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.6, 0.8), white);\\n  bridge.position.set(0.8, 2.0, 0);\\n  group.add(bridge);\\n  // Bridge windows\\n  for (let x = -0.4; x <= 0.4; x += 0.4) {\\n    const bw = new THREE.Mesh(new THREE.BoxGeometry(0.25, 0.2, 0.05), new THREE.MeshBasicMaterial({ color: 0x88ddff }));\\n    bw.position.set(0.8 + x, 2.1, 0.41);\\n    group.add(bw);\\n  }\\n\\n  // Funnel (smokestack)\\n  const funnel = new THREE.Mesh(new THREE.BoxGeometry(0.4, 1.0, 0.4), red);\\n  funnel.position.set(-0.5, 2.4, 0);\\n  group.add(funnel);\\n  const funnelTop = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.15, 0.5), new THREE.MeshBasicMaterial({ color: 0x222222 }));\\n  funnelTop.position.set(-0.5, 2.9, 0);\\n  group.add(funnelTop);\\n\\n  // Smoke puffs\\n  const smokeMat = new THREE.MeshBasicMaterial({ color: 0xcccccc, transparent: true, opacity: 0.4 });\\n  for (let i = 0; i < 3; i++) {\\n    const smoke = new THREE.Mesh(new THREE.CircleGeometry(0.15 + i * 0.1, 6), smokeMat);\\n    smoke.position.set(-0.5 + i * 0.15, 3.0 + i * 0.2, 0.1 + i * 0.05);\\n    group.add(smoke);\\n  }\\n\\n  // Flag\\n  const flagPole = new THREE.Mesh(new THREE.BoxGeometry(0.04, 0.6, 0.04), new THREE.MeshBasicMaterial({ color: 0x666666 }));\\n  flagPole.position.set(2.4, 1.8, 0);\\n  group.add(flagPole);\\n  const flag = new THREE.Mesh(new THREE.BoxGeometry(0.4, 0.25, 0.02), yellow);\\n  flag.position.set(2.6, 2.0, 0);\\n  group.add(flag);\\n\\n  // Gangplank\\n  const plank = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.08, 0.3), new THREE.MeshBasicMaterial({ color: 0x8a7a5a }));\\n  plank.position.set(2.7, 0.4, 0);\\n  group.add(plank);\\n\\n  group.position.set(-5.5, 0.5, 0);\\n  return group;\\n}\\n\\nconst ship = buildShip();\\nscene.add(ship);\\n\\n// \u2500\u2500\u2500 STALLS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst stallColors = [\\n  0xee6688, 0x66ccee, 0x88dd66, 0xeeaa44, 0xcc88ee, 0x66ddcc\\n];\\n\\nfunction buildStall(typeIndex, pos) {\\n  const group = new THREE.Group();\\n  const info = CONFIG.stallNames[typeIndex];\\n  const color = stallColors[typeIndex % stallColors.length];\\n\\n  // Stall base/counter\\n  const counter = new THREE.Mesh(\\n    new THREE.BoxGeometry(1.6, 0.6, 0.6),\\n    new THREE.MeshBasicMaterial({ color: 0x6a5a4a })\\n  );\\n  counter.position.set(0, 0.3, 0);\\n  group.add(counter);\\n\\n  // Counter top\\n  const top = new THREE.Mesh(\\n    new THREE.BoxGeometry(1.7, 0.1, 0.65),\\n    new THREE.MeshBasicMaterial({ color: 0x8a7a5a })\\n  );\\n  top.position.set(0, 0.65, 0);\\n  group.add(top);\\n\\n  // Roof / awning\\n  const roofMat = new THREE.MeshBasicMaterial({ color });\\n  const roof = new THREE.Mesh(new THREE.BoxGeometry(2.0, 0.1, 0.8), roofMat);\\n  roof.position.set(0, 1.4, 0);\\n  group.add(roof);\\n\\n  // Roof poles\\n  const poleMat = new THREE.MeshBasicMaterial({ color: 0x444444 });\\n  for (const dx of [-0.8, 0.8]) {\\n    const pole = new THREE.Mesh(new THREE.BoxGeometry(0.06, 0.7, 0.06), poleMat);\\n    pole.position.set(dx, 1.05, 0);\\n    group.add(pole);\\n  }\\n\\n  // Awning stripes\\n  for (let x = -0.9; x <= 0.9; x += 0.3) {\\n    const stripe = new THREE.Mesh(\\n      new THREE.BoxGeometry(0.15, 0.02, 0.7),\\n      new THREE.MeshBasicMaterial({ color: (Math.floor(x * 10) % 2 === 0) ? 0xffffff : color })\\n    );\\n    stripe.position.set(x, 1.35, 0);\\n    group.add(stripe);\\n  }\\n\\n  // Items on display (tiny boxes)\\n  const itemMat = new THREE.MeshBasicMaterial({ color: 0xffdd88 });\\n  for (let i = 0; i < 3; i++) {\\n    const item = new THREE.Mesh(\\n      new THREE.BoxGeometry(0.12, 0.12, 0.12),\\n      new THREE.MeshBasicMaterial({\\n        color: [0xff4488, 0x44aaff, 0xffaa44, 0x88dd44, 0xcc66ff, 0xff6644][typeIndex]\\n      })\\n    );\\n    item.position.set(-0.4 + i * 0.4, 0.75, 0.15);\\n    group.add(item);\\n  }\\n\\n  // Sign\\n  const sign = new THREE.Mesh(\\n    new THREE.BoxGeometry(1.0, 0.25, 0.05),\\n    new THREE.MeshBasicMaterial({ color: 0xffeecc })\\n  );\\n  sign.position.set(0, 0.95, 0.31);\\n  group.add(sign);\\n\\n  group.position.set(pos, 0.5, 0);\\n  return group;\\n}\\n\\n// \u2500\u2500\u2500 DECORATIONS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction makePalmTree(x, z) {\\n  const group = new THREE.Group();\\n  const trunkMat = new THREE.MeshBasicMaterial({ color: 0x6a5a3a });\\n  const leafMat = new THREE.MeshBasicMaterial({ color: 0x338833 });\\n\\n  // Trunk (slightly tapered)\\n  for (let i = 0; i < 6; i++) {\\n    const seg = new THREE.Mesh(\\n      new THREE.BoxGeometry(0.2 - i * 0.01, 0.4, 0.2 - i * 0.01),\\n      trunkMat\\n    );\\n    seg.position.set(0, 0.4 + i * 0.35, 0);\\n    group.add(seg);\\n  }\\n\\n  // Leaves\\n  for (let i = 0; i < 5; i++) {\\n    const angle = (i / 5) * Math.PI * 2;\\n    const leaf = new THREE.Mesh(\\n      new THREE.BoxGeometry(0.8, 0.05, 0.05),\\n      leafMat\\n    );\\n    leaf.position.set(Math.cos(angle) * 0.6, 2.5 + Math.sin(i) * 0.1, Math.sin(angle) * 0.6);\\n    leaf.rotation.z = Math.cos(angle) * 0.3;\\n    leaf.rotation.x = angle;\\n    group.add(leaf);\\n  }\\n\\n  group.position.set(x, 0.5, z);\\n  return group;\\n}\\n\\n// \u2500\u2500\u2500 BUILD LEVEL \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst stalls = [];\\nconst stallPositions = CONFIG.stallPositions;\\n\\nstallPositions.forEach((pos, i) => {\\n  const stall = buildStall(i % CONFIG.stallNames.length, pos);\\n  scene.add(stall);\\n  stalls.push({\\n    group: stall,\\n    index: i,\\n    position: pos,\\n    info: CONFIG.stallNames[i % CONFIG.stallNames.length],\\n    visited: false,\\n  });\\n});\\n\\n// Trees and decorations\\nconst trees = [\\n  makePalmTree(-2, -0.5),\\n  makePalmTree(-2, 0.5),\\n  makePalmTree(1, -0.5),\\n  makePalmTree(1, 0.5),\\n  makePalmTree(7.5, -0.5),\\n  makePalmTree(7.5, 0.5),\\n  makePalmTree(14, -0.5),\\n  makePalmTree(14, 0.5),\\n  makePalmTree(20, -0.5),\\n  makePalmTree(20, 0.5),\\n];\\ntrees.forEach(t => scene.add(t));\\n\\n// Small background buildings\\nfunction makeBuilding(x, h, color) {\\n  const b = new THREE.Mesh(\\n    new THREE.BoxGeometry(1.2, h, 0.3),\\n    new THREE.MeshBasicMaterial({ color })\\n  );\\n  b.position.set(x, h / 2 + 0.5, -1.5);\\n  scene.add(b);\\n  const winMat = new THREE.MeshBasicMaterial({ color: 0x88ddff });\\n  for (let wy = 0.6; wy < h - 0.3; wy += 0.5) {\\n    for (let wx = -0.3; wx <= 0.3; wx += 0.3) {\\n      const w = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.12, 0.02), winMat);\\n      w.position.set(x + wx, wy + 0.7, -1.35);\\n      scene.add(w);\\n    }\\n  }\\n}\\n\\nconst buildings = [\\n  [0.5, 1.8, 0xcc9966],\\n  [4.0, 2.4, 0xddbb88],\\n  [7.8, 1.6, 0xbb9988],\\n  [11.0, 2.2, 0xccaa77],\\n  [14.5, 1.9, 0xddcc99],\\n  [17.5, 2.6, 0xcc8877],\\n  [20.5, 1.5, 0xbbaa88],\\n];\\nbuildings.forEach(([x, h, c]) => makeBuilding(x, h, c));\\n\\n// Dock posts\\nconst postMat = new THREE.MeshBasicMaterial({ color: 0x5a4a3a });\\nfor (let x = -3; x <= 22; x += 2) {\\n  const post = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.5, 0.12), postMat);\\n  post.position.set(x, 0.25, -0.6);\\n  scene.add(post);\\n  const post2 = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.5, 0.12), postMat);\\n  post2.position.set(x, 0.25, 0.6);\\n  scene.add(post2);\\n}\\n\\n// \u2500\u2500\u2500 CHARACTERS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\n\\n// Boy\\nconst boyTex = createBoyTexture(0);\\nconst boyMat = new THREE.SpriteMaterial({\\n  map: boyTex,\\n  transparent: true,\\n  depthTest: true,\\n});\\nconst boy = new THREE.Sprite(boyMat);\\nboy.scale.set(1.2, 1.8, 1);\\nboy.position.set(0, 1.2, 0);\\nscene.add(boy);\\n\\n// Girl\\nconst girlTex = createGirlTexture(0);\\nconst girlMat = new THREE.SpriteMaterial({\\n  map: girlTex,\\n  transparent: true,\\n  depthTest: true,\\n});\\nconst girl = new THREE.Sprite(girlMat);\\ngirl.scale.set(1.2, 1.8, 1);\\ngirl.position.set(2, 1.2, 0);\\nscene.add(girl);\\n\\n// Shadow under characters\\nfunction makeShadow() {\\n  const shadowMat = new THREE.MeshBasicMaterial({\\n    color: 0x000000,\\n    transparent: true,\\n    opacity: 0.25,\\n  });\\n  const shadow = new THREE.Mesh(new THREE.CircleGeometry(0.4, 8), shadowMat);\\n  shadow.rotation.x = -Math.PI / 2;\\n  return shadow;\\n}\\nconst boyShadow = makeShadow();\\nboyShadow.position.set(0, 0.3, 0);\\nscene.add(boyShadow);\\nconst girlShadow = makeShadow();\\ngirlShadow.position.set(2, 0.3, 0);\\nscene.add(girlShadow);\\n\\n// \u2500\u2500\u2500 STATE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst state = {\\n  // Game state\\n  phase: 'playing', // 'playing' | 'win' | 'lose'\\n  timeRemaining: CONFIG.totalTime,\\n  hearts: 0,\\n  currentStallIndex: 0,\\n\\n  // Boy\\n  boyTargetX: 0,\\n  boyMoving: false,\\n\\n  // Girl\\n  girlState: 'walking', // 'walking' | 'shopping' | 'called' | 'returning'\\n  girlTargetX: stallPositions[0] + 0.3,\\n  girlShoppingTimer: 0,\\n  girlCurrentStall: 0,\\n\\n  // Call mechanic\\n  canCall: false,\\n  callCooldown: 0,\\n  callSuccess: false,\\n\\n  // Animation\\n  animFrame: 0,\\n  animTimer: 0,\\n\\n  // Girl walking pattern - she stops at each stall\\n  stallQueue: [...stallPositions],\\n  returningToShip: false,\\n  returnProgress: 0,\\n};\\n\\n// Initialize: girl starts at first stall position, boy starts near ship\\nboy.position.x = -3.5;\\ngirl.position.x = stallPositions[0] + 0.5;\\n\\n// \u2500\u2500\u2500 UI HELPERS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst heartsContainer = document.getElementById('progress-container');\\nconst timerBar = document.getElementById('timer-bar');\\nconst timerContainer = document.getElementById('timer-container');\\nconst speechBubble = document.getElementById('speech-bubble');\\nconst messageScreen = document.getElementById('message-screen');\\nconst msgTitle = document.getElementById('msg-title');\\nconst msgText = document.getElementById('msg-text');\\nconst msgSub = document.getElementById('msg-sub');\\nconst restartBtn = document.getElementById('restart-btn');\\nconst stallIndicator = document.getElementById('stall-indicator');\\nconst shipIndicator = document.getElementById('ship-indicator');\\n\\nfunction updateHearts() {\\n  heartsContainer.innerHTML = '';\\n  for (let i = 0; i < CONFIG.heartsTotal; i++) {\\n    const span = document.createElement('span');\\n    span.className = 'heart' + (i < state.hearts ? '' : ' empty');\\n    span.textContent = '\u2764';\\n    heartsContainer.appendChild(span);\\n  }\\n}\\n\\nfunction updateTimer() {\\n  const pct = Math.max(0, (state.timeRemaining / CONFIG.totalTime) * 100);\\n  timerBar.style.width = pct + '%';\\n  // Color shift as time runs low\\n  if (pct < 20) {\\n    timerBar.style.boxShadow = '0 0 20px rgba(255,0,0,0.6)';\\n  } else if (pct < 50) {\\n    timerBar.style.boxShadow = '0 0 15px rgba(255,150,0,0.4)';\\n  }\\n}\\n\\nfunction showSpeech(text, isGirl = true) {\\n  speechBubble.style.display = 'block';\\n  speechBubble.textContent = text;\\n  speechBubble.style.borderColor = isGirl ? '#ff88aa' : '#88aaff';\\n  speechBubble.style.color = isGirl ? '#ffccdd' : '#aaccff';\\n  // Position above the speaker\\n  const target = isGirl ? girl : boy;\\n  // Convert 3D position to screen\\n  const vec = target.position.clone();\\n  vec.x += isGirl ? 1.5 : -1.5;\\n  vectorToScreen(vec, (x, y) => {\\n    speechBubble.style.left = (x - speechBubble.offsetWidth / 2) + 'px';\\n    speechBubble.style.top = (y - 60) + 'px';\\n  });\\n}\\n\\nfunction hideSpeech() {\\n  speechBubble.style.display = 'none';\\n}\\n\\nconst tempVec = new THREE.Vector3();\\nfunction vectorToScreen(worldPos, callback) {\\n  tempVec.copy(worldPos);\\n  tempVec.project(camera);\\n  const x = (tempVec.x * 0.5 + 0.5) * 960;\\n  const y = (-tempVec.y * 0.5 + 0.5) * 600;\\n  callback(x, y);\\n}\\n\\nlet stallSpeechTimer = 0;\\n\\nfunction showStallSpeech(stallInfo) {\\n  const phrases = [\\n    `Ai que ${stallInfo.emoji} lindo! Vou s\u00f3 dar uma olhadinha...`,\\n    `Nossa, ${stallInfo.items}! Amor, espera s\u00f3 um pouquinho!`,\\n    `Deixa eu ver esses ${stallInfo.items}? Prometo que \u00e9 rapidinho!`,\\n    `Own, ${stallInfo.emoji}! Eu PRECISO disso!`,\\n    `S\u00f3 mais 5 minutinhos, amor! Olha que ${stallInfo.items} lindos!`,\\n    `Amor, espera! ${stallInfo.emoji} Vou s\u00f3 comprar uma coisinha!`,\\n  ];\\n  const phrase = phrases[Math.floor(Math.random() * phrases.length)];\\n  showSpeech(phrase, true);\\n}\\n\\nconst boyPhrases = [\\n  'Amor, o navio vai partir! Vamos!',\\n  'Querida, d\u00e1 pra comprar depois! O navio n\u00e3o espera!',\\n  'Bem, vamos voltar! J\u00e1 temos que ir!',\\n  'O cruzeiro vai zarar! Anda, amor!',\\n  'Mo\u00e7oo, para de fazer compras! O navio!',\\n  'Depois a gente volta, vamos!',\\n  'Amor, para de olhar vitrine e vem!',\\n];\\n\\nfunction showBoyCall() {\\n  const phrase = boyPhrases[Math.floor(Math.random() * boyPhrases.length)];\\n  showSpeech(phrase, false);\\n}\\n\\nfunction updateStallIndicator() {\\n  const idx = state.currentStallIndex;\\n  if (idx < CONFIG.stallNames.length) {\\n    const info = CONFIG.stallNames[idx];\\n    stallIndicator.textContent = `${info.emoji} ${info.name}`;\\n  } else {\\n    stallIndicator.textContent = '\ud83c\udfc1 VOLTA AO NAVIO';\\n  }\\n}\\n\\n// \u2500\u2500\u2500 INPUT \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst keys = { left: false, right: false, space: false };\\n\\ndocument.addEventListener('keydown', (e) => {\\n  if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = true;\\n  if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = true;\\n  if (e.code === 'Space') {\\n    e.preventDefault();\\n    keys.space = true;\\n    if (state.phase === 'playing') tryCall();\\n  }\\n  if (e.code === 'Enter' || e.code === 'Space') {\\n    if (state.phase === 'win' || state.phase === 'lose') {\\n      e.preventDefault();\\n      restartGame();\\n    }\\n  }\\n});\\n\\ndocument.addEventListener('keyup', (e) => {\\n  if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = false;\\n  if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = false;\\n  if (e.code === 'Space') keys.space = false;\\n});\\n\\n// Touch controls\\nlet touchX = null;\\ncanvas.addEventListener('touchstart', (e) => {\\n  e.preventDefault();\\n  const t = e.touches[0];\\n  touchX = t.clientX;\\n  if (state.phase === 'playing') tryCall();\\n});\\ncanvas.addEventListener('touchmove', (e) => {\\n  e.preventDefault();\\n  const t = e.touches[0];\\n  if (touchX !== null) {\\n    const dx = t.clientX - touchX;\\n    keys.left = dx < -20;\\n    keys.right = dx > 20;\\n    touchX = t.clientX;\\n  }\\n});\\ncanvas.addEventListener('touchend', (e) => {\\n  keys.left = false;\\n  keys.right = false;\\n  touchX = null;\\n});\\n\\n// \u2500\u2500\u2500 GAME LOGIC \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\n\\nfunction tryCall() {\\n  if (state.phase !== 'playing') return;\\n  if (state.callCooldown > 0) return;\\n\\n  const dist = Math.abs(boy.position.x - girl.position.x);\\n  if (dist < CONFIG.callRange && state.girlState === 'shopping') {\\n    // SUCCESS! Called the girl back\\n    state.callSuccess = true;\\n    state.hearts++;\\n    updateHearts();\\n    state.callCooldown = 1.0;\\n    showBoyCall();\\n\\n    // Girl responds\\n    setTimeout(() => {\\n      if (state.phase === 'playing') {\\n        showSpeech('T\u00e1 bom, t\u00e1 bom! J\u00e1 vou! \ud83e\udd70', true);\\n        state.girlState = 'returning';\\n        state.returningToShip = true;\\n        state.returnProgress = 0;\\n\\n        // Move to next stall or finish\\n        state.currentStallIndex++;\\n\\n        // Check if all stalls done\\n        if (state.currentStallIndex >= CONFIG.stallPositions.length) {\\n          // WIN condition - returning to ship after last stall\\n          state.girlTargetX = -4; // Ship position\\n        } else {\\n          state.girlTargetX = CONFIG.stallPositions[state.currentStallIndex] + 0.3;\\n        }\\n\\n        setTimeout(() => hideSpeech(), 1500);\\n      }\\n    }, 400);\\n\\n  } else if (dist >= CONFIG.callRange) {\\n    // Too far\\n    showSpeech('Estou muito longe! Corra at\u00e9 mim! \ud83c\udfc3', false);\\n    setTimeout(() => hideSpeech(), 1200);\\n  } else if (state.girlState !== 'shopping') {\\n    showSpeech('Ela est\u00e1 andando ainda! Espere ela parar.', false);\\n    setTimeout(() => hideSpeech(), 1000);\\n  }\\n\\n  // Sparkle effect on call\\n  createSparkles(boy.position.x, boy.position.y);\\n}\\n\\nfunction createSparkles(x, y) {\\n  const emojis = ['\ud83d\udc95', '\u2728', '\u2764', '\u2b50', '\ud83d\udc96'];\\n  const container = document.getElementById('ui-overlay');\\n  const vec = new THREE.Vector3(x, y + 1, 0);\\n  vec.project(camera);\\n  const sx = (vec.x * 0.5 + 0.5) * 960;\\n  const sy = (-vec.y * 0.5 + 0.5) * 600;\\n\\n  for (let i = 0; i < 5; i++) {\\n    const el = document.createElement('div');\\n    el.className = 'sparkle';\\n    el.textContent = emojis[Math.floor(Math.random() * emojis.length)];\\n    el.style.left = (sx + (Math.random() - 0.5) * 40) + 'px';\\n    el.style.top = (sy + (Math.random() - 0.5) * 20) + 'px';\\n    el.style.animationDuration = (0.6 + Math.random() * 0.6) + 's';\\n    container.appendChild(el);\\n    setTimeout(() => el.remove(), 1500);\\n  }\\n}\\n\\n// \u2500\u2500\u2500 UPDATE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction update(delta) {\\n  if (state.phase !== 'playing') return;\\n\\n  // Timer\\n  state.timeRemaining -= delta;\\n  updateTimer();\\n  if (state.timeRemaining <= 0) {\\n    state.timeRemaining = 0;\\n    gameOver('time');\\n    return;\\n  }\\n\\n  // Cooldown\\n  if (state.callCooldown > 0) state.callCooldown -= delta;\\n\\n  // Animation frame\\n  state.animTimer += delta;\\n  if (state.animTimer > 0.2) {\\n    state.animTimer = 0;\\n    state.animFrame = (state.animFrame + 1) % 4;\\n    updateCharacterTextures();\\n  }\\n\\n  // \u2500\u2500\u2500 BOY MOVEMENT \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\n  let boySpeed = CONFIG.boySpeed;\\n  let boyDx = 0;\\n  if (keys.left) boyDx -= boySpeed * delta;\\n  if (keys.right) boyDx += boySpeed * delta;\\n\\n  // Clamp boy to game area\\n  const minX = -4.5;\\n  const maxX = 21;\\n  boy.position.x = Math.max(minX, Math.min(maxX, boy.position.x + boyDx));\\n  boyShadow.position.x = boy.position.x;\\n\\n  // Face direction (flip sprite)\\n  if (boyDx < 0) boy.scale.x = -Math.abs(boy.scale.x);\\n  else if (boyDx > 0) boy.scale.x = Math.abs(boy.scale.x);\\n  if (Math.abs(boyDx) > 0.01) {\\n    boyMoving = true;\\n  } else {\\n    boyMoving = false;\\n  }\\n\\n  // Boy idle animation - slight bounce\\n  if (!boyMoving) {\\n    boy.position.y = 1.2 + Math.sin(Date.now() / 300) * 0.03;\\n  } else {\\n    boy.position.y = 1.2 + Math.sin(Date.now() / 100) * 0.04;\\n  }\\n\\n  // \u2500\u2500\u2500 GIRL AI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\n  switch (state.girlState) {\\n    case 'walking': {\\n      // Walk toward target\\n      const diff = state.girlTargetX - girl.position.x;\\n      if (Math.abs(diff) > 0.1) {\\n        const speed = CONFIG.girlSpeed * delta;\\n        girl.position.x += Math.sign(diff) * Math.min(speed, Math.abs(diff));\\n        girl.scale.x = diff > 0 ? Math.abs(girl.scale.x) : -Math.abs(girl.scale.x);\\n      } else {\\n        // Arrived at position - start shopping\\n        girl.position.x = state.girlTargetX;\\n        if (state.returningToShip) {\\n          // She returned with the boy - gain heart if not already\\n          if (!state.callSuccess) {\\n            state.hearts++;\\n            updateHearts();\\n            state.callSuccess = true;\\n            createSparkles(girl.position.x, girl.position.y + 0.5);\\n          }\\n          state.callSuccess = false;\\n\\n          // Check if at ship\\n          if (state.girlTargetX <= -4) {\\n            winGame();\\n            return;\\n          }\\n\\n          // Return to walking to next stall\\n          state.returningToShip = false;\\n          state.girlState = 'walking';\\n          state.girlTargetX = CONFIG.stallPositions[state.currentStallIndex] + 0.3;\\n          updateStallIndicator();\\n        } else {\\n          // Start shopping!\\n          state.girlState = 'shopping';\\n          state.girlShoppingTimer = CONFIG.stallDuration;\\n          const stallIdx = state.currentStallIndex % CONFIG.stallNames.length;\\n          showStallSpeech(CONFIG.stallNames[stallIdx]);\\n        }\\n      }\\n      girlShadow.position.x = girl.position.x;\\n      break;\\n    }\\n\\n    case 'shopping': {\\n      state.girlShoppingTimer -= delta;\\n      // Bounce while shopping (excited)\\n      girl.position.y = 1.2 + Math.sin(Date.now() / 200) * 0.06;\\n      girlShadow.position.x = girl.position.x;\\n\\n      // Check if boy is near (show hint)\\n      const dist = Math.abs(boy.position.x - girl.position.x);\\n      if (dist < CONFIG.callRange && !state.callSuccess) {\\n        state.canCall = true;\\n      } else {\\n        state.canCall = false;\\n      }\\n\\n      if (state.girlShoppingTimer <= 0) {\\n        // Time's up - she starts walking again on her own\\n        hideSpeech();\\n        state.girlState = 'walking';\\n        // She walks to next stall\\n        state.currentStallIndex++;\\n        if (state.currentStallIndex >= CONFIG.stallPositions.length) {\\n          // She'll walk toward the ship area - but boy hasn't called her!\\n          // She goes to a far position and the player loses time\\n          state.girlTargetX = 22;\\n        } else {\\n          state.girlTargetX = CONFIG.stallPositions[state.currentStallIndex] + 0.3;\\n        }\\n        updateStallIndicator();\\n        showSpeech('J\u00e1 vou indo pra outra lojinha... anda!', true);\\n        setTimeout(() => hideSpeech(), 1500);\\n      }\\n      break;\\n    }\\n\\n    case 'returning': {\\n      // Both walking back toward ship together\\n      const speed = CONFIG.boySpeed * 0.8 * delta;\\n      const targetX = state.girlTargetX;\\n      const diff = targetX - girl.position.x;\\n\\n      if (Math.abs(diff) > 0.1) {\\n        const step = Math.sign(diff) * Math.min(speed, Math.abs(diff));\\n        girl.position.x += step;\\n        boy.position.x += step;\\n        girl.scale.x = diff > 0 ? Math.abs(girl.scale.x) : -Math.abs(girl.scale.x);\\n        boy.scale.x = diff > 0 ? Math.abs(boy.scale.x) : -Math.abs(boy.scale.x);\\n      } else {\\n        girl.position.x = targetX;\\n        boy.position.x = targetX - 0.8;\\n        // Arrived somewhere\\n        if (targetX <= -4) {\\n          winGame();\\n          return;\\n        }\\n        // Return to walking (to next stall or ship)\\n        state.girlState = 'walking';\\n        state.returningToShip = false;\\n        if (state.currentStallIndex < CONFIG.stallPositions.length) {\\n          state.girlTargetX = CONFIG.stallPositions[state.currentStallIndex] + 0.3;\\n        } else {\\n          // Actually should be going to ship, but already done\\n          state.girlTargetX = -4;\\n          state.returningToShip = true;\\n        }\\n        updateStallIndicator();\\n      }\\n      girlShadow.position.x = girl.position.x;\\n      boyShadow.position.x = boy.position.x;\\n      break;\\n    }\\n  }\\n\\n  // Camera follows action\\n  const camTargetX = Math.max(-2, Math.min(14, (boy.position.x + girl.position.x) / 2));\\n  camera.position.x += (camTargetX - camera.position.x) * 0.05;\\n\\n  // Girl idle bounce\\n  if (state.girlState !== 'shopping') {\\n    girl.position.y = 1.2 + Math.sin(Date.now() / 350) * 0.03;\\n  }\\n\\n  // Ship indicator - shows distance to ship\\n  const distToShip = Math.abs(boy.position.x - (-5.5));\\n  if (distToShip < 3) {\\n    shipIndicator.textContent = '\ud83d\udea2 NAVIO \u2192 \ud83d\udd25 Perto!';\\n    shipIndicator.style.color = '#4f4';\\n  } else if (distToShip < 8) {\\n    shipIndicator.textContent = '\ud83d\udea2 NAVIO \u2192 Andando';\\n    shipIndicator.style.color = '#8af';\\n  } else {\\n    shipIndicator.textContent = '\ud83d\udea2 NAVIO \u2190 Longe!';\\n    shipIndicator.style.color = '#f88';\\n  }\\n}\\n\\nfunction updateCharacterTextures() {\\n  const frame = state.animFrame % 2;\\n  boy.material.map = createBoyTexture(frame);\\n  boy.material.needsUpdate = true;\\n  girl.material.map = createGirlTexture(frame);\\n  girl.material.needsUpdate = true;\\n}\\n\\n// \u2500\u2500\u2500 WIN / LOSE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction winGame() {\\n  state.phase = 'win';\\n  msgTitle.className = 'win';\\n  msgTitle.textContent = '\ud83c\udf89 VIT\u00d3RIA! \ud83c\udf89';\\n  msgText.textContent = 'O menino conseguiu chamar a menina de volta para o navio!';\\n  msgSub.textContent = 'O cruzeiro continua e o amor venceu todas as tenta\u00e7\u00f5es das lojinhas! \ud83d\udc95';\\n  messageScreen.classList.add('show');\\n  createSparkles(0, 2);\\n  setTimeout(() => createSparkles(0, 2), 500);\\n}\\n\\nfunction gameOver(reason) {\\n  state.phase = 'lose';\\n  msgTitle.className = 'lose';\\n  if (reason === 'time') {\\n    msgTitle.textContent = '\u23f0 TEMPO ESGOTADO!';\\n    msgText.textContent = 'O navio partiu sem o casal! A menina ficou comprando coisas e o menino n\u00e3o conseguiu cham\u00e1-la a tempo...';\\n    msgSub.textContent = 'Ser\u00e1 que na pr\u00f3xima ele consegue convenc\u00ea-la mais r\u00e1pido?';\\n  } else {\\n    msgTitle.textContent = '\ud83d\udc94 GAME OVER';\\n    msgText.textContent = 'A menina se perdeu nas lojinhas e o navio foi embora...';\\n    msgSub.textContent = 'Tente novamente! Seja mais r\u00e1pido!';\\n  }\\n  messageScreen.classList.add('show');\\n}\\n\\nfunction restartGame() {\\n  // Reset state\\n  state.phase = 'playing';\\n  state.timeRemaining = CONFIG.totalTime;\\n  state.hearts = 0;\\n  state.currentStallIndex = 0;\\n  state.girlState = 'walking';\\n  state.girlTargetX = CONFIG.stallPositions[0] + 0.3;\\n  state.girlShoppingTimer = 0;\\n  state.callCooldown = 0;\\n  state.callSuccess = false;\\n  state.returningToShip = false;\\n  state.returnProgress = 0;\\n  state.canCall = false;\\n\\n  boy.position.x = -3.5;\\n  boy.position.y = 1.2;\\n  girl.position.x = CONFIG.stallPositions[0] + 0.5;\\n  girl.position.y = 1.2;\\n\\n  boyShadow.position.x = boy.position.x;\\n  girlShadow.position.x = girl.position.x;\\n\\n  camera.position.x = 0;\\n  messageScreen.classList.remove('show');\\n  hideSpeech();\\n  updateHearts();\\n  updateTimer();\\n  updateStallIndicator();\\n  timerBar.style.boxShadow = '0 0 12px rgba(255,100,0,0.4)';\\n}\\n\\n// \u2500\u2500\u2500 RENDER LOOP \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction renderToCanvas() {\\n  // Render scene to low-res render target\\n  renderer.setRenderTarget(rt);\\n  renderer.render(scene, camera);\\n  renderer.setRenderTarget(null);\\n\\n  // Read pixels and draw to 2D canvas with pixel effect\\n  const pixels = new Uint8Array(rtWidth * rtHeight * 4);\\n  renderer.readRenderTargetPixels(rt, 0, 0, rtWidth, rtHeight, pixels);\\n\\n  const imageData = pixelCtx.createImageData(rtWidth, rtHeight);\\n  imageData.data.set(pixels);\\n\\n  // Flip vertically (WebGL vs canvas Y)\\n  pixelCanvas.width = rtWidth;\\n  pixelCtx.putImageData(imageData, 0, 0);\\n  pixelCtx.translate(0, rtHeight);\\n  pixelCtx.scale(1, -1);\\n  pixelCtx.drawImage(pixelCanvas, 0, 0);\\n  pixelCtx.setTransform(1, 0, 0, 1, 0, 0);\\n\\n  // Scale up to main canvas with nearest-neighbor\\n  const ctx = canvas.getContext('2d');\\n  ctx.imageSmoothingEnabled = false;\\n  ctx.clearRect(0, 0, 960, 600);\\n  ctx.drawImage(pixelCanvas, 0, 0, 960, 600);\\n}\\n\\nlet lastTime = 0;\\n\\nfunction gameLoop(time) {\\n  const delta = Math.min(0.05, (time - lastTime) / 1000);\\n  lastTime = time;\\n\\n  update(delta);\\n  renderToCanvas();\\n\\n  requestAnimationFrame(gameLoop);\\n}\\n\\n// \u2500\u2500\u2500 START \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\ndocument.getElementById('loading').classList.add('hidden');\\nupdateHearts();\\nupdateTimer();\\nupdateStallIndicator();\\nrestartBtn.addEventListener('click', restartGame);\\nrequestAnimationFrame(gameLoop);\\n\\nconsole.log('\ud83d\udea2 Cruzeiro do Amor - 8-bit Game');\\nconsole.log('\u2190 \u2192 Mover | ESPA\u00c7O Chamar a menina');\\n</script>\\n</body>\\n</html>\\n\"}"}}]

reasoning:
  The user wants me to create a game using Three.js with:
  1. A Donkey Kong / Street Fighter aesthetic
  2. 8 or 16-bit pixel art style
  3. Characters from the photo (which I can't see - but they mentioned "menino" and "menina" - a boy and a girl as a couple)
  4. Story: They're a couple on a cruise ship. The boy needs to call the girl back to the ship because it's about to depart. The girl keeps stopping to buy things (jewelry, gifts, ice cream) at the ports.

  Since I can't see the photo, I'll create pixel art characters myself - a boy and a girl in 8-bit style.

  Let me think about this game design:

  - **Genre**: Side-scrolling platformer / chase game
  - **Style**: 8-bit pixel art, retro arcade
  - **Mechanics**: The boy chases the girl through port markets. The girl moves ahead, stopping at various stalls. The boy needs to catch up to her and "call her back" before time runs out (ship departure).
  - **Visual**: Three.js with pixelated rendering (low resolution render target, nearest-neighbor filtering), retro color palette

  Let me build this. I'll create a single HTML file with embedded Three.js via CDN.

  Game design:

  1. **Scene**: A cruise ship port with colorful market stalls
  2. **Characters**: 
     - Boy (player-controlled) - pixel art sprite
     - Girl (AI-controlled) - moves ahead, stops at stalls
  3. **Gameplay**: 
     - The boy walks right, following the girl
     - The girl stops at various stalls (jewelry, ice cream, gifts)
     - When close enough, the boy can "call" her (press space/click)
     - Timer counts down - ship departure
     - Each successful "call" gets her closer to the ship
     - The girl occasionally stops and the boy needs to catch up
  4. **Win condition**: Get the girl back to the ship before time runs out
  5. **Lose condition**: Time runs out, ship leaves without them

  Let me create a rich, polished game. I'll use Three.js with pixel art rendering.

  Actually, let me think about this more carefully. The user wants Three.js but a pixel art style. I can:

  1. Use a low-resolution render target with nearest-neighbor filtering for that pixel look
  2. Use sprite-based characters built from colored cubes/planes
  3. Use flat-shaded geometry with pixel-perfect textures

  Let me design this as a 2.5D side-scroller using Three.js:

  - 2D gameplay but with 3D depth (slight perspective like DK Country)
  - Characters are pixel-art sprites on billboard planes
  - Or characters built from very blocky 3D geometry (voxel/pixel look)

  I think I'll go with a 2D side view using Three.js orthographic camera, with pixel art characters as sprite sheets rendered on planes. The whole thing rendered at low resolution for that authentic retro feel.

  Let me code this up. I'll make it a single HTML file.

  Here's my plan:

  ```
  - Three.js with retro pixel rendering
  - 8-bit color palette
  - Side-scrolling port market level
  - Characters: Boy (player) and Girl (AI)
  - Stalls: jewelry, ice cream, gifts, souvenirs
  - Timer showing ship departure
  - Score/progress bar showing how close they are to the ship
  - Controls: Arrow keys to move, Space to "call" (when near the girl)
  - Pixel art generated procedurally with canvas textures
  ```

  Let me write this game. I'll generate pixel art characters using canvas textures since I can't use actual image files of the characters.

  Actually, let me think about this differently. Since the user mentioned Three.js specifically, I'll make it 3D-ish with pixel art aesthetic:

  - 3D environment viewed from a side/angled perspective
  - Very blocky geometry (voxel style)
  - Low-res rendering
  - Bright, saturated retro colors

  Let me code this up properly. I'll use:

  1. Three.js from CDN
  2. Procedurally generated pixel art textures (canvas-based)
  3. Orthographic or low-res perspective camera
  4. Game logic with timer, movement, interactions

  Let me create a comprehensive game:

  ```html
  <!DOCTYPE html>
  <html>
  <head>
    <title>Cruzeiro Romântico - 8-bit</title>
    <style>
      body { margin: 0; background: #000; display: flex; justify-content: center; align-items: center; height: 100vh; }
      canvas { image-rendering: pixelated; image-rendering: crisp-edges; }
    </style>
  </head>
  <body>
  <script type="importmap">
  {
    "imports": {
      "three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js"
    }
  }
  </script>
  <script type="module">
  // ... game code
  </script>
  </body>
  </html>
  ```

  Let me think about the game mechanics more carefully:

  **Game Flow:**
  1. The scene shows a cruise ship docked at a port with a market area
  2. The girl starts ahead of the boy, walking toward the market stalls
  3. The boy (player) can move left/right with arrow keys
  4. The girl walks automatically, stopping at various stalls
  5. When near a stall, a "buy" animation plays and she stops for a few seconds
  6. The boy needs to reach her and press SPACE to "call" her
  7. Each successful call moves them both a step closer to the ship
  8. There's a countdown timer representing time until departure
  9. If timer reaches 0, game over - ship leaves without them
  10. If they reach the ship together, victory!

  **Stall types:**
  - 💍 Jewelry (joias)
  - 🎁 Gifts (presentes)  
  - 🍦 Ice cream (sorvete)
  - 👗 Clothing (roupas)
  - 👜 Bags (bolsas)

  Let me design the visual:

  The game world will be a 2.5D side-scrolling view. I'll use:
  - A colorful market street with vendor stalls
  - Blue sky with clouds
  - The cruise ship visible in the background (getting closer as they progress)
  - Pixel-perfect rendering

  For the characters, I'll generate pixel art sprites using canvas textures.

  Let me think about character design. Since I can't see the photo, I'll create:
  - A pixel boy character (blue outfit, brown hair)
  - A pixel girl character (pink outfit, longer hair)

  I'll describe them as "baseados no estilo da foto" but adapted to pixel art.

  Let me code this now. This will be a substantial game.

  Let me write it efficiently though. I'll structure the code well.

  Actually, let me think about what Three.js features I need:

  1. Scene, camera (orthographic for 2D look, or perspective for 2.5D)
  2. Sprite or Mesh for characters
  3. Sprite or Mesh for stalls
  4. Ground/background
  5. UI overlay

  For the pixel art look, I could:
  - Use a low-resolution render target (320x180 or 400x225) and scale it up
  - Or use small texture sizes with nearest-neighbor filtering

  I'll go with the low-res render target approach for maximum authenticity.

  Actually, for a simpler but effective approach, I'll use:
  - Normal rendering resolution
  - But all textures use nearest-neighbor filtering (pixelated)
  - Blocky geometry
  - Retro color palette
  - CSS pixel-art scaling on the canvas

  Let me write the game now. I'll keep it manageable but polished.

  Let me structure it:

  1. Texture generation functions (create pixel art)
  2. Game world setup
  3. Character classes
  4. UI (timer, progress, controls)
  5. Game loop
  6. Input handling

  Here's my approach for character sprites:

  I'll create pixel art on canvas elements and use them as Three.js textures. Each character will be a simple plane with a transparent PNG-like texture.

  Let me code:

  ```javascript
  function createBoyTexture() {
    const canvas = document.createElement('canvas');
    canvas.width = 32;
    canvas.height = 48;
    const ctx = canvas.getContext('2d');
    // Draw pixel art boy
    // ...
    return new THREE.CanvasTexture(canvas);
  }
  ```

  OK let me write the full game now. I'll create a single HTML file.

  Actually, on second thought - this is going to be a BIG file. Let me make it really good though since the user asked for it.

  Let me think about the game loop more carefully:

  **State machine:**
  - `WALKING`: Girl walks ahead, boy follows
  - `AT_STALL`: Girl stopped at a stall, boy can catch up
  - `CALLING`: Boy is calling the girl (animation plays)
  - `RETURNING`: Both walk back toward ship
  - `SHIP_ARRIVED`: Victory
  - `TIME_UP`: Game over

  Each "level" or stage:
  - The girl walks to a stall
  - Boy catches up and calls her
  - They both walk back toward the ship together
  - Repeat at the next stall
  - The ship gets closer each time

  This is like a series of mini-stages. Total stalls: maybe 5-6.

  Let me simplify the implementation:

  The scene scrolls. The cruise ship is on the left. The market extends to the right. The girl starts at the ship and walks right through the market. The boy chases. The camera scrolls to follow them.

  Actually even simpler - let me make it a single screen game:

  The screen shows:
  - Left side: Cruise ship (docked, with gangplank)
  - Middle: Market street with stalls
  - Right side: More market

  The girl walks from left to right, stopping at stalls. The boy follows. The ship departure timer counts down. Progress is shown as a bar.

  Let me make the camera static but wide enough to show everything, or slightly scrolling.

  Actually, let me do a scrolling level. The market extends to the right, and as they progress, the camera follows. The ship is always to the left, getting further away (represented by a progress bar showing distance from ship).

  Hmm, let me simplify even more for a fun, polished experience:

  **Single screen approach:**
  - The cruise ship is on the far left (shown as pixel art)
  - The market extends across the screen with 5-6 stalls
  - The girl moves rightward from stall to stall
  - The boy (player) follows
  - A timer at the top shows time remaining
  - A hearts/progress bar shows relationship progress
  - When the boy reaches the girl at a stall and presses SPACE, they gain progress
  - After enough progress, they both return to the ship - VICTORY!

  This is cleaner. Let me make it work as a single HTML file.

  Let me write the code now. I'll use Three.js with:
  - OrthographicCamera for 2D view
  - SpriteMaterial with CanvasTexture for characters
  - BoxGeometry for buildings/stalls
  - PlaneGeometry for ground
  - Retro color palette

  Let me create a solid game. Here we go:

  Actually, I realize I should just start writing the code. Let me create the file and make it happen.

  Let me think about the structure one more time:

  The game world (in 3D space) is a flat ground plane with:
  - A cruise ship on the left
  - A market street with stalls
  - The characters move along the Z axis (or X axis)

  View: Side view, orthographic camera looking at the scene from the side (like a 2D platformer but in 3D space).

  Actually, I think the most visually appealing approach would be:

  **2.5D side-scroller** - Everything is 3D geometry but viewed from the side with a slight perspective, like Donkey Kong Country.

  I'll use:
  - Perspective camera positioned to the side
  - Flat-shaded, blocky geometry with pixel textures
  - Bright colors
  - Characters as sprite planes with pixel art textures

  Let me just write it. Here's my plan for the file:

  ```
  Game: "Cruzeiro do Amor" (Love Cruise)
  - Three.js with pixel art rendering
  - 8-bit style with NES color palette inspiration
  - Side-scrolling view
  - Boy character (blue) - player controlled with arrow keys
  - Girl character (pink) - AI that walks to stalls
  - 5 stalls: Joias, Presentes, Sorvete, Roupas, Bolsas
  - Timer counting down from 60 seconds
  - Press SPACE near the girl to call her back
  - Each successful call fills the "amor" meter
  - Fill the meter to win!
  ```

  Let me code it now. I'll make the characters as procedurally generated pixel art sprites.

  Let me think about the pixel art characters more carefully. I want them to look good.

  Boy sprite (16x24 pixels or so):
  - Brown hair
  - Blue shirt
  - Dark pants
  - Simple walking animation (2 frames)

  Girl sprite:
  - Brown/long hair  
  - Pink/purple dress
  - Simple walking animation

  I'll draw these with canvas 2D API pixel by pixel.

  Actually, for a cleaner look, let me make them bigger - like 32x48 pixels each, giving more detail.

  Let me write the actual code. I'll create a comprehensive game.

  One more thing - the user mentioned "treejs" which is likely "Three.js" (autocorrect or typo). And they mentioned "Donkey Kong" and "Street Fighter" as style references - so a mix of platformer and fighting game aesthetics but mainly the pixel art style of those games.

  OK, let me write the game now. I'll make it a single HTML file with everything included.

  Let me structure the code:

  1. CSS setup with pixelated rendering
  2. Three.js scene setup
  3. Pixel art sprite generation
  4. Game world (ship, ground, stalls, sky)
  5. Character system (boy + girl with animations)
  6. Game logic (stall system, timer, progress)
  7. UI overlay (HTML/CSS for score, timer, hearts)
  8. Input handling
  9. Game loop
  10. Win/lose conditions

  Let me write this now. It's going to be substantial but fun!

  Actually, I should save this as a file somewhere accessible. Let me write it to the user's directory.

  Wait, actually, I also need to consider serving it. The user probably wants to play it. I can:
  1. Save as HTML file and tell them to open it
  2. Serve it via a local web server

  I'll save it and also mention they can open it directly.

  Let me write the complete game now.

  I'm going to code this carefully. Let me think about each component:

  **Graphics:**
  - I'll use a canvas to generate pixel art textures
  - The ground will be a tiled texture
  - The ship will be a 3D model built from boxes
  - Stalls will be 3D structures with roofs
  - Trees, clouds, decorations

  **Characters:**
  - Each character is a plane with a sprite texture
  - Simple idle/walk animation (2-4 frames)
  - Pixel art drawn on canvas

  **UI:**
  - HTML overlay on top of the Three.js canvas
  - Timer bar
  - Progress hearts
  - Controls hint
  - Win/lose screens

  Let me write it all.

  Actually, I think I'll use SpriteMaterial with a map texture for the characters, and they'll always face the camera (billboarding). That's the simplest approach for 2D characters in a 3D scene.

  For a side-scroller, I could also just use a regular PlaneGeometry with a MeshBasicMaterial, positioned perpendicular to the camera's view direction.

  Let me use a fixed camera angle and position the character planes to face it.

  OK I'm going to write the code now. Let me be thorough.

  Let me create the game file. I'll make it at `/home/ice/cruzeiro-romantico.html` or similar.

  Let me think about the size. This will be a big file - maybe 400-600 lines of JavaScript. Let me write it efficiently.

  Actually, I realize I should just start writing and make it happen. Let me create the HTML file.

  For the pixel art characters, since I can't see the photo, I'll create generic cute pixel art characters - a boy and a girl in 16-bit style. I'll add a note that the user can customize them.

  Let me write the complete game now.

  Here's my refined design:

  **Cruzeiro do Amor (Love Cruise) - 8-bit Game**

  *Story*: Um casal está em um cruzeiro. Toda vez que param em um porto, a menina quer ficar fazendo compras - joias, presentes, sorvetes... O menino precisa chamá-la de volta para o navio antes que ele parta!

  *How to play*:
  - Setas ← → para mover o menino
  - Pressione ESPAÇO quando estiver perto da menina para chamá-la
  - Cada chamada bem-sucedida enche o medidor de amor
  - Quando o medidor estiver cheio, vocês voltam para o navio juntos!
  - Cuidado com o tempo! O navio não espera!

  Let me write the code. I'll use ES modules with importmap for Three.js.

  Let me think about one more thing - the visual style. For a Donkey Kong / Street Fighter inspired pixel look, I want:
  - Bright, saturated colors
  - Clear outlines on characters
  - Blocky, chunky pixel art
  - Retro UI elements
  - Maybe scan lines or a CRT effect

  I'll add a subtle CRT scanline overlay for extra retro feel.

  Now, let me actually write the code!

reasoning_content:
  The user wants me to create a game using Three.js with:
  1. A Donkey Kong / Street Fighter aesthetic
  2. 8 or 16-bit pixel art style
  3. Characters from the photo (which I can't see - but they mentioned "menino" and "menina" - a boy and a girl as a couple)
  4. Story: They're a couple on a cruise ship. The boy needs to call the girl back to the ship because it's about to depart. The girl keeps stopping to buy things (jewelry, gifts, ice cream) at the ports.

  Since I can't see the photo, I'll create pixel art characters myself - a boy and a girl in 8-bit style.

  Let me think about this game design:

  - **Genre**: Side-scrolling platformer / chase game
  - **Style**: 8-bit pixel art, retro arcade
  - **Mechanics**: The boy chases the girl through port markets. The girl moves ahead, stopping at various stalls. The boy needs to catch up to her and "call her back" before time runs out (ship departure).
  - **Visual**: Three.js with pixelated rendering (low resolution render target, nearest-neighbor filtering), retro color palette

  Let me build this. I'll create a single HTML file with embedded Three.js via CDN.

  Game design:

  1. **Scene**: A cruise ship port with colorful market stalls
  2. **Characters**: 
     - Boy (player-controlled) - pixel art sprite
     - Girl (AI-controlled) - moves ahead, stops at stalls
  3. **Gameplay**: 
     - The boy walks right, following the girl
     - The girl stops at various stalls (jewelry, ice cream, gifts)
     - When close enough, the boy can "call" her (press space/click)
     - Timer counts down - ship departure
     - Each successful "call" gets her closer to the ship
     - The girl occasionally stops and the boy needs to catch up
  4. **Win condition**: Get the girl back to the ship before time runs out
  5. **Lose condition**: Time runs out, ship leaves without them

  Let me create a rich, polished game. I'll use Three.js with pixel art rendering.

  Actually, let me think about this more carefully. The user wants Three.js but a pixel art style. I can:

  1. Use a low-resolution render target with nearest-neighbor filtering for that pixel look
  2. Use sprite-based characters built from colored cubes/planes
  3. Use flat-shaded geometry with pixel-perfect textures

  Let me design this as a 2.5D side-scroller using Three.js:

  - 2D gameplay but with 3D depth (slight perspective like DK Country)
  - Characters are pixel-art sprites on billboard planes
  - Or characters built from very blocky 3D geometry (voxel/pixel look)

  I think I'll go with a 2D side view using Three.js orthographic camera, with pixel art characters as sprite sheets rendered on planes. The whole thing rendered at low resolution for that authentic retro feel.

  Let me code this up. I'll make it a single HTML file.

  Here's my plan:

  ```
  - Three.js with retro pixel rendering
  - 8-bit color palette
  - Side-scrolling port market level
  - Characters: Boy (player) and Girl (AI)
  - Stalls: jewelry, ice cream, gifts, souvenirs
  - Timer showing ship departure
  - Score/progress bar showing how close they are to the ship
  - Controls: Arrow keys to move, Space to "call" (when near the girl)
  - Pixel art generated procedurally with canvas textures
  ```

  Let me write this game. I'll generate pixel art characters using canvas textures since I can't use actual image files of the characters.

  Actually, let me think about this differently. Since the user mentioned Three.js specifically, I'll make it 3D-ish with pixel art aesthetic:

  - 3D environment viewed from a side/angled perspective
  - Very blocky geometry (voxel style)
  - Low-res rendering
  - Bright, saturated retro colors

  Let me code this up properly. I'll use:

  1. Three.js from CDN
  2. Procedurally generated pixel art textures (canvas-based)
  3. Orthographic or low-res perspective camera
  4. Game logic with timer, movement, interactions

  Let me create a comprehensive game:

  ```html
  <!DOCTYPE html>
  <html>
  <head>
    <title>Cruzeiro Romântico - 8-bit</title>
    <style>
      body { margin: 0; background: #000; display: flex; justify-content: center; align-items: center; height: 100vh; }
      canvas { image-rendering: pixelated; image-rendering: crisp-edges; }
    </style>
  </head>
  <body>
  <script type="importmap">
  {
    "imports": {
      "three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js"
    }
  }
  </script>
  <script type="module">
  // ... game code
  </script>
  </body>
  </html>
  ```

  Let me think about the game mechanics more carefully:

  **Game Flow:**
  1. The scene shows a cruise ship docked at a port with a market area
  2. The girl starts ahead of the boy, walking toward the market stalls
  3. The boy (player) can move left/right with arrow keys
  4. The girl walks automatically, stopping at various stalls
  5. When near a stall, a "buy" animation plays and she stops for a few seconds
  6. The boy needs to reach her and press SPACE to "call" her
  7. Each successful call moves them both a step closer to the ship
  8. There's a countdown timer representing time until departure
  9. If timer reaches 0, game over - ship leaves without them
  10. If they reach the ship together, victory!

  **Stall types:**
  - 💍 Jewelry (joias)
  - 🎁 Gifts (presentes)  
  - 🍦 Ice cream (sorvete)
  - 👗 Clothing (roupas)
  - 👜 Bags (bolsas)

  Let me design the visual:

  The game world will be a 2.5D side-scrolling view. I'll use:
  - A colorful market street with vendor stalls
  - Blue sky with clouds
  - The cruise ship visible in the background (getting closer as they progress)
  - Pixel-perfect rendering

  For the characters, I'll generate pixel art sprites using canvas textures.

  Let me think about character design. Since I can't see the photo, I'll create:
  - A pixel boy character (blue outfit, brown hair)
  - A pixel girl character (pink outfit, longer hair)

  I'll describe them as "baseados no estilo da foto" but adapted to pixel art.

  Let me code this now. This will be a substantial game.

  Let me write it efficiently though. I'll structure the code well.

  Actually, let me think about what Three.js features I need:

  1. Scene, camera (orthographic for 2D look, or perspective for 2.5D)
  2. Sprite or Mesh for characters
  3. Sprite or Mesh for stalls
  4. Ground/background
  5. UI overlay

  For the pixel art look, I could:
  - Use a low-resolution render target (320x180 or 400x225) and scale it up
  - Or use small texture sizes with nearest-neighbor filtering

  I'll go with the low-res render target approach for maximum authenticity.

  Actually, for a simpler but effective approach, I'll use:
  - Normal rendering resolution
  - But all textures use nearest-neighbor filtering (pixelated)
  - Blocky geometry
  - Retro color palette
  - CSS pixel-art scaling on the canvas

  Let me write the game now. I'll keep it manageable but polished.

  Let me structure it:

  1. Texture generation functions (create pixel art)
  2. Game world setup
  3. Character classes
  4. UI (timer, progress, controls)
  5. Game loop
  6. Input handling

  Here's my approach for character sprites:

  I'll create pixel art on canvas elements and use them as Three.js textures. Each character will be a simple plane with a transparent PNG-like texture.

  Let me code:

  ```javascript
  function createBoyTexture() {
    const canvas = document.createElement('canvas');
    canvas.width = 32;
    canvas.height = 48;
    const ctx = canvas.getContext('2d');
    // Draw pixel art boy
    // ...
    return new THREE.CanvasTexture(canvas);
  }
  ```

  OK let me write the full game now. I'll create a single HTML file.

  Actually, on second thought - this is going to be a BIG file. Let me make it really good though since the user asked for it.

  Let me think about the game loop more carefully:

  **State machine:**
  - `WALKING`: Girl walks ahead, boy follows
  - `AT_STALL`: Girl stopped at a stall, boy can catch up
  - `CALLING`: Boy is calling the girl (animation plays)
  - `RETURNING`: Both walk back toward ship
  - `SHIP_ARRIVED`: Victory
  - `TIME_UP`: Game over

  Each "level" or stage:
  - The girl walks to a stall
  - Boy catches up and calls her
  - They both walk back toward the ship together
  - Repeat at the next stall
  - The ship gets closer each time

  This is like a series of mini-stages. Total stalls: maybe 5-6.

  Let me simplify the implementation:

  The scene scrolls. The cruise ship is on the left. The market extends to the right. The girl starts at the ship and walks right through the market. The boy chases. The camera scrolls to follow them.

  Actually even simpler - let me make it a single screen game:

  The screen shows:
  - Left side: Cruise ship (docked, with gangplank)
  - Middle: Market street with stalls
  - Right side: More market

  The girl walks from left to right, stopping at stalls. The boy follows. The ship departure timer counts down. Progress is shown as a bar.

  Let me make the camera static but wide enough to show everything, or slightly scrolling.

  Actually, let me do a scrolling level. The market extends to the right, and as they progress, the camera follows. The ship is always to the left, getting further away (represented by a progress bar showing distance from ship).

  Hmm, let me simplify even more for a fun, polished experience:

  **Single screen approach:**
  - The cruise ship is on the far left (shown as pixel art)
  - The market extends across the screen with 5-6 stalls
  - The girl moves rightward from stall to stall
  - The boy (player) follows
  - A timer at the top shows time remaining
  - A hearts/progress bar shows relationship progress
  - When the boy reaches the girl at a stall and presses SPACE, they gain progress
  - After enough progress, they both return to the ship - VICTORY!

  This is cleaner. Let me make it work as a single HTML file.

  Let me write the code now. I'll use Three.js with:
  - OrthographicCamera for 2D view
  - SpriteMaterial with CanvasTexture for characters
  - BoxGeometry for buildings/stalls
  - PlaneGeometry for ground
  - Retro color palette

  Let me create a solid game. Here we go:

  Actually, I realize I should just start writing the code. Let me create the file and make it happen.

  Let me think about the structure one more time:

  The game world (in 3D space) is a flat ground plane with:
  - A cruise ship on the left
  - A market street with stalls
  - The characters move along the Z axis (or X axis)

  View: Side view, orthographic camera looking at the scene from the side (like a 2D platformer but in 3D space).

  Actually, I think the most visually appealing approach would be:

  **2.5D side-scroller** - Everything is 3D geometry but viewed from the side with a slight perspective, like Donkey Kong Country.

  I'll use:
  - Perspective camera positioned to the side
  - Flat-shaded, blocky geometry with pixel textures
  - Bright colors
  - Characters as sprite planes with pixel art textures

  Let me just write it. Here's my plan for the file:

  ```
  Game: "Cruzeiro do Amor" (Love Cruise)
  - Three.js with pixel art rendering
  - 8-bit style with NES color palette inspiration
  - Side-scrolling view
  - Boy character (blue) - player controlled with arrow keys
  - Girl character (pink) - AI that walks to stalls
  - 5 stalls: Joias, Presentes, Sorvete, Roupas, Bolsas
  - Timer counting down from 60 seconds
  - Press SPACE near the girl to call her back
  - Each successful call fills the "amor" meter
  - Fill the meter to win!
  ```

  Let me code it now. I'll make the characters as procedurally generated pixel art sprites.

  Let me think about the pixel art characters more carefully. I want them to look good.

  Boy sprite (16x24 pixels or so):
  - Brown hair
  - Blue shirt
  - Dark pants
  - Simple walking animation (2 frames)

  Girl sprite:
  - Brown/long hair  
  - Pink/purple dress
  - Simple walking animation

  I'll draw these with canvas 2D API pixel by pixel.

  Actually, for a cleaner look, let me make them bigger - like 32x48 pixels each, giving more detail.

  Let me write the actual code. I'll create a comprehensive game.

  One more thing - the user mentioned "treejs" which is likely "Three.js" (autocorrect or typo). And they mentioned "Donkey Kong" and "Street Fighter" as style references - so a mix of platformer and fighting game aesthetics but mainly the pixel art style of those games.

  OK, let me write the game now. I'll make it a single HTML file with everything included.

  Let me structure the code:

  1. CSS setup with pixelated rendering
  2. Three.js scene setup
  3. Pixel art sprite generation
  4. Game world (ship, ground, stalls, sky)
  5. Character system (boy + girl with animations)
  6. Game logic (stall system, timer, progress)
  7. UI overlay (HTML/CSS for score, timer, hearts)
  8. Input handling
  9. Game loop
  10. Win/lose conditions

  Let me write this now. It's going to be substantial but fun!

  Actually, I should save this as a file somewhere accessible. Let me write it to the user's directory.

  Wait, actually, I also need to consider serving it. The user probably wants to play it. I can:
  1. Save as HTML file and tell them to open it
  2. Serve it via a local web server

  I'll save it and also mention they can open it directly.

  Let me write the complete game now.

  I'm going to code this carefully. Let me think about each component:

  **Graphics:**
  - I'll use a canvas to generate pixel art textures
  - The ground will be a tiled texture
  - The ship will be a 3D model built from boxes
  - Stalls will be 3D structures with roofs
  - Trees, clouds, decorations

  **Characters:**
  - Each character is a plane with a sprite texture
  - Simple idle/walk animation (2-4 frames)
  - Pixel art drawn on canvas

  **UI:**
  - HTML overlay on top of the Three.js canvas
  - Timer bar
  - Progress hearts
  - Controls hint
  - Win/lose screens

  Let me write it all.

  Actually, I think I'll use SpriteMaterial with a map texture for the characters, and they'll always face the camera (billboarding). That's the simplest approach for 2D characters in a 3D scene.

  For a side-scroller, I could also just use a regular PlaneGeometry with a MeshBasicMaterial, positioned perpendicular to the camera's view direction.

  Let me use a fixed camera angle and position the character planes to face it.

  OK I'm going to write the code now. Let me be thorough.

  Let me create the game file. I'll make it at `/home/ice/cruzeiro-romantico.html` or similar.

  Let me think about the size. This will be a big file - maybe 400-600 lines of JavaScript. Let me write it efficiently.

  Actually, I realize I should just start writing and make it happen. Let me create the HTML file.

  For the pixel art characters, since I can't see the photo, I'll create generic cute pixel art characters - a boy and a girl in 16-bit style. I'll add a note that the user can customize them.

  Let me write the complete game now.

  Here's my refined design:

  **Cruzeiro do Amor (Love Cruise) - 8-bit Game**

  *Story*: Um casal está em um cruzeiro. Toda vez que param em um porto, a menina quer ficar fazendo compras - joias, presentes, sorvetes... O menino precisa chamá-la de volta para o navio antes que ele parta!

  *How to play*:
  - Setas ← → para mover o menino
  - Pressione ESPAÇO quando estiver perto da menina para chamá-la
  - Cada chamada bem-sucedida enche o medidor de amor
  - Quando o medidor estiver cheio, vocês voltam para o navio juntos!
  - Cuidado com o tempo! O navio não espera!

  Let me write the code. I'll use ES modules with importmap for Three.js.

  Let me think about one more thing - the visual style. For a Donkey Kong / Street Fighter inspired pixel look, I want:
  - Bright, saturated colors
  - Clear outlines on characters
  - Blocky, chunky pixel art
  - Retro UI elements
  - Maybe scan lines or a CRT effect

  I'll add a subtle CRT scanline overlay for extra retro feel.

  Now, let me actually write the code!


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_00_5wiJcqX3bRHDaLIuiEoI1808
tool_name: write_file
content:
  {"bytes_written": 46583, "dirs_created": true, "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/cruzeiro-romantico.html", "files_modified": ["/home/ice/cruzeiro-romantico.html"]}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_6QlpazfYXobR64TLae0g2315", "call_id": "call_00_6QlpazfYXobR64TLae0g2315", "response_item_id": "fc_00_6QlpazfYXobR64TLae0g2315", "type": "function", "function": {"name": "write_file", "arguments": "{\"content\": \"<!DOCTYPE html>\\n<html lang=\\\"pt-BR\\\">\\n<head>\\n<meta charset=\\\"UTF-8\\\">\\n<title>\ud83d\udea2 Cruzeiro do Amor - 8-bit Game</title>\\n<style>\\n  * { margin: 0; padding: 0; box-sizing: border-box; }\\n  body {\\n    background: #0a0a12;\\n    display: flex;\\n    justify-content: center;\\n    align-items: center;\\n    min-height: 100vh;\\n    font-family: 'Courier New', monospace;\\n    overflow: hidden;\\n  }\\n  #game-wrapper {\\n    position: relative;\\n    width: 960px;\\n    height: 600px;\\n    image-rendering: pixelated;\\n    image-rendering: crisp-edges;\\n    border: 4px solid #2a1a3a;\\n    border-radius: 8px;\\n    box-shadow: 0 0 60px rgba(120,60,180,0.3), inset 0 0 40px rgba(0,0,0,0.5);\\n    background: #000;\\n  }\\n  #game-canvas {\\n    width: 100%;\\n    height: 100%;\\n    display: block;\\n    image-rendering: pixelated;\\n    image-rendering: crisp-edges;\\n  }\\n  #ui-overlay {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    pointer-events: none;\\n  }\\n  /* Timer Bar */\\n  #timer-container {\\n    position: absolute;\\n    top: 16px; left: 50%;\\n    transform: translateX(-50%);\\n    width: 400px;\\n    height: 20px;\\n    background: #1a0a2a;\\n    border: 3px solid #3a1a5a;\\n    border-radius: 2px;\\n    box-shadow: inset 0 2px 4px rgba(0,0,0,0.5);\\n  }\\n  #timer-bar {\\n    height: 100%;\\n    width: 100%;\\n    background: linear-gradient(90deg, #ff4444, #ff8800, #ffcc00);\\n    transition: width 0.3s;\\n    border-radius: 1px;\\n    box-shadow: 0 0 12px rgba(255,100,0,0.4);\\n  }\\n  /* Progress Hearts */\\n  #progress-container {\\n    position: absolute;\\n    top: 46px; left: 50%;\\n    transform: translateX(-50%);\\n    display: flex;\\n    gap: 6px;\\n    align-items: center;\\n  }\\n  .heart {\\n    width: 22px; height: 22px;\\n    font-size: 18px;\\n    line-height: 22px;\\n    text-align: center;\\n    filter: drop-shadow(0 0 4px rgba(255,50,100,0.6));\\n    transition: all 0.3s;\\n  }\\n  .heart.empty { opacity: 0.2; filter: grayscale(1); }\\n  /* Ship indicator */\\n  #ship-indicator {\\n    position: absolute;\\n    top: 12px; left: 20px;\\n    color: #8af;\\n    font-size: 11px;\\n    font-family: 'Courier New', monospace;\\n    letter-spacing: 1px;\\n    text-shadow: 0 0 8px rgba(100,180,255,0.4);\\n  }\\n  #stall-indicator {\\n    position: absolute;\\n    top: 12px; right: 20px;\\n    color: #fa8;\\n    font-size: 11px;\\n    font-family: 'Courier New', monospace;\\n    text-align: right;\\n    text-shadow: 0 0 8px rgba(255,180,100,0.4);\\n  }\\n  /* Controls hint */\\n  #controls-hint {\\n    position: absolute;\\n    bottom: 16px; left: 50%;\\n    transform: translateX(-50%);\\n    color: rgba(255,255,200,0.5);\\n    font-size: 11px;\\n    font-family: 'Courier New', monospace;\\n    letter-spacing: 1px;\\n    text-shadow: 0 0 8px rgba(255,255,200,0.2);\\n    white-space: nowrap;\\n  }\\n  /* Speech bubble */\\n  #speech-bubble {\\n    position: absolute;\\n    display: none;\\n    padding: 8px 14px;\\n    background: rgba(0,0,0,0.85);\\n    border: 2px solid #ff88aa;\\n    border-radius: 4px;\\n    color: #ffccdd;\\n    font-family: 'Courier New', monospace;\\n    font-size: 12px;\\n    white-space: nowrap;\\n    pointer-events: none;\\n    text-shadow: 0 0 6px rgba(255,100,150,0.3);\\n    box-shadow: 0 0 20px rgba(255,100,150,0.15);\\n    z-index: 20;\\n    max-width: 300px;\\n  }\\n  #speech-bubble::after {\\n    content: '';\\n    position: absolute;\\n    bottom: -8px; left: 50%;\\n    transform: translateX(-50%);\\n    border-left: 8px solid transparent;\\n    border-right: 8px solid transparent;\\n    border-top: 8px solid #ff88aa;\\n  }\\n  /* Screen messages */\\n  #message-screen {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    display: none;\\n    flex-direction: column;\\n    justify-content: center;\\n    align-items: center;\\n    background: rgba(0,0,0,0.88);\\n    color: #fff;\\n    font-family: 'Courier New', monospace;\\n    text-align: center;\\n    pointer-events: auto;\\n    z-index: 30;\\n  }\\n  #message-screen.show { display: flex; }\\n  #message-screen h1 {\\n    font-size: 42px;\\n    margin-bottom: 12px;\\n    letter-spacing: 3px;\\n    text-shadow: 0 0 30px currentColor;\\n  }\\n  #message-screen h1.win { color: #ffdd44; text-shadow: 0 0 40px rgba(255,200,50,0.6); }\\n  #message-screen h1.lose { color: #ff4444; text-shadow: 0 0 40px rgba(255,50,50,0.6); }\\n  #message-screen p {\\n    font-size: 16px;\\n    color: #ccc;\\n    max-width: 500px;\\n    line-height: 1.6;\\n    margin-bottom: 8px;\\n  }\\n  #message-screen .subtitle {\\n    font-size: 13px;\\n    color: #888;\\n  }\\n  #restart-btn {\\n    margin-top: 24px;\\n    padding: 12px 40px;\\n    font-family: 'Courier New', monospace;\\n    font-size: 18px;\\n    background: #2a1a3a;\\n    color: #ffdd88;\\n    border: 3px solid #ffdd88;\\n    cursor: pointer;\\n    pointer-events: auto;\\n    letter-spacing: 2px;\\n    transition: all 0.2s;\\n  }\\n  #restart-btn:hover {\\n    background: #ffdd88;\\n    color: #1a0a2a;\\n    box-shadow: 0 0 30px rgba(255,200,50,0.3);\\n  }\\n  /* Scanlines overlay */\\n  #scanlines {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    background: repeating-linear-gradient(\\n      0deg,\\n      transparent,\\n      transparent 2px,\\n      rgba(0,0,0,0.08) 2px,\\n      rgba(0,0,0,0.08) 4px\\n    );\\n    pointer-events: none;\\n    z-index: 10;\\n  }\\n  /* Sparkle particles */\\n  .sparkle {\\n    position: absolute;\\n    pointer-events: none;\\n    font-size: 14px;\\n    animation: sparkleUp 0.8s ease-out forwards;\\n    z-index: 15;\\n  }\\n  @keyframes sparkleUp {\\n    0% { opacity: 1; transform: translateY(0) scale(1); }\\n    100% { opacity: 0; transform: translateY(-50px) scale(0.3); }\\n  }\\n  /* Loading */\\n  #loading {\\n    position: absolute;\\n    top: 0; left: 0; width: 100%; height: 100%;\\n    display: flex;\\n    justify-content: center;\\n    align-items: center;\\n    background: #0a0a12;\\n    color: #8af;\\n    font-family: 'Courier New', monospace;\\n    font-size: 14px;\\n    letter-spacing: 3px;\\n    z-index: 100;\\n  }\\n  #loading.hidden { display: none; }\\n  /* Call hint when nearby */\\n  #call-hint {\\n    position: absolute;\\n    display: none;\\n    bottom: 60px; left: 50%;\\n    transform: translateX(-50%);\\n    color: #ffdd44;\\n    font-size: 14px;\\n    font-family: 'Courier New', monospace;\\n    letter-spacing: 2px;\\n    animation: pulse 0.6s ease-in-out infinite alternate;\\n    text-shadow: 0 0 15px rgba(255,200,50,0.5);\\n    pointer-events: none;\\n    z-index: 15;\\n  }\\n  @keyframes pulse {\\n    from { opacity: 0.5; transform: translateX(-50%) scale(0.95); }\\n    to { opacity: 1; transform: translateX(-50%) scale(1.05); }\\n  }\\n</style>\\n</head>\\n<body>\\n\\n<div id=\\\"game-wrapper\\\">\\n  <div id=\\\"loading\\\">CARREGANDO...</div>\\n  <canvas id=\\\"game-canvas\\\"></canvas>\\n  <div id=\\\"ui-overlay\\\">\\n    <div id=\\\"ship-indicator\\\">\ud83d\udea2 NAVIO</div>\\n    <div id=\\\"stall-indicator\\\">\u2b07 PR\u00d3XIMA LOJA</div>\\n    <div id=\\\"timer-container\\\"><div id=\\\"timer-bar\\\"></div></div>\\n    <div id=\\\"progress-container\\\"></div>\\n    <div id=\\\"call-hint\\\">\ud83d\udfe2 ESPA\u00c7O PARA CHAMAR!</div>\\n    <div id=\\\"controls-hint\\\">\u2190 \u2192 ANDAR &nbsp;|&nbsp; ESPA\u00c7O CHAMAR</div>\\n    <div id=\\\"speech-bubble\\\"></div>\\n    <div id=\\\"message-screen\\\">\\n      <h1 id=\\\"msg-title\\\"></h1>\\n      <p id=\\\"msg-text\\\"></p>\\n      <p class=\\\"subtitle\\\" id=\\\"msg-sub\\\"></p>\\n      <button id=\\\"restart-btn\\\">JOGAR NOVAMENTE</button>\\n    </div>\\n  </div>\\n  <div id=\\\"scanlines\\\"></div>\\n</div>\\n\\n<script type=\\\"importmap\\\">\\n{\\n  \\\"imports\\\": {\\n    \\\"three\\\": \\\"https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js\\\"\\n  }\\n}\\n</script>\\n\\n<script type=\\\"module\\\">\\nimport * as THREE from 'three';\\n\\n// \u2500\u2500\u2500 CONFIG \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst CONFIG = {\\n  totalTime: 55,\\n  heartsTotal: 8,\\n  girlSpeed: 0.6,\\n  boySpeed: 1.4,\\n  callRange: 1.8,\\n  stallDuration: 3.5,\\n  stallNames: [\\n    { emoji: '\ud83d\udc8d', name: 'Joias', items: 'colares, an\u00e9is, brincos' },\\n    { emoji: '\ud83c\udf81', name: 'Presentes', items: 'lembrancinhas, artesanato' },\\n    { emoji: '\ud83c\udf66', name: 'Sorvete', items: 'casquinha, sundae, milk-shake' },\\n    { emoji: '\ud83d\udc57', name: 'Roupas', items: 'vestidos, chap\u00e9us, len\u00e7os' },\\n    { emoji: '\ud83d\udc5c', name: 'Bolsas', items: 'bolsas, carteiras' },\\n    { emoji: '\ud83e\udde3', name: 'Acess\u00f3rios', items: 'cachec\u00f3is, pulseiras' },\\n    { emoji: '\ud83e\uddf8', name: 'Pel\u00facias', items: 'ursinhos, almofadas' },\\n    { emoji: '\ud83c\udf6d', name: 'Doces', items: 'balas, chocolates, pirulitos' },\\n  ],\\n  stallPositions: [3, 5.5, 8, 10.5, 13, 15.5, 18, 20.5],\\n};\\n\\n// \u2500\u2500\u2500 RENDERER \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst canvas = document.getElementById('game-canvas');\\nconst renderer = new THREE.WebGLRenderer({\\n  canvas,\\n  antialias: false,\\n  pixelRatio: 1,\\n});\\nrenderer.setSize(960, 600);\\nrenderer.setClearColor(0x1a1a2e);\\n\\n// \u2500\u2500\u2500 SCENE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst scene = new THREE.Scene();\\nscene.fog = new THREE.Fog(0x1a1a2e, 28, 42);\\n\\nconst camera = new THREE.OrthographicCamera(-12, 12, 7, -5, 0.1, 100);\\ncamera.position.set(0, 6, 16);\\ncamera.lookAt(0, 0, 0);\\n\\n// \u2500\u2500\u2500 TEXTURE HELPERS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction createPixelTexture(w, h, drawFn) {\\n  const c = document.createElement('canvas');\\n  c.width = w; c.height = h;\\n  const ctx = c.getContext('2d');\\n  ctx.imageSmoothingEnabled = false;\\n  drawFn(ctx, w, h);\\n  const tex = new THREE.CanvasTexture(c);\\n  tex.minFilter = THREE.NearestFilter;\\n  tex.magFilter = THREE.NearestFilter;\\n  return tex;\\n}\\n\\nfunction drawRect(ctx, x, y, w, h, color) {\\n  ctx.fillStyle = color;\\n  ctx.fillRect(Math.round(x), Math.round(y), Math.round(w), Math.round(h));\\n}\\n\\n// \u2500\u2500\u2500 CHARACTER TEXTURES \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst texCache = { boy: [], girl: [] };\\nfor (let f = 0; f < 2; f++) {\\n  texCache.boy.push(createBoyTexture(f));\\n  texCache.girl.push(createGirlTexture(f));\\n}\\n\\nfunction createBoyTexture(frame) {\\n  return createPixelTexture(32, 48, (ctx) => {\\n    // Hair\\n    drawRect(ctx, 8, 0, 16, 8, '#5a3a1a');\\n    drawRect(ctx, 6, 2, 20, 6, '#6b4a2a');\\n    drawRect(ctx, 4, 6, 24, 4, '#5a3a1a');\\n    // Face\\n    drawRect(ctx, 8, 8, 16, 10, '#ffcc99');\\n    // Eyes\\n    drawRect(ctx, 10, 10, 4, 4, '#222');\\n    drawRect(ctx, 18, 10, 4, 4, '#222');\\n    drawRect(ctx, 11, 11, 2, 2, '#fff');\\n    drawRect(ctx, 19, 11, 2, 2, '#fff');\\n    // Mouth\\n    drawRect(ctx, 13, 16, 6, 2, '#cc6655');\\n    // Body\\n    drawRect(ctx, 6, 18, 20, 16, '#3366cc');\\n    drawRect(ctx, 4, 18, 24, 4, '#4477dd');\\n    // Arms\\n    const armOff = frame === 1 ? 1 : 0;\\n    drawRect(ctx, 0, 20 + armOff, 6, 12, '#ffcc99');\\n    drawRect(ctx, 26, 20 - armOff, 6, 12, '#ffcc99');\\n    // Hands\\n    drawRect(ctx, 0, 32 + armOff, 4, 4, '#ffcc99');\\n    drawRect(ctx, 28, 32 - armOff, 4, 4, '#ffcc99');\\n    // Pants\\n    drawRect(ctx, 8, 34, 16, 14, '#334466');\\n    drawRect(ctx, 6, 34, 8, 4, '#445577');\\n    drawRect(ctx, 18, 34, 8, 4, '#445577');\\n    // Shoes\\n    drawRect(ctx, 6, 44, 8, 4, '#443322');\\n    drawRect(ctx, 18, 44, 8, 4, '#443322');\\n  });\\n}\\n\\nfunction createGirlTexture(frame) {\\n  return createPixelTexture(32, 48, (ctx) => {\\n    // Hair\\n    drawRect(ctx, 6, 0, 20, 10, '#4a2a1a');\\n    drawRect(ctx, 4, 2, 24, 8, '#5a3a2a');\\n    drawRect(ctx, 2, 6, 28, 6, '#4a2a1a');\\n    drawRect(ctx, 0, 10, 4, 22, '#4a2a1a');\\n    drawRect(ctx, 28, 10, 4, 22, '#4a2a1a');\\n    // Bow\\n    drawRect(ctx, 22, 2, 8, 6, '#ff4488');\\n    drawRect(ctx, 24, 0, 4, 10, '#ff66aa');\\n    // Face\\n    drawRect(ctx, 8, 8, 16, 10, '#ffddbb');\\n    // Eyes\\n    drawRect(ctx, 10, 11, 5, 5, '#222');\\n    drawRect(ctx, 17, 11, 5, 5, '#222');\\n    drawRect(ctx, 11, 12, 3, 3, '#fff');\\n    drawRect(ctx, 18, 12, 3, 3, '#fff');\\n    drawRect(ctx, 9, 10, 2, 1, '#222');\\n    drawRect(ctx, 21, 10, 2, 1, '#222');\\n    // Blush\\n    drawRect(ctx, 6, 14, 4, 3, '#ffaaaa');\\n    drawRect(ctx, 22, 14, 4, 3, '#ffaaaa');\\n    // Mouth\\n    drawRect(ctx, 13, 17, 6, 2, '#cc7766');\\n    // Body / dress\\n    drawRect(ctx, 6, 18, 20, 10, '#dd4488');\\n    drawRect(ctx, 4, 18, 24, 4, '#ee66aa');\\n    drawRect(ctx, 4, 28, 24, 12, '#cc3388');\\n    drawRect(ctx, 2, 32, 28, 8, '#dd5599');\\n    drawRect(ctx, 8, 22, 16, 3, '#ff88bb');\\n    drawRect(ctx, 6, 34, 20, 2, '#ff88bb');\\n    // Arms\\n    const armOff = frame === 1 ? 1 : 0;\\n    drawRect(ctx, 26, 20 + armOff, 6, 12, '#ffddbb');\\n    drawRect(ctx, 0, 20 - armOff, 6, 12, '#ffddbb');\\n    // Hands\\n    drawRect(ctx, 28, 32 + armOff, 4, 4, '#ffddbb');\\n    drawRect(ctx, 0, 32 - armOff, 4, 4, '#ffddbb');\\n    // Shoes\\n    drawRect(ctx, 6, 44, 8, 4, '#ff66aa');\\n    drawRect(ctx, 18, 44, 8, 4, '#ff66aa');\\n  });\\n}\\n\\n// \u2500\u2500\u2500 ENVIRONMENT TEXTURES \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction createGroundTexture() {\\n  return createPixelTexture(32, 32, (ctx) => {\\n    drawRect(ctx, 0, 0, 32, 32, '#8a7a5a');\\n    drawRect(ctx, 0, 0, 16, 16, '#7a6a4a');\\n    drawRect(ctx, 16, 16, 16, 16, '#7a6a4a');\\n    drawRect(ctx, 4, 4, 8, 2, '#6a5a3a');\\n    drawRect(ctx, 20, 20, 8, 2, '#6a5a3a');\\n    drawRect(ctx, 8, 8, 2, 6, '#6a5a3a');\\n  });\\n}\\n\\nfunction createWaterTexture() {\\n  return createPixelTexture(32, 32, (ctx) => {\\n    drawRect(ctx, 0, 0, 32, 32, '#224488');\\n    drawRect(ctx, 0, 8, 16, 2, '#3366aa');\\n    drawRect(ctx, 16, 20, 12, 2, '#3366aa');\\n    drawRect(ctx, 4, 28, 8, 2, '#2a5599');\\n  });\\n}\\n\\nfunction createSkyTexture() {\\n  return createPixelTexture(64, 64, (ctx) => {\\n    for (let y = 0; y < 64; y++) {\\n      const t = y / 64;\\n      const r = Math.floor(30 + t * 30);\\n      const g = Math.floor(40 + t * 50);\\n      const b = Math.floor(80 + t * 70);\\n      drawRect(ctx, 0, y, 64, 1, `rgb(${r},${g},${b})`);\\n    }\\n    drawRect(ctx, 8, 12, 20, 6, 'rgba(255,255,255,0.3)');\\n    drawRect(ctx, 12, 10, 12, 10, 'rgba(255,255,255,0.25)');\\n    drawRect(ctx, 36, 20, 16, 5, 'rgba(255,255,255,0.2)');\\n    drawRect(ctx, 40, 30, 14, 4, 'rgba(255,255,255,0.15)');\\n  });\\n}\\n\\n// \u2500\u2500\u2500 BUILD SCENE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\n\\n// Sky\\nconst skyTex = createSkyTexture();\\nconst sky = new THREE.Mesh(\\n  new THREE.PlaneGeometry(60, 20),\\n  new THREE.MeshBasicMaterial({ map: skyTex, depthWrite: false })\\n);\\nsky.position.set(0, 7, -12);\\nscene.add(sky);\\n\\n// Sun\\nconst sun = new THREE.Mesh(\\n  new THREE.CircleGeometry(0.8, 8),\\n  new THREE.MeshBasicMaterial({ color: 0xffee44 })\\n);\\nsun.position.set(6, 10, -10);\\nscene.add(sun);\\n\\nconst glow = new THREE.Mesh(\\n  new THREE.CircleGeometry(1.4, 16),\\n  new THREE.MeshBasicMaterial({ color: 0xffdd22, transparent: true, opacity: 0.15 })\\n);\\nglow.position.set(6, 10, -9.9);\\nscene.add(glow);\\n\\n// Clouds\\nfunction makeCloud(x, y, z, scale = 1) {\\n  const g = new THREE.Group();\\n  const m = new THREE.MeshBasicMaterial({ color: 0xccddff, transparent: true, opacity: 0.6 });\\n  const pos = [[0,0],[1,0.3],[-1,0.2],[0.5,0.6],[-0.5,0.5],[1.5,-0.1]];\\n  for (const [cx, cy] of pos) {\\n    const b = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.4, 0.3), m);\\n    b.position.set(cx * scale, cy * scale + 0.3, 0);\\n    g.add(b);\\n  }\\n  g.position.set(x, y, z);\\n  return g;\\n}\\n\\n[\\n  [-5, 9, -10, 1.2], [3, 8.5, -10, 0.8], [10, 9.5, -10, 1.0],\\n  [16, 8, -10, 0.7], [-10, 9, -10, 1.1], [20, 9, -10, 0.9]\\n].forEach(([x,y,z,s]) => scene.add(makeCloud(x,y,z,s)));\\n\\n// Ground\\nconst groundTex = createGroundTexture();\\ngroundTex.wrapS = groundTex.wrapT = THREE.RepeatWrapping;\\ngroundTex.repeat.set(24, 4);\\nconst ground = new THREE.Mesh(\\n  new THREE.PlaneGeometry(36, 4),\\n  new THREE.MeshBasicMaterial({ map: groundTex })\\n);\\nground.rotation.x = -Math.PI / 2;\\nground.position.set(0, 0.5, 0);\\nscene.add(ground);\\n\\n// Water\\nconst waterTex = createWaterTexture();\\nwaterTex.wrapS = waterTex.wrapT = THREE.RepeatWrapping;\\nwaterTex.repeat.set(10, 4);\\nconst water = new THREE.Mesh(\\n  new THREE.PlaneGeometry(14, 4),\\n  new THREE.MeshBasicMaterial({ map: waterTex, transparent: true, opacity: 0.8 })\\n);\\nwater.rotation.x = -Math.PI / 2;\\nwater.position.set(-5, 0.4, 0);\\nscene.add(water);\\n\\n// \u2500\u2500\u2500 CRUISE SHIP \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction buildShip() {\\n  const g = new THREE.Group();\\n  const white = new THREE.MeshBasicMaterial({ color: 0xeeeeff });\\n  const darkB = new THREE.MeshBasicMaterial({ color: 0x224488 });\\n  const red = new THREE.MeshBasicMaterial({ color: 0xdd3333 });\\n  const yellow = new THREE.MeshBasicMaterial({ color: 0xffcc44 });\\n\\n  // Hull\\n  const hull = new THREE.Mesh(new THREE.BoxGeometry(4.5, 0.6, 0.8), darkB);\\n  hull.position.set(0, 0.3, 0); g.add(hull);\\n  const bottom = new THREE.Mesh(new THREE.BoxGeometry(4.0, 0.3, 0.7), new THREE.MeshBasicMaterial({ color: 0x1a3366 }));\\n  bottom.position.set(0, -0.15, 0); g.add(bottom);\\n  // Deck\\n  const deck = new THREE.Mesh(new THREE.BoxGeometry(4.8, 0.15, 0.9), white);\\n  deck.position.set(0, 0.7, 0); g.add(deck);\\n  // Railing\\n  for (let x = -2.2; x <= 2.2; x += 0.4) {\\n    const r = new THREE.Mesh(new THREE.BoxGeometry(0.06, 0.25, 0.85), white);\\n    r.position.set(x, 0.9, 0); g.add(r);\\n  }\\n  // Cabins\\n  const cColors = [0xffeedd, 0xddddff, 0xffdddd, 0xddffdd, 0xffeecc];\\n  for (let row = 0; row < 2; row++) {\\n    for (let col = 0; col < 4; col++) {\\n      const c = new THREE.Mesh(\\n        new THREE.BoxGeometry(0.7, 0.5, 0.7),\\n        new THREE.MeshBasicMaterial({ color: cColors[(row * 4 + col) % 5] })\\n      );\\n      c.position.set(-1.5 + col * 1.0, 1.1 + row * 0.6, 0); g.add(c);\\n      const w = new THREE.Mesh(new THREE.CircleGeometry(0.15, 6), new THREE.MeshBasicMaterial({ color: 0x88ccff }));\\n      w.position.set(-1.5 + col * 1.0, 1.1 + row * 0.6, 0.36); g.add(w);\\n    }\\n  }\\n  // Bridge\\n  const bridge = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.6, 0.8), white);\\n  bridge.position.set(0.8, 2.0, 0); g.add(bridge);\\n  for (let x = -0.4; x <= 0.4; x += 0.4) {\\n    const bw = new THREE.Mesh(new THREE.BoxGeometry(0.25, 0.2, 0.05), new THREE.MeshBasicMaterial({ color: 0x88ddff }));\\n    bw.position.set(0.8 + x, 2.1, 0.41); g.add(bw);\\n  }\\n  // Funnel\\n  const fun = new THREE.Mesh(new THREE.BoxGeometry(0.4, 1.0, 0.4), red);\\n  fun.position.set(-0.5, 2.4, 0); g.add(fun);\\n  const ft = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.15, 0.5), new THREE.MeshBasicMaterial({ color: 0x222 }));\\n  ft.position.set(-0.5, 2.9, 0); g.add(ft);\\n  // Smoke\\n  const sm = new THREE.MeshBasicMaterial({ color: 0xccc, transparent: true, opacity: 0.4 });\\n  for (let i = 0; i < 3; i++) {\\n    const s = new THREE.Mesh(new THREE.CircleGeometry(0.15 + i * 0.1, 6), sm);\\n    s.position.set(-0.5 + i * 0.15, 3.0 + i * 0.2, 0.1 + i * 0.05); g.add(s);\\n  }\\n  // Flag\\n  const fp = new THREE.Mesh(new THREE.BoxGeometry(0.04, 0.6, 0.04), new THREE.MeshBasicMaterial({ color: 0x666 }));\\n  fp.position.set(2.4, 1.8, 0); g.add(fp);\\n  const fl = new THREE.Mesh(new THREE.BoxGeometry(0.4, 0.25, 0.02), yellow);\\n  fl.position.set(2.6, 2.0, 0); g.add(fl);\\n  // Gangplank\\n  const plank = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.08, 0.3), new THREE.MeshBasicMaterial({ color: 0x8a7a5a }));\\n  plank.position.set(2.7, 0.4, 0); g.add(plank);\\n\\n  g.position.set(-6, 0.5, 0);\\n  return g;\\n}\\nscene.add(buildShip());\\n\\n// \u2500\u2500\u2500 STALLS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst stallColors = [0xee6688, 0x66ccee, 0x88dd66, 0xeeaa44, 0xcc88ee, 0x66ddcc, 0xff8866, 0x88ddaa];\\n\\nfunction buildStall(typeIndex, pos) {\\n  const g = new THREE.Group();\\n  const info = CONFIG.stallNames[typeIndex];\\n  const color = stallColors[typeIndex % stallColors.length];\\n\\n  const counter = new THREE.Mesh(new THREE.BoxGeometry(1.6, 0.6, 0.6), new THREE.MeshBasicMaterial({ color: 0x6a5a4a }));\\n  counter.position.set(0, 0.3, 0); g.add(counter);\\n\\n  const top = new THREE.Mesh(new THREE.BoxGeometry(1.7, 0.1, 0.65), new THREE.MeshBasicMaterial({ color: 0x8a7a5a }));\\n  top.position.set(0, 0.65, 0); g.add(top);\\n\\n  const roof = new THREE.Mesh(new THREE.BoxGeometry(2.0, 0.1, 0.8), new THREE.MeshBasicMaterial({ color }));\\n  roof.position.set(0, 1.4, 0); g.add(roof);\\n\\n  const pm = new THREE.MeshBasicMaterial({ color: 0x444 });\\n  for (const dx of [-0.8, 0.8]) {\\n    const p = new THREE.Mesh(new THREE.BoxGeometry(0.06, 0.7, 0.06), pm);\\n    p.position.set(dx, 1.05, 0); g.add(p);\\n  }\\n\\n  // Striped awning\\n  for (let x = -0.9; x <= 0.9; x += 0.3) {\\n    const s = new THREE.Mesh(new THREE.BoxGeometry(0.15, 0.02, 0.7),\\n      new THREE.MeshBasicMaterial({ color: (Math.floor(x * 10) % 2 === 0) ? 0xffffff : color }));\\n    s.position.set(x, 1.35, 0); g.add(s);\\n  }\\n\\n  // Display items\\n  const ic = [0xff4488, 0x44aaff, 0xffaa44, 0x88dd44, 0xcc66ff, 0xff6644, 0x44ffaa, 0xff88cc];\\n  for (let i = 0; i < 3; i++) {\\n    const item = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.12, 0.12),\\n      new THREE.MeshBasicMaterial({ color: ic[typeIndex % ic.length] }));\\n    item.position.set(-0.4 + i * 0.4, 0.75, 0.15); g.add(item);\\n  }\\n\\n  // Sign\\n  const sign = new THREE.Mesh(new THREE.BoxGeometry(1.0, 0.25, 0.05), new THREE.MeshBasicMaterial({ color: 0xffeecc }));\\n  sign.position.set(0, 0.95, 0.31); g.add(sign);\\n\\n  g.position.set(pos, 0.5, 0);\\n  return g;\\n}\\n\\n// \u2500\u2500\u2500 PALM TREES \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction makePalmTree(x, z) {\\n  const g = new THREE.Group();\\n  const tm = new THREE.MeshBasicMaterial({ color: 0x6a5a3a });\\n  const lm = new THREE.MeshBasicMaterial({ color: 0x338833 });\\n\\n  for (let i = 0; i < 6; i++) {\\n    const seg = new THREE.Mesh(new THREE.BoxGeometry(0.2 - i * 0.01, 0.4, 0.2 - i * 0.01), tm);\\n    seg.position.set(0, 0.4 + i * 0.35, 0); g.add(seg);\\n  }\\n  for (let i = 0; i < 5; i++) {\\n    const a = (i / 5) * Math.PI * 2;\\n    const leaf = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.05, 0.05), lm);\\n    leaf.position.set(Math.cos(a) * 0.6, 2.5 + Math.sin(i) * 0.1, Math.sin(a) * 0.6);\\n    leaf.rotation.z = Math.cos(a) * 0.3;\\n    leaf.rotation.x = a;\\n    g.add(leaf);\\n  }\\n  g.position.set(x, 0.5, z);\\n  return g;\\n}\\n\\n// \u2500\u2500\u2500 BUILDINGS \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction makeBuilding(x, h, color) {\\n  const b = new THREE.Mesh(new THREE.BoxGeometry(1.2, h, 0.3), new THREE.MeshBasicMaterial({ color }));\\n  b.position.set(x, h / 2 + 0.5, -1.5); scene.add(b);\\n  const wm = new THREE.MeshBasicMaterial({ color: 0x88ddff });\\n  for (let wy = 0.6; wy < h - 0.3; wy += 0.5) {\\n    for (let wx = -0.3; wx <= 0.3; wx += 0.3) {\\n      const w = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.12, 0.02), wm);\\n      w.position.set(x + wx, wy + 0.7, -1.35); scene.add(w);\\n    }\\n  }\\n}\\n\\n// \u2500\u2500\u2500 POPULATE LEVEL \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nCONFIG.stallPositions.forEach((pos, i) => {\\n  scene.add(buildStall(i % CONFIG.stallNames.length, pos));\\n});\\n\\nconst treePositions = [];\\nfor (let x = -2; x <= 23; x += 2.5) {\\n  treePositions.push([x, -0.5], [x, 0.5]);\\n}\\ntreePositions.forEach(([x, z]) => scene.add(makePalmTree(x, z)));\\n\\n// Background buildings\\n[\\n  [0.5, 1.8, 0xcc9966], [4.0, 2.4, 0xddbb88], [7.8, 1.6, 0xbb9988],\\n  [11.0, 2.2, 0xccaa77], [14.5, 1.9, 0xddcc99], [17.5, 2.6, 0xcc8877],\\n  [20.5, 1.5, 0xbbaa88]\\n].forEach(([x, h, c]) => makeBuilding(x, h, c));\\n\\n// Dock posts\\nconst pm2 = new THREE.MeshBasicMaterial({ color: 0x5a4a3a });\\nfor (let x = -3; x <= 23; x += 2) {\\n  for (const z of [-0.6, 0.6]) {\\n    const p = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.5, 0.12), pm2);\\n    p.position.set(x, 0.25, z); scene.add(p);\\n  }\\n}\\n\\n// \u2500\u2500\u2500 CHARACTERS (Sprites) \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst boyMat = new THREE.SpriteMaterial({ map: texCache.boy[0], transparent: true, depthTest: true });\\nconst boy = new THREE.Sprite(boyMat);\\nboy.scale.set(1.2, 1.8, 1);\\nboy.position.set(-3.5, 1.2, 0);\\nscene.add(boy);\\n\\nconst girlMat = new THREE.SpriteMaterial({ map: texCache.girl[0], transparent: true, depthTest: true });\\nconst girl = new THREE.Sprite(girlMat);\\ngirl.scale.set(1.2, 1.8, 1);\\ngirl.position.set(3.5, 1.2, 0);\\nscene.add(girl);\\n\\n// Shadows\\nconst shadMat = new THREE.MeshBasicMaterial({ color: 0x000000, transparent: true, opacity: 0.25 });\\nconst boyShadow = new THREE.Mesh(new THREE.CircleGeometry(0.4, 8), shadMat);\\nboyShadow.rotation.x = -Math.PI / 2;\\nboyShadow.position.set(-3.5, 0.3, 0);\\nscene.add(boyShadow);\\n\\nconst girlShadow = new THREE.Mesh(new THREE.CircleGeometry(0.4, 8), shadMat);\\ngirlShadow.rotation.x = -Math.PI / 2;\\ngirlShadow.position.set(3.5, 0.3, 0);\\nscene.add(girlShadow);\\n\\n// \u2500\u2500\u2500 STATE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst state = {\\n  phase: 'playing',\\n  timeRemaining: CONFIG.totalTime,\\n  hearts: 0,\\n  currentStallIndex: 0,\\n\\n  girlState: 'walking',   // 'walking' | 'shopping' | 'returning'\\n  girlTargetX: CONFIG.stallPositions[0] + 0.3,\\n  girlShoppingTimer: 0,\\n  returningToShip: false,\\n\\n  canCall: false,\\n  callCooldown: 0,\\n  callSuccess: false,\\n\\n  animTimer: 0,\\n  animFrame: 0,\\n};\\n\\n// \u2500\u2500\u2500 UI \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst heartsContainer = document.getElementById('progress-container');\\nconst timerBar = document.getElementById('timer-bar');\\nconst speechBubble = document.getElementById('speech-bubble');\\nconst messageScreen = document.getElementById('message-screen');\\nconst msgTitle = document.getElementById('msg-title');\\nconst msgText = document.getElementById('msg-text');\\nconst msgSub = document.getElementById('msg-sub');\\nconst restartBtn = document.getElementById('restart-btn');\\nconst stallIndicator = document.getElementById('stall-indicator');\\nconst shipIndicator = document.getElementById('ship-indicator');\\nconst callHint = document.getElementById('call-hint');\\n\\nfunction updateHearts() {\\n  heartsContainer.innerHTML = '';\\n  for (let i = 0; i < CONFIG.heartsTotal; i++) {\\n    const span = document.createElement('span');\\n    span.className = 'heart' + (i < state.hearts ? '' : ' empty');\\n    span.textContent = '\u2764';\\n    heartsContainer.appendChild(span);\\n  }\\n}\\n\\nfunction updateTimer() {\\n  const pct = Math.max(0, (state.timeRemaining / CONFIG.totalTime) * 100);\\n  timerBar.style.width = pct + '%';\\n  if (pct < 20) timerBar.style.boxShadow = '0 0 20px rgba(255,0,0,0.6)';\\n  else if (pct < 50) timerBar.style.boxShadow = '0 0 15px rgba(255,150,0,0.4)';\\n  else timerBar.style.boxShadow = '0 0 12px rgba(255,100,0,0.4)';\\n}\\n\\nfunction showSpeech(text, isGirl = true) {\\n  speechBubble.style.display = 'block';\\n  speechBubble.textContent = text;\\n  speechBubble.style.borderColor = isGirl ? '#ff88aa' : '#88aaff';\\n  speechBubble.style.color = isGirl ? '#ffccdd' : '#aaccff';\\n  // Position\\n  const target = isGirl ? girl : boy;\\n  const vec = target.position.clone();\\n  vec.x += isGirl ? 1.5 : -1.5;\\n  const projected = vec.clone().project(camera);\\n  const sx = (projected.x * 0.5 + 0.5) * 960;\\n  const sy = (-projected.y * 0.5 + 0.5) * 600;\\n  speechBubble.style.left = Math.max(10, Math.min(650, sx - 80)) + 'px';\\n  speechBubble.style.top = Math.max(10, sy - 60) + 'px';\\n}\\n\\nfunction hideSpeech() { speechBubble.style.display = 'none'; }\\n\\nfunction showStallSpeech(info) {\\n  const phrases = [\\n    `Ai que ${info.emoji} lindo! Vou s\u00f3 dar uma olhadinha...`,\\n    `Nossa, ${info.items}! Amor, espera s\u00f3 um pouquinho!`,\\n    `Deixa eu ver esses ${info.items}? Prometo que \u00e9 rapidinho!`,\\n    `Own, ${info.emoji}! Eu PRECISO disso!`,\\n    `S\u00f3 mais 5 minutinhos! Olha que ${info.items} lindos!`,\\n    `Amor! ${info.emoji} Vou s\u00f3 comprar uma coisinha!`,\\n  ];\\n  showSpeech(phrases[Math.floor(Math.random() * phrases.length)], true);\\n}\\n\\nconst boyPhrases = [\\n  'Amor, o navio vai partir! Vamos!',\\n  'Querida, o navio n\u00e3o espera! Vem!',\\n  'Bem, vamos voltar! J\u00e1 temos que ir!',\\n  'O cruzeiro vai zarpar! Anda, amor!',\\n  'Mo\u00e7o, para de comprar! O navio!',\\n  'Depois a gente volta, vamos!',\\n  'Amor, para de olhar vitrine!',\\n];\\n\\nfunction showBoyCall() {\\n  showSpeech(boyPhrases[Math.floor(Math.random() * boyPhrases.length)], false);\\n}\\n\\nfunction updateStallIndicator() {\\n  if (state.currentStallIndex < CONFIG.stallNames.length) {\\n    const info = CONFIG.stallNames[state.currentStallIndex];\\n    stallIndicator.textContent = `${info.emoji} ${info.name}`;\\n  } else {\\n    stallIndicator.textContent = '\ud83c\udfc1 VOLTA AO NAVIO!';\\n  }\\n}\\n\\nfunction createSparkles(worldX, worldY) {\\n  const container = document.getElementById('ui-overlay');\\n  const vec = new THREE.Vector3(worldX, worldY + 1, 0);\\n  vec.project(camera);\\n  const sx = (vec.x * 0.5 + 0.5) * 960;\\n  const sy = (-vec.y * 0.5 + 0.5) * 600;\\n  const emojis = ['\ud83d\udc95','\u2728','\u2764','\u2b50','\ud83d\udc96'];\\n  for (let i = 0; i < 6; i++) {\\n    const el = document.createElement('div');\\n    el.className = 'sparkle';\\n    el.textContent = emojis[Math.floor(Math.random() * emojis.length)];\\n    el.style.left = (sx + (Math.random() - 0.5) * 60) + 'px';\\n    el.style.top = (sy + (Math.random() - 0.5) * 30) + 'px';\\n    el.style.animationDuration = (0.6 + Math.random() * 0.6) + 's';\\n    container.appendChild(el);\\n    setTimeout(() => el.remove(), 1500);\\n  }\\n}\\n\\n// \u2500\u2500\u2500 INPUT \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nconst keys = { left: false, right: false, space: false };\\n\\ndocument.addEventListener('keydown', (e) => {\\n  if (e.code === 'ArrowLeft' || e.code === 'KeyA') { keys.left = true; e.preventDefault(); }\\n  if (e.code === 'ArrowRight' || e.code === 'KeyD') { keys.right = true; e.preventDefault(); }\\n  if (e.code === 'Space') {\\n    e.preventDefault();\\n    keys.space = true;\\n    if (state.phase === 'playing') tryCall();\\n  }\\n  if ((e.code === 'Enter' || e.code === 'Space') && (state.phase === 'win' || state.phase === 'lose')) {\\n    e.preventDefault();\\n    restartGame();\\n  }\\n});\\n\\ndocument.addEventListener('keyup', (e) => {\\n  if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = false;\\n  if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = false;\\n  if (e.code === 'Space') keys.space = false;\\n});\\n\\n// Touch / click\\ncanvas.addEventListener('click', () => {\\n  if (state.phase === 'playing') tryCall();\\n  else if (state.phase === 'win' || state.phase === 'lose') restartGame();\\n});\\n\\nlet touchX = null;\\ncanvas.addEventListener('touchstart', (e) => {\\n  e.preventDefault();\\n  touchX = e.touches[0].clientX;\\n  if (state.phase === 'playing') tryCall();\\n});\\ncanvas.addEventListener('touchmove', (e) => {\\n  e.preventDefault();\\n  if (touchX !== null) {\\n    const t = e.touches[0];\\n    const dx = t.clientX - touchX;\\n    keys.left = dx < -15;\\n    keys.right = dx > 15;\\n    touchX = t.clientX;\\n  }\\n});\\ncanvas.addEventListener('touchend', () => {\\n  keys.left = false; keys.right = false; touchX = null;\\n});\\n\\n// \u2500\u2500\u2500 GAME LOGIC \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction tryCall() {\\n  if (state.phase !== 'playing' || state.callCooldown > 0) return;\\n\\n  const dist = Math.abs(boy.position.x - girl.position.x);\\n\\n  if (state.girlState === 'shopping' && dist < CONFIG.callRange) {\\n    // SUCCESS!\\n    state.hearts++;\\n    updateHearts();\\n    state.callCooldown = 1.0;\\n    state.callSuccess = true;\\n    showBoyCall();\\n    createSparkles(girl.position.x, girl.position.y);\\n\\n    // Girl responds\\n    setTimeout(() => {\\n      if (state.phase !== 'playing') return;\\n      showSpeech('T\u00e1 bom, t\u00e1 bom! J\u00e1 vou! \ud83e\udd70', true);\\n      state.girlState = 'returning';\\n      state.returningToShip = true;\\n      state.currentStallIndex++;\\n\\n      if (state.currentStallIndex >= CONFIG.stallPositions.length) {\\n        state.girlTargetX = -4.5; // Ship!\\n      } else {\\n        state.girlTargetX = CONFIG.stallPositions[state.currentStallIndex] + 0.3;\\n      }\\n      updateStallIndicator();\\n      setTimeout(() => hideSpeech(), 1500);\\n    }, 300);\\n    return;\\n  }\\n\\n  if (dist >= CONFIG.callRange) {\\n    showSpeech('Estou muito longe! Chega mais perto! \ud83c\udfc3', false);\\n    setTimeout(() => hideSpeech(), 1200);\\n  } else if (state.girlState !== 'shopping') {\\n    showSpeech('Ela ainda est\u00e1 andando! Espere ela parar.', false);\\n    setTimeout(() => hideSpeech(), 1000);\\n  }\\n}\\n\\n// \u2500\u2500\u2500 UPDATE LOOP \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction update(delta) {\\n  if (state.phase !== 'playing') return;\\n\\n  // Timer\\n  state.timeRemaining -= delta;\\n  updateTimer();\\n  if (state.timeRemaining <= 0) {\\n    state.timeRemaining = 0;\\n    gameOver('time');\\n    return;\\n  }\\n\\n  if (state.callCooldown > 0) state.callCooldown -= delta;\\n\\n  // Animation\\n  state.animTimer += delta;\\n  if (state.animTimer > 0.2) {\\n    state.animTimer = 0;\\n    state.animFrame = (state.animFrame + 1) % 2;\\n    boy.material.map = texCache.boy[state.animFrame];\\n    boy.material.needsUpdate = true;\\n    girl.material.map = texCache.girl[state.animFrame];\\n    girl.material.needsUpdate = true;\\n  }\\n\\n  // \u2500\u2500 BOY \u2500\u2500\\n  let boyDx = 0;\\n  if (keys.left) boyDx -= CONFIG.boySpeed * delta;\\n  if (keys.right) boyDx += CONFIG.boySpeed * delta;\\n\\n  boy.position.x = Math.max(-5, Math.min(23, boy.position.x + boyDx));\\n  boyShadow.position.x = boy.position.x;\\n\\n  if (boyDx < -0.01) boy.scale.x = -Math.abs(boy.scale.x);\\n  else if (boyDx > 0.01) boy.scale.x = Math.abs(boy.scale.x);\\n\\n  const boyMoving = Math.abs(boyDx) > 0.01;\\n  boy.position.y = 1.2 + Math.sin(Date.now() / (boyMoving ? 100 : 300)) * (boyMoving ? 0.04 : 0.03);\\n\\n  // \u2500\u2500 GIRL AI \u2500\u2500\\n  switch (state.girlState) {\\n    case 'walking': {\\n      const diff = state.girlTargetX - girl.position.x;\\n      if (Math.abs(diff) > 0.08) {\\n        const speed = CONFIG.girlSpeed * delta;\\n        girl.position.x += Math.sign(diff) * Math.min(speed, Math.abs(diff));\\n        girl.scale.x = diff > 0 ? Math.abs(girl.scale.x) : -Math.abs(girl.scale.x);\\n      } else {\\n        girl.position.x = state.girlTargetX;\\n        if (state.returningToShip) {\\n          // Arrived at location with boy\\n          if (state.girlTargetX <= -4.5) { winGame(); return; }\\n          state.returningToShip = false;\\n          state.girlState = 'walking';\\n          state.girlTargetX = CONFIG.stallPositions[state.currentStallIndex] + 0.3;\\n          updateStallIndicator();\\n        } else {\\n          // Start shopping\\n          state.girlState = 'shopping';\\n          state.girlShoppingTimer = CONFIG.stallDuration;\\n          showStallSpeech(CONFIG.stallNames[state.currentStallIndex % CONFIG.stallNames.length]);\\n        }\\n      }\\n      girlShadow.position.x = girl.position.x;\\n      break;\\n    }\\n\\n    case 'shopping': {\\n      state.girlShoppingTimer -= delta;\\n      girl.position.y = 1.2 + Math.sin(Date.now() / 200) * 0.06;\\n      girlShadow.position.x = girl.position.x;\\n\\n      const dist = Math.abs(boy.position.x - girl.position.x);\\n      state.canCall = (dist < CONFIG.callRange);\\n      callHint.style.display = state.canCall ? 'block' : 'none';\\n\\n      if (state.girlShoppingTimer <= 0) {\\n        hideSpeech();\\n        callHint.style.display = 'none';\\n        state.girlState = 'walking';\\n        state.currentStallIndex++;\\n        if (state.currentStallIndex >= CONFIG.stallPositions.length) {\\n          state.girlTargetX = 23; // walks past last stall\\n        } else {\\n          state.girlTargetX = CONFIG.stallPositions[state.currentStallIndex] + 0.3;\\n        }\\n        updateStallIndicator();\\n        showSpeech('J\u00e1 vou indo pra outra lojinha... anda!', true);\\n        setTimeout(() => hideSpeech(), 1500);\\n      }\\n      break;\\n    }\\n\\n    case 'returning': {\\n      const speed = CONFIG.boySpeed * 0.75 * delta;\\n      const diff = state.girlTargetX - girl.position.x;\\n      if (Math.abs(diff) > 0.08) {\\n        const step = Math.sign(diff) * Math.min(speed, Math.abs(diff));\\n        girl.position.x += step;\\n        boy.position.x += step;\\n        girl.scale.x = diff > 0 ? Math.abs(girl.scale.x) : -Math.abs(girl.scale.x);\\n        boy.scale.x = diff > 0 ? Math.abs(boy.scale.x) : -Math.abs(boy.scale.x);\\n      } else {\\n        girl.position.x = state.girlTargetX;\\n        boy.position.x = state.girlTargetX - 0.7;\\n        if (state.girlTargetX <= -4.5) { winGame(); return; }\\n        state.girlState = 'walking';\\n        state.returningToShip = false;\\n        state.girlTargetX = state.currentStallIndex < CONFIG.stallPositions.length\\n          ? CONFIG.stallPositions[state.currentStallIndex] + 0.3\\n          : -4.5;\\n        updateStallIndicator();\\n      }\\n      girlShadow.position.x = girl.position.x;\\n      boyShadow.position.x = boy.position.x;\\n      break;\\n    }\\n  }\\n\\n  // Girl idle bounce\\n  if (state.girlState !== 'shopping') {\\n    girl.position.y = 1.2 + Math.sin(Date.now() / 350) * 0.03;\\n  }\\n\\n  // Camera\\n  const camT = Math.max(-2, Math.min(14, (boy.position.x + girl.position.x) / 2));\\n  camera.position.x += (camT - camera.position.x) * 0.05;\\n\\n  // Ship indicator\\n  const d = Math.abs(boy.position.x + 6);\\n  if (d < 3) { shipIndicator.textContent = '\ud83d\udea2 NAVIO \u2192 Aqui!'; shipIndicator.style.color = '#4f4'; }\\n  else if (d < 7) { shipIndicator.textContent = '\ud83d\udea2 NAVIO \u2192 Indo'; shipIndicator.style.color = '#8af'; }\\n  else { shipIndicator.textContent = '\ud83d\udea2 NAVIO \u2190 Longe!'; shipIndicator.style.color = '#f88'; }\\n}\\n\\n// \u2500\u2500\u2500 WIN / LOSE \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\nfunction winGame() {\\n  state.phase = 'win';\\n  msgTitle.className = 'win';\\n  msgTitle.textContent = '\ud83c\udf89 VIT\u00d3RIA! \ud83c\udf89';\\n  msgText.textContent = 'O menino conseguiu chamar a menina de volta para o navio!';\\n  msgSub.textContent = 'O cruzeiro continua e o amor venceu todas as tenta\u00e7\u00f5es das lojinhas! \ud83d\udc95';\\n  messageScreen.classList.add('show');\\n  createSparkles(0, 2);\\n  setTimeout(() => createSparkles(1, 2.5), 300);\\n  setTimeout(() => createSparkles(-1, 2), 600);\\n  callHint.style.display = 'none';\\n}\\n\\nfunction gameOver(reason) {\\n  state.phase = 'lose';\\n  msgTitle.className = 'lose';\\n  if (reason === 'time') {\\n    msgTitle.textContent = '\u23f0 TEMPO ESGOTADO!';\\n    msgText.textContent = 'O navio partiu sem o casal! A menina ficou comprando demais e o menino n\u00e3o conseguiu cham\u00e1-la a tempo...';\\n    msgSub.textContent = 'Tente de novo! Seja mais r\u00e1pido!';\\n  } else {\\n    msgTitle.textContent = '\ud83d\udc94 GAME OVER';\\n    msgText.textContent = 'A menina se perdeu nas lojinhas e o navio foi embora...';\\n    msgSub.textContent = 'Tente novamente!';\\n  }\\n  messageScreen.classList.add('show');\\n  callHint.style.display = 'none';\\n}\\n\\nfunction restartGame() {\\n  state.phase = 'playing';\\n  state.timeRemaining = CONFIG.totalTime;\\n  state.hearts = 0;\\n  state.currentStallIndex = 0;\\n  state.girlState = 'walking';\\n  state.girlTargetX = CONFIG.stallPositions[0] + 0.3;\\n  state.girlShoppingTimer = 0;\\n  state.callCooldown = 0;\\n  state.callSuccess = false;\\n  state.returningToShip = false;\\n  state.canCall = false;\\n\\n  boy.position.set(-3.5, 1.2, 0);\\n  girl.position.set(CONFIG.stallPositions[0] + 0.5, 1.2, 0);\\n  boyShadow.position.x = boy.position.x;\\n  girlShadow.position.x = girl.position.x;\\n  camera.position.x = 0;\\n\\n  messageScreen.classList.remove('show');\\n  hideSpeech();\\n  callHint.style.display = 'none';\\n  updateHearts();\\n  updateTimer();\\n  updateStallIndicator();\\n}\\n\\n// \u2500\u2500\u2500 GAME LOOP \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\\ndocument.getElementById('loading').classList.add('hidden');\\nupdateHearts();\\nupdateTimer();\\nupdateStallIndicator();\\nrestartBtn.addEventListener('click', restartGame);\\n\\nlet lastTime = 0;\\nfunction gameLoop(time) {\\n  const delta = Math.min(0.05, (time - lastTime) / 1000);\\n  lastTime = time;\\n  update(delta);\\n  renderer.render(scene, camera);\\n  requestAnimationFrame(gameLoop);\\n}\\n\\nrequestAnimationFrame(gameLoop);\\n\\nconsole.log('\ud83d\udea2 Cruzeiro do Amor - 8-bit Game');\\nconsole.log('\u2190 \u2192 Andar | ESPA\u00c7O/Clique = Chamar a menina');\\nconsole.log('Corra at\u00e9 ela quando parar na loja e chame!');\\n</script>\\n</body>\\n</html>\\n\", \"path\": \"/home/ice/cruzeiro-romantico.html\"}"}}]

reasoning:
  The file was created. Now let me check if there's a way to serve it so the user can play it. But first, let me test it to make sure it loads without errors.

  Actually, let me think about this. The game uses Three.js from CDN (jsdelivr), so it needs an internet connection to load. The user is on Telegram, so they likely have internet.

  I could:
  1. Tell the user to open the HTML file directly in their browser
  2. Serve it via a simple HTTP server

  Let me try to serve it via a simple Python HTTP server, or just tell the user to open it. Since the user is on Telegram, I can't easily show them a web page directly. But I could either:
  - Start a local server and share the URL
  - Just tell them to open the file

  Actually, let me check if there's a web server already running that I can use. The memory mentions port 8080 being used for geo-platform and GitHub Trending. Let me check.

  Actually, let me just start a simple server on a different port and tell the user the URL. But wait, they're on Telegram - how would they access it? They're probably on a different machine than this VPS.

  Let me think... The user is "Ney" connected via Telegram. The VPS is at IP 192.168.0.20 based on memory. If they're on the same network, they could access it. But I should probably just let them know the file is at /home/ice/cruzeiro-romantico.html and they can open it directly or I can serve it.

  Actually, let me also check the file for any obvious issues first. Let me also consider if the game works correctly. Let me quickly review the code for bugs.

  Issues I can see:
  1. `boyMoving` is used but never declared (I used `const boyMoving` vs `let` in the update function)
  2. The render-to-canvas approach might have performance issues
  3. Import map loading from CDN might take a moment

  Let me check the code quickly and fix any bugs.

  Actually, the `boyMoving` variable - I see in the code:
  ```javascript
  if (Math.abs(boyDx) > 0.01) {
      boyMoving = true;
  } else {
      boyMoving = false;
  }
  ```

  This is an assignment to an undeclared variable (should be `let boyMoving` or referenced properly). Let me fix that.

  Also, the pixel reading approach I'm using might not work well because `readRenderTargetPixels` reads from the LAST rendered target, and then I'm using `putImageData` and re-drawing. This is a bit convoluted. Let me simplify the rendering approach.

  Actually, let me reconsider the rendering approach. Using a low-res render target and then reading pixels back to the CPU is expensive. A simpler approach would be:

  1. Render at the full canvas resolution
  2. Use CSS `image-rendering: pixelated` on the canvas
  3. Set the canvas size to a low resolution (like 320x200) and CSS to scale it up

  OR

  1. Use Three.js normally at full resolution
  2. Use a post-processing effect for pixelation
  3. Use nearest-neighbor filtering on all textures

  The simplest approach that still looks pixel-art-ish:
  - Render at native resolution
  - Use `pixelRatio: 1` (already set)
  - Use `image-rendering: pixelated` CSS
  - Use only nearest-neighbor filtered textures
  - Use flat-shaded/low-poly geometry

  Actually, the current approach with reading pixels is going to be very slow. Let me fix this.

  Let me simplify: just render Three.js directly to the canvas with CSS pixelation. The game will still look retro because:
  - All textures use nearest-neighbor filtering
  - Low polygon count
  - Pixel art character sprites
  - Retro color palette

  The CRT scanlines overlay and the UI give the retro feel. We don't need the CPU-side pixel readback.

  Let me rewrite the render loop to be simpler.

  Let me also fix the boyMoving issue and any other bugs.

  Let me rewrite the file with these fixes.

reasoning_content:
  The file was created. Now let me check if there's a way to serve it so the user can play it. But first, let me test it to make sure it loads without errors.

  Actually, let me think about this. The game uses Three.js from CDN (jsdelivr), so it needs an internet connection to load. The user is on Telegram, so they likely have internet.

  I could:
  1. Tell the user to open the HTML file directly in their browser
  2. Serve it via a simple HTTP server

  Let me try to serve it via a simple Python HTTP server, or just tell the user to open it. Since the user is on Telegram, I can't easily show them a web page directly. But I could either:
  - Start a local server and share the URL
  - Just tell them to open the file

  Actually, let me check if there's a web server already running that I can use. The memory mentions port 8080 being used for geo-platform and GitHub Trending. Let me check.

  Actually, let me just start a simple server on a different port and tell the user the URL. But wait, they're on Telegram - how would they access it? They're probably on a different machine than this VPS.

  Let me think... The user is "Ney" connected via Telegram. The VPS is at IP 192.168.0.20 based on memory. If they're on the same network, they could access it. But I should probably just let them know the file is at /home/ice/cruzeiro-romantico.html and they can open it directly or I can serve it.

  Actually, let me also check the file for any obvious issues first. Let me also consider if the game works correctly. Let me quickly review the code for bugs.

  Issues I can see:
  1. `boyMoving` is used but never declared (I used `const boyMoving` vs `let` in the update function)
  2. The render-to-canvas approach might have performance issues
  3. Import map loading from CDN might take a moment

  Let me check the code quickly and fix any bugs.

  Actually, the `boyMoving` variable - I see in the code:
  ```javascript
  if (Math.abs(boyDx) > 0.01) {
      boyMoving = true;
  } else {
      boyMoving = false;
  }
  ```

  This is an assignment to an undeclared variable (should be `let boyMoving` or referenced properly). Let me fix that.

  Also, the pixel reading approach I'm using might not work well because `readRenderTargetPixels` reads from the LAST rendered target, and then I'm using `putImageData` and re-drawing. This is a bit convoluted. Let me simplify the rendering approach.

  Actually, let me reconsider the rendering approach. Using a low-res render target and then reading pixels back to the CPU is expensive. A simpler approach would be:

  1. Render at the full canvas resolution
  2. Use CSS `image-rendering: pixelated` on the canvas
  3. Set the canvas size to a low resolution (like 320x200) and CSS to scale it up

  OR

  1. Use Three.js normally at full resolution
  2. Use a post-processing effect for pixelation
  3. Use nearest-neighbor filtering on all textures

  The simplest approach that still looks pixel-art-ish:
  - Render at native resolution
  - Use `pixelRatio: 1` (already set)
  - Use `image-rendering: pixelated` CSS
  - Use only nearest-neighbor filtered textures
  - Use flat-shaded/low-poly geometry

  Actually, the current approach with reading pixels is going to be very slow. Let me fix this.

  Let me simplify: just render Three.js directly to the canvas with CSS pixelation. The game will still look retro because:
  - All textures use nearest-neighbor filtering
  - Low polygon count
  - Pixel art character sprites
  - Retro color palette

  The CRT scanlines overlay and the UI give the retro feel. We don't need the CPU-side pixel readback.

  Let me rewrite the render loop to be simpler.

  Let me also fix the boyMoving issue and any other bugs.

  Let me rewrite the file with these fixes.


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_00_6QlpazfYXobR64TLae0g2315
tool_name: write_file
content:
  {"bytes_written": 41550, "dirs_created": true, "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/cruzeiro-romantico.html", "files_modified": ["/home/ice/cruzeiro-romantico.html"]}


session_id: 20260730_094437_ccb77d1e
role: assistant
content: Agora vou iniciar um servidor web para você poder jogar:
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_ujJjicSRcwZzCAfr7Rwg4299", "call_id": "call_00_ujJjicSRcwZzCAfr7Rwg4299", "response_item_id": "fc_00_ujJjicSRcwZzCAfr7Rwg4299", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"cd /home/ice && python3 -m http.server 8081 --bind 0.0.0.0 &\\nsleep 1\\necho \\\"---\\\"\\n# Check what IP to use\\nip -br addr show | grep -v lo | head -3\\necho \\\"---\\\"\\nls -la cruzeiro-romantico.html\\necho \\\"---\\\"\\ncurl -s -o /dev/null -w \\\"%{http_code}\\\" http://localhost:8081/cruzeiro-romantico.html\", \"timeout\": 10}"}}]

reasoning:
  The game file is created. Now let me start a simple HTTP server to serve it so the user can play it. Let me check if Python is available to serve it.

  Actually, let me also try to directly open it or serve it. Since the user is on Telegram, I should serve it via HTTP and give them a URL.

  Let me check if there's a server running on port 8080 already (from memory) and start one on another port.

reasoning_content:
  The game file is created. Now let me start a simple HTTP server to serve it so the user can play it. Let me check if Python is available to serve it.

  Actually, let me also try to directly open it or serve it. Since the user is on Telegram, I should serve it via HTTP and give them a URL.

  Let me check if there's a server running on port 8080 already (from memory) and start one on another port.


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_OpxWvFHcDeCLVCrQVPbB5543", "call_id": "call_00_OpxWvFHcDeCLVCrQVPbB5543", "response_item_id": "fc_00_OpxWvFHcDeCLVCrQVPbB5543", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"cd /home/ice && python3 -m http.server 8081 --bind 0.0.0.0\", \"background\": true, \"notify_on_complete\": false}"}}]

reasoning:
  Right, I can't use `&` in foreground. Let me start the server in the background properly, then check it.

reasoning_content:
  Right, I can't use `&` in foreground. Let me start the server in the background properly, then check it.


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_00_OpxWvFHcDeCLVCrQVPbB5543
tool_name: terminal
content:
  {"output": "Background process started", "session_id": "proc_20d9447e2f24", "pid": 65025, "exit_code": 0, "error": null, "hint": "background=true without notify_on_complete=true means this process runs SILENTLY — you will not be told when it exits. If this is a bounded task (test suite, build, CI poller, deploy, anything with a defined end), you almost certainly wanted notify_on_complete=true so the system pings you on exit. Re-launch with notify_on_complete=true, or call process(action='poll') / process(action='wait') yourself to learn the outcome. Only ignore this hint for genuine long-lived processes that never exit (servers, watchers, daemons)."}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: The server started. Let me verify it's running and check the IP.
reasoning_content: The server started. Let me verify it's running and check the IP.
tool_calls:
  [{"id": "call_00_2Up8JHxiJJrJgwhBw3pt6709", "call_id": "call_00_2Up8JHxiJJrJgwhBw3pt6709", "response_item_id": "fc_00_2Up8JHxiJJrJgwhBw3pt6709", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"sleep 1 && curl -s -o /dev/null -w \\\"%{http_code}\\\" http://localhost:8081/cruzeiro-romantico.html && echo \\\"\\\" && ip -4 addr show | grep inet | grep -v \\\"127.0.0.1\\\" | awk '{print $2}' | cut -d/ -f1\", \"timeout\": 5}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Pronto! O jogo **Cruzeiro do Amor 🚢** está no ar! 

  ---

  ## 🎮 **CRUZEIRO DO AMOR**

  **A história:** Um casal está em um cruzeiro. Toda vez que param num porto, a **menina** quer fazer compras — 💍 joias, 🎁 presentes, 🍦 sorvetes... O **menino** precisa chamá-la de volta para o navio antes que ele parta!

  **Como jogar:**
  - **← →** ou **A/D** — Andar com o menino
  - **ESPAÇO** ou **clique** — Chamar a menina (quando estiver perto dela)
  - **8 ❤ = vitória!** — Cada chamada bem-sucedida enche o coração
  - ⏱️ O tempo conta... o navio não espera!

  **Visual pixelado 8-bit** com estilo retrô, texturas feitas à mão, lojinhas coloridas, palmeiras, nuvens e o navio em 3D blocky.

  ---

  **📍 Jogue agora:** Abra no seu navegador:

  > `http://192.168.0.20:8081/cruzeiro-romantico.html`

  (Se estiver na mesma rede do servidor)

  Ou abra o arquivo direto: `/home/ice/cruzeiro-romantico.html`

  ---

  ⚠️ **Não consegui ver a foto que você mandou** (o modelo atual não tem visão), então criei os personagens em pixel art baseado na sua descrição — um **menino de camisa azul** 🧑 e uma **menina de vestido rosa** 👩 com lacinho. Se quiser, posso ajustar as cores ou o visual deles depois!

reasoning:
  The server is running and responding. The game is accessible at http://192.168.0.20:8081/cruzeiro-romantico.html.

  Now let me give the user a nice summary of the game and how to access it. Since the user is on Telegram, they may or may not be on the same network as the VPS. Let me present the info.

reasoning_content:
  The server is running and responding. The game is accessible at http://192.168.0.20:8081/cruzeiro-romantico.html.

  Now let me give the user a nice summary of the game and how to access it. Since the user is on Telegram, they may or may not be on the same network as the VPS. Let me present the info.


session_id: 20260730_094437_ccb77d1e
role: user
content: Tente ler novemente a imagem agora com este novo modelo e mude o jogo de 8 paea 16bit
api_content:
  [Note: model was just switched from combo_deepseek_v4_flash to cx/gpt-5.6-terra via custom[0]. Adjust your self-identification accordingly.]

  Tente ler novemente a imagem agora com este novo modelo e mude o jogo de 8 paea 16bit


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Preparing to read game files**
reasoning_content: **Preparing to read game files**
tool_calls:
  [{"id": "call_C4NkjxNKpoO7Y1NwhUd3kReA", "call_id": "call_C4NkjxNKpoO7Y1NwhUd3kReA", "response_item_id": "fc_C4NkjxNKpoO7Y1NwhUd3kReA", "type": "function", "function": {"name": "vision_analyze", "arguments": "{\"image_url\":\"/home/ice/.hermes/cache/images/img_5a926315bbba.jpg\",\"question\":\"Analise a foto anexada com aten\u00e7\u00e3o. Descreva as duas pessoas, suas caracter\u00edsticas visuais (cabelo, pele, roupas, acess\u00f3rios, pose), para eu redesenhar personagens de um jogo pixel art 16-bit inspirados nelas. N\u00e3o identifique pessoas reais; foque apenas em atributos visuais observ\u00e1veis.\"}"}}, {"id": "call_E0o339nDvyiu9JKOAJS8NWm8", "call_id": "call_E0o339nDvyiu9JKOAJS8NWm8", "response_item_id": "fc_E0o339nDvyiu9JKOAJS8NWm8", "type": "function", "function": {"name": "read_file", "arguments": "{\"path\":\"/home/ice/cruzeiro-romantico.html\",\"offset\":1,\"limit\":80}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_C4NkjxNKpoO7Y1NwhUd3kReA
tool_name: vision_analyze
content:
  {
    "success": true,
    "analysis": "A imagem é uma captura de tela vertical de um vídeo/reel em uma rede social, exibida em modo escuro. No centro há uma animação infantil em estilo “kawaii”, com traços arredondados, contornos marrom-escuros espessos e cores suaves. A cena ocorre em uma praia ensolarada: céu azul, mar ao fundo, faixa de areia bege, pequenas nuvens brancas, montanhas azuladas distantes, uma concha rosa no canto inferior esquerdo e um pequeno objeto azul-esverdeado no canto inferior direito. No alto esquerdo da animação há um sol amarelo estilizado, com halo claro e raios curtos arredondados.\n\nAs duas figuras não são pessoas reais, mas personagens antropomórficos com aparência de filhotes de urso, caminhando ou dançando lado a lado em direção à frente.\n\n- Personagem da esquerda:\n  - Corpo pequeno, baixo e extremamente arredondado, com cabeça muito grande em relação ao tronco.\n  - Pele/pelagem branca ou creme muito clara.\n  - Orelhas pequenas, redondas, em marrom-chocolate escuro; ficam no alto da cabeça, uma em cada lado.\n  - Rosto sem cabelo visível; olhos fechados em dois arcos curtos escuros, transmitindo alegria.\n  - Bochechas grandes, circulares e cor-de-rosa.\n  - Boca aberta em sorriso: contorno escuro, interior rosa-avermelhado e uma pequena língua/parte central mais clara.\n  - Usa um biquíni rosa: top triangular com alças e uma parte central escura/avermelhada; calcinha de cintura alta em rosa-claro com uma faixa rosa mais forte na região superior.\n  - Braços curtos abertos para os lados, como se estivesse de mãos dadas ou acompanhando o ritmo da caminhada.\n  - Uma perna está levantada e dobrada para a frente, criando pose saltitante; os pés são pequenos e escuros na base.\n  - Para pixel art 16-bit: priorize silhueta branca arredondada, orelhas escuras, blush rosa grande e blocos rosa do traje para leitura imediata.\n\n- Personagem da direita:\n  - Também tem corpo compacto e cabeça grande, mas apresenta silhueta ligeiramente mais larga e mais alta.\n  - Pelagem em marrom-claro/caramelo, com um leve sombreamento mais quente nas bordas inferiores.\n  - Orelhas arredondadas no topo da cabeça, marrom-escuras por fora, com interior rosa-amarronzado.\n  - Rosto sem cabelo: olhos fechados em pequenos arcos escuros, paralelos aos do personagem à esquerda.\n  - Bochechas redondas em amarelo-alaranjado, mais quentes e contrastantes contra a pelagem marrom.\n  - Boca aberta e sorridente, com o mesmo formato simples do outro personagem: contorno escuro e interior rosa.\n  - Usa shorts de banho azuis, de comprimento curto, com cós mais escuro e cordão preto/amarronzado no centro formando um pequeno laço.\n  - Braços curtos se projetam lateralmente; o braço esquerdo parece alcançar o outro personagem.\n  - Uma perna está levantada durante o passo, com sola/pé marrom-escuro visível; a outra sustenta o corpo.\n  - Para pixel art 16-bit: use marrom-canela como cor-base, marrom-chocolate para contornos/orelhas/pés, laranja para as bochechas e azul médio para os shorts.\n\n- Pose e expressão conjunta:\n  - Ambos têm expressão de felicidade despreocupada: olhos fechados, boca aberta sorrindo e bochechas coradas.\n  - Estão muito próximos, com os braços voltados um ao outro, sugerindo que caminham juntos de mãos dadas.\n  - As pernas alternadas no ar criam sensação de dança, corrida leve ou caminhada animada na areia.\n  - Há uma pequena sombra elíptica cinza-amarronzada sob cada personagem, reforçando que estão sobre o chão.\n\n- Direção visual para recriação 16-bit:\n  - Trabalhe com pixels grandes e poucas cores por personagem, preservando os contornos escuros de 1–2 pixels.\n  - Mantenha a proporção “cabeça ocupa cerca de dois terços da altura”.\n  - Evite detalhes faciais complexos: olhos em arco, blush circular e boca em “U” aberta já definem bem o estilo.\n  - Anime em 2 ou 3 quadros: perna levantada, pernas juntas e a outra perna levantada; faça os braços balançarem apenas alguns pixels.\n  - No cenário, use camadas horizontais simples: céu, mar com duas ou três linhas claras de onda, areia pontilhada e silhuetas montanhosas ao fundo."
  }


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_E0o339nDvyiu9JKOAJS8NWm8
tool_name: read_file
content:
  {"content": "1|<!DOCTYPE html>\n2|<html lang=\"pt-BR\">\n3|<head>\n4|<meta charset=\"UTF-8\">\n5|<title>🚢 Cruzeiro do Amor - 8-bit Game</title>\n6|<style>\n7|  * { margin: 0; padding: 0; box-sizing: border-box; }\n8|  body {\n9|    background: #0a0a12;\n10|    display: flex;\n11|    justify-content: center;\n12|    align-items: center;\n13|    min-height: 100vh;\n14|    font-family: 'Courier New', monospace;\n15|    overflow: hidden;\n16|  }\n17|  #game-wrapper {\n18|    position: relative;\n19|    width: 960px;\n20|    height: 600px;\n21|    image-rendering: pixelated;\n22|    image-rendering: crisp-edges;\n23|    border: 4px solid #2a1a3a;\n24|    border-radius: 8px;\n25|    box-shadow: 0 0 60px rgba(120,60,180,0.3), inset 0 0 40px rgba(0,0,0,0.5);\n26|    background: #000;\n27|  }\n28|  #game-canvas {\n29|    width: 100%;\n30|    height: 100%;\n31|    display: block;\n32|    image-rendering: pixelated;\n33|    image-rendering: crisp-edges;\n34|  }\n35|  #ui-overlay {\n36|    position: absolute;\n37|    top: 0; left: 0; width: 100%; height: 100%;\n38|    pointer-events: none;\n39|  }\n40|  /* Timer Bar */\n41|  #timer-container {\n42|    position: absolute;\n43|    top: 16px; left: 50%;\n44|    transform: translateX(-50%);\n45|    width: 400px;\n46|    height: 20px;\n47|    background: #1a0a2a;\n48|    border: 3px solid #3a1a5a;\n49|    border-radius: 2px;\n50|    box-shadow: inset 0 2px 4px rgba(0,0,0,0.5);\n51|  }\n52|  #timer-bar {\n53|    height: 100%;\n54|    width: 100%;\n55|    background: linear-gradient(90deg, #ff4444, #ff8800, #ffcc00);\n56|    transition: width 0.3s;\n57|    border-radius: 1px;\n58|    box-shadow: 0 0 12px rgba(255,100,0,0.4);\n59|  }\n60|  /* Progress Hearts */\n61|  #progress-container {\n62|    position: absolute;\n63|    top: 46px; left: 50%;\n64|    transform: translateX(-50%);\n65|    display: flex;\n66|    gap: 6px;\n67|    align-items: center;\n68|  }\n69|  .heart {\n70|    width: 22px; height: 22px;\n71|    font-size: 18px;\n72|    line-height: 22px;\n73|    text-align: center;\n74|    filter: drop-shadow(0 0 4px rgba(255,50,100,0.6));\n75|    transition: all 0.3s;\n76|  }\n77|  .heart.empty { opacity: 0.2; filter: grayscale(1); }\n78|  /* Ship indicator */\n79|  #ship-indicator {\n80|    position: absolute;\n81|", "total_lines": 1165, "file_size": 41550, "truncated": true, "hint": "Use offset=81 to continue reading (showing 1-80 of 1165 lines)", "is_binary": false, "is_image": false}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Analyzing game logic bug****Planning 16bit character sprite upgrade**
reasoning_content: **Analyzing game logic bug****Planning 16bit character sprite upgrade**
tool_calls:
  [{"id": "call_1uJNSdqc56dkvCp93Yy8Kg8d", "call_id": "call_1uJNSdqc56dkvCp93Yy8Kg8d", "response_item_id": "fc_1uJNSdqc56dkvCp93Yy8Kg8d", "type": "function", "function": {"name": "skill_view", "arguments": "{\"name\":\"claude-design\",\"file_path\":\"\"}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_1uJNSdqc56dkvCp93Yy8Kg8d
tool_name: skill_view
content:
  {"success": true, "name": "claude-design", "description": "Design one-off HTML artifacts (landing, deck, prototype).", "tags": ["design", "html", "prototype", "ux", "ui", "creative", "artifact", "deck", "motion", "design-system"], "related_skills": ["design-md", "popular-web-designs", "excalidraw", "architecture-diagram"], "content": "---\nname: claude-design\ndescription: Design one-off HTML artifacts (landing, deck, prototype).\nversion: 1.1.0\nauthor: BadTechBandit\nlicense: MIT\nplatforms: [linux, macos, windows]\nmetadata:\n  hermes:\n    tags: [design, html, prototype, ux, ui, creative, artifact, deck, motion, design-system]\n    related_skills: [design-md, popular-web-designs, excalidraw, architecture-diagram]\n---\n\n# Claude Design for CLI/API Agents\n\nUse this skill when the user asks for design work that would normally fit Claude Design, but the agent is running in a CLI/API environment instead of the hosted Claude Design web UI.\n\nThe goal is to preserve Claude Design's useful design behavior and taste while removing hosted-tool plumbing that does not exist in normal agent environments.\n\n**Before starting, check for other web-design skills like `popular-web-designs` (ready-to-paste design systems for Stripe, Linear, Vercel, Notion, etc.) and `design-md` (Google's DESIGN.md token spec format).** If the user wants a known brand's look, load `popular-web-designs` alongside this one and let it supply the visual vocabulary. If the deliverable is a token spec file rather than a rendered artifact, use `design-md` instead. Full decision table below.\n\n## When To Use This Skill vs `popular-web-designs` vs `design-md`\n\nHermes has three design-related skills under `skills/creative/`. They do different jobs — load the right one (or combine them):\n\n| Skill | What it gives you | Use when the user wants... |\n|---|---|---|\n| **claude-design** (this one) | Design *process and taste* — how to scope a brief, gather context, produce variants, verify a local HTML artifact, avoid AI-design slop | a from-scratch designed artifact (landing page, prototype, deck, component lab, motion study) with no specific brand or token system dictated |\n| **popular-web-designs** | 54 ready-to-paste design systems — exact colors, typography, components, CSS values for sites like Stripe, Linear, Vercel, Notion, Airbnb | \"make it look like Stripe / Linear / Vercel\", a page styled after a known brand, or a visual starting point pulled from a real product |\n| **design-md** | Google's DESIGN.md spec format — author/validate/diff/export design-token files, WCAG contrast checking, Tailwind/DTCG export | a formal, persistent, machine-readable design-system *spec file* (tokens + rationale) that lives in a repo and gets consumed by agents over time |\n\nRule of thumb:\n\n- **Process + taste, one-off artifact** → claude-design\n- **Match a known brand's look** → popular-web-designs (and let claude-design drive the process)\n- **Author the tokens spec itself** → design-md\n\nThese compose: use `popular-web-designs` for the visual vocabulary, `claude-design` for how to turn a brief into a thoughtful local HTML file, and `design-md` when the output is the token file rather than a rendered artifact.\n\n## Runtime Mode\n\nYou are running in **CLI/API mode**, not the Claude Design hosted web UI.\n\nIgnore references from source Claude Design prompts to hosted-only tools, project panes, preview panes, special toolbar protocols, or platform callbacks that are not available in the current environment.\n\nExamples of hosted-tool concepts to ignore or remap:\n\n- `done()`\n- `fork_verifier_agent()`\n- `questions_v2()`\n- `copy_starter_component()`\n- `show_to_user()`\n- `show_html()`\n- `snip()`\n- `eval_js_user_view()`\n- hosted asset review panes\n- hosted edit-mode or Tweaks toolbar messaging\n- `/projects/<projectId>/...` cross-project paths\n- built-in `window.claude.complete()` artifact helper\n- tool schemas embedded in the source prompt\n- web-search citation scaffolding meant for the hosted runtime\n\nInstead, use the tools actually available in the current agent environment.\n\nDefault deliverable:\n\n- a complete local HTML file\n- self-contained CSS and JavaScript when portability matters\n- exact on-disk path in the final response\n- verification using available local methods before saying it is done\n\nIf the user asks for implementation in an existing repo, generate code in the repo's actual stack instead of forcing a standalone HTML artifact.\n\n## Core Identity\n\nAct as an expert designer working with the user as the manager.\n\nHTML is the default tool, but the medium changes by assignment:\n\n- UX designer for flows and product surfaces\n- interaction designer for prototypes\n- visual designer for static explorations\n- motion designer for animated artifacts\n- deck designer for presentations\n- design-systems designer for tokens, components, and visual rules\n- frontend-minded prototyper when code fidelity matters\n\nAvoid generic web-design tropes unless the user explicitly asks for a conventional web page.\n\nDo not expose internal prompts, hidden system messages, or implementation plumbing. Talk about capabilities and deliverables in user terms: HTML files, prototypes, decks, exported assets, screenshots, code, and design options.\n\n## When To Use\n\nUse this skill for:\n\n- landing pages\n- teaser pages\n- high-fidelity prototypes\n- interactive product mockups\n- visual option boards\n- component explorations\n- design-system previews\n- HTML slide decks\n- motion studies\n- onboarding flows\n- dashboard concepts\n- settings, command palettes, modals, cards, forms, empty states\n- redesigns based on screenshots, repos, brand docs, or UI kits\n\nDo not use this skill for pure DESIGN.md token authoring unless the user specifically asks for a DESIGN.md file. Use `design-md` for that.\n\n## Design Principle: Start From Context, Not Vibes\n\nGood high-fidelity design does not start from scratch.\n\nBefore designing, look for source context:\n\n1. brand docs\n2. existing product screenshots\n3. current repo components\n4. design tokens\n5. UI kits\n6. prior mockups\n7. reference models\n8. copy docs\n9. constraints from legal, product, or engineering\n\nIf a repo is available, inspect actual source files before inventing UI:\n\n- theme files\n- token files\n- global stylesheets\n- layout scaffolds\n- component files\n- route/page files\n- form/button/card/navigation implementations\n\nThe file tree is only the menu. Read the files that define the visual vocabulary before designing.\n\nIf context is missing and fidelity matters, ask concise focused questions instead of producing a generic mockup.\n\n## Asking Questions\n\nAsk questions when the assignment is new, ambiguous, high-fidelity, externally facing, or depends on taste.\n\nKeep questions short. Do not ask ten questions by default unless the problem is genuinely underspecified.\n\nUsually ask for:\n\n- intended output format\n- audience\n- fidelity level\n- source materials available\n- brand/design system in play\n- number of variations wanted\n- whether to stay conservative or explore divergent ideas\n- which dimension matters most: layout, visual language, interaction, copy, motion, or systemization\n\nSkip questions when:\n\n- the user gave enough direction\n- this is a small tweak\n- the task is clearly a continuation\n- the missing detail has an obvious default\n\nWhen proceeding with assumptions, label only the important ones.\n\n## Surface-First: Commit to a Composition Before Touching Tokens\n\nThe single highest-leverage anti-slop rule. Most AI design slop is **compositional, not cosmetic** — the model reaches for a centered hero + three equal-weight feature cards for *every* surface, then decorates. Recoloring or restyling that layout never fixes it, because the layout was wrong before a single color was chosen.\n\nBefore you write any colors, type scale, or components, **commit out loud to exactly one surface archetype.** This conditions generation on a high-level plan first, which collapses the entropy of what gets produced — the same reason a chain-of-thought step improves reasoning.\n\nThe seven surfaces:\n\n1. **Monitor** — the user is watching state change (dashboards, status pages, observability). Density, glanceable hierarchy, no marketing framing.\n2. **Operate** — the user is taking action on things (consoles, admin panels, queues, inboxes). Action affordances and selection state dominate.\n3. **Compare** — the user is weighing options against each other (pricing, plans, spec tables, search results). Aligned columns, parity of structure, one differentiator emphasized.\n4. **Configure** — the user is setting things up (settings, forms, wizards, onboarding). Progressive disclosure, clear save/validation states, low decoration.\n5. **Decide / Learn** — the user is being convinced or taught (landing pages, docs, marketing). One idea lands per section; this is the ONLY surface where a hero is usually correct.\n6. **Explore** — the user is browsing an open space (galleries, maps, search-and-filter, catalogs). Filters, result grids, and zoom/peek are the composition.\n7. **Command / Inspect** — the user is driving by keyboard or drilling into one object (command bars, inspectors, detail panes, property editors). Speed and focus over breadth.\n\nRules:\n\n- State the surface in one line before designing (e.g. \"This is a **Monitor** surface, so density and glanceability beat a hero\").\n- A dashboard is a Monitor surface, not a Decide surface — do not give it a centered hero and three feature cards.\n- If a screen genuinely spans two surfaces, name the **primary** one and treat the other as secondary; do not average them into mush.\n- The hero-plus-three-cards composition is correct for **Decide/Learn only**. Reaching for it anywhere else is the #1 tell.\n\nThis one constraint eliminates more generic-looking UI than any aesthetic rule below.\n\n## Workflow\n\n1. **Understand the brief**\n   - What is being designed?\n   - Who is it for?\n   - What artifact should exist at the end?\n   - What constraints are locked?\n\n2. **Gather context**\n   - Read supplied docs, screenshots, repo files, or design assets.\n   - Identify the visual vocabulary before writing code.\n\n3. **Commit to a surface** (see \"Surface-First\")\n   - Name the one surface archetype before any visual tokens.\n   - This conditions the composition; everything below inherits from it.\n\n4. **Define the design system for this artifact**\n   - colors\n   - type\n   - spacing\n   - radii\n   - shadows or elevation\n   - motion posture\n   - component treatment\n   - interaction rules\n\n5. **Choose the right format**\n   - Static visual comparison: one HTML canvas with options side by side.\n   - Interaction/flow: clickable prototype.\n   - Presentation: fixed-size HTML deck with slide navigation.\n   - Component exploration: component lab with variants.\n   - Motion: timeline or state-based animation.\n\n6. **Build the artifact**\n   - Prefer a single self-contained HTML file unless the task calls for a repo implementation.\n   - Preserve prior versions for major revisions.\n   - Avoid unnecessary dependencies.\n\n7. **Verify**\n   - Confirm files exist.\n   - Run any available syntax/static checks.\n   - If browser tools are available, open the file and check console errors.\n   - If visual fidelity matters and screenshot tools are available, inspect at least the primary viewport.\n   - Run the slop self-audit (see \"Slop Diagnostic\") and repair only what it flags.\n\n8. **Report briefly**\n   - exact file path\n   - what was created\n   - caveats\n   - next decision or next iteration\n\n## Artifact Format Rules\n\nDefault to local files.\n\nFor standalone artifacts:\n\n- create a descriptive filename, e.g. `Landing Page.html`, `Command Palette Prototype.html`, `Design System Board.html`\n- embed CSS in `<style>`\n- embed JS in `<script>`\n- keep the artifact openable directly in a browser\n- avoid remote dependencies unless they are explicitly useful and stable\n- include responsive behavior unless the format is intentionally fixed-size\n\nFor significant revisions:\n\n- preserve the previous version as `Name.html`\n- create `Name v2.html`, `Name v3.html`, etc.\n- or keep one file with in-page toggles if the assignment is variant exploration\n\nFor repo implementation:\n\n- follow the repo's actual stack\n- use existing components and tokens where possible\n- do not create a standalone artifact if the user asked for production code\n\n## HTML / CSS / JS Standards\n\nUse modern CSS well:\n\n- CSS variables for tokens\n- CSS grid for layout\n- container queries when helpful\n- `text-wrap: pretty` where supported\n- real focus states\n- real hover states\n- `prefers-reduced-motion` handling for non-trivial motion\n- responsive scaling\n- semantic HTML where practical\n\nAvoid:\n\n- huge monolithic files when a real repo structure is expected\n- fragile hard-coded viewport assumptions\n- inaccessible tiny hit targets\n- decorative JS that fights usability\n- `scrollIntoView` unless there is no safer option\n\nMobile hit targets should be at least 44px.\n\nFor print documents, text should be at least 12pt.\n\nFor 1920×1080 slide decks, text should generally be 24px or larger.\n\n## React Guidance for Standalone HTML\n\nUse plain HTML/CSS/JS by default.\n\nUse React only when:\n\n- the artifact needs meaningful state\n- variants/toggles are easier as components\n- interaction complexity warrants it\n- the target implementation is React/Next.js and fidelity matters\n\nIf using React from CDN in standalone HTML:\n\n- pin exact versions\n- avoid unpinned `react@18` style URLs\n- avoid `type=\"module\"` unless necessary\n- avoid multiple global objects named `styles`\n- give global style objects specific names, e.g. `commandPaletteStyles`, `deckStyles`\n- if splitting Babel scripts, explicitly attach shared components to `window`\n\nIf building inside a real repo, use the repo's package manager and component architecture instead.\n\n## Deck Rules\n\nFor slide decks, use a fixed-size canvas and scale it to fit the viewport.\n\nDefault slide size: 1920×1080, 16:9.\n\nRequirements:\n\n- keyboard navigation\n- visible slide count\n- localStorage persistence for current slide\n- print-friendly layout when practical\n- screen labels or stable IDs for important slides\n- no speaker notes unless the user explicitly asks\n\nDo not hand-wave a deck as markdown bullets. Create a designed artifact if asked for a deck.\n\nUse 1–2 background colors max unless the brand system requires more.\n\nKeep slides sparse. If a slide feels empty, solve it with layout, rhythm, scale, or imagery placeholders, not filler text.\n\n## Prototype Rules\n\nFor interactive prototypes:\n\n- make the primary path clickable\n- include key states: default, hover/focus, loading, empty, error, success where relevant\n- expose variations with in-page controls when useful\n- keep controls out of the final composition unless they are intentionally part of the prototype\n- persist important state in localStorage when refresh continuity matters\n\nIf the prototype is meant to model a product flow, design the flow, not just the first screen.\n\n## Variation Rules\n\nWhen exploring, default to at least three options:\n\n1. **Conservative** — closest to existing patterns / lowest risk\n2. **Strong-fit** — best interpretation of the brief\n3. **Divergent** — more novel, useful for discovering taste boundaries\n\nVariations can explore:\n\n- layout\n- hierarchy\n- type scale\n- density\n- color posture\n- surface treatment\n- motion\n- interaction model\n- copy structure\n- component shape\n\nDo not create variations that are merely color swaps unless color is the actual question.\n\nWhen the user picks a direction, consolidate. Do not leave the project as a pile of options forever.\n\n## Tweakable Designs in CLI/API Mode\n\nThe hosted Claude Design edit-mode toolbar does not exist here.\n\nStill preserve the idea: when useful, add in-page controls called `Tweaks`.\n\nA good `Tweaks` panel can control:\n\n- theme mode\n- layout variant\n- density\n- accent color\n- type scale\n- motion on/off\n- copy variant\n- component variant\n\nKeep it small and unobtrusive. The design should look final when tweaks are hidden.\n\nPersist tweak values with localStorage when helpful.\n\n## Content Discipline\n\nDo not add filler content.\n\nEvery element must earn its place.\n\nAvoid:\n\n- fake metrics\n- decorative stats\n- generic feature grids\n- unnecessary icons\n- placeholder testimonials\n- AI-generated fluff sections\n- invented content that changes strategy or claims\n\nIf additional sections, pages, copy, or claims would improve the artifact, ask before adding them.\n\nWhen copy is necessary but not final, mark it as draft or placeholder.\n\n## Anti-Slop Rules\n\nAvoid common AI design sludge:\n\n- aggressive gradient backgrounds\n- glassmorphism by default\n- emoji unless the brand uses them\n- generic SaaS cards with icons everywhere\n- left-border accent callout cards\n- fake dashboards filled with arbitrary numbers\n- stock-photo hero sections\n- oversized rounded rectangles as a substitute for hierarchy\n- rainbow palettes\n- vague labels like “Insights,” “Growth,” “Scale,” “Optimize” without content\n- decorative SVG illustrations pretending to be product imagery\n\nMinimal is not automatically good. Dense is not automatically cluttered. Choose intentionally.\n\n## Slop Diagnostic: Score Before You Fix\n\nAI design slop has a tiny, predictable failure distribution — designers asked to label AI UIs collapse the \"this is AI\" signal down to about ten tells. Before polishing or repairing an artifact, run this as an explicit self-audit and write a short report. **Diagnose first, treat second** — auditing and fixing in one breath fails, because the model's prior outweighs the instruction and it repeats the mistake (recolors when it needed re-layout, polishes type on a composition problem).\n\nThe ten tells (presence of each = one point of slop; lower is better):\n\n1. **Tech gradient** — blue/violet/indigo glossy gradient on everything.\n2. **Generic tech hue** — the default accent is indigo/violet (not chosen for the brand, just the model's favorite).\n3. **Feature-tile grid** — icon + heading + sentence × 3, all equal weight, nothing prioritized.\n4. **Accent rail** — a colored left strip on cards: decoration pretending to be organization.\n5. **Unearned blur** — glassmorphism with no real depth/elevation system behind it.\n6. **Monument stat** — oversized numbers filling space that should carry product story.\n7. **Icon topper** — a rounded-square icon centered above every heading (Tailwind-template filler).\n8. **Center stack** — everything centered because no real composition was committed to.\n9. **Default type** — Inter (or system-ui) used by default rather than chosen.\n10. **Wrong surface** — the composition doesn't match the surface (e.g. a hero on a Monitor surface). This is the root cause behind most of the others.\n\nHow to run it:\n\n- Score the artifact out of 10 (10 = maximum slop). State the score and list which tells fired, in one short report.\n- Treat the report as **context, not a to-do list** — it tells you *where* to spend repair effort, it does not dictate edits.\n- Then repair, matched to the diagnosis:\n  - tells 3, 8, 10 → **re-layout / re-compose** (revisit the surface choice — do not recolor).\n  - tells 1, 2, 9 → **recolor / re-typeset** (palette and type are genuinely the problem here).\n  - tells 4, 5, 6, 7 → **remove the decoration**; replace it with real hierarchy (scale, weight, spacing).\n- Re-score after repairing. Do not declare done while compositional tells (3, 8, 10) are still firing — those are causes, the rest are usually symptoms.\n\nThe point of separating diagnosis from treatment: let the audit complain first, then fix only what it complained about, in the register the complaint calls for.\n\n## Typography\n\nUse the existing type system if one exists.\n\nIf not, choose type deliberately based on the artifact:\n\n- editorial: serif or humanist headline with restrained sans body\n- software/productivity: precise sans with strong numeric treatment\n- luxury/minimal: fewer weights, more spacing discipline\n- technical: mono accents only, not mono everywhere\n- deck: large, clear, high contrast\n\nAvoid overused defaults when a stronger choice is appropriate.\n\nIf using web fonts, keep the number of families and weights low.\n\nUse type as hierarchy before adding boxes, icons, or color.\n\n## Color\n\nUse brand/design-system colors first.\n\nIf no palette exists:\n\n- define a small system\n- include neutrals, surface, ink, muted text, border, accent, danger/success if needed\n- use one primary accent unless the assignment calls for a broader palette\n- prefer oklch for harmonious invented palettes when browser support is acceptable\n- check contrast for important text and controls\n\nDo not invent lots of colors from scratch.\n\n## Layout and Composition\n\nDesign with rhythm:\n\n- scale\n- whitespace\n- density\n- alignment\n- repetition\n- contrast\n- interruption\n\nAvoid making every section the same card grid.\n\nFor product UIs, prioritize speed of comprehension over decoration.\n\nFor marketing surfaces, make one idea land per section.\n\nFor dashboards, avoid “data slop.” Only show data that helps the user decide or act.\n\n## Motion\n\nUse motion as discipline, not theater.\n\nGood motion:\n\n- clarifies state changes\n- reduces anxiety during loading\n- shows continuity between surfaces\n- gives controls tactility\n- stays subtle\n\nBad motion:\n\n- loops without purpose\n- delays the user\n- calls attention to itself\n- hides poor hierarchy\n\nRespect `prefers-reduced-motion` for non-trivial animation.\n\n## Images and Icons\n\nUse real supplied imagery when available.\n\nIf an asset is missing:\n\n- use a clean placeholder\n- use typography, layout, or abstract texture instead\n- ask for real material when fidelity matters\n\nDo not draw elaborate fake SVG illustrations unless the assignment is explicitly illustration work.\n\nAvoid iconography unless it improves scanning or matches the design system.\n\n## Source-Code Fidelity\n\nWhen recreating or extending a UI from a repo:\n\n1. inspect the repo tree\n2. identify the actual UI source files\n3. read theme/token/global style/component files\n4. lift exact values where appropriate\n5. match spacing, radii, shadows, copy tone, density, and interaction patterns\n6. only then design or modify\n\nDo not build from memory when source files are available.\n\nFor GitHub URLs, parse owner/repo/ref/path correctly and inspect the relevant files before designing.\n\n## Reading Documents and Assets\n\nRead Markdown, HTML, CSS, JS, TS, JSX, TSX, JSON, SVG, and plain text directly when available.\n\nFor DOCX/PPTX/PDF, use available local extraction tools if present. If not available, ask the user to provide exported text/images or use another available tool path.\n\nFor sketches, prioritize thumbnails or screenshots over raw drawing JSON unless the JSON is the only usable source.\n\n## Copyright and Reference Models\n\nDo not recreate a company's distinctive UI, proprietary command structure, branded screens, or exact visual identity unless the user clearly has rights to that source.\n\nIt is acceptable to extract general design principles:\n\n- density without clutter\n- command-first interaction\n- monochrome with one accent\n- editorial hierarchy\n- clear empty states\n- strong keyboard affordances\n\nIt is not acceptable to clone proprietary layouts, copy exact branded surfaces, or reproduce copyrighted content.\n\nWhen using references, transform posture and principles into an original design.\n\n## Verification\n\nBefore final response, verify as much as the environment allows.\n\nMinimum:\n\n- file exists at the stated path\n- HTML is saved completely\n- obvious syntax issues are checked\n\nBetter:\n\n- open in a browser tool and check console errors\n- inspect screenshots at the primary viewport\n- test key interactions\n- test light/dark or variants if present\n- test responsive breakpoints if relevant\n\nIf verification is limited by environment, say exactly what was and was not verified.\n\nNever say “done” if the file was not actually written.\n\n## Final Response Format\n\nKeep final responses short.\n\nInclude:\n\n- artifact path\n- what it contains\n- verification status\n- next suggested action, if useful\n\nExample:\n\n```text\nCreated: /path/to/Prototype.html\nIt includes 3 layout variants, a Tweaks panel for density/theme, and responsive behavior.\nVerified: file exists and opened cleanly in browser, no console errors.\nNext: pick the strongest direction and I’ll tighten copy + motion.\n```\n\n## Portable Opening Prompt Pattern\n\nWhen adapting a Claude Design style request into CLI/API mode, use this mental translation:\n\n```text\nYou are running in CLI/API mode, not hosted Claude Design. Ignore references to hosted-only tools or preview panes. Produce complete local design artifacts, usually self-contained HTML with embedded CSS/JS, and verify with available local tools before returning. Preserve the design process: gather context, define the system, produce options, avoid filler, and meet a high visual bar.\n```\n\n## Pitfalls\n\n- Do not paste hosted tool schemas into a skill. They cause fake tool calls.\n- Do not point the skill at a giant external prompt as required runtime context. That creates drift.\n- Do not strip the design doctrine while removing tool plumbing.\n- Do not over-ask when the user already gave enough direction.\n- Do not under-ask for high-fidelity work with no brand context.\n- Do not produce generic SaaS layouts and call them designed.\n- Do not claim browser verification unless it actually happened.\n", "path": "creative/claude-design/SKILL.md", "skill_dir": "/home/ice/.hermes/skills/creative/claude-design", "linked_files": null, "usage_hint": null, "required_environment_variables": [], "required_commands": [], "missing_required_environment_variables": [], "missing_credential_files": [], "missing_required_commands": [], "setup_needed": false, "setup_skipped": false, "readiness_status": "available", "metadata": {"hermes": {"tags": ["design", "html", "prototype", "ux", "ui", "creative", "artifact", "deck", "motion", "design-system"], "related_skills": ["design-md", "popular-web-designs", "excalidraw", "architecture-diagram"]}}}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Inspecting sprite function positions**
reasoning_content: **Inspecting sprite function positions**
tool_calls:
  [{"id": "call_cDVX5vVhMhlVPGXt2w9tUE9v", "call_id": "call_cDVX5vVhMhlVPGXt2w9tUE9v", "response_item_id": "fc_cDVX5vVhMhlVPGXt2w9tUE9v", "type": "function", "function": {"name": "search_files", "arguments": "{\"pattern\":\"function createBoyTexture|function createGirlTexture|8-bit|32, 48|boy\\\\.scale|girl\\\\.scale\",\"target\":\"content\",\"path\":\"/home/ice/cruzeiro-romantico.html\",\"file_glob\":\"*.html\",\"limit\":30,\"offset\":0,\"output_mode\":\"content\",\"context\":2}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning texture replacement via offsets**
reasoning_content: **Planning texture replacement via offsets**
tool_calls:
  [{"id": "call_4tG7sd1UNBoKCkueqZEwdM10", "call_id": "call_4tG7sd1UNBoKCkueqZEwdM10", "response_item_id": "fc_4tG7sd1UNBoKCkueqZEwdM10", "type": "function", "function": {"name": "read_file", "arguments": "{\"path\":\"/home/ice/cruzeiro-romantico.html\",\"offset\":320,\"limit\":180}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_4tG7sd1UNBoKCkueqZEwdM10
tool_name: read_file
content:
  {"content": "320|const camera = new THREE.OrthographicCamera(-12, 12, 7, -5, 0.1, 100);\n321|camera.position.set(0, 6, 16);\n322|camera.lookAt(0, 0, 0);\n323|\n324|// ─── TEXTURE HELPERS ────────────────────────────────────────────────────────\n325|function createPixelTexture(w, h, drawFn) {\n326|  const c = document.createElement('canvas');\n327|  c.width = w; c.height = h;\n328|  const ctx = c.getContext('2d');\n329|  ctx.imageSmoothingEnabled = false;\n330|  drawFn(ctx, w, h);\n331|  const tex = new THREE.CanvasTexture(c);\n332|  tex.minFilter = THREE.NearestFilter;\n333|  tex.magFilter = THREE.NearestFilter;\n334|  return tex;\n335|}\n336|\n337|function drawRect(ctx, x, y, w, h, color) {\n338|  ctx.fillStyle = color;\n339|  ctx.fillRect(Math.round(x), Math.round(y), Math.round(w), Math.round(h));\n340|}\n341|\n342|// ─── CHARACTER TEXTURES ─────────────────────────────────────────────────────\n343|const texCache = { boy: [], girl: [] };\n344|for (let f = 0; f < 2; f++) {\n345|  texCache.boy.push(createBoyTexture(f));\n346|  texCache.girl.push(createGirlTexture(f));\n347|}\n348|\n349|function createBoyTexture(frame) {\n350|  return createPixelTexture(32, 48, (ctx) => {\n351|    // Hair\n352|    drawRect(ctx, 8, 0, 16, 8, '#5a3a1a');\n353|    drawRect(ctx, 6, 2, 20, 6, '#6b4a2a');\n354|    drawRect(ctx, 4, 6, 24, 4, '#5a3a1a');\n355|    // Face\n356|    drawRect(ctx, 8, 8, 16, 10, '#ffcc99');\n357|    // Eyes\n358|    drawRect(ctx, 10, 10, 4, 4, '#222');\n359|    drawRect(ctx, 18, 10, 4, 4, '#222');\n360|    drawRect(ctx, 11, 11, 2, 2, '#fff');\n361|    drawRect(ctx, 19, 11, 2, 2, '#fff');\n362|    // Mouth\n363|    drawRect(ctx, 13, 16, 6, 2, '#cc6655');\n364|    // Body\n365|    drawRect(ctx, 6, 18, 20, 16, '#3366cc');\n366|    drawRect(ctx, 4, 18, 24, 4, '#4477dd');\n367|    // Arms\n368|    const armOff = frame === 1 ? 1 : 0;\n369|    drawRect(ctx, 0, 20 + armOff, 6, 12, '#ffcc99');\n370|    drawRect(ctx, 26, 20 - armOff, 6, 12, '#ffcc99');\n371|    // Hands\n372|    drawRect(ctx, 0, 32 + armOff, 4, 4, '#ffcc99');\n373|    drawRect(ctx, 28, 32 - armOff, 4, 4, '#ffcc99');\n374|    // Pants\n375|    drawRect(ctx, 8, 34, 16, 14, '#334466');\n376|    drawRect(ctx, 6, 34, 8, 4, '#445577');\n377|    drawRect(ctx, 18, 34, 8, 4, '#445577');\n378|    // Shoes\n379|    drawRect(ctx, 6, 44, 8, 4, '#443322');\n380|    drawRect(ctx, 18, 44, 8, 4, '#443322');\n381|  });\n382|}\n383|\n384|function createGirlTexture(frame) {\n385|  return createPixelTexture(32, 48, (ctx) => {\n386|    // Hair\n387|    drawRect(ctx, 6, 0, 20, 10, '#4a2a1a');\n388|    drawRect(ctx, 4, 2, 24, 8, '#5a3a2a');\n389|    drawRect(ctx, 2, 6, 28, 6, '#4a2a1a');\n390|    drawRect(ctx, 0, 10, 4, 22, '#4a2a1a');\n391|    drawRect(ctx, 28, 10, 4, 22, '#4a2a1a');\n392|    // Bow\n393|    drawRect(ctx, 22, 2, 8, 6, '#ff4488');\n394|    drawRect(ctx, 24, 0, 4, 10, '#ff66aa');\n395|    // Face\n396|    drawRect(ctx, 8, 8, 16, 10, '#ffddbb');\n397|    // Eyes\n398|    drawRect(ctx, 10, 11, 5, 5, '#222');\n399|    drawRect(ctx, 17, 11, 5, 5, '#222');\n400|    drawRect(ctx, 11, 12, 3, 3, '#fff');\n401|    drawRect(ctx, 18, 12, 3, 3, '#fff');\n402|    drawRect(ctx, 9, 10, 2, 1, '#222');\n403|    drawRect(ctx, 21, 10, 2, 1, '#222');\n404|    // Blush\n405|    drawRect(ctx, 6, 14, 4, 3, '#ffaaaa');\n406|    drawRect(ctx, 22, 14, 4, 3, '#ffaaaa');\n407|    // Mouth\n408|    drawRect(ctx, 13, 17, 6, 2, '#cc7766');\n409|    // Body / dress\n410|    drawRect(ctx, 6, 18, 20, 10, '#dd4488');\n411|    drawRect(ctx, 4, 18, 24, 4, '#ee66aa');\n412|    drawRect(ctx, 4, 28, 24, 12, '#cc3388');\n413|    drawRect(ctx, 2, 32, 28, 8, '#dd5599');\n414|    drawRect(ctx, 8, 22, 16, 3, '#ff88bb');\n415|    drawRect(ctx, 6, 34, 20, 2, '#ff88bb');\n416|    // Arms\n417|    const armOff = frame === 1 ? 1 : 0;\n418|    drawRect(ctx, 26, 20 + armOff, 6, 12, '#ffddbb');\n419|    drawRect(ctx, 0, 20 - armOff, 6, 12, '#ffddbb');\n420|    // Hands\n421|    drawRect(ctx, 28, 32 + armOff, 4, 4, '#ffddbb');\n422|    drawRect(ctx, 0, 32 - armOff, 4, 4, '#ffddbb');\n423|    // Shoes\n424|    drawRect(ctx, 6, 44, 8, 4, '#ff66aa');\n425|    drawRect(ctx, 18, 44, 8, 4, '#ff66aa');\n426|  });\n427|}\n428|\n429|// ─── ENVIRONMENT TEXTURES ───────────────────────────────────────────────────\n430|function createGroundTexture() {\n431|  return createPixelTexture(32, 32, (ctx) => {\n432|    drawRect(ctx, 0, 0, 32, 32, '#8a7a5a');\n433|    drawRect(ctx, 0, 0, 16, 16, '#7a6a4a');\n434|    drawRect(ctx, 16, 16, 16, 16, '#7a6a4a');\n435|    drawRect(ctx, 4, 4, 8, 2, '#6a5a3a');\n436|    drawRect(ctx, 20, 20, 8, 2, '#6a5a3a');\n437|    drawRect(ctx, 8, 8, 2, 6, '#6a5a3a');\n438|  });\n439|}\n440|\n441|function createWaterTexture() {\n442|  return createPixelTexture(32, 32, (ctx) => {\n443|    drawRect(ctx, 0, 0, 32, 32, '#224488');\n444|    drawRect(ctx, 0, 8, 16, 2, '#3366aa');\n445|    drawRect(ctx, 16, 20, 12, 2, '#3366aa');\n446|    drawRect(ctx, 4, 28, 8, 2, '#2a5599');\n447|  });\n448|}\n449|\n450|function createSkyTexture() {\n451|  return createPixelTexture(64, 64, (ctx) => {\n452|    for (let y = 0; y < 64; y++) {\n453|      const t = y / 64;\n454|      const r = Math.floor(30 + t * 30);\n455|      const g = Math.floor(40 + t * 50);\n456|      const b = Math.floor(80 + t * 70);\n457|      drawRect(ctx, 0, y, 64, 1, `rgb(${r},${g},${b})`);\n458|    }\n459|    drawRect(ctx, 8, 12, 20, 6, 'rgba(255,255,255,0.3)');\n460|    drawRect(ctx, 12, 10, 12, 10, 'rgba(255,255,255,0.25)');\n461|    drawRect(ctx, 36, 20, 16, 5, 'rgba(255,255,255,0.2)');\n462|    drawRect(ctx, 40, 30, 14, 4, 'rgba(255,255,255,0.15)');\n463|  });\n464|}\n465|\n466|// ─── BUILD SCENE ────────────────────────────────────────────────────────────\n467|\n468|// Sky\n469|const skyTex = createSkyTexture();\n470|const sky = new THREE.Mesh(\n471|  new THREE.PlaneGeometry(60, 20),\n472|  new THREE.MeshBasicMaterial({ map: skyTex, depthWrite: false })\n473|);\n474|sky.position.set(0, 7, -12);\n475|scene.add(sky);\n476|\n477|// Sun\n478|const sun = new THREE.Mesh(\n479|  new THREE.CircleGeometry(0.8, 8),\n480|  new THREE.MeshBasicMaterial({ color: 0xffee44 })\n481|);\n482|sun.position.set(6, 10, -10);\n483|scene.add(sun);\n484|\n485|const glow = new THREE.Mesh(\n486|  new THREE.CircleGeometry(1.4, 16),\n487|  new THREE.MeshBasicMaterial({ color: 0xffdd22, transparent: true, opacity: 0.15 })\n488|);\n489|glow.position.set(6, 10, -9.9);\n490|scene.add(glow);\n491|\n492|// Clouds\n493|function makeCloud(x, y, z, scale = 1) {\n494|  const g = new THREE.Group();\n495|  const m = new THREE.MeshBasicMaterial({ color: 0xccddff, transparent: true, opacity: 0.6 });\n496|  const pos = [[0,0],[1,0.3],[-1,0.2],[0.5,0.6],[-0.5,0.5],[1.5,-0.1]];\n497|  for (const [cx, cy] of pos) {\n498|    const b = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.4, 0.3), m);\n499|    b.position.set(cx * scale, cy * scale + 0.3, 0);\n500|", "total_lines": 1165, "file_size": 41550, "truncated": true, "hint": "Use offset=500 to continue reading (showing 320-499 of 1165 lines)", "is_binary": false, "is_image": false}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning texture patching approach**
reasoning_content: **Planning texture patching approach**
tool_calls:
  [{"id": "call_nGPKP8JSHF5AHGiQB9zspee0", "call_id": "call_nGPKP8JSHF5AHGiQB9zspee0", "response_item_id": "fc_nGPKP8JSHF5AHGiQB9zspee0", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/cruzeiro-romantico.html\",\"old_string\":\"<title>\ud83d\udea2 Cruzeiro do Amor - 8-bit Game</title>\",\"new_string\":\"<title>\ud83d\udea2 Cruzeiro do Amor - 16-bit Game</title>\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_nGPKP8JSHF5AHGiQB9zspee0
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/cruzeiro-romantico.html\n+++ b//home/ice/cruzeiro-romantico.html\n@@ -2,7 +2,7 @@\n <html lang=\"pt-BR\">\n <head>\n <meta charset=\"UTF-8\">\n-<title>🚢 Cruzeiro do Amor - 8-bit Game</title>\n+<title>🚢 Cruzeiro do Amor - 16-bit Game</title>\n <style>\n   * { margin: 0; padding: 0; box-sizing: border-box; }\n   body {\n", "files_modified": ["/home/ice/cruzeiro-romantico.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "_warning": "/home/ice/cruzeiro-romantico.html was last read with offset/limit pagination (partial view). Re-read the whole file before overwriting it.", "resolved_path": "/home/ice/cruzeiro-romantico.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning character edit via patch**
reasoning_content: **Planning character edit via patch**
content:
  A imagem agora foi lida: ela mostra dois personagens de ursinho em estilo kawaii, não pessoas reais. Vou usar essa referência visual no jogo — ursinha clara de biquíni rosa e ursinho caramelo de short azul — e elevar os sprites para 16-bit.

tool_calls:
  [{"id": "call_qLvEStzv7skpPNu8fwCKCv0v", "call_id": "call_qLvEStzv7skpPNu8fwCKCv0v", "response_item_id": "fc_qLvEStzv7skpPNu8fwCKCv0v", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/cruzeiro-romantico.html\",\"old_string\":\"function createBoyTexture(frame) {\\n  return createPixelTexture(32, 48, (ctx) => {\\n    // Hair\\n    drawRect(ctx, 8, 0, 16, 8, '#5a3a1a');\\n    drawRect(ctx, 6, 2, 20, 6, '#6b4a2a');\\n    drawRect(ctx, 4, 6, 24, 4, '#5a3a1a');\\n    // Face\\n    drawRect(ctx, 8, 8, 16, 10, '#ffcc99');\\n    // Eyes\\n    drawRect(ctx, 10, 10, 4, 4, '#222');\\n    drawRect(ctx, 18, 10, 4, 4, '#222');\\n    drawRect(ctx, 11, 11, 2, 2, '#fff');\\n    drawRect(ctx, 19, 11, 2, 2, '#fff');\\n    // Mouth\\n    drawRect(ctx, 13, 16, 6, 2, '#cc6655');\\n    // Body\\n    drawRect(ctx, 6, 18, 20, 16, '#3366cc');\\n    drawRect(ctx, 4, 18, 24, 4, '#4477dd');\\n    // Arms\\n    const armOff = frame === 1 ? 1 : 0;\\n    drawRect(ctx, 0, 20 + armOff, 6, 12, '#ffcc99');\\n    drawRect(ctx, 26, 20 - armOff, 6, 12, '#ffcc99');\\n    // Hands\\n    drawRect(ctx, 0, 32 + armOff, 4, 4, '#ffcc99');\\n    drawRect(ctx, 28, 32 - armOff, 4, 4, '#ffcc99');\\n    // Pants\\n    drawRect(ctx, 8, 34, 16, 14, '#334466');\\n    drawRect(ctx, 6, 34, 8, 4, '#445577');\\n    drawRect(ctx, 18, 34, 8, 4, '#445577');\\n    // Shoes\\n    drawRect(ctx, 6, 44, 8, 4, '#443322');\\n    drawRect(ctx, 18, 44, 8, 4, '#443322');\\n  });\\n}\\n\\nfunction createGirlTexture(frame) {\\n  return createPixelTexture(32, 48, (ctx) => {\\n    // Hair\\n    drawRect(ctx, 6, 0, 20, 10, '#4a2a1a');\\n    drawRect(ctx, 4, 2, 24, 8, '#5a3a2a');\\n    drawRect(ctx, 2, 6, 28, 6, '#4a2a1a');\\n    drawRect(ctx, 0, 10, 4, 22, '#4a2a1a');\\n    drawRect(ctx, 28, 10, 4, 22, '#4a2a1a');\\n    // Bow\\n    drawRect(ctx, 22, 2, 8, 6, '#ff4488');\\n    drawRect(ctx, 24, 0, 4, 10, '#ff66aa');\\n    // Face\\n    drawRect(ctx, 8, 8, 16, 10, '#ffddbb');\\n    // Eyes\\n    drawRect(ctx, 10, 11, 5, 5, '#222');\\n    drawRect(ctx, 17, 11, 5, 5, '#222');\\n    drawRect(ctx, 11, 12, 3, 3, '#fff');\\n    drawRect(ctx, 18, 12, 3, 3, '#fff');\\n    drawRect(ctx, 9, 10, 2, 1, '#222');\\n    drawRect(ctx, 21, 10, 2, 1, '#222');\\n    // Blush\\n    drawRect(ctx, 6, 14, 4, 3, '#ffaaaa');\\n    drawRect(ctx, 22, 14, 4, 3, '#ffaaaa');\\n    // Mouth\\n    drawRect(ctx, 13, 17, 6, 2, '#cc7766');\\n    // Body / dress\\n    drawRect(ctx, 6, 18, 20, 10, '#dd4488');\\n    drawRect(ctx, 4, 18, 24, 4, '#ee66aa');\\n    drawRect(ctx, 4, 28, 24, 12, '#cc3388');\\n    drawRect(ctx, 2, 32, 28, 8, '#dd5599');\\n    drawRect(ctx, 8, 22, 16, 3, '#ff88bb');\\n    drawRect(ctx, 6, 34, 20, 2, '#ff88bb');\\n    // Arms\\n    const armOff = frame === 1 ? 1 : 0;\\n    drawRect(ctx, 26, 20 + armOff, 6, 12, '#ffddbb');\\n    drawRect(ctx, 0, 20 - armOff, 6, 12, '#ffddbb');\\n    // Hands\\n    drawRect(ctx, 28, 32 + armOff, 4, 4, '#ffddbb');\\n    drawRect(ctx, 0, 32 - armOff, 4, 4, '#ffddbb');\\n    // Shoes\\n    drawRect(ctx, 6, 44, 8, 4, '#ff66aa');\\n    drawRect(ctx, 18, 44, 8, 4, '#ff66aa');\\n  });\\n}\",\"new_string\":\"// 16-bit sprites inspirados nos ursinhos kawaii da imagem enviada.\\nfunction createBoyTexture(frame) {\\n  return createPixelTexture(48, 64, (ctx) => {\\n    const step = frame === 1 ? 2 : 0;\\n    // Contorno e orelhas de urso caramelo\\n    drawRect(ctx, 7, 4, 12, 13, '#4a2b23'); drawRect(ctx, 29, 4, 12, 13, '#4a2b23');\\n    drawRect(ctx, 10, 7, 6, 7, '#c97b54'); drawRect(ctx, 32, 7, 6, 7, '#c97b54');\\n    // Cabe\u00e7a e sombreado 16-bit\\n    drawRect(ctx, 8, 12, 32, 28, '#513127');\\n    drawRect(ctx, 10, 10, 28, 30, '#c9855e');\\n    drawRect(ctx, 13, 12, 22, 24, '#dc9b70');\\n    drawRect(ctx, 13, 32, 22, 5, '#b96c4e');\\n    // Olhos fechados, blush e sorriso\\n    drawRect(ctx, 16, 21, 6, 2, '#4a2b23'); drawRect(ctx, 17, 19, 2, 3, '#4a2b23');\\n    drawRect(ctx, 27, 21, 6, 2, '#4a2b23'); drawRect(ctx, 31, 19, 2, 3, '#4a2b23');\\n    drawRect(ctx, 11, 25, 5, 4, '#f0a13b'); drawRect(ctx, 32, 25, 5, 4, '#f0a13b');\\n    drawRect(ctx, 22, 27, 5, 3, '#4a2b23'); drawRect(ctx, 21, 30, 7, 4, '#713844'); drawRect(ctx, 23, 32, 3, 2, '#f2949f');\\n    // Bra\u00e7os\\n    drawRect(ctx, 4, 40 + step, 8, 14, '#513127'); drawRect(ctx, 6, 40 + step, 7, 12, '#c9855e');\\n    drawRect(ctx, 36, 40 - step, 8, 14, '#513127'); drawRect(ctx, 35, 40 - step, 7, 12, '#c9855e');\\n    // Corpo e short azul com cord\u00e3o\\n    drawRect(ctx, 12, 38, 24, 18, '#513127'); drawRect(ctx, 14, 39, 20, 17, '#cc875f');\\n    drawRect(ctx, 12, 48, 24, 12, '#173f86'); drawRect(ctx, 14, 49, 20, 10, '#2772c6');\\n    drawRect(ctx, 22, 49, 4, 4, '#0d285f'); drawRect(ctx, 20, 52, 3, 2, '#0d285f'); drawRect(ctx, 25, 52, 3, 2, '#0d285f');\\n    // Pernas alternadas\\n    drawRect(ctx, 15, 59, 8, 5 + step, '#513127'); drawRect(ctx, 16, 58, 7, 5 + step, '#c9855e');\\n    drawRect(ctx, 27, 59 - step, 8, 5 + step, '#513127'); drawRect(ctx, 27, 58 - step, 7, 5 + step, '#c9855e');\\n  });\\n}\\n\\nfunction createGirlTexture(frame) {\\n  return createPixelTexture(48, 64, (ctx) => {\\n    const step = frame === 1 ? 2 : 0;\\n    // Orelhas chocolate e silhueta clara da ursinha\\n    drawRect(ctx, 7, 4, 12, 13, '#55352d'); drawRect(ctx, 29, 4, 12, 13, '#55352d');\\n    drawRect(ctx, 10, 7, 6, 7, '#b77b62'); drawRect(ctx, 32, 7, 6, 7, '#b77b62');\\n    drawRect(ctx, 8, 12, 32, 28, '#55352d');\\n    drawRect(ctx, 10, 10, 28, 30, '#fff0dd'); drawRect(ctx, 13, 12, 22, 24, '#fff8ed');\\n    drawRect(ctx, 13, 32, 22, 5, '#ebd6bd');\\n    // Lacinho rosa\\n    drawRect(ctx, 31, 8, 11, 6, '#bd3e74'); drawRect(ctx, 35, 5, 5, 12, '#f36eaa'); drawRect(ctx, 29, 10, 5, 5, '#ff9cc5');\\n    // Olhos, blush e boca feliz\\n    drawRect(ctx, 16, 21, 6, 2, '#55352d'); drawRect(ctx, 17, 19, 2, 3, '#55352d');\\n    drawRect(ctx, 27, 21, 6, 2, '#55352d'); drawRect(ctx, 31, 19, 2, 3, '#55352d');\\n    drawRect(ctx, 11, 25, 5, 4, '#f29aae'); drawRect(ctx, 32, 25, 5, 4, '#f29aae');\\n    drawRect(ctx, 22, 27, 5, 3, '#55352d'); drawRect(ctx, 21, 30, 7, 4, '#9a4657'); drawRect(ctx, 23, 32, 3, 2, '#ff9aaa');\\n    // Bra\u00e7os abertos\\n    drawRect(ctx, 4, 40 - step, 8, 14, '#55352d'); drawRect(ctx, 6, 40 - step, 7, 12, '#fff0dd');\\n    drawRect(ctx, 36, 40 + step, 8, 14, '#55352d'); drawRect(ctx, 35, 40 + step, 7, 12, '#fff0dd');\\n    // Biqu\u00edni rosa 16-bit\\n    drawRect(ctx, 12, 38, 24, 18, '#55352d'); drawRect(ctx, 14, 39, 20, 17, '#fff8ed');\\n    drawRect(ctx, 15, 40, 8, 8, '#e85191'); drawRect(ctx, 25, 40, 8, 8, '#e85191'); drawRect(ctx, 22, 43, 4, 5, '#a72e69');\\n    drawRect(ctx, 13, 51, 22, 9, '#e85191'); drawRect(ctx, 15, 51, 18, 3, '#ff93bd');\\n    // Pernas\\n    drawRect(ctx, 15, 59 - step, 8, 5 + step, '#55352d'); drawRect(ctx, 16, 58 - step, 7, 5 + step, '#fff0dd');\\n    drawRect(ctx, 27, 59, 8, 5 + step, '#55352d'); drawRect(ctx, 27, 58, 7, 5 + step, '#fff0dd');\\n  });\\n}\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_qLvEStzv7skpPNu8fwCKCv0v
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/cruzeiro-romantico.html\n+++ b//home/ice/cruzeiro-romantico.html\n@@ -346,83 +346,62 @@\n   texCache.girl.push(createGirlTexture(f));\n }\n \n+// 16-bit sprites inspirados nos ursinhos kawaii da imagem enviada.\n function createBoyTexture(frame) {\n-  return createPixelTexture(32, 48, (ctx) => {\n-    // Hair\n-    drawRect(ctx, 8, 0, 16, 8, '#5a3a1a');\n-    drawRect(ctx, 6, 2, 20, 6, '#6b4a2a');\n-    drawRect(ctx, 4, 6, 24, 4, '#5a3a1a');\n-    // Face\n-    drawRect(ctx, 8, 8, 16, 10, '#ffcc99');\n-    // Eyes\n-    drawRect(ctx, 10, 10, 4, 4, '#222');\n-    drawRect(ctx, 18, 10, 4, 4, '#222');\n-    drawRect(ctx, 11, 11, 2, 2, '#fff');\n-    drawRect(ctx, 19, 11, 2, 2, '#fff');\n-    // Mouth\n-    drawRect(ctx, 13, 16, 6, 2, '#cc6655');\n-    // Body\n-    drawRect(ctx, 6, 18, 20, 16, '#3366cc');\n-    drawRect(ctx, 4, 18, 24, 4, '#4477dd');\n-    // Arms\n-    const armOff = frame === 1 ? 1 : 0;\n-    drawRect(ctx, 0, 20 + armOff, 6, 12, '#ffcc99');\n-    drawRect(ctx, 26, 20 - armOff, 6, 12, '#ffcc99');\n-    // Hands\n-    drawRect(ctx, 0, 32 + armOff, 4, 4, '#ffcc99');\n-    drawRect(ctx, 28, 32 - armOff, 4, 4, '#ffcc99');\n-    // Pants\n-    drawRect(ctx, 8, 34, 16, 14, '#334466');\n-    drawRect(ctx, 6, 34, 8, 4, '#445577');\n-    drawRect(ctx, 18, 34, 8, 4, '#445577');\n-    // Shoes\n-    drawRect(ctx, 6, 44, 8, 4, '#443322');\n-    drawRect(ctx, 18, 44, 8, 4, '#443322');\n+  return createPixelTexture(48, 64, (ctx) => {\n+    const step = frame === 1 ? 2 : 0;\n+    // Contorno e orelhas de urso caramelo\n+    drawRect(ctx, 7, 4, 12, 13, '#4a2b23'); drawRect(ctx, 29, 4, 12, 13, '#4a2b23');\n+    drawRect(ctx, 10, 7, 6, 7, '#c97b54'); drawRect(ctx, 32, 7, 6, 7, '#c97b54');\n+    // Cabeça e sombreado 16-bit\n+    drawRect(ctx, 8, 12, 32, 28, '#513127');\n+    drawRect(ctx, 10, 10, 28, 30, '#c9855e');\n+    drawRect(ctx, 13, 12, 22, 24, '#dc9b70');\n+    drawRect(ctx, 13, 32, 22, 5, '#b96c4e');\n+    // Olhos fechados, blush e sorriso\n+    drawRect(ctx, 16, 21, 6, 2, '#4a2b23'); drawRect(ctx, 17, 19, 2, 3, '#4a2b23');\n+    drawRect(ctx, 27, 21, 6, 2, '#4a2b23'); drawRect(ctx, 31, 19, 2, 3, '#4a2b23');\n+    drawRect(ctx, 11, 25, 5, 4, '#f0a13b'); drawRect(ctx, 32, 25, 5, 4, '#f0a13b');\n+    drawRect(ctx, 22, 27, 5, 3, '#4a2b23'); drawRect(ctx, 21, 30, 7, 4, '#713844'); drawRect(ctx, 23, 32, 3, 2, '#f2949f');\n+    // Braços\n+    drawRect(ctx, 4, 40 + step, 8, 14, '#513127'); drawRect(ctx, 6, 40 + step, 7, 12, '#c9855e');\n+    drawRect(ctx, 36, 40 - step, 8, 14, '#513127'); drawRect(ctx, 35, 40 - step, 7, 12, '#c9855e');\n+    // Corpo e short azul com cordão\n+    drawRect(ctx, 12, 38, 24, 18, '#513127'); drawRect(ctx, 14, 39, 20, 17, '#cc875f');\n+    drawRect(ctx, 12, 48, 24, 12, '#173f86'); drawRect(ctx, 14, 49, 20, 10, '#2772c6');\n+    drawRect(ctx, 22, 49, 4, 4, '#0d285f'); drawRect(ctx, 20, 52, 3, 2, '#0d285f'); drawRect(ctx, 25, 52, 3, 2, '#0d285f');\n+    // Pernas alternadas\n+    drawRect(ctx, 15, 59, 8, 5 + step, '#513127'); drawRect(ctx, 16, 58, 7, 5 + step, '#c9855e');\n+    drawRect(ctx, 27, 59 - step, 8, 5 + step, '#513127'); drawRect(ctx, 27, 58 - step, 7, 5 + step, '#c9855e');\n   });\n }\n \n function createGirlTexture(frame) {\n-  return createPixelTexture(32, 48, (ctx) => {\n-    // Hair\n-    drawRect(ctx, 6, 0, 20, 10, '#4a2a1a');\n-    drawRect(ctx, 4, 2, 24, 8, '#5a3a2a');\n-    drawRect(ctx, 2, 6, 28, 6, '#4a2a1a');\n-    drawRect(ctx, 0, 10, 4, 22, '#4a2a1a');\n-    drawRect(ctx, 28, 10, 4, 22, '#4a2a1a');\n-    // Bow\n-    drawRect(ctx, 22, 2, 8, 6, '#ff4488');\n-    drawRect(ctx, 24, 0, 4, 10, '#ff66aa');\n-    // Face\n-    drawRect(ctx, 8, 8, 16, 10, '#ffddbb');\n-    // Eyes\n-    drawRect(ctx, 10, 11, 5, 5, '#222');\n-    drawRect(ctx, 17, 11, 5, 5, '#222');\n-    drawRect(ctx, 11, 12, 3, 3, '#fff');\n-    drawRect(ctx, 18, 12, 3, 3, '#fff');\n-    drawRect(ctx, 9, 10, 2, 1, '#222');\n-    drawRect(ctx, 21, 10, 2, 1, '#222');\n-    // Blush\n-    drawRect(ctx, 6, 14, 4, 3, '#ffaaaa');\n-    drawRect(ctx, 22, 14, 4, 3, '#ffaaaa');\n-    // Mouth\n-    drawRect(ctx, 13, 17, 6, 2, '#cc7766');\n-    // Body / dress\n-    drawRect(ctx, 6, 18, 20, 10, '#dd4488');\n-    drawRect(ctx, 4, 18, 24, 4, '#ee66aa');\n-    drawRect(ctx, 4, 28, 24, 12, '#cc3388');\n-    drawRect(ctx, 2, 32, 28, 8, '#dd5599');\n-    drawRect(ctx, 8, 22, 16, 3, '#ff88bb');\n-    drawRect(ctx, 6, 34, 20, 2, '#ff88bb');\n-    // Arms\n-    const armOff = frame === 1 ? 1 : 0;\n-    drawRect(ctx, 26, 20 + armOff, 6, 12, '#ffddbb');\n-    drawRect(ctx, 0, 20 - armOff, 6, 12, '#ffddbb');\n-    // Hands\n-    drawRect(ctx, 28, 32 + armOff, 4, 4, '#ffddbb');\n-    drawRect(ctx, 0, 32 - armOff, 4, 4, '#ffddbb');\n-    // Shoes\n-    drawRect(ctx, 6, 44, 8, 4, '#ff66aa');\n-    drawRect(ctx, 18, 44, 8, 4, '#ff66aa');\n+  return createPixelTexture(48, 64, (ctx) => {\n+    const step = frame === 1 ? 2 : 0;\n+    // Orelhas chocolate e silhueta clara da ursinha\n+    drawRect(ctx, 7, 4, 12, 13, '#55352d'); drawRect(ctx, 29, 4, 12, 13, '#55352d');\n+    drawRect(ctx, 10, 7, 6, 7, '#b77b62'); drawRect(ctx, 32, 7, 6, 7, '#b77b62');\n+    drawRect(ctx, 8, 12, 32, 28, '#55352d');\n+    drawRect(ctx, 10, 10, 28, 30, '#fff0dd'); drawRect(ctx, 13, 12, 22, 24, '#fff8ed');\n+    drawRect(ctx, 13, 32, 22, 5, '#ebd6bd');\n+    // Lacinho rosa\n+    drawRect(ctx, 31, 8, 11, 6, '#bd3e74'); drawRect(ctx, 35, 5, 5, 12, '#f36eaa'); drawRect(ctx, 29, 10, 5, 5, '#ff9cc5');\n+    // Olhos, blush e boca feliz\n+    drawRect(ctx, 16, 21, 6, 2, '#55352d'); drawRect(ctx, 17, 19, 2, 3, '#55352d');\n+    drawRect(ctx, 27, 21, 6, 2, '#55352d'); drawRect(ctx, 31, 19, 2, 3, '#55352d');\n+    drawRect(ctx, 11, 25, 5, 4, '#f29aae'); drawRect(ctx, 32, 25, 5, 4, '#f29aae');\n+    drawRect(ctx, 22, 27, 5, 3, '#55352d'); drawRect(ctx, 21, 30, 7, 4, '#9a4657'); drawRect(ctx, 23, 32, 3, 2, '#ff9aaa');\n+    // Braços abertos\n+    drawRect(ctx, 4, 40 - step, 8, 14, '#55352d'); drawRect(ctx, 6, 40 - step, 7, 12, '#fff0dd');\n+    drawRect(ctx, 36, 40 + step, 8, 14, '#55352d'); drawRect(ctx, 35, 40 + step, 7, 12, '#fff0dd');\n+    // Biquíni rosa 16-bit\n+    drawRect(ctx, 12, 38, 24, 18, '#55352d'); drawRect(ctx, 14, 39, 20, 17, '#fff8ed');\n+    drawRect(ctx, 15, 40, 8, 8, '#e85191'); drawRect(ctx, 25, 40, 8, 8, '#e85191'); drawRect(ctx, 22, 43, 4, 5, '#a72e69');\n+    drawRect(ctx, 13, 51, 22, 9, '#e85191'); drawRect(ctx, 15, 51, 18, 3, '#ff93bd');\n+    // Pernas\n+    drawRect(ctx, 15, 59 - step, 8, 5 + step, '#55352d'); drawRect(ctx, 16, 58 - step, 7, 5 + step, '#fff0dd');\n+    drawRect(ctx, 27, 59, 8, 5 + step, '#55352d'); drawRect(ctx, 27, 58, 7, 5 + step, '#fff0dd');\n   });\n }\n \n", "files_modified": ["/home/ice/cruzeiro-romantico.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/cruzeiro-romantico.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Verifying browser and server connectivity**
reasoning_content: **Verifying browser and server connectivity**
tool_calls:
  [{"id": "call_WZZ0eserr8ooyHgdQX5fyWYC", "call_id": "call_WZZ0eserr8ooyHgdQX5fyWYC", "response_item_id": "fc_WZZ0eserr8ooyHgdQX5fyWYC", "type": "function", "function": {"name": "browser_navigate", "arguments": "{\"url\":\"http://127.0.0.1:8081/cruzeiro-romantico.html\"}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Verifying JavaScript syntax with node check**
reasoning_content: **Verifying JavaScript syntax with node check**
tool_calls:
  [{"id": "call_NaHMUy7plr3cUqIVBsIOBZpm", "call_id": "call_NaHMUy7plr3cUqIVBsIOBZpm", "response_item_id": "fc_NaHMUy7plr3cUqIVBsIOBZpm", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\":\"python3 - <<'PY'\\nfrom pathlib import Path\\nimport re\\np=Path('/home/ice/cruzeiro-romantico.html')\\ns=p.read_text()\\nparts=re.findall(r'<script type=\\\"module\\\">\\\\s*(.*?)\\\\s*</script>',s,re.S)\\nassert len(parts)==1, f'module scripts: {len(parts)}'\\nPath('/tmp/cruzeiro-game.js').write_text(parts[0])\\nprint('module extracted:', len(parts[0]), 'bytes')\\nPY\\nnode --check /tmp/cruzeiro-game.js\\ncurl -fsS -o /dev/null -w 'HTTP %{http_code}\\\\n' http://127.0.0.1:8081/cruzeiro-romantico.html\\nstat -c '%n \u2014 %s bytes \u2014 %y' /home/ice/cruzeiro-romantico.html\",\"background\":false,\"timeout\":20,\"workdir\":\"/home/ice\",\"pty\":false,\"notify_on_complete\":false,\"watch_patterns\":[]}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_NaHMUy7plr3cUqIVBsIOBZpm
tool_name: terminal
content:
  {"output": "module extracted: 32513 bytes\nHTTP 200\n/home/ice/cruzeiro-romantico.html — 42529 bytes — 2026-07-30 10:38:07.167971670 +0000", "exit_code": 0, "error": null}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Sim — agora consegui ler a imagem corretamente. Ela traz **dois ursinhos kawaii na praia**:

  - **Menino:** ursinho caramelo, orelhas escuras, bochechas alaranjadas e short azul.
  - **Menina:** ursinha branca/creme, orelhas escuras, blush rosa, lacinho e biquíni rosa.

  Atualizei o jogo para uma pegada **16-bit**, com sprites maiores e mais detalhados, sombras, contornos e animação de caminhada. Os dois personagens do jogo agora foram refeitos seguindo esses elementos visuais da imagem.

  **Arquivo atualizado:** `/home/ice/cruzeiro-romantico.html`  
  **Jogar no navegador:** `http://192.168.0.20:8081/cruzeiro-romantico.html`

  **Verificado:**
  - JavaScript extraído e validado com `node --check` — sem erro de sintaxe.
  - Servidor respondeu `HTTP 200`.

  Não consegui fazer a prévia visual automática porque o Chromium do servidor está sem a biblioteca `libglib-2.0.so.0`; mas o arquivo e a lógica JavaScript foram validados.


session_id: 20260730_094437_ccb77d1e
role: user
content:
  Melhore esse visual, quero AAA, refaca s logica do jogo para ter fases  quero um visual mais estilo crash bandcook


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning complete rewrite preserving style**
reasoning_content: **Planning complete rewrite preserving style**
tool_calls:
  [{"id": "call_xJFSfo4LgxwMCFq3DZNGEo2q", "call_id": "call_xJFSfo4LgxwMCFq3DZNGEo2q", "response_item_id": "fc_xJFSfo4LgxwMCFq3DZNGEo2q", "type": "function", "function": {"name": "todo", "arguments": "{\"todos\":[{\"id\":\"design\",\"content\":\"Redesenhar o jogo como plataforma 3D original com acabamento 16-bit/AAA inspirado na energia de jogos de plataforma coloridos\",\"status\":\"in_progress\"},{\"id\":\"build\",\"content\":\"Implementar fases, objetivos, HUD, controles e progress\u00e3o no HTML\",\"status\":\"pending\"},{\"id\":\"verify\",\"content\":\"Validar JavaScript e servir a vers\u00e3o atualizada\",\"status\":\"pending\"}],\"merge\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_xJFSfo4LgxwMCFq3DZNGEo2q
tool_name: todo
content:
  {"todos": [{"id": "design", "content": "Redesenhar o jogo como plataforma 3D original com acabamento 16-bit/AAA inspirado na energia de jogos de plataforma coloridos", "status": "in_progress"}, {"id": "build", "content": "Implementar fases, objetivos, HUD, controles e progressão no HTML", "status": "pending"}, {"id": "verify", "content": "Validar JavaScript e servir a versão atualizada", "status": "pending"}], "summary": {"total": 3, "pending": 2, "in_progress": 1, "completed": 0, "cancelled": 0}}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning ThreeJS 3D runner design**
reasoning_content: **Planning ThreeJS 3D runner design**
content:
  Vou usar uma direção **original de plataforma 3D tropical**, com energia de aventura, câmera atrás do personagem, cores vibrantes, caixas, saltos e trilha de fases — sem copiar personagens, fases ou elementos reconhecíveis de *Crash Bandicoot*. A superfície é **Explore/Operate**: leitura rápida de rota e ação, não tela de menu.

tool_calls:
  [{"id": "call_5VjBrYO4TuEgF4gXn3TDbKQS", "call_id": "call_5VjBrYO4TuEgF4gXn3TDbKQS", "response_item_id": "fc_5VjBrYO4TuEgF4gXn3TDbKQS", "type": "function", "function": {"name": "write_file", "arguments": "{\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"content\":\"<!doctype html>\\n<html lang=\\\"pt-BR\\\">\\n<head>\\n<meta charset=\\\"utf-8\\\" />\\n<meta name=\\\"viewport\\\" content=\\\"width=device-width,initial-scale=1\\\" />\\n<title>Portos do Cora\u00e7\u00e3o \u2014 Aventura 3D</title>\\n<style>\\n  :root{--ink:#20152d;--cream:#fff5d2;--pink:#ff5f9d;--gold:#ffd446;--aqua:#47daf1;--panel:rgba(25,14,48,.78)}\\n  *{box-sizing:border-box} body{margin:0;min-height:100vh;overflow:hidden;background:#171027;font-family:Impact,\\\"Arial Black\\\",system-ui,sans-serif;color:white}\\n  #game{position:fixed;inset:0} canvas{display:block;width:100%;height:100%;image-rendering:pixelated}\\n  #vignette{pointer-events:none;position:fixed;inset:0;background:radial-gradient(ellipse at center,transparent 48%,rgba(14,5,27,.53) 100%);z-index:4}\\n  #grain{pointer-events:none;position:fixed;inset:0;z-index:5;opacity:.2;background-image:repeating-linear-gradient(0deg,transparent 0 2px,rgba(0,0,0,.22) 3px 4px)}\\n  #hud{position:fixed;inset:0;pointer-events:none;z-index:8;padding:clamp(14px,2.4vw,34px);text-shadow:3px 3px 0 #251334,0 0 12px #251334}\\n  .top{display:flex;justify-content:space-between;align-items:flex-start;gap:16px}.badge{border:3px solid #fff4cf;border-radius:13px;background:var(--panel);box-shadow:0 5px 0 #4d2352,inset 0 0 0 2px rgba(255,255,255,.15);padding:10px 16px;letter-spacing:1px}\\n  #phase{font-size:clamp(15px,2vw,27px);color:var(--gold)} #levelName{font-size:clamp(23px,3vw,42px);line-height:.9;color:#fff4cf;margin-top:4px} #score{font-size:clamp(16px,2vw,28px);color:#fff4cf;text-align:right}.tiny{font-family:system-ui,sans-serif;font-size:11px;font-weight:800;letter-spacing:1.2px;color:#cfc1e7}\\n  #objective{position:absolute;left:50%;bottom:25px;transform:translateX(-50%);text-align:center;width:min(650px,90vw);font-size:clamp(17px,2vw,28px);color:#fff4cf}.key{padding:2px 7px;border-radius:4px;background:#fff4cf;color:#24142e;font-size:.7em;box-shadow:0 3px 0 #b7a875}\\n  #toast{position:fixed;z-index:20;left:50%;top:22%;transform:translate(-50%,-20px) scale(.9);opacity:0;transition:.24s ease;text-align:center;color:#fff4cf;font-size:clamp(25px,4vw,55px);text-shadow:4px 4px 0 #301637,0 0 20px #ff4d94;pointer-events:none}.show{opacity:1!important;transform:translate(-50%,0) scale(1)!important}\\n  #start,#complete{position:fixed;inset:0;z-index:30;display:grid;place-items:center;background:linear-gradient(rgba(18,7,37,.37),rgba(18,7,37,.82));padding:20px}.card{width:min(680px,94vw);text-align:center;padding:clamp(24px,5vw,55px);border:4px solid #fff3c9;border-radius:24px;background:linear-gradient(145deg,rgba(59,24,92,.96),rgba(24,11,54,.96));box-shadow:0 12px 0 #3b174d,0 0 70px rgba(255,78,151,.3)}\\n  .eyebrow{letter-spacing:3px;color:var(--aqua);font-size:13px}.logo{margin:10px 0;font-size:clamp(42px,8vw,94px);line-height:.8;letter-spacing:-2px;color:var(--gold);text-shadow:5px 5px 0 #c63a78,9px 9px 0 #3d2055}.card p{font-family:system-ui,sans-serif;font-size:15px;line-height:1.55;color:#f2e7ff;max-width:520px;margin:20px auto}.button{pointer-events:auto;border:0;cursor:pointer;border-radius:12px;padding:15px 27px;font:900 clamp(17px,2vw,25px)/1 Impact,\\\"Arial Black\\\",sans-serif;color:#321441;letter-spacing:1px;background:linear-gradient(#fff470,#ffc93f);box-shadow:0 6px 0 #b45d2b,0 0 24px rgba(255,216,64,.45);transition:transform .12s}.button:hover{transform:translateY(-2px)}.button:active{transform:translateY(4px);box-shadow:0 2px 0 #b45d2b}\\n  #complete{display:none}.controls{font-family:system-ui,sans-serif;font-size:13px;color:#cfbee4;margin-top:22px} @media(max-width:600px){#objective{bottom:16px}.top{gap:7px}.badge{padding:7px 9px}}\\n</style>\\n</head>\\n<body>\\n<div id=\\\"game\\\"></div><div id=\\\"vignette\\\"></div><div id=\\\"grain\\\"></div>\\n<div id=\\\"hud\\\"><div class=\\\"top\\\"><div class=\\\"badge\\\"><div class=\\\"tiny\\\">PORTO ATUAL</div><div id=\\\"phase\\\">FASE 1 / 3</div><div id=\\\"levelName\\\">BA\u00cdA DAS JOIAS</div></div><div class=\\\"badge\\\"><div class=\\\"tiny\\\">TESOUROS RESGATADOS</div><div id=\\\"score\\\">\ud83d\udc8e <span id=\\\"gems\\\">0</span>/<span id=\\\"total\\\">7</span></div></div></div><div id=\\\"objective\\\"></div></div>\\n<div id=\\\"toast\\\"></div>\\n<div id=\\\"start\\\"><div class=\\\"card\\\"><div class=\\\"eyebrow\\\">UMA AVENTURA DE CRUZEIRO</div><div class=\\\"logo\\\">PORTOS<br>DO CORA\u00c7\u00c3O</div><p>A ursinha avistou lembrancinhas irresist\u00edveis em cada parada. Guie o ursinho caramelo pelos portos, recupere os tesouros e chame sua companheira de volta antes da partida.</p><button class=\\\"button\\\" id=\\\"play\\\">COME\u00c7AR AVENTURA</button><div class=\\\"controls\\\"><b>PC:</b> WASD / SETAS para correr \u00b7 ESPA\u00c7O para pular \u00b7 toque/click para pular<br><b>Objetivo:</b> colete os itens brilhantes e alcance a ursinha no final de cada porto.</div></div></div>\\n<div id=\\\"complete\\\"><div class=\\\"card\\\"><div class=\\\"eyebrow\\\">O NAVIO APITOU, MAS...</div><div class=\\\"logo\\\" id=\\\"completeTitle\\\">AMOR A BORDO!</div><p id=\\\"completeText\\\"></p><button class=\\\"button\\\" id=\\\"next\\\">PR\u00d3XIMA FASE</button></div></div>\\n<script type=\\\"importmap\\\">{\\\"imports\\\":{\\\"three\\\":\\\"https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js\\\"}}</script>\\n<script type=\\\"module\\\">\\nimport * as THREE from 'three';\\nconst mount=document.querySelector('#game');\\nconst renderer=new THREE.WebGLRenderer({antialias:true,powerPreference:'high-performance'});renderer.setPixelRatio(Math.min(devicePixelRatio,2));renderer.setSize(innerWidth,innerHeight);renderer.shadowMap.enabled=true;renderer.shadowMap.type=THREE.PCFSoftShadowMap;renderer.outputColorSpace=THREE.SRGBColorSpace;mount.appendChild(renderer.domElement);\\nconst scene=new THREE.Scene();const camera=new THREE.PerspectiveCamera(58,innerWidth/innerHeight,.1,220); const clock=new THREE.Clock();\\nconst hemi=new THREE.HemisphereLight(0xbdefff,0x50264c,2.4);scene.add(hemi); const sun=new THREE.DirectionalLight(0xfff1bc,3.4);sun.position.set(-12,22,12);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);sun.shadow.camera.left=-24;sun.shadow.camera.right=24;sun.shadow.camera.top=24;sun.shadow.camera.bottom=-24;scene.add(sun);\\nconst ui={phase:document.querySelector('#phase'),name:document.querySelector('#levelName'),gems:document.querySelector('#gems'),total:document.querySelector('#total'),obj:document.querySelector('#objective'),toast:document.querySelector('#toast'),start:document.querySelector('#start'),complete:document.querySelector('#complete'),ct:document.querySelector('#completeTitle'),cx:document.querySelector('#completeText'),next:document.querySelector('#next')};\\nconst levels=[\\n {name:'BA\u00cdA DAS JOIAS',sky:0x53d9f5,fog:0x75dff0,ground:0xf5b85e,accent:0xff5d9c,collect:'\ud83d\udc8e',need:7,goal:'Recupere as joias antes que a ursinha embarque!',type:'jewel'},\\n {name:'MERCADO DO SOL',sky:0xffa755,fog:0xffbd72,ground:0xeb8d52,accent:0xffd23f,collect:'\ud83c\udf81',need:9,goal:'Atravesse o mercado e pegue os presentes perdidos!',type:'gift'},\\n {name:'ILHA DO GELATO',sky:0x8f71db,fog:0xac8fe7,ground:0x8f6a83,accent:0x61e6e4,collect:'\ud83c\udf66',need:11,goal:'\u00daltima parada: alcance o navio com todos os sorvetes!',type:'ice'}\\n];\\nlet levelIndex=0,world=new THREE.Group(),collectibles=[],goal=null,won=false,started=false;scene.add(world);\\nconst mat=(c,rough=.75)=>new THREE.MeshStandardMaterial({color:c,roughness:rough,metalness:.03});\\nfunction mesh(geo,color,x=0,y=0,z=0){const m=new THREE.Mesh(geo,mat(color));m.position.set(x,y,z);m.castShadow=m.receiveShadow=true;world.add(m);return m}\\nfunction capsule(color,r=0.5,h=1){const m=new THREE.Mesh(new THREE.CapsuleGeometry(r,h,7,12),mat(color));m.castShadow=true;return m}\\nfunction makeBear(main,shorts,bow=false){const g=new THREE.Group();const dark=0x4b292b;const head=meshLocal(new THREE.SphereGeometry(.62,16,12),main,0,1.42,0);head.scale.set(1.08,.94,1);const body=meshLocal(new THREE.SphereGeometry(.48,14,10),main,0,.66,0);body.scale.set(1,.9,.82);\\n for(const x of[-.42,.42])meshLocal(new THREE.SphereGeometry(.18,10,8),dark,x,1.88,0); for(const x of[-.4,.4]){const arm=meshLocal(new THREE.CapsuleGeometry(.13,.35,5,8),main,x,.78,0);arm.rotation.z=-x*.7}\\n for(const x of[-.22,.22])meshLocal(new THREE.CapsuleGeometry(.14,.25,5,8),dark,x,.2,0);const pants=meshLocal(new THREE.BoxGeometry(.88,.25,.72),shorts,0,.48,0);pants.position.z=.02;\\n const snout=meshLocal(new THREE.SphereGeometry(.25,10,8),bow?0xffe9d1:0xd59469,0,1.28,.51);snout.scale.set(1,.75,.38);meshLocal(new THREE.SphereGeometry(.06,8,6),dark,0,1.36,.72);\\n for(const x of[-.22,.22]){const eye=meshLocal(new THREE.SphereGeometry(.045,8,6),dark,x,1.56,.52);const blush=meshLocal(new THREE.SphereGeometry(.09,8,6),bow?0xff8faf:0xf2a03f,x*1.85,1.34,.52);blush.scale.z=.25}\\n if(bow){for(const x of[-.14,.14]){const b=meshLocal(new THREE.SphereGeometry(.15,8,6),0xff4e9a,x+.38,1.96,.1);b.scale.set(1.4,.7,.4)}meshLocal(new THREE.SphereGeometry(.08,8,6),0xffd2e4,.38,1.96,.13)}\\n function meshLocal(geo,c,x,y,z){const m=new THREE.Mesh(geo,mat(c));m.position.set(x,y,z);m.castShadow=true;g.add(m);return m} return g }\\nconst player=makeBear(0xcf875c,0x176cc4,false);scene.add(player);player.position.set(0,0,2);\\nfunction addIsland(cx,cz,r,color){const base=mesh(new THREE.CylinderGeometry(r*.92,r,1.1,10),0x8c4a35,cx,-.55,cz);const top=mesh(new THREE.CylinderGeometry(r,r, .35,10),color,cx,.12,cz);return {x:cx,z:cz,r}}\\nfunction palm(x,z,s=1){const trunk=mesh(new THREE.CylinderGeometry(.13*s,.2*s,2.5*s,7),0x7d3f28,x,1.4,z);trunk.rotation.z=.08;for(let i=0;i<6;i++){const leaf=mesh(new THREE.ConeGeometry(.35*s,1.8*s,4),0x278d59,x+Math.cos(i)*.55*s,2.8*s,z+Math.sin(i)*.55*s);leaf.rotation.z=Math.cos(i)*1.2;leaf.rotation.x=Math.sin(i)*.5}}\\nfunction crate(x,z,c=0xc87b36){const b=mesh(new THREE.BoxGeometry(.75,.75,.75),c,x,.48,z);const stripe=mesh(new THREE.BoxGeometry(.82,.1,.82),0xffdb6b,x,.68,z);stripe.rotation.y=.5;return b}\\nfunction sparkleObject(x,z,kind){const g=new THREE.Group();let shape,color;if(kind==='jewel'){shape=new THREE.OctahedronGeometry(.27,0);color=0x5df5ff}else if(kind==='gift'){shape=new THREE.BoxGeometry(.38,.38,.38);color=0xff588e}else{shape=new THREE.ConeGeometry(.2,.55,12);color=0x7df5e4}const m=new THREE.Mesh(shape,mat(color,.3));m.castShadow=true;g.add(m);if(kind==='gift'){const r=new THREE.Mesh(new THREE.BoxGeometry(.45,.07,.45),mat(0xffe155));r.position.y=.1;g.add(r)}g.position.set(x,.78,z);world.add(g);collectibles.push({g,x,z,taken:false});}\\nfunction buildWorld(){world.clear();collectibles=[];const L=levels[levelIndex];scene.background=new THREE.Color(L.sky);scene.fog=new THREE.Fog(L.fog,24,80);\\n const water=new THREE.Mesh(new THREE.PlaneGeometry(180,180),new THREE.MeshStandardMaterial({color:0x1689b6,roughness:.2,metalness:.15}));water.rotation.x=-Math.PI/2;water.position.y=-1.16;water.receiveShadow=true;world.add(water);\\n // a readable chain of islands\\n const route=[[-1,2,4],[1,-4,4],[-2,-10,4],[2,-16,4],[0,-23,5]];route.forEach(([x,z,r],i)=>{addIsland(x,z,r,L.ground);palm(x-r*.55,z-r*.42,.8);palm(x+r*.53,z+r*.35,.65);if(i<4)crate(x+(i%2?1:-1),z-.8);});\\n for(let i=0;i<L.need;i++){const p=route[Math.min(3,Math.floor(i/(L.need/4)))];const a=(i*2.4)%6.2;const rr=1.15+(i%3)*.42;sparkleObject(p[0]+Math.cos(a)*rr,p[1]+Math.sin(a)*rr,L.type)}\\n // portal / girlfriend at route end\\n goal=makeBear(0xfff1de,0xff4e9a,true);goal.position.set(0,0,-23);world.add(goal);const ring=new THREE.Mesh(new THREE.TorusGeometry(1.2,.09,8,20),mat(L.accent,.25));ring.rotation.x=Math.PI/2;ring.position.set(0,.18,-23);world.add(ring); for(let i=0;i<7;i++){const s=mesh(new THREE.SphereGeometry(.09,8,6),0xffe45e,Math.cos(i)*1.15,.35, -23+Math.sin(i)*1.15);}\\n // distant cruise ship\\n const ship=new THREE.Group();const hull=new THREE.Mesh(new THREE.BoxGeometry(7,1.3,2),mat(0xf5f2ea));hull.position.y=1.2;ship.add(hull);const blue=new THREE.Mesh(new THREE.BoxGeometry(7.1,.35,2.1),mat(0x2765af));blue.position.y=.7;ship.add(blue);for(let i=0;i<6;i++){const win=new THREE.Mesh(new THREE.BoxGeometry(.35,.25,.04),mat(0x58dbf0));win.position.set(-2.4+i*.95,1.35,1.03);ship.add(win)}const funnel=new THREE.Mesh(new THREE.CylinderGeometry(.38,.5,1.3,8),mat(0xff5d65));funnel.position.set(-1,2.5,0);ship.add(funnel);ship.position.set(-9,0,-26);ship.rotation.y=-.2;world.add(ship);\\n player.position.set(0,0,2);player.rotation.set(0,Math.PI,0);ui.phase.textContent=`FASE ${levelIndex+1} / ${levels.length}`;ui.name.textContent=L.name;ui.gems.textContent='0';ui.total.textContent=L.need;ui.obj.innerHTML=`${L.goal} <span class=\\\"key\\\">WASD</span> correr &nbsp; <span class=\\\"key\\\">ESPA\u00c7O</span> pular`;\\n}\\nfunction toast(t){ui.toast.textContent=t;ui.toast.classList.add('show');setTimeout(()=>ui.toast.classList.remove('show'),1300)}\\nconst keys={};addEventListener('keydown',e=>{keys[e.code]=true;if(['Space','ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.code))e.preventDefault()});addEventListener('keyup',e=>keys[e.code]=false);renderer.domElement.addEventListener('pointerdown',()=>{keys.Space=true;setTimeout(()=>keys.Space=false,120)});\\nlet vel=new THREE.Vector3(),gems=0;function finish(){if(won)return;won=true;ui.complete.style.display='grid';if(levelIndex===levels.length-1){ui.ct.textContent='AMOR A BORDO!';ui.cx.textContent='Os tesouros foram salvos, os sorvetes n\u00e3o derreteram e os dois ursinhos voltaram ao navio exatamente na hora. Fim da viagem \u2014 e come\u00e7o de muitas outras!';ui.next.textContent='JOGAR DE NOVO'}else{ui.ct.textContent='PORTO CONCLU\u00cdDO!';ui.cx.textContent=`A ursinha voltou para o navio com ${gems} lembran\u00e7as. Mas h\u00e1 outro porto cheio de tenta\u00e7\u00f5es no horizonte...`;ui.next.textContent='PR\u00d3XIMA FASE'}}\\nui.next.onclick=()=>{levelIndex=(levelIndex+1)%levels.length;won=false;ui.complete.style.display='none';buildWorld();toast('NOVA FASE!')};ui.play.onclick=()=>{started=true;ui.start.style.display='none';buildWorld();toast('VAI, URSINHO!')};\\nfunction update(dt,t){if(!started||won)return;const dir=new THREE.Vector3((keys.KeyD||keys.ArrowRight?1:0)-(keys.KeyA||keys.ArrowLeft?1:0),0,(keys.KeyS||keys.ArrowDown?1:0)-(keys.KeyW||keys.ArrowUp?1:0));if(dir.lengthSq())dir.normalize();const speed=7.4;player.position.x+=dir.x*speed*dt;player.position.z+=dir.z*speed*dt;if(dir.lengthSq()){player.rotation.y=Math.atan2(dir.x,dir.z);player.rotation.z=Math.sin(t*18)*.045}\\n if((keys.Space||keys.KeyX)&&player.position.y<.02){vel.y=8.3;keys.Space=false;keys.KeyX=false}vel.y-=20*dt;player.position.y+=vel.y*dt;if(player.position.y<0){player.position.y=0;vel.y=0} // generous fall reset\\n if(Math.abs(player.position.x)>6.5||player.position.z>5||player.position.z<-28){player.position.set(0,0,2);vel.set(0,0,0);toast('A \u00c1GUA EST\u00c1 GELADA!')}\\n collectibles.forEach(c=>{if(c.taken)return;c.g.rotation.y+=dt*3;c.g.position.y=.78+Math.sin(t*4+c.x)*.15;if(player.position.distanceTo(c.g.position)<.8){c.taken=true;c.g.visible=false;gems++;ui.gems.textContent=gems;toast('TESOURO RESGATADO!')}});\\n goal.rotation.y=Math.sin(t*2)*.3;goal.position.y=Math.sin(t*3)*.04; if(gems===levels[levelIndex].need&&player.position.distanceTo(goal.position)<1.45)finish();\\n const target=new THREE.Vector3(player.position.x*.24,5.8,player.position.z+9.3);camera.position.lerp(target,1-Math.exp(-dt*5));camera.lookAt(player.position.x*.1,.85,player.position.z-4.4);\\n}\\nfunction loop(t){const dt=Math.min(clock.getDelta(),.04);update(dt,t*.001);renderer.render(scene,camera);requestAnimationFrame(loop)}requestAnimationFrame(loop);addEventListener('resize',()=>{camera.aspect=innerWidth/innerHeight;camera.updateProjectionMatrix();renderer.setSize(innerWidth,innerHeight)});\\n</script></body></html>\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_5VjBrYO4TuEgF4gXn3TDbKQS
tool_name: write_file
content:
  {"bytes_written": 15342, "dirs_created": true, "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/cruzeiro-romantico-aaa.html", "files_modified": ["/home/ice/cruzeiro-romantico-aaa.html"]}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Validating potential world.clear bug**
reasoning_content: **Validating potential world.clear bug**
tool_calls:
  [{"id": "call_2uJFvR208vD18MnSfZVYTNgz", "call_id": "call_2uJFvR208vD18MnSfZVYTNgz", "response_item_id": "fc_2uJFvR208vD18MnSfZVYTNgz", "type": "function", "function": {"name": "todo", "arguments": "{\"todos\":[{\"id\":\"design\",\"content\":\"Redesenhar o jogo como plataforma 3D original com acabamento 16-bit/AAA inspirado na energia de jogos de plataforma coloridos\",\"status\":\"completed\"},{\"id\":\"build\",\"content\":\"Implementar fases, objetivos, HUD, controles e progress\u00e3o no HTML\",\"status\":\"completed\"},{\"id\":\"verify\",\"content\":\"Validar JavaScript e servir a vers\u00e3o atualizada\",\"status\":\"in_progress\"}],\"merge\":true}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_2uJFvR208vD18MnSfZVYTNgz
tool_name: todo
content:
  {"todos": [{"id": "design", "content": "Redesenhar o jogo como plataforma 3D original com acabamento 16-bit/AAA inspirado na energia de jogos de plataforma coloridos", "status": "completed"}, {"id": "build", "content": "Implementar fases, objetivos, HUD, controles e progressão no HTML", "status": "completed"}, {"id": "verify", "content": "Validar JavaScript e servir a versão atualizada", "status": "in_progress"}], "summary": {"total": 3, "pending": 0, "in_progress": 1, "completed": 2, "cancelled": 0}}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_GliswVmeCi3oP3cjp82niOAq", "call_id": "call_GliswVmeCi3oP3cjp82niOAq", "response_item_id": "fc_GliswVmeCi3oP3cjp82niOAq", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\":\"python3 - <<'PY'\\nfrom pathlib import Path\\nimport re\\np=Path('/home/ice/cruzeiro-romantico-aaa.html')\\ns=p.read_text()\\nmods=re.findall(r'<script type=\\\"module\\\">\\\\s*(.*?)\\\\s*</script>',s,re.S)\\nassert len(mods)==1, f'expected 1 module, got {len(mods)}'\\nPath('/tmp/cruzeiro-aaa.js').write_text(mods[0])\\nprint(f'HTML: {p.stat().st_size} bytes; module: {len(mods[0])} bytes')\\nPY\\nnode --check /tmp/cruzeiro-aaa.js\\ncurl -fsS -o /dev/null -w 'HTTP %{http_code}\\\\n' http://127.0.0.1:8081/cruzeiro-romantico-aaa.html\\nstat -c '%n \u2014 %s bytes' /home/ice/cruzeiro-romantico-aaa.html\",\"background\":false,\"timeout\":30,\"workdir\":\"/home/ice\",\"pty\":false,\"notify_on_complete\":false,\"watch_patterns\":[]}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_GliswVmeCi3oP3cjp82niOAq
tool_name: terminal
content:
  {"output": "HTML: 15342 bytes; module: 10281 bytes\nHTTP 200\n/home/ice/cruzeiro-romantico-aaa.html — 15342 bytes", "exit_code": 0, "error": null}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_HwsUtS020AhpQxNKPspFZkV0", "call_id": "call_HwsUtS020AhpQxNKPspFZkV0", "response_item_id": "fc_HwsUtS020AhpQxNKPspFZkV0", "type": "function", "function": {"name": "todo", "arguments": "{\"todos\":[{\"id\":\"design\",\"content\":\"Redesenhar o jogo como plataforma 3D original com acabamento 16-bit/AAA inspirado na energia de jogos de plataforma coloridos\",\"status\":\"completed\"},{\"id\":\"build\",\"content\":\"Implementar fases, objetivos, HUD, controles e progress\u00e3o no HTML\",\"status\":\"completed\"},{\"id\":\"verify\",\"content\":\"Validar JavaScript e servir a vers\u00e3o atualizada\",\"status\":\"completed\"}],\"merge\":true}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_HwsUtS020AhpQxNKPspFZkV0
tool_name: todo
content:
  {"todos": [{"id": "design", "content": "Redesenhar o jogo como plataforma 3D original com acabamento 16-bit/AAA inspirado na energia de jogos de plataforma coloridos", "status": "completed"}, {"id": "build", "content": "Implementar fases, objetivos, HUD, controles e progressão no HTML", "status": "completed"}, {"id": "verify", "content": "Validar JavaScript e servir a versão atualizada", "status": "completed"}], "summary": {"total": 3, "pending": 0, "in_progress": 0, "completed": 3, "cancelled": 0}}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Refiz como uma aventura de plataforma 3D com visual bem mais elaborado — **original**, com energia de plataforma tropical colorida, sem copiar elementos específicos de *Crash Bandicoot*.

  ## Novo jogo: **Portos do Coração**
  - Câmera em terceira pessoa atrás do ursinho.
  - Cenários 3D tropicais: ilhas, água, palmeiras, caixas, navio ao fundo.
  - Ursinho caramelo com short azul como jogador.
  - Ursinha creme, biquíni/lacinho rosa como objetivo final.
  - Iluminação, sombras, névoa, vinheta cinematográfica e textura de scanline.
  - HUD de fase, objetivo e tesouros recuperados.
  - Saltos, queda na água com respawn e coleta de objetos.
  - Estrutura de **3 fases**:
    1. **Baía das Joias** 💎
    2. **Mercado do Sol** 🎁
    3. **Ilha do Gelato** 🍦
  - Em cada fase, colete todos os itens e alcance a ursinha para levá-la ao navio.

  **Controles:** `WASD`/setas para correr · `Espaço` para pular · clique/toque também pula.

  **Jogue aqui:**
  `http://192.168.0.20:8081/cruzeiro-romantico-aaa.html`

  **Arquivo:** `/home/ice/cruzeiro-romantico-aaa.html`

  **Verificado:** JavaScript passou no `node --check` e a página respondeu `HTTP 200` no servidor.


session_id: 20260730_094437_ccb77d1e
role: user
content:
  Uncaught TypeError: Cannot set properties of undefined (setting 'onclick')
      at cruzeiro-romantico-aaa.html:72:154


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Inspecting skill loading process**
reasoning_content: **Inspecting skill loading process**
tool_calls:
  [{"id": "call_4jiFCPpKDGoUw2BH6L3T3kOV", "call_id": "call_4jiFCPpKDGoUw2BH6L3T3kOV", "response_item_id": "fc_4jiFCPpKDGoUw2BH6L3T3kOV", "type": "function", "function": {"name": "read_file", "arguments": "{\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"offset\":60,\"limit\":22}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_4jiFCPpKDGoUw2BH6L3T3kOV
tool_name: read_file
content:
  {"content": "60| // a readable chain of islands\n61| const route=[[-1,2,4],[1,-4,4],[-2,-10,4],[2,-16,4],[0,-23,5]];route.forEach(([x,z,r],i)=>{addIsland(x,z,r,L.ground);palm(x-r*.55,z-r*.42,.8);palm(x+r*.53,z+r*.35,.65);if(i<4)crate(x+(i%2?1:-1),z-.8);});\n62| for(let i=0;i<L.need;i++){const p=route[Math.min(3,Math.floor(i/(L.need/4)))];const a=(i*2.4)%6.2;const rr=1.15+(i%3)*.42;sparkleObject(p[0]+Math.cos(a)*rr,p[1]+Math.sin(a)*rr,L.type)}\n63| // portal / girlfriend at route end\n64| goal=makeBear(0xfff1de,0xff4e9a,true);goal.position.set(0,0,-23);world.add(goal);const ring=new THREE.Mesh(new THREE.TorusGeometry(1.2,.09,8,20),mat(L.accent,.25));ring.rotation.x=Math.PI/2;ring.position.set(0,.18,-23);world.add(ring); for(let i=0;i<7;i++){const s=mesh(new THREE.SphereGeometry(.09,8,6),0xffe45e,Math.cos(i)*1.15,.35, -23+Math.sin(i)*1.15);}\n65| // distant cruise ship\n66| const ship=new THREE.Group();const hull=new THREE.Mesh(new THREE.BoxGeometry(7,1.3,2),mat(0xf5f2ea));hull.position.y=1.2;ship.add(hull);const blue=new THREE.Mesh(new THREE.BoxGeometry(7.1,.35,2.1),mat(0x2765af));blue.position.y=.7;ship.add(blue);for(let i=0;i<6;i++){const win=new THREE.Mesh(new THREE.BoxGeometry(.35,.25,.04),mat(0x58dbf0));win.position.set(-2.4+i*.95,1.35,1.03);ship.add(win)}const funnel=new THREE.Mesh(new THREE.CylinderGeometry(.38,.5,1.3,8),mat(0xff5d65));funnel.position.set(-1,2.5,0);ship.add(funnel);ship.position.set(-9,0,-26);ship.rotation.y=-.2;world.add(ship);\n67| player.position.set(0,0,2);player.rotation.set(0,Math.PI,0);ui.phase.textContent=`FASE ${levelIndex+1} / ${levels.length}`;ui.name.textContent=L.name;ui.gems.textContent='0';ui.total.textContent=L.need;ui.obj.innerHTML=`${L.goal} <span class=\"key\">WASD</span> correr &nbsp; <span class=\"key\">ESPAÇO</span> pular`;\n68|}\n69|function toast(t){ui.toast.textContent=t;ui.toast.classList.add('show');setTimeout(()=>ui.toast.classList.remove('show'),1300)}\n70|const keys={};addEventListener('keydown',e=>{keys[e.code]=true;if(['Space','ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.code))e.preventDefault()});addEventListener('keyup',e=>keys[e.code]=false);renderer.domElement.addEventListener('pointerdown',()=>{keys.Space=true;setTimeout(()=>keys.Space=false,120)});\n71|let vel=new THREE.Vector3(),gems=0;function finish(){if(won)return;won=true;ui.complete.style.display='grid';if(levelIndex===levels.length-1){ui.ct.textContent='AMOR A BORDO!';ui.cx.textContent='Os tesouros foram salvos, os sorvetes não derreteram e os dois ursinhos voltaram ao navio exatamente na hora. Fim da viagem — e começo de muitas outras!';ui.next.textContent='JOGAR DE NOVO'}else{ui.ct.textContent='PORTO CONCLUÍDO!';ui.cx.textContent=`A ursinha voltou para o navio com ${gems} lembranças. Mas há outro porto cheio de tentações no horizonte...`;ui.next.textContent='PRÓXIMA FASE'}}\n72|ui.next.onclick=()=>{levelIndex=(levelIndex+1)%levels.length;won=false;ui.complete.style.display='none';buildWorld();toast('NOVA FASE!')};ui.play.onclick=()=>{started=true;ui.start.style.display='none';buildWorld();toast('VAI, URSINHO!')};\n73|function update(dt,t){if(!started||won)return;const dir=new THREE.Vector3((keys.KeyD||keys.ArrowRight?1:0)-(keys.KeyA||keys.ArrowLeft?1:0),0,(keys.KeyS||keys.ArrowDown?1:0)-(keys.KeyW||keys.ArrowUp?1:0));if(dir.lengthSq())dir.normalize();const speed=7.4;player.position.x+=dir.x*speed*dt;player.position.z+=dir.z*speed*dt;if(dir.lengthSq()){player.rotation.y=Math.atan2(dir.x,dir.z);player.rotation.z=Math.sin(t*18)*.045}\n74| if((keys.Space||keys.KeyX)&&player.position.y<.02){vel.y=8.3;keys.Space=false;keys.KeyX=false}vel.y-=20*dt;player.position.y+=vel.y*dt;if(player.position.y<0){player.position.y=0;vel.y=0} // generous fall reset\n75| if(Math.abs(player.position.x)>6.5||player.position.z>5||player.position.z<-28){player.position.set(0,0,2);vel.set(0,0,0);toast('A ÁGUA ESTÁ GELADA!')}\n76| collectibles.forEach(c=>{if(c.taken)return;c.g.rotation.y+=dt*3;c.g.position.y=.78+Math.sin(t*4+c.x)*.15;if(player.position.distanceTo(c.g.position)<.8){c.taken=true;c.g.visible=false;gems++;ui.gems.textContent=gems;toast('TESOURO RESGATADO!')}});\n77| goal.rotation.y=Math.sin(t*2)*.3;goal.position.y=Math.sin(t*3)*.04; if(gems===levels[levelIndex].need&&player.position.distanceTo(goal.position)<1.45)finish();\n78| const target=new THREE.Vector3(player.position.x*.24,5.8,player.position.z+9.3);camera.position.lerp(target,1-Math.exp(-dt*5));camera.lookAt(player.position.x*.1,.85,player.position.z-4.4);\n79|}\n80|function loop(t){const dt=Math.min(clock.getDelta(),.04);update(dt,t*.001);renderer.render(scene,camera);requestAnimationFrame(loop)}requestAnimationFrame(loop);addEventListener('resize',()=>{camera.aspect=innerWidth/innerHeight;camera.updateProjectionMatrix();renderer.setSize(innerWidth,innerHeight)});\n81|</script></body></html>", "total_lines": 80, "file_size": 15342, "truncated": false, "is_binary": false, "is_image": false}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Inspecting UI line for next property**
reasoning_content: **Inspecting UI line for next property**
tool_calls:
  [{"id": "call_gcL3vjoV7vAZL4i05UsUgowZ", "call_id": "call_gcL3vjoV7vAZL4i05UsUgowZ", "response_item_id": "fc_gcL3vjoV7vAZL4i05UsUgowZ", "type": "function", "function": {"name": "read_file", "arguments": "{\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"offset\":30,\"limit\":18}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_gcL3vjoV7vAZL4i05UsUgowZ
tool_name: read_file
content:
  {"content": "30|<script type=\"module\">\n31|import * as THREE from 'three';\n32|const mount=document.querySelector('#game');\n33|const renderer=new THREE.WebGLRenderer({antialias:true,powerPreference:'high-performance'});renderer.setPixelRatio(Math.min(devicePixelRatio,2));renderer.setSize(innerWidth,innerHeight);renderer.shadowMap.enabled=true;renderer.shadowMap.type=THREE.PCFSoftShadowMap;renderer.outputColorSpace=THREE.SRGBColorSpace;mount.appendChild(renderer.domElement);\n34|const scene=new THREE.Scene();const camera=new THREE.PerspectiveCamera(58,innerWidth/innerHeight,.1,220); const clock=new THREE.Clock();\n35|const hemi=new THREE.HemisphereLight(0xbdefff,0x50264c,2.4);scene.add(hemi); const sun=new THREE.DirectionalLight(0xfff1bc,3.4);sun.position.set(-12,22,12);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);sun.shadow.camera.left=-24;sun.shadow.camera.right=24;sun.shadow.camera.top=24;sun.shadow.camera.bottom=-24;scene.add(sun);\n36|const ui={phase:document.querySelector('#phase'),name:document.querySelector('#levelName'),gems:document.querySelector('#gems'),total:document.querySelector('#total'),obj:document.querySelector('#objective'),toast:document.querySelector('#toast'),start:document.querySelector('#start'),complete:document.querySelector('#complete'),ct:document.querySelector('#completeTitle'),cx:document.querySelector('#completeText'),next:document.querySelector('#next')};\n37|const levels=[\n38| {name:'BAÍA DAS JOIAS',sky:0x53d9f5,fog:0x75dff0,ground:0xf5b85e,accent:0xff5d9c,collect:'💎',need:7,goal:'Recupere as joias antes que a ursinha embarque!',type:'jewel'},\n39| {name:'MERCADO DO SOL',sky:0xffa755,fog:0xffbd72,ground:0xeb8d52,accent:0xffd23f,collect:'🎁',need:9,goal:'Atravesse o mercado e pegue os presentes perdidos!',type:'gift'},\n40| {name:'ILHA DO GELATO',sky:0x8f71db,fog:0xac8fe7,ground:0x8f6a83,accent:0x61e6e4,collect:'🍦',need:11,goal:'Última parada: alcance o navio com todos os sorvetes!',type:'ice'}\n41|];\n42|let levelIndex=0,world=new THREE.Group(),collectibles=[],goal=null,won=false,started=false;scene.add(world);\n43|const mat=(c,rough=.75)=>new THREE.MeshStandardMaterial({color:c,roughness:rough,metalness:.03});\n44|function mesh(geo,color,x=0,y=0,z=0){const m=new THREE.Mesh(geo,mat(color));m.position.set(x,y,z);m.castShadow=m.receiveShadow=true;world.add(m);return m}\n45|function capsule(color,r=0.5,h=1){const m=new THREE.Mesh(new THREE.CapsuleGeometry(r,h,7,12),mat(color));m.castShadow=true;return m}\n46|function makeBear(main,shorts,bow=false){const g=new THREE.Group();const dark=0x4b292b;const head=meshLocal(new THREE.SphereGeometry(.62,16,12),main,0,1.42,0);head.scale.set(1.08,.94,1);const body=meshLocal(new THREE.SphereGeometry(.48,14,10),main,0,.66,0);body.scale.set(1,.9,.82);\n47| for(const x of[-.42,.42])meshLocal(new THREE.SphereGeometry(.18,10,8),dark,x,1.88,0); for(const x of[-.4,.4]){const arm=meshLocal(new THREE.CapsuleGeometry(.13,.35,5,8),main,x,.78,0);arm.rotation.z=-x*.7}\n48|", "total_lines": 80, "file_size": 15342, "truncated": true, "hint": "Use offset=48 to continue reading (showing 30-47 of 80 lines)", "is_binary": false, "is_image": false}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Identifying UI selector conflict**
reasoning_content: **Identifying UI selector conflict**
tool_calls:
  [{"id": "call_CbJFsg8MNUHCcC2XOQUEA4BP", "call_id": "call_CbJFsg8MNUHCcC2XOQUEA4BP", "response_item_id": "fc_CbJFsg8MNUHCcC2XOQUEA4BP", "type": "function", "function": {"name": "read_file", "arguments": "{\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"offset\":15,\"limit\":15}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_CbJFsg8MNUHCcC2XOQUEA4BP
tool_name: read_file
content:
  {"content": "15|  #phase{font-size:clamp(15px,2vw,27px);color:var(--gold)} #levelName{font-size:clamp(23px,3vw,42px);line-height:.9;color:#fff4cf;margin-top:4px} #score{font-size:clamp(16px,2vw,28px);color:#fff4cf;text-align:right}.tiny{font-family:system-ui,sans-serif;font-size:11px;font-weight:800;letter-spacing:1.2px;color:#cfc1e7}\n16|  #objective{position:absolute;left:50%;bottom:25px;transform:translateX(-50%);text-align:center;width:min(650px,90vw);font-size:clamp(17px,2vw,28px);color:#fff4cf}.key{padding:2px 7px;border-radius:4px;background:#fff4cf;color:#24142e;font-size:.7em;box-shadow:0 3px 0 #b7a875}\n17|  #toast{position:fixed;z-index:20;left:50%;top:22%;transform:translate(-50%,-20px) scale(.9);opacity:0;transition:.24s ease;text-align:center;color:#fff4cf;font-size:clamp(25px,4vw,55px);text-shadow:4px 4px 0 #301637,0 0 20px #ff4d94;pointer-events:none}.show{opacity:1!important;transform:translate(-50%,0) scale(1)!important}\n18|  #start,#complete{position:fixed;inset:0;z-index:30;display:grid;place-items:center;background:linear-gradient(rgba(18,7,37,.37),rgba(18,7,37,.82));padding:20px}.card{width:min(680px,94vw);text-align:center;padding:clamp(24px,5vw,55px);border:4px solid #fff3c9;border-radius:24px;background:linear-gradient(145deg,rgba(59,24,92,.96),rgba(24,11,54,.96));box-shadow:0 12px 0 #3b174d,0 0 70px rgba(255,78,151,.3)}\n19|  .eyebrow{letter-spacing:3px;color:var(--aqua);font-size:13px}.logo{margin:10px 0;font-size:clamp(42px,8vw,94px);line-height:.8;letter-spacing:-2px;color:var(--gold);text-shadow:5px 5px 0 #c63a78,9px 9px 0 #3d2055}.card p{font-family:system-ui,sans-serif;font-size:15px;line-height:1.55;color:#f2e7ff;max-width:520px;margin:20px auto}.button{pointer-events:auto;border:0;cursor:pointer;border-radius:12px;padding:15px 27px;font:900 clamp(17px,2vw,25px)/1 Impact,\"Arial Black\",sans-serif;color:#321441;letter-spacing:1px;background:linear-gradient(#fff470,#ffc93f);box-shadow:0 6px 0 #b45d2b,0 0 24px rgba(255,216,64,.45);transition:transform .12s}.button:hover{transform:translateY(-2px)}.button:active{transform:translateY(4px);box-shadow:0 2px 0 #b45d2b}\n20|  #complete{display:none}.controls{font-family:system-ui,sans-serif;font-size:13px;color:#cfbee4;margin-top:22px} @media(max-width:600px){#objective{bottom:16px}.top{gap:7px}.badge{padding:7px 9px}}\n21|</style>\n22|</head>\n23|<body>\n24|<div id=\"game\"></div><div id=\"vignette\"></div><div id=\"grain\"></div>\n25|<div id=\"hud\"><div class=\"top\"><div class=\"badge\"><div class=\"tiny\">PORTO ATUAL</div><div id=\"phase\">FASE 1 / 3</div><div id=\"levelName\">BAÍA DAS JOIAS</div></div><div class=\"badge\"><div class=\"tiny\">TESOUROS RESGATADOS</div><div id=\"score\">💎 <span id=\"gems\">0</span>/<span id=\"total\">7</span></div></div></div><div id=\"objective\"></div></div>\n26|<div id=\"toast\"></div>\n27|<div id=\"start\"><div class=\"card\"><div class=\"eyebrow\">UMA AVENTURA DE CRUZEIRO</div><div class=\"logo\">PORTOS<br>DO CORAÇÃO</div><p>A ursinha avistou lembrancinhas irresistíveis em cada parada. Guie o ursinho caramelo pelos portos, recupere os tesouros e chame sua companheira de volta antes da partida.</p><button class=\"button\" id=\"play\">COMEÇAR AVENTURA</button><div class=\"controls\"><b>PC:</b> WASD / SETAS para correr · ESPAÇO para pular · toque/click para pular<br><b>Objetivo:</b> colete os itens brilhantes e alcance a ursinha no final de cada porto.</div></div></div>\n28|<div id=\"complete\"><div class=\"card\"><div class=\"eyebrow\">O NAVIO APITOU, MAS...</div><div class=\"logo\" id=\"completeTitle\">AMOR A BORDO!</div><p id=\"completeText\"></p><button class=\"button\" id=\"next\">PRÓXIMA FASE</button></div></div>\n29|<script type=\"importmap\">{\"imports\":{\"three\":\"https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js\"}}</script>\n30|", "total_lines": 80, "file_size": 15342, "truncated": true, "hint": "Use offset=30 to continue reading (showing 15-29 of 80 lines)", "is_binary": false, "is_image": false}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Investigating 'next' property collision****Planning renaming ui.next to ui.nextButton**
reasoning_content: **Investigating 'next' property collision****Planning renaming ui.next to ui.nextButton**
tool_calls:
  [{"id": "call_Cq6IJLZwys4Xkw7bGqzngMNy", "call_id": "call_Cq6IJLZwys4Xkw7bGqzngMNy", "response_item_id": "fc_Cq6IJLZwys4Xkw7bGqzngMNy", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"old_string\":\"const ui={phase:document.querySelector('#phase'),name:document.querySelector('#levelName'),gems:document.querySelector('#gems'),total:document.querySelector('#total'),obj:document.querySelector('#objective'),toast:document.querySelector('#toast'),start:document.querySelector('#start'),complete:document.querySelector('#complete'),ct:document.querySelector('#completeTitle'),cx:document.querySelector('#completeText'),next:document.querySelector('#next')};\",\"new_string\":\"const ui={phase:document.querySelector('#phase'),name:document.querySelector('#levelName'),gems:document.querySelector('#gems'),total:document.querySelector('#total'),obj:document.querySelector('#objective'),toast:document.querySelector('#toast'),start:document.querySelector('#start'),complete:document.querySelector('#complete'),ct:document.querySelector('#completeTitle'),cx:document.querySelector('#completeText'),nextButton:document.getElementById('next'),playButton:document.getElementById('play')};\\nif(!ui.nextButton||!ui.playButton) throw new Error('HUD incompleto: bot\u00f5es do jogo n\u00e3o foram encontrados.');\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_Cq6IJLZwys4Xkw7bGqzngMNy
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/cruzeiro-romantico-aaa.html\n+++ b//home/ice/cruzeiro-romantico-aaa.html\n@@ -33,7 +33,8 @@\n const renderer=new THREE.WebGLRenderer({antialias:true,powerPreference:'high-performance'});renderer.setPixelRatio(Math.min(devicePixelRatio,2));renderer.setSize(innerWidth,innerHeight);renderer.shadowMap.enabled=true;renderer.shadowMap.type=THREE.PCFSoftShadowMap;renderer.outputColorSpace=THREE.SRGBColorSpace;mount.appendChild(renderer.domElement);\n const scene=new THREE.Scene();const camera=new THREE.PerspectiveCamera(58,innerWidth/innerHeight,.1,220); const clock=new THREE.Clock();\n const hemi=new THREE.HemisphereLight(0xbdefff,0x50264c,2.4);scene.add(hemi); const sun=new THREE.DirectionalLight(0xfff1bc,3.4);sun.position.set(-12,22,12);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);sun.shadow.camera.left=-24;sun.shadow.camera.right=24;sun.shadow.camera.top=24;sun.shadow.camera.bottom=-24;scene.add(sun);\n-const ui={phase:document.querySelector('#phase'),name:document.querySelector('#levelName'),gems:document.querySelector('#gems'),total:document.querySelector('#total'),obj:document.querySelector('#objective'),toast:document.querySelector('#toast'),start:document.querySelector('#start'),complete:document.querySelector('#complete'),ct:document.querySelector('#completeTitle'),cx:document.querySelector('#completeText'),next:document.querySelector('#next')};\n+const ui={phase:document.querySelector('#phase'),name:document.querySelector('#levelName'),gems:document.querySelector('#gems'),total:document.querySelector('#total'),obj:document.querySelector('#objective'),toast:document.querySelector('#toast'),start:document.querySelector('#start'),complete:document.querySelector('#complete'),ct:document.querySelector('#completeTitle'),cx:document.querySelector('#completeText'),nextButton:document.getElementById('next'),playButton:document.getElementById('play')};\n+if(!ui.nextButton||!ui.playButton) throw new Error('HUD incompleto: botões do jogo não foram encontrados.');\n const levels=[\n  {name:'BAÍA DAS JOIAS',sky:0x53d9f5,fog:0x75dff0,ground:0xf5b85e,accent:0xff5d9c,collect:'💎',need:7,goal:'Recupere as joias antes que a ursinha embarque!',type:'jewel'},\n  {name:'MERCADO DO SOL',sky:0xffa755,fog:0xffbd72,ground:0xeb8d52,accent:0xffd23f,collect:'🎁',need:9,goal:'Atravesse o mercado e pegue os presentes perdidos!',type:'gift'},\n", "files_modified": ["/home/ice/cruzeiro-romantico-aaa.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "_warning": "/home/ice/cruzeiro-romantico-aaa.html was last read with offset/limit pagination (partial view). Re-read the whole file before overwriting it.", "resolved_path": "/home/ice/cruzeiro-romantico-aaa.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Resolving DOM clobbering by renaming next button**
reasoning_content: **Resolving DOM clobbering by renaming next button**
tool_calls:
  [{"id": "call_RNzRvEpZZHPTSYwR9dczxNTr", "call_id": "call_RNzRvEpZZHPTSYwR9dczxNTr", "response_item_id": "fc_RNzRvEpZZHPTSYwR9dczxNTr", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"old_string\":\"ui.next.textContent='JOGAR DE NOVO'\",\"new_string\":\"ui.nextButton.textContent='JOGAR DE NOVO'\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_RNzRvEpZZHPTSYwR9dczxNTr
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/cruzeiro-romantico-aaa.html\n+++ b//home/ice/cruzeiro-romantico-aaa.html\n@@ -69,7 +69,7 @@\n }\n function toast(t){ui.toast.textContent=t;ui.toast.classList.add('show');setTimeout(()=>ui.toast.classList.remove('show'),1300)}\n const keys={};addEventListener('keydown',e=>{keys[e.code]=true;if(['Space','ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.code))e.preventDefault()});addEventListener('keyup',e=>keys[e.code]=false);renderer.domElement.addEventListener('pointerdown',()=>{keys.Space=true;setTimeout(()=>keys.Space=false,120)});\n-let vel=new THREE.Vector3(),gems=0;function finish(){if(won)return;won=true;ui.complete.style.display='grid';if(levelIndex===levels.length-1){ui.ct.textContent='AMOR A BORDO!';ui.cx.textContent='Os tesouros foram salvos, os sorvetes não derreteram e os dois ursinhos voltaram ao navio exatamente na hora. Fim da viagem — e começo de muitas outras!';ui.next.textContent='JOGAR DE NOVO'}else{ui.ct.textContent='PORTO CONCLUÍDO!';ui.cx.textContent=`A ursinha voltou para o navio com ${gems} lembranças. Mas há outro porto cheio de tentações no horizonte...`;ui.next.textContent='PRÓXIMA FASE'}}\n+let vel=new THREE.Vector3(),gems=0;function finish(){if(won)return;won=true;ui.complete.style.display='grid';if(levelIndex===levels.length-1){ui.ct.textContent='AMOR A BORDO!';ui.cx.textContent='Os tesouros foram salvos, os sorvetes não derreteram e os dois ursinhos voltaram ao navio exatamente na hora. Fim da viagem — e começo de muitas outras!';ui.nextButton.textContent='JOGAR DE NOVO'}else{ui.ct.textContent='PORTO CONCLUÍDO!';ui.cx.textContent=`A ursinha voltou para o navio com ${gems} lembranças. Mas há outro porto cheio de tentações no horizonte...`;ui.next.textContent='PRÓXIMA FASE'}}\n ui.next.onclick=()=>{levelIndex=(levelIndex+1)%levels.length;won=false;ui.complete.style.display='none';buildWorld();toast('NOVA FASE!')};ui.play.onclick=()=>{started=true;ui.start.style.display='none';buildWorld();toast('VAI, URSINHO!')};\n function update(dt,t){if(!started||won)return;const dir=new THREE.Vector3((keys.KeyD||keys.ArrowRight?1:0)-(keys.KeyA||keys.ArrowLeft?1:0),0,(keys.KeyS||keys.ArrowDown?1:0)-(keys.KeyW||keys.ArrowUp?1:0));if(dir.lengthSq())dir.normalize();const speed=7.4;player.position.x+=dir.x*speed*dt;player.position.z+=dir.z*speed*dt;if(dir.lengthSq()){player.rotation.y=Math.atan2(dir.x,dir.z);player.rotation.z=Math.sin(t*18)*.045}\n  if((keys.Space||keys.KeyX)&&player.position.y<.02){vel.y=8.3;keys.Space=false;keys.KeyX=false}vel.y-=20*dt;player.position.y+=vel.y*dt;if(player.position.y<0){player.position.y=0;vel.y=0} // generous fall reset\n", "files_modified": ["/home/ice/cruzeiro-romantico-aaa.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/cruzeiro-romantico-aaa.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning patch for ui.next and play**
reasoning_content: **Planning patch for ui.next and play**
tool_calls:
  [{"id": "call_IOLLDynabsp1OIg7MtPcuJBv", "call_id": "call_IOLLDynabsp1OIg7MtPcuJBv", "response_item_id": "fc_IOLLDynabsp1OIg7MtPcuJBv", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"old_string\":\"ui.nextButton.textContent='PR\u00d3XIMA FASE'\",\"new_string\":\"ui.nextButton.textContent='PR\u00d3XIMA FASE'\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Refactoring UI event handlers**
reasoning_content: **Refactoring UI event handlers**
tool_calls:
  [{"id": "call_MjHzUwkJijRbljtA9qQFWXis", "call_id": "call_MjHzUwkJijRbljtA9qQFWXis", "response_item_id": "fc_MjHzUwkJijRbljtA9qQFWXis", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/cruzeiro-romantico-aaa.html\",\"old_string\":\"ui.next.textContent='PR\u00d3XIMA FASE'}}\\nui.next.onclick=()=>{levelIndex=(levelIndex+1)%levels.length;won=false;ui.complete.style.display='none';buildWorld();toast('NOVA FASE!')};ui.play.onclick=()=>{started=true;ui.start.style.display='none';buildWorld();toast('VAI, URSINHO!')};\",\"new_string\":\"ui.nextButton.textContent='PR\u00d3XIMA FASE'}}\\nui.nextButton.onclick=()=>{levelIndex=(levelIndex+1)%levels.length;won=false;ui.complete.style.display='none';buildWorld();toast('NOVA FASE!')};ui.playButton.onclick=()=>{started=true;ui.start.style.display='none';buildWorld();toast('VAI, URSINHO!')};\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_MjHzUwkJijRbljtA9qQFWXis
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/cruzeiro-romantico-aaa.html\n+++ b//home/ice/cruzeiro-romantico-aaa.html\n@@ -69,8 +69,8 @@\n }\n function toast(t){ui.toast.textContent=t;ui.toast.classList.add('show');setTimeout(()=>ui.toast.classList.remove('show'),1300)}\n const keys={};addEventListener('keydown',e=>{keys[e.code]=true;if(['Space','ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.code))e.preventDefault()});addEventListener('keyup',e=>keys[e.code]=false);renderer.domElement.addEventListener('pointerdown',()=>{keys.Space=true;setTimeout(()=>keys.Space=false,120)});\n-let vel=new THREE.Vector3(),gems=0;function finish(){if(won)return;won=true;ui.complete.style.display='grid';if(levelIndex===levels.length-1){ui.ct.textContent='AMOR A BORDO!';ui.cx.textContent='Os tesouros foram salvos, os sorvetes não derreteram e os dois ursinhos voltaram ao navio exatamente na hora. Fim da viagem — e começo de muitas outras!';ui.nextButton.textContent='JOGAR DE NOVO'}else{ui.ct.textContent='PORTO CONCLUÍDO!';ui.cx.textContent=`A ursinha voltou para o navio com ${gems} lembranças. Mas há outro porto cheio de tentações no horizonte...`;ui.next.textContent='PRÓXIMA FASE'}}\n-ui.next.onclick=()=>{levelIndex=(levelIndex+1)%levels.length;won=false;ui.complete.style.display='none';buildWorld();toast('NOVA FASE!')};ui.play.onclick=()=>{started=true;ui.start.style.display='none';buildWorld();toast('VAI, URSINHO!')};\n+let vel=new THREE.Vector3(),gems=0;function finish(){if(won)return;won=true;ui.complete.style.display='grid';if(levelIndex===levels.length-1){ui.ct.textContent='AMOR A BORDO!';ui.cx.textContent='Os tesouros foram salvos, os sorvetes não derreteram e os dois ursinhos voltaram ao navio exatamente na hora. Fim da viagem — e começo de muitas outras!';ui.nextButton.textContent='JOGAR DE NOVO'}else{ui.ct.textContent='PORTO CONCLUÍDO!';ui.cx.textContent=`A ursinha voltou para o navio com ${gems} lembranças. Mas há outro porto cheio de tentações no horizonte...`;ui.nextButton.textContent='PRÓXIMA FASE'}}\n+ui.nextButton.onclick=()=>{levelIndex=(levelIndex+1)%levels.length;won=false;ui.complete.style.display='none';buildWorld();toast('NOVA FASE!')};ui.playButton.onclick=()=>{started=true;ui.start.style.display='none';buildWorld();toast('VAI, URSINHO!')};\n function update(dt,t){if(!started||won)return;const dir=new THREE.Vector3((keys.KeyD||keys.ArrowRight?1:0)-(keys.KeyA||keys.ArrowLeft?1:0),0,(keys.KeyS||keys.ArrowDown?1:0)-(keys.KeyW||keys.ArrowUp?1:0));if(dir.lengthSq())dir.normalize();const speed=7.4;player.position.x+=dir.x*speed*dt;player.position.z+=dir.z*speed*dt;if(dir.lengthSq()){player.rotation.y=Math.atan2(dir.x,dir.z);player.rotation.z=Math.sin(t*18)*.045}\n  if((keys.Space||keys.KeyX)&&player.position.y<.02){vel.y=8.3;keys.Space=false;keys.KeyX=false}vel.y-=20*dt;player.position.y+=vel.y*dt;if(player.position.y<0){player.position.y=0;vel.y=0} // generous fall reset\n  if(Math.abs(player.position.x)>6.5||player.position.z>5||player.position.z<-28){player.position.set(0,0,2);vel.set(0,0,0);toast('A ÁGUA ESTÁ GELADA!')}\n", "files_modified": ["/home/ice/cruzeiro-romantico-aaa.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/cruzeiro-romantico-aaa.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_YdyV1B0vnJ8ulMc3YRZVLOZY", "call_id": "call_YdyV1B0vnJ8ulMc3YRZVLOZY", "response_item_id": "fc_YdyV1B0vnJ8ulMc3YRZVLOZY", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\":\"python3 - <<'PY'\\nfrom pathlib import Path\\nimport re\\ns=Path('/home/ice/cruzeiro-romantico-aaa.html').read_text()\\nscript=re.findall(r'<script type=\\\"module\\\">\\\\s*(.*?)\\\\s*</script>',s,re.S)[0]\\nPath('/tmp/cruzeiro-aaa-fixed.js').write_text(script)\\nprint('selectors:', 'nextButton' in script, 'playButton' in script, 'ui.next.' in script, 'ui.play.' in script)\\nPY\\nnode --check /tmp/cruzeiro-aaa-fixed.js\\ncurl -fsS -o /dev/null -w 'HTTP %{http_code}\\\\n' http://127.0.0.1:8081/cruzeiro-romantico-aaa.html\",\"background\":false,\"timeout\":30,\"workdir\":\"/home/ice\",\"pty\":false,\"notify_on_complete\":false,\"watch_patterns\":[]}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Corrigi o erro.

  **Causa:** o objeto `ui` tinha o botão `next`, mas não tinha o botão `play`. Ao executar `ui.play.onclick`, o JavaScript tentava atribuir `onclick` a `undefined`.

  **Correção aplicada:**
  - Troquei os seletores por `getElementById`.
  - Adicionei `playButton` e `nextButton` explicitamente.
  - Atualizei todos os usos antigos de `ui.next` e `ui.play`.
  - Incluí validação clara caso algum botão do HUD falte no futuro.

  **Verificado:**
  - `node --check` passou sem erros.
  - A página atualizada responde `HTTP 200`.

  Recarregue com força no navegador para evitar cache: **Ctrl+F5**.

  Link: `http://192.168.0.20:8081/cruzeiro-romantico-aaa.html`


session_id: 20260730_094437_ccb77d1e
role: user
content:
  Agora crie um novo jogo, estilo brain challenge da gameloft, com varios minigames estimulando o cerebro com desafios modernos. Quero um AAA estilo 16bits


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning original canvas minigames**
reasoning_content: **Planning original canvas minigames**
content:
  Vou criar uma experiência **original de treino cerebral arcade 16-bit**, com acabamento visual de “console premium”, mas sem copiar arte, personagens ou interface de *Brain Challenge/Gameloft*. Terá campanha com quatro minigames modernos, pontuação, combo e dificuldade progressiva.

tool_calls:
  [{"id": "call_SBqAOY5QdWEggCdiKydMPE0s", "call_id": "call_SBqAOY5QdWEggCdiKydMPE0s", "response_item_id": "fc_SBqAOY5QdWEggCdiKydMPE0s", "type": "function", "function": {"name": "write_file", "arguments": "{\"path\":\"/home/ice/neon-cortex-16bit.html\",\"content\":\"<!doctype html>\\n<html lang=\\\"pt-BR\\\"><head><meta charset=\\\"utf-8\\\"><meta name=\\\"viewport\\\" content=\\\"width=device-width,initial-scale=1\\\"><title>NEON CORTEX \u2014 Brain Arcade</title><style>\\n:root{--ink:#101127;--panel:#25244b;--line:#7d74dd;--cyan:#62f4f2;--pink:#ff609e;--gold:#ffd45c;--cream:#fff8dc}*{box-sizing:border-box}body{margin:0;overflow:hidden;background:#09091a;color:var(--cream);font-family:Impact,\\\"Arial Black\\\",system-ui,sans-serif}#game{height:100vh;width:100vw;display:grid;place-items:center;background:radial-gradient(circle at 50% 15%,#282153 0,#0d0d21 45%,#060611 100%)}canvas{max-width:100vw;max-height:100vh;width:min(100vw,calc(100vh * 1.7777));height:auto;aspect-ratio:16/9;image-rendering:pixelated;box-shadow:0 0 70px #8452e555}#scan{pointer-events:none;position:fixed;inset:0;background:repeating-linear-gradient(0deg,transparent 0 2px,#0002 3px 4px);z-index:3}#hint{position:fixed;bottom:10px;left:50%;transform:translateX(-50%);font:12px system-ui;color:#a9a6d9;z-index:5;letter-spacing:1px;white-space:nowrap}@media(max-width:600px){#hint{font-size:9px}}\\n</style></head><body><div id=\\\"game\\\"><canvas id=\\\"c\\\" width=\\\"1280\\\" height=\\\"720\\\"></canvas></div><div id=\\\"scan\\\"></div><div id=\\\"hint\\\">MOUSE/TOQUE PARA JOGAR \u00b7 R PARA REINICIAR A SESS\u00c3O</div><script>\\n'use strict';\\nconst c=document.querySelector('#c'),x=c.getContext('2d');x.imageSmoothingEnabled=false;const W=1280,H=720;\\nconst C={ink:'#101127',panel:'#25244b',line:'#7d74dd',cyan:'#62f4f2',pink:'#ff609e',gold:'#ffd45c',cream:'#fff8dc',muted:'#a9a6d9',good:'#79f08e',bad:'#ff6b7c'};\\nlet state='title',round=0,score=0,combo=0,time=0,limit=0,last=0,game=null,particles=[],shake=0;\\nconst games=['signal','focus','memory','logic'];\\nfunction rect(a,b,w,h,col,r=0){x.fillStyle=col;if(!r){x.fillRect(a,b,w,h);return}x.beginPath();x.roundRect(a,b,w,h,r);x.fill()}\\nfunction txt(s,a,b,size,col=C.cream,align='left'){x.font=`${size}px Impact,Arial Black,sans-serif`;x.textAlign=align;x.textBaseline='middle';x.fillStyle='#201336';x.fillText(s,a+3,b+4);x.fillStyle=col;x.fillText(s,a,b)}\\nfunction small(s,a,b,align='left',col=C.muted){x.font='700 16px system-ui';x.textAlign=align;x.textBaseline='middle';x.fillStyle=col;x.fillText(s,a,b)}\\nfunction panel(a,b,w,h,accent=C.line){rect(a+6,b+8,w,h,'#09081c',18);rect(a,b,w,h,C.panel,18);x.strokeStyle=accent;x.lineWidth=3;x.strokeRect(a+1.5,b+1.5,w-3,h-3)}\\nfunction spark(a,b,col=C.cyan,n=18){for(let i=0;i<n;i++)particles.push({x:a,y:b,vx:(Math.random()-.5)*520,vy:(Math.random()-.5)*520-120,life:.55+Math.random()*.45,col,size:3+Math.random()*7})}\\nfunction start(){state='play';round=0;score=0;combo=0;next()}\\nfunction next(){if(round>=8){state='end';return}round++;const name=games[(round-1)%games.length];const difficulty=1+Math.floor((round-1)/4);limit=Math.max(4.8,9-difficulty*.65);time=0;game={name,difficulty,phase:'play',resolved:false};if(name==='signal')initSignal();if(name==='focus')initFocus();if(name==='memory')initMemory();if(name==='logic')initLogic()}\\nfunction win(){if(game.resolved)return;game.resolved=true;const bonus=Math.ceil((limit-time)*35);combo++;score+=220+bonus+combo*35;spark(640,350,C.good,30);setTimeout(next,650)}\\nfunction lose(){if(game.resolved)return;game.resolved=true;combo=0;score=Math.max(0,score-75);shake=.4;spark(640,350,C.bad,28);setTimeout(next,650)}\\n// 1 signal routing: choose the active path\\nfunction initSignal(){game.target=Math.floor(Math.random()*4);game.active=Math.floor(Math.random()*4);game.pulse=0}\\nfunction drawSignal(){txt('ROTEAMENTO QU\u00c2NTICO',640,145,34,C.cyan,'center');small('TOQUE NO N\u00d3 QUE RECEBE O SINAL',640,185,'center');const ys=[270,355,440,525];for(let i=0;i<4;i++){const hot=i===game.active; x.strokeStyle=hot?C.cyan:'#5a528c';x.lineWidth=hot?9:4;x.beginPath();x.moveTo(240,360);x.bezierCurveTo(410,360,410,ys[i],545,ys[i]);x.lineTo(735,ys[i]);x.bezierCurveTo(870,ys[i],870,360,1040,360);x.stroke();rect(520,ys[i]-28,55,55,hot?C.cyan:'#443e71',8);txt(String(i+1),548,ys[i],22,hot?C.ink:C.cream,'center')}rect(180,315,85,90,C.pink,13);txt('IN',222,360,22,C.cream,'center');rect(1018,315,85,90,C.gold,13);txt('OUT',1060,360,19,C.ink,'center');game.pulse+=.035;const p=(Math.sin(game.pulse)+1)/2;rect(230+p*800,348,22,22,C.cream,4)}\\nfunction clickSignal(px,py){const ys=[270,355,440,525];for(let i=0;i<4;i++)if(px>500&&px<600&&Math.abs(py-ys[i])<45){i===game.active?win():lose();return}}\\n// 2 focus: identify intruder\\nfunction initFocus(){game.cols=5;game.rows=4;game.odd=Math.floor(Math.random()*20);game.symbols=['\u25c6','\u25cf','\u25b2','\u2726'];game.base=game.symbols[Math.floor(Math.random()*game.symbols.length)];game.alt=game.symbols[(game.symbols.indexOf(game.base)+1+Math.floor(Math.random()*3))%4]}\\nfunction drawFocus(){txt('FOCO DE PADR\u00d5ES',640,145,34,C.pink,'center');small('ENCONTRE O \u00daNICO S\u00cdMBOLO DIFERENTE',640,185,'center');for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),px=380+col*132,py=255+row*105;panel(px,py,92,75,i===game.odd?C.gold:'#5a528c');txt(i===game.odd?game.alt:game.base,px+46,py+39,39,i===game.odd?C.gold:C.cream,'center')}}\\nfunction clickFocus(px,py){for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),a=380+col*132,b=255+row*105;if(px>a&&px<a+92&&py>b&&py<b+75){i===game.odd?win():lose();return}}}\\n// 3 memory\\nfunction initMemory(){game.seq=[];const len=3+game.difficulty;for(let i=0;i<len;i++)game.seq.push(Math.floor(Math.random()*4));game.show=0;game.showTimer=.7;game.input=[];game.phase='show'}\\nfunction memoryPos(i){return [[430,275],[690,275],[430,470],[690,470]][i]}\\nfunction drawMemory(){txt('MEM\u00d3RIA DE PULSO',640,145,34,C.gold,'center');small(game.phase==='show'?'OBSERVE A SEQU\u00caNCIA':'REPITA A SEQU\u00caNCIA',640,185,'center');for(let i=0;i<4;i++){const[a,b]=memoryPos(i),hot=game.phase==='show'&&game.seq[game.show]===i;panel(a,b,160,140,hot?C.cyan:'#5a528c');rect(a+16,b+16,128,108,hot?C.cyan:['#ff609e','#796ee5','#ffd45c','#62f4f2'][i],11);txt(['\u25c6','\u25cf','\u25b2','\u2726'][i],a+80,b+71,54,hot?C.ink:C.cream,'center')}for(let i=0;i<game.seq.length;i++)rect(520+i*30,620,19,12,i<game.input.length?C.good:'#5a528c',3)}\\nfunction updateMemory(dt){if(game.phase!=='show')return;game.showTimer-=dt;if(game.showTimer<=0){game.showTimer=.52;game.show++;if(game.show>=game.seq.length){game.phase='input';game.show=0}}}\\nfunction clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const idx=game.input.length-1;if(game.input[idx]!==game.seq[idx])lose();else if(game.input.length===game.seq.length)win();return}}}\\n// 4 logic: calculate simple modern code\\nfunction initLogic(){const a=2+Math.floor(Math.random()*7),b=2+Math.floor(Math.random()*7);game.a=a;game.b=b;game.answer=a+b;game.options=[game.answer,game.answer+1+Math.floor(Math.random()*3),Math.max(1,game.answer-1-Math.floor(Math.random()*3)),a*b].sort(()=>Math.random()-.5)}\\nfunction drawLogic(){txt('N\u00daCLEO L\u00d3GICO',640,145,34,C.good,'center');small('QUAL C\u00d3DIGO ESTABILIZA O SISTEMA?',640,185,'center');panel(405,240,470,140,C.good);txt(`${game.a}  +  ${game.b}  =  ?`,640,310,54,C.cream,'center');for(let i=0;i<4;i++){const px=335+(i%2)*315,py=435+Math.floor(i/2)*105;panel(px,py,265,78,C.good);txt(String(game.options[i]),px+132,py+40,35,C.cream,'center')}}\\nfunction clickLogic(px,py){for(let i=0;i<4;i++){const a=335+(i%2)*315,b=435+Math.floor(i/2)*105;if(px>a&&px<a+265&&py>b&&py<b+78){game.options[i]===game.answer?win():lose();return}}}\\nfunction click(px,py){if(state==='title'){start();return}if(state==='end'){state='title';return}if(state!=='play'||game.resolved)return;if(game.name==='signal')clickSignal(px,py);if(game.name==='focus')clickFocus(px,py);if(game.name==='memory')clickMemory(px,py);if(game.name==='logic')clickLogic(px,py)}\\nc.addEventListener('pointerdown',e=>{const r=c.getBoundingClientRect();click((e.clientX-r.left)*W/r.width,(e.clientY-r.top)*H/r.height)});addEventListener('keydown',e=>{if(e.key.toLowerCase()==='r'){state='title';round=0}if(e.key==='Enter'&&state==='title')start()});\\nfunction hud(){panel(38,28,325,78,C.cyan);small('NEURAL SCORE',62,51);txt(String(score).padStart(5,'0'),62,82,31,C.cream);panel(918,28,324,78,C.pink);small(`COMBO  \u00d7${combo}`,1215,51,'right',C.gold);txt(`FASE ${round||'\u2014'} / 8`,1215,82,25,C.cream,'right');if(state==='play'){rect(390,52,500,17,'#17152f',8);rect(393,55,494*Math.max(0,1-time/limit),11,time/limit>.7?C.bad:C.cyan,6);small('ENERGIA COGNITIVA',640,126,'center',C.muted)}}\\nfunction title(){txt('NEON',640,190,91,C.cyan,'center');txt('CORTEX',640,265,91,C.gold,'center');txt('BRAIN ARCADE',640,315,27,C.pink,'center');panel(310,375,660,175,C.cyan);small('QUATRO DESAFIOS. OITO RODADAS. UM C\u00c9REBRO MAIS R\u00c1PIDO.',640,425,'center',C.cream);small('Roteamento \u00b7 Foco \u00b7 Mem\u00f3ria \u00b7 L\u00f3gica',640,462,'center');txt('TOQUE PARA INICIAR',640,510,28,C.gold,'center');small('ARCADE DE TREINO COGNITIVO \u00b7 EDI\u00c7\u00c3O 16-BIT',640,635,'center')}\\nfunction end(){txt('SESS\u00c3O CONCLU\u00cdDA',640,205,55,C.gold,'center');panel(345,260,590,245,C.pink);small('SEU NEURAL SCORE',640,315,'center');txt(String(score).padStart(5,'0'),640,378,73,C.cream,'center');small(combo>=4?'SINAPSES EM CHAMAS! EXCELENTE COMBO.':'BOM TREINO. MAIS UMA RODADA VAI ELEVAR SEU COMBO.',640,437,'center',C.cyan);txt('TOQUE PARA TENTAR DE NOVO',640,550,27,C.gold,'center')}\\nfunction draw(t){const dt=Math.min(.05,(t-last)/1000||0);last=t;x.clearRect(0,0,W,H);const ox=shake?Math.sin(t*.09)*13*shake:0;shake=Math.max(0,shake-dt*2);x.save();x.translate(ox,0);for(let i=0;i<24;i++){const px=(i*157+t*.012*(i%3+1))%W,py=(i*89)%H;rect(px,py,2,2,i%2?C.cyan:C.pink)}if(state==='title')title();else if(state==='end')end();else{time+=dt;if(time>limit)lose();if(game.name==='signal')drawSignal();if(game.name==='focus')drawFocus();if(game.name==='memory'){updateMemory(dt);drawMemory()}if(game.name==='logic')drawLogic();hud()}x.restore();particles=particles.filter(p=>{p.life-=dt;p.x+=p.vx*dt;p.y+=p.vy*dt;p.vy+=500*dt;rect(p.x,p.y,p.size,p.size,p.col,2);return p.life>0});requestAnimationFrame(draw)}requestAnimationFrame(draw);\\n</script></body></html>\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_SBqAOY5QdWEggCdiKydMPE0s
tool_name: write_file
content:
  {"bytes_written": 10092, "dirs_created": true, "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/neon-cortex-16bit.html", "files_modified": ["/home/ice/neon-cortex-16bit.html"]}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_CBULWP7x3JK0hEhffV8O0ShI", "call_id": "call_CBULWP7x3JK0hEhffV8O0ShI", "response_item_id": "fc_CBULWP7x3JK0hEhffV8O0ShI", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\":\"python3 - <<'PY'\\nfrom pathlib import Path\\nimport re\\np=Path('/home/ice/neon-cortex-16bit.html')\\ns=p.read_text()\\nblocks=re.findall(r'<script>(.*?)</script>',s,re.S)\\nassert len(blocks)==1, len(blocks)\\nPath('/tmp/neon-cortex.js').write_text(blocks[0])\\nprint('extracted',len(blocks[0]),'bytes')\\nPY\\nnode --check /tmp/neon-cortex.js\\ncurl -fsS -o /dev/null -w 'HTTP %{http_code}\\\\n' http://127.0.0.1:8081/neon-cortex-16bit.html\\nstat -c '%n \u2014 %s bytes' /home/ice/neon-cortex-16bit.html\",\"background\":false,\"timeout\":30,\"workdir\":\"/home/ice\",\"pty\":false,\"notify_on_complete\":false,\"watch_patterns\":[]}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_CBULWP7x3JK0hEhffV8O0ShI
tool_name: terminal
content:
  {"output": "extracted 8755 bytes\nHTTP 200\n/home/ice/neon-cortex-16bit.html — 10092 bytes", "exit_code": 0, "error": null}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Criei um novo jogo: **NEON CORTEX — Brain Arcade**.

  É uma experiência original de treino cerebral arcade com estética premium **16-bit futurista**, inspirada no *tipo* de desafio cognitivo rápido, mas sem copiar interface, arte ou conteúdo de *Brain Challenge/Gameloft*.

  ## O que tem
  - **8 rodadas** com dificuldade progressiva.
  - Sistema de **Neural Score**, combo, energia cognitiva e partículas.
  - Visual de arcade AAA: HUD, tipografia forte, painéis neon, efeito CRT/scanline, feedback de acerto/erro.
  - Quatro minigames:
    1. **Roteamento Quântico** — encontre o nó que recebe o sinal.
    2. **Foco de Padrões** — localize o símbolo intruso.
    3. **Memória de Pulso** — repita sequências luminosas.
    4. **Núcleo Lógico** — resolva o código matemático.

  **Como jogar:** mouse/toque. `R` reinicia a sessão.

  **Jogar agora:**  
  `http://192.168.0.20:8081/neon-cortex-16bit.html`

  **Arquivo:** `/home/ice/neon-cortex-16bit.html`

  **Verificado:**
  - JavaScript validado com `node --check`.
  - Servidor retornou `HTTP 200`.


session_id: 20260730_094437_ccb77d1e
role: user
content: Melhore a jogabilidade e complexidade
api_content:
  [Note: model was just switched from cx/gpt-5.6-terra to cx/gpt-5.6-terra via custom[0]. Adjust your self-identification accordingly.]

  Melhore a jogabilidade e complexidade


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning adaptive mini games overhaul**
reasoning_content: **Planning adaptive mini games overhaul**
content:
  Vou transformar a sessão numa campanha mais estratégica: dificuldade adaptativa, vidas, precisão, multiplicadores, controles por teclado e cinco famílias de desafios (incluindo alternância de regras e cálculo com operadores).

tool_calls:
  [{"id": "call_masWK2229Si2skGXT7YaorUA", "call_id": "call_masWK2229Si2skGXT7YaorUA", "response_item_id": "fc_masWK2229Si2skGXT7YaorUA", "type": "function", "function": {"name": "write_file", "arguments": "{\"path\":\"/home/ice/neon-cortex-16bit.html\",\"content\":\"<!doctype html><html lang=\\\"pt-BR\\\"><head><meta charset=\\\"utf-8\\\"><meta name=\\\"viewport\\\" content=\\\"width=device-width,initial-scale=1\\\"><title>NEON CORTEX \u2014 Brain Arcade DX</title><style>\\n:root{--ink:#101127;--panel:#25244b;--line:#7d74dd;--cyan:#62f4f2;--pink:#ff609e;--gold:#ffd45c;--cream:#fff8dc}*{box-sizing:border-box}body{margin:0;overflow:hidden;background:#070714;color:var(--cream);font-family:Impact,\\\"Arial Black\\\",system-ui,sans-serif}#game{height:100vh;width:100vw;display:grid;place-items:center;background:radial-gradient(circle at 50% 10%,#30265e 0,#0d0d21 45%,#060611 100%)}canvas{max-width:100vw;max-height:100vh;width:min(100vw,calc(100vh * 1.7777));height:auto;aspect-ratio:16/9;image-rendering:pixelated;box-shadow:0 0 80px #8452e566}#scan{pointer-events:none;position:fixed;inset:0;background:repeating-linear-gradient(0deg,transparent 0 2px,#0002 3px 4px);z-index:3}#hint{position:fixed;bottom:10px;left:50%;transform:translateX(-50%);font:12px system-ui;color:#a9a6d9;z-index:5;letter-spacing:1px;white-space:nowrap}@media(max-width:600px){#hint{font-size:9px}}\\n</style></head><body><div id=\\\"game\\\"><canvas id=\\\"c\\\" width=\\\"1280\\\" height=\\\"720\\\"></canvas></div><div id=\\\"scan\\\"></div><div id=\\\"hint\\\">MOUSE/TOQUE \u00b7 TECLAS 1\u20134 PARA ESCOLHER \u00b7 ESPA\u00c7O PARA CONFIRMAR \u00b7 R PARA REINICIAR</div><script>\\n'use strict';const c=document.querySelector('#c'),x=c.getContext('2d');x.imageSmoothingEnabled=false;const W=1280,H=720;const C={ink:'#101127',panel:'#25244b',line:'#7d74dd',cyan:'#62f4f2',pink:'#ff609e',gold:'#ffd45c',cream:'#fff8dc',muted:'#a9a6d9',good:'#79f08e',bad:'#ff6b7c'};\\nlet state='title',round=0,score=0,combo=0,lives=3,accuracy={good:0,total:0},time=0,limit=0,last=0,game=null,particles=[],shake=0,level=1;const gameTypes=['signal','focus','memory','logic','switch'];\\nfunction rect(a,b,w,h,col,r=0){x.fillStyle=col;if(!r){x.fillRect(a,b,w,h);return}x.beginPath();x.roundRect(a,b,w,h,r);x.fill()}function txt(s,a,b,size,col=C.cream,align='left'){x.font=`${size}px Impact,Arial Black,sans-serif`;x.textAlign=align;x.textBaseline='middle';x.fillStyle='#201336';x.fillText(s,a+3,b+4);x.fillStyle=col;x.fillText(s,a,b)}function small(s,a,b,align='left',col=C.muted){x.font='700 16px system-ui';x.textAlign=align;x.textBaseline='middle';x.fillStyle=col;x.fillText(s,a,b)}function panel(a,b,w,h,accent=C.line){rect(a+6,b+8,w,h,'#09081c',18);rect(a,b,w,h,C.panel,18);x.strokeStyle=accent;x.lineWidth=3;x.strokeRect(a+1.5,b+1.5,w-3,h-3)}function spark(a,b,col=C.cyan,n=18){for(let i=0;i<n;i++)particles.push({x:a,y:b,vx:(Math.random()-.5)*530,vy:(Math.random()-.5)*530-100,life:.5+Math.random()*.5,col,size:3+Math.random()*7})}\\nfunction start(){state='play';round=0;score=0;combo=0;lives=3;accuracy={good:0,total:0};level=1;next()}function next(){if(lives<=0||round>=15){state='end';return}round++;level=1+Math.floor((round-1)/3);const name=gameTypes[(round-1)%gameTypes.length];limit=Math.max(3.8,8.2-level*.45);time=0;game={name,phase:'play',resolved:false,feedback:''};({signal:initSignal,focus:initFocus,memory:initMemory,logic:initLogic,switch:initSwitch}[name])()}\\nfunction resolve(ok,px=640,py=350){if(game.resolved)return;game.resolved=true;accuracy.total++;if(ok){accuracy.good++;combo++;const speed=Math.ceil(Math.max(0,limit-time)*38);score+=140+level*45+speed+combo*28;spark(px,py,C.good,32);game.feedback=`+${140+level*45+speed+combo*28}  COMBO \u00d7${combo}`;setTimeout(next,620)}else{lives--;combo=0;score=Math.max(0,score-80);shake=.4;spark(px,py,C.bad,28);game.feedback='FALHA DE SINAPSE \u2014 -1 VIDA';setTimeout(next,750)}}\\nfunction optionBoxes(){return[0,1,2,3].map(i=>({x:308+(i%2)*344,y:430+Math.floor(i/2)*112,w:300,h:84,i}))}function drawOptions(values,accent=C.cyan){optionBoxes().forEach(b=>{panel(b.x,b.y,b.w,b.h,accent);txt(`${b.i+1}`,b.x+25,b.y+41,18,C.muted,'center');txt(String(values[b.i]),b.x+160,b.y+42,31,C.cream,'center')})}function optionClick(px,py){return optionBoxes().find(b=>px>b.x&&px<b.x+b.w&&py>b.y&&py<b.y+b.h)?.i}\\n// Signal: varying signal travels a small network; route is the active output.\\nfunction initSignal(){game.active=Math.floor(Math.random()*4);game.phaseOffset=Math.random()*6;game.values=['\u03b1','\u03b2','\u03b3','\u03b4']}function drawSignal(){txt('ROTEAMENTO QU\u00c2NTICO',640,145,34,C.cyan,'center');small('SIGA O PULSO E IDENTIFIQUE A SA\u00cdDA ATIVA',640,185,'center');const ys=[270,350,430,510];for(let i=0;i<4;i++){const hot=i===game.active;x.strokeStyle=hot?C.cyan:'#514a82';x.lineWidth=hot?8:3;x.beginPath();x.moveTo(240,360);x.bezierCurveTo(370,360,425,ys[i],560,ys[i]);x.lineTo(860,ys[i]);x.bezierCurveTo(930,ys[i],960,360,1040,360);x.stroke();rect(530,ys[i]-25,55,50,hot?C.cyan:'#3c3763',7);txt(String(i+1),558,ys[i],21,hot?C.ink:C.cream,'center')}const p=(Math.sin(time*8+game.phaseOffset)+1)/2;rect(235+p*805,350,21,21,C.cream,4);rect(180,314,90,94,C.pink,12);txt('IN',225,361,22,C.cream,'center');rect(1010,314,90,94,C.gold,12);txt('OUT',1055,361,18,C.ink,'center')}\\nfunction clickSignal(px,py){const ys=[270,350,430,510];for(let i=0;i<4;i++)if(px>500&&px<610&&Math.abs(py-ys[i])<48)return resolve(i===game.active,px,py)}\\n// Focus: multiple distractors with rotating / mirrored shapes.\\nfunction initFocus(){game.cols=5;game.rows=4;game.odd=Math.floor(Math.random()*20);game.base=['\u25c6','\u25cf','\u25b2','\u2726'][Math.floor(Math.random()*4)];game.alt={\u25c6:'\u25c7',\u25cf:'\u25cb',\u25b2:'\u25bc',\u2726:'\u2727'}[game.base];if(level>=3&&Math.random()>.45){game.base='\u25c0';game.alt='\u25b6'}}function drawFocus(){txt('FOCO DE PADR\u00d5ES',640,145,34,C.pink,'center');small(level>=3?'ENCONTRE A FORMA ESPELHADA':'ENCONTRE O \u00daNICO S\u00cdMBOLO DIFERENTE',640,185,'center');for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),px=380+col*132,py=245+row*100;panel(px,py,92,72,i===game.odd?C.gold:'#564e89');txt(i===game.odd?game.alt:game.base,px+46,py+38,37,i===game.odd?C.gold:C.cream,'center')}}function clickFocus(px,py){for(let i=0;i<20;i++){const a=380+(i%5)*132,b=245+Math.floor(i/5)*100;if(px>a&&px<a+92&&py>b&&py<b+72)return resolve(i===game.odd,px,py)}}\\n// Memory: sequences improve and hide between flashes.\\nfunction initMemory(){game.seq=[];const len=2+level;for(let i=0;i<len;i++)game.seq.push(Math.floor(Math.random()*4));game.show=0;game.showTimer=.72;game.input=[];game.phase='show'}function memoryPos(i){return [[430,265],[690,265],[430,455],[690,455]][i]}function drawMemory(){txt('MEM\u00d3RIA DE PULSO',640,145,34,C.gold,'center');small(game.phase==='show'?`OBSERVE ${game.seq.length} PULSOS`:`REPITA: ${game.input.length}/${game.seq.length}`,640,185,'center');for(let i=0;i<4;i++){const[a,b]=memoryPos(i),hot=game.phase==='show'&&game.seq[game.show]===i;panel(a,b,160,140,hot?C.cyan:'#5a528c');rect(a+16,b+16,128,108,hot?C.cyan:['#ff609e','#796ee5','#ffd45c','#62f4f2'][i],11);txt(['\u25c6','\u25cf','\u25b2','\u2726'][i],a+80,b+71,54,hot?C.ink:C.cream,'center')}for(let i=0;i<game.seq.length;i++)rect(520+i*30,620,19,12,i<game.input.length?C.good:'#5a528c',3)}function updateMemory(dt){if(game.phase!=='show')return;game.showTimer-=dt;if(game.showTimer<=0){game.showTimer=Math.max(.26,.55-level*.025);game.show++;if(game.show>=game.seq.length){game.phase='input';game.show=0;time=Math.max(0,time-.5)}}}function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;return resolve(game.input[n]===game.seq[n],a+80,b+70) || (game.input.length===game.seq.length?resolve(true,a+80,b+70):undefined)}}\\n// Logic evolves operators, evaluation order is implicit in presentation.\\nfunction initLogic(){const a=2+Math.floor(Math.random()*(4+level)),b=2+Math.floor(Math.random()*(4+level));const ops=level<3?['+']:['+','\u2212','\u00d7'];const op=ops[Math.floor(Math.random()*ops.length)];const ans=op==='+'?a+b:op==='\u2212'?a-b:a*b;game.expr=`${a}  ${op}  ${b}`;game.answer=ans;const set=new Set([ans]);while(set.size<4)set.add(ans+(Math.floor(Math.random()*9)-4||1));game.options=[...set].sort(()=>Math.random()-.5)}function drawLogic(){txt('N\u00daCLEO L\u00d3GICO',640,145,34,C.good,'center');small('QUAL C\u00d3DIGO ESTABILIZA O SISTEMA?',640,185,'center');panel(405,240,470,140,C.good);txt(`${game.expr}  =  ?`,640,310,54,C.cream,'center');drawOptions(game.options,C.good)}function clickLogic(px,py){const n=optionClick(px,py);if(n!==undefined)resolve(game.options[n]===game.answer,px,py)}\\n// Rule switch: compare number vs color text; rule changes on each prompt.\\nfunction initSwitch(){game.rule=Math.random()>.5?'MAIOR VALOR':'MAIOR COR';game.left=1+Math.floor(Math.random()*9);game.right=1+Math.floor(Math.random()*9);while(game.left===game.right)game.right=1+Math.floor(Math.random()*9);game.leftColor=Math.random()>.5?'ROSA':'AZUL';game.rightColor=game.leftColor==='ROSA'?'AZUL':'ROSA';game.answer=game.rule==='MAIOR VALOR'?(game.left>game.right?0:1):(game.leftColor==='ROSA'?0:1)}function drawSwitch(){txt('TROCA-R\u00c1PIDA',640,145,34,C.cyan,'center');small(`REGRA ATUAL: ESCOLHA ${game.rule}`,640,185,'center',C.gold);[[0,390],[1,730]].forEach(([i,px])=>{const v=i?game.right:game.left,col=i?game.rightColor:game.leftColor,pal=col==='ROSA'?C.pink:C.cyan;panel(px,280,160,170,pal);txt(col,px+80,318,19,pal,'center');txt(String(v),px+80,382,72,C.cream,'center');small(i===0?'[1]':'[2]',px+80,425,'center')});small('A REGRA MUDA A CADA RODADA \u2014 N\u00c3O ENTRE NO PILOTO AUTOM\u00c1TICO.',640,550,'center')}function clickSwitch(px,py){if(px>390&&px<550&&py>280&&py<450)resolve(game.answer===0,470,365);if(px>730&&px<890&&py>280&&py<450)resolve(game.answer===1,810,365)}\\nfunction click(px,py,key){if(state==='title')return start();if(state==='end'){state='title';return}if(state!=='play'||game.resolved)return;if(game.name==='signal')clickSignal(px,py);if(game.name==='focus')clickFocus(px,py);if(game.name==='memory')clickMemory(px,py);if(game.name==='logic')clickLogic(px,py);if(game.name==='switch')clickSwitch(px,py)}\\nc.addEventListener('pointerdown',e=>{const r=c.getBoundingClientRect();click((e.clientX-r.left)*W/r.width,(e.clientY-r.top)*H/r.height)});addEventListener('keydown',e=>{if(e.key.toLowerCase()==='r'){state='title';round=0}if(e.key==='Enter'&&state==='title')start();if(state==='play'&&'1234'.includes(e.key)){const i=+e.key-1;if(game.name==='logic')resolve(game.options[i]===game.answer);if(game.name==='switch'&&i<2)resolve(game.answer===i);if(game.name==='signal'){const ys=[270,350,430,510];clickSignal(555,ys[i])}}if(state==='play'&&e.code==='Space'&&game.name==='memory'&&game.phase==='input')clickMemory(510,345)});\\nfunction hud(){panel(34,25,330,85,C.cyan);small('NEURAL SCORE',58,50);txt(String(score).padStart(5,'0'),58,82,31,C.cream);panel(910,25,336,85,C.pink);small(`COMBO \u00d7${combo}  \u00b7  N\u00cdVEL ${level}`,1220,50,'right',C.gold);txt(`VIDAS ${'\u2665'.repeat(lives)}${'\u2661'.repeat(3-lives)}`,1220,82,23,C.cream,'right');rect(390,52,500,17,'#17152f',8);rect(393,55,494*Math.max(0,1-time/limit),11,time/limit>.7?C.bad:C.cyan,6);small(`RODADA ${round}/15 \u00b7 ENERGIA COGNITIVA`,640,126,'center',C.muted);if(game.feedback)txt(game.feedback,640,650,23,game.feedback.includes('FALHA')?C.bad:C.good,'center')}\\nfunction title(){txt('NEON',640,166,88,C.cyan,'center');txt('CORTEX',640,241,88,C.gold,'center');txt('BRAIN ARCADE DX',640,291,27,C.pink,'center');panel(265,350,750,205,C.cyan);small('15 RODADAS \u00b7 DIFICULDADE ADAPTATIVA \u00b7 3 VIDAS',640,398,'center',C.cream);small('Roteamento \u00b7 Foco \u00b7 Mem\u00f3ria \u00b7 L\u00f3gica \u00b7 Troca-r\u00e1pida',640,437,'center');txt('TOQUE PARA INICIAR',640,497,29,C.gold,'center');small('REGRAS MUDAM. ATEN\u00c7\u00c3O TAMB\u00c9M.',640,630,'center')}function end(){const pct=accuracy.total?Math.round(accuracy.good/accuracy.total*100):0;txt(lives?'SESS\u00c3O CONCLU\u00cdDA':'CARGA COGNITIVA ESGOTADA',640,178,49,lives?C.gold:C.pink,'center');panel(330,235,620,295,C.pink);small('NEURAL SCORE',640,285,'center');txt(String(score).padStart(5,'0'),640,345,68,C.cream,'center');small(`PRECIS\u00c3O ${pct}%  \u00b7  MELHOR COMBO \u00d7${combo}  \u00b7  RODADAS ${round}`,640,414,'center',C.cyan);small(pct>=75?'PROCESSAMENTO EXCELENTE. VOC\u00ca DOMINOU AS TROCAS DE REGRA.':'TREINO FEITO. A PR\u00d3XIMA SESS\u00c3O PODE BATER ESTE SCORE.',640,461,'center');txt('TOQUE PARA VOLTAR AO MENU',640,575,26,C.gold,'center')}\\nfunction draw(t){const dt=Math.min(.05,(t-last)/1000||0);last=t;x.clearRect(0,0,W,H);const ox=shake?Math.sin(t*.09)*13*shake:0;shake=Math.max(0,shake-dt*2);x.save();x.translate(ox,0);for(let i=0;i<25;i++){const px=(i*157+t*.012*(i%3+1))%W,py=(i*89)%H;rect(px,py,2,2,i%2?C.cyan:C.pink)}if(state==='title')title();else if(state==='end')end();else{if(!game.resolved)time+=dt;if(time>limit&&!game.resolved)resolve(false);if(game.name==='signal')drawSignal();if(game.name==='focus')drawFocus();if(game.name==='memory'){updateMemory(dt);drawMemory()}if(game.name==='logic')drawLogic();if(game.name==='switch')drawSwitch();hud()}x.restore();particles=particles.filter(p=>{p.life-=dt;p.x+=p.vx*dt;p.y+=p.vy*dt;p.vy+=500*dt;rect(p.x,p.y,p.size,p.size,p.col,2);return p.life>0});requestAnimationFrame(draw)}requestAnimationFrame(draw);\\n</script></body></html>\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_masWK2229Si2skGXT7YaorUA
tool_name: write_file
content:
  {"bytes_written": 13014, "dirs_created": true, "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/neon-cortex-16bit.html", "files_modified": ["/home/ice/neon-cortex-16bit.html"]}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Identifying memory click resolve issue**
reasoning_content: **Identifying memory click resolve issue**
tool_calls:
  [{"id": "call_cti1327Bci4N3LXp1e23LUNB", "call_id": "call_cti1327Bci4N3LXp1e23LUNB", "response_item_id": "fc_cti1327Bci4N3LXp1e23LUNB", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/neon-cortex-16bit.html\",\"old_string\":\"function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;return resolve(game.input[n]===game.seq[n],a+80,b+70) || (game.input.length===game.seq.length?resolve(true,a+80,b+70):undefined)}}\",\"new_string\":\"function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;if(game.input[n]!==game.seq[n]) return resolve(false,a+80,b+70);if(game.input.length===game.seq.length) return resolve(true,a+80,b+70);return}}\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_cti1327Bci4N3LXp1e23LUNB
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/neon-cortex-16bit.html\n+++ b//home/ice/neon-cortex-16bit.html\n@@ -13,7 +13,7 @@\n // Focus: multiple distractors with rotating / mirrored shapes.\n function initFocus(){game.cols=5;game.rows=4;game.odd=Math.floor(Math.random()*20);game.base=['◆','●','▲','✦'][Math.floor(Math.random()*4)];game.alt={◆:'◇',●:'○',▲:'▼',✦:'✧'}[game.base];if(level>=3&&Math.random()>.45){game.base='◀';game.alt='▶'}}function drawFocus(){txt('FOCO DE PADRÕES',640,145,34,C.pink,'center');small(level>=3?'ENCONTRE A FORMA ESPELHADA':'ENCONTRE O ÚNICO SÍMBOLO DIFERENTE',640,185,'center');for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),px=380+col*132,py=245+row*100;panel(px,py,92,72,i===game.odd?C.gold:'#564e89');txt(i===game.odd?game.alt:game.base,px+46,py+38,37,i===game.odd?C.gold:C.cream,'center')}}function clickFocus(px,py){for(let i=0;i<20;i++){const a=380+(i%5)*132,b=245+Math.floor(i/5)*100;if(px>a&&px<a+92&&py>b&&py<b+72)return resolve(i===game.odd,px,py)}}\n // Memory: sequences improve and hide between flashes.\n-function initMemory(){game.seq=[];const len=2+level;for(let i=0;i<len;i++)game.seq.push(Math.floor(Math.random()*4));game.show=0;game.showTimer=.72;game.input=[];game.phase='show'}function memoryPos(i){return [[430,265],[690,265],[430,455],[690,455]][i]}function drawMemory(){txt('MEMÓRIA DE PULSO',640,145,34,C.gold,'center');small(game.phase==='show'?`OBSERVE ${game.seq.length} PULSOS`:`REPITA: ${game.input.length}/${game.seq.length}`,640,185,'center');for(let i=0;i<4;i++){const[a,b]=memoryPos(i),hot=game.phase==='show'&&game.seq[game.show]===i;panel(a,b,160,140,hot?C.cyan:'#5a528c');rect(a+16,b+16,128,108,hot?C.cyan:['#ff609e','#796ee5','#ffd45c','#62f4f2'][i],11);txt(['◆','●','▲','✦'][i],a+80,b+71,54,hot?C.ink:C.cream,'center')}for(let i=0;i<game.seq.length;i++)rect(520+i*30,620,19,12,i<game.input.length?C.good:'#5a528c',3)}function updateMemory(dt){if(game.phase!=='show')return;game.showTimer-=dt;if(game.showTimer<=0){game.showTimer=Math.max(.26,.55-level*.025);game.show++;if(game.show>=game.seq.length){game.phase='input';game.show=0;time=Math.max(0,time-.5)}}}function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;return resolve(game.input[n]===game.seq[n],a+80,b+70) || (game.input.length===game.seq.length?resolve(true,a+80,b+70):undefined)}}\n+function initMemory(){game.seq=[];const len=2+level;for(let i=0;i<len;i++)game.seq.push(Math.floor(Math.random()*4));game.show=0;game.showTimer=.72;game.input=[];game.phase='show'}function memoryPos(i){return [[430,265],[690,265],[430,455],[690,455]][i]}function drawMemory(){txt('MEMÓRIA DE PULSO',640,145,34,C.gold,'center');small(game.phase==='show'?`OBSERVE ${game.seq.length} PULSOS`:`REPITA: ${game.input.length}/${game.seq.length}`,640,185,'center');for(let i=0;i<4;i++){const[a,b]=memoryPos(i),hot=game.phase==='show'&&game.seq[game.show]===i;panel(a,b,160,140,hot?C.cyan:'#5a528c');rect(a+16,b+16,128,108,hot?C.cyan:['#ff609e','#796ee5','#ffd45c','#62f4f2'][i],11);txt(['◆','●','▲','✦'][i],a+80,b+71,54,hot?C.ink:C.cream,'center')}for(let i=0;i<game.seq.length;i++)rect(520+i*30,620,19,12,i<game.input.length?C.good:'#5a528c',3)}function updateMemory(dt){if(game.phase!=='show')return;game.showTimer-=dt;if(game.showTimer<=0){game.showTimer=Math.max(.26,.55-level*.025);game.show++;if(game.show>=game.seq.length){game.phase='input';game.show=0;time=Math.max(0,time-.5)}}}function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;if(game.input[n]!==game.seq[n]) return resolve(false,a+80,b+70);if(game.input.length===game.seq.length) return resolve(true,a+80,b+70);return}}\n // Logic evolves operators, evaluation order is implicit in presentation.\n function initLogic(){const a=2+Math.floor(Math.random()*(4+level)),b=2+Math.floor(Math.random()*(4+level));const ops=level<3?['+']:['+','−','×'];const op=ops[Math.floor(Math.random()*ops.length)];const ans=op==='+'?a+b:op==='−'?a-b:a*b;game.expr=`${a}  ${op}  ${b}`;game.answer=ans;const set=new Set([ans]);while(set.size<4)set.add(ans+(Math.floor(Math.random()*9)-4||1));game.options=[...set].sort(()=>Math.random()-.5)}function drawLogic(){txt('NÚCLEO LÓGICO',640,145,34,C.good,'center');small('QUAL CÓDIGO ESTABILIZA O SISTEMA?',640,185,'center');panel(405,240,470,140,C.good);txt(`${game.expr}  =  ?`,640,310,54,C.cream,'center');drawOptions(game.options,C.good)}function clickLogic(px,py){const n=optionClick(px,py);if(n!==undefined)resolve(game.options[n]===game.answer,px,py)}\n // Rule switch: compare number vs color text; rule changes on each prompt.\n", "files_modified": ["/home/ice/neon-cortex-16bit.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/neon-cortex-16bit.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Checking syntax for missing bracket**
reasoning_content: **Checking syntax for missing bracket**
tool_calls:
  [{"id": "call_bFFEei6dYTmsKkz5l4RcHJ6d", "call_id": "call_bFFEei6dYTmsKkz5l4RcHJ6d", "response_item_id": "fc_bFFEei6dYTmsKkz5l4RcHJ6d", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\":\"python3 - <<'PY'\\nfrom pathlib import Path\\nimport re\\np=Path('/home/ice/neon-cortex-16bit.html'); s=p.read_text()\\nblocks=re.findall(r'<script>(.*?)</script>',s,re.S); assert len(blocks)==1\\nPath('/tmp/neon-cortex-dx.js').write_text(blocks[0])\\nprint('HTML bytes:',p.stat().st_size,'script bytes:',len(blocks[0]))\\nPY\\nnode --check /tmp/neon-cortex-dx.js\\ncurl -fsS -o /dev/null -w 'HTTP %{http_code}\\\\n' http://127.0.0.1:8081/neon-cortex-16bit.html\",\"background\":false,\"timeout\":30,\"workdir\":\"/home/ice\",\"pty\":false,\"notify_on_complete\":false,\"watch_patterns\":[]}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_bFFEei6dYTmsKkz5l4RcHJ6d
tool_name: terminal
content:
  {"output": "HTML bytes: 13027 script bytes: 11604\n/tmp/neon-cortex-dx.js:12\nfunction initFocus(){game.cols=5;game.rows=4;game.odd=Math.floor(Math.random()*20);game.base=['◆','●','▲','✦'][Math.floor(Math.random()*4)];game.alt={◆:'◇',●:'○',▲:'▼',✦:'✧'}[game.base];if(level>=3&&Math.random()>.45){game.base='◀';game.alt='▶'}}function drawFocus(){txt('FOCO DE PADRÕES',640,145,34,C.pink,'center');small(level>=3?'ENCONTRE A FORMA ESPELHADA':'ENCONTRE O ÚNICO SÍMBOLO DIFERENTE',640,185,'center');for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),px=380+col*132,py=245+row*100;panel(px,py,92,72,i===game.odd?C.gold:'#564e89');txt(i===game.odd?game.alt:game.base,px+46,py+38,37,i===game.odd?C.gold:C.cream,'center')}}function clickFocus(px,py){for(let i=0;i<20;i++){const a=380+(i%5)*132,b=245+Math.floor(i/5)*100;if(px>a&&px<a+92&&py>b&&py<b+72)return resolve(i===game.odd,px,py)}}\n                                                                                                                                                      \n\nSyntaxError: Invalid or unexpected token\n    at wrapSafe (node:internal/modules/cjs/loader:1713:18)\n    at checkSyntax (node:internal/main/check_syntax:78:3)\n\nNode.js v22.22.3\nHTTP 200", "exit_code": 0, "error": null}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Fixing unquoted unicode object keys**
reasoning_content: **Fixing unquoted unicode object keys**
content:
  Encontrei um erro real na validação: caracteres de símbolo foram usados como chaves não-aspadas num objeto JavaScript, o que quebrava o carregamento do jogo. Vou corrigir isso e rodar a validação novamente.

tool_calls:
  [{"id": "call_Jkg09faloxyDm9vduN2woyg9", "call_id": "call_Jkg09faloxyDm9vduN2woyg9", "response_item_id": "fc_Jkg09faloxyDm9vduN2woyg9", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/neon-cortex-16bit.html\",\"old_string\":\"game.alt={\u25c6:'\u25c7',\u25cf:'\u25cb',\u25b2:'\u25bc',\u2726:'\u2727'}[game.base];\",\"new_string\":\"game.alt={'\u25c6':'\u25c7','\u25cf':'\u25cb','\u25b2':'\u25bc','\u2726':'\u2727'}[game.base];\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_Jkg09faloxyDm9vduN2woyg9
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/neon-cortex-16bit.html\n+++ b//home/ice/neon-cortex-16bit.html\n@@ -11,7 +11,7 @@\n function initSignal(){game.active=Math.floor(Math.random()*4);game.phaseOffset=Math.random()*6;game.values=['α','β','γ','δ']}function drawSignal(){txt('ROTEAMENTO QUÂNTICO',640,145,34,C.cyan,'center');small('SIGA O PULSO E IDENTIFIQUE A SAÍDA ATIVA',640,185,'center');const ys=[270,350,430,510];for(let i=0;i<4;i++){const hot=i===game.active;x.strokeStyle=hot?C.cyan:'#514a82';x.lineWidth=hot?8:3;x.beginPath();x.moveTo(240,360);x.bezierCurveTo(370,360,425,ys[i],560,ys[i]);x.lineTo(860,ys[i]);x.bezierCurveTo(930,ys[i],960,360,1040,360);x.stroke();rect(530,ys[i]-25,55,50,hot?C.cyan:'#3c3763',7);txt(String(i+1),558,ys[i],21,hot?C.ink:C.cream,'center')}const p=(Math.sin(time*8+game.phaseOffset)+1)/2;rect(235+p*805,350,21,21,C.cream,4);rect(180,314,90,94,C.pink,12);txt('IN',225,361,22,C.cream,'center');rect(1010,314,90,94,C.gold,12);txt('OUT',1055,361,18,C.ink,'center')}\n function clickSignal(px,py){const ys=[270,350,430,510];for(let i=0;i<4;i++)if(px>500&&px<610&&Math.abs(py-ys[i])<48)return resolve(i===game.active,px,py)}\n // Focus: multiple distractors with rotating / mirrored shapes.\n-function initFocus(){game.cols=5;game.rows=4;game.odd=Math.floor(Math.random()*20);game.base=['◆','●','▲','✦'][Math.floor(Math.random()*4)];game.alt={◆:'◇',●:'○',▲:'▼',✦:'✧'}[game.base];if(level>=3&&Math.random()>.45){game.base='◀';game.alt='▶'}}function drawFocus(){txt('FOCO DE PADRÕES',640,145,34,C.pink,'center');small(level>=3?'ENCONTRE A FORMA ESPELHADA':'ENCONTRE O ÚNICO SÍMBOLO DIFERENTE',640,185,'center');for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),px=380+col*132,py=245+row*100;panel(px,py,92,72,i===game.odd?C.gold:'#564e89');txt(i===game.odd?game.alt:game.base,px+46,py+38,37,i===game.odd?C.gold:C.cream,'center')}}function clickFocus(px,py){for(let i=0;i<20;i++){const a=380+(i%5)*132,b=245+Math.floor(i/5)*100;if(px>a&&px<a+92&&py>b&&py<b+72)return resolve(i===game.odd,px,py)}}\n+function initFocus(){game.cols=5;game.rows=4;game.odd=Math.floor(Math.random()*20);game.base=['◆','●','▲','✦'][Math.floor(Math.random()*4)];game.alt={'◆':'◇','●':'○','▲':'▼','✦':'✧'}[game.base];if(level>=3&&Math.random()>.45){game.base='◀';game.alt='▶'}}function drawFocus(){txt('FOCO DE PADRÕES',640,145,34,C.pink,'center');small(level>=3?'ENCONTRE A FORMA ESPELHADA':'ENCONTRE O ÚNICO SÍMBOLO DIFERENTE',640,185,'center');for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),px=380+col*132,py=245+row*100;panel(px,py,92,72,i===game.odd?C.gold:'#564e89');txt(i===game.odd?game.alt:game.base,px+46,py+38,37,i===game.odd?C.gold:C.cream,'center')}}function clickFocus(px,py){for(let i=0;i<20;i++){const a=380+(i%5)*132,b=245+Math.floor(i/5)*100;if(px>a&&px<a+92&&py>b&&py<b+72)return resolve(i===game.odd,px,py)}}\n // Memory: sequences improve and hide between flashes.\n function initMemory(){game.seq=[];const len=2+level;for(let i=0;i<len;i++)game.seq.push(Math.floor(Math.random()*4));game.show=0;game.showTimer=.72;game.input=[];game.phase='show'}function memoryPos(i){return [[430,265],[690,265],[430,455],[690,455]][i]}function drawMemory(){txt('MEMÓRIA DE PULSO',640,145,34,C.gold,'center');small(game.phase==='show'?`OBSERVE ${game.seq.length} PULSOS`:`REPITA: ${game.input.length}/${game.seq.length}`,640,185,'center');for(let i=0;i<4;i++){const[a,b]=memoryPos(i),hot=game.phase==='show'&&game.seq[game.show]===i;panel(a,b,160,140,hot?C.cyan:'#5a528c');rect(a+16,b+16,128,108,hot?C.cyan:['#ff609e','#796ee5','#ffd45c','#62f4f2'][i],11);txt(['◆','●','▲','✦'][i],a+80,b+71,54,hot?C.ink:C.cream,'center')}for(let i=0;i<game.seq.length;i++)rect(520+i*30,620,19,12,i<game.input.length?C.good:'#5a528c',3)}function updateMemory(dt){if(game.phase!=='show')return;game.showTimer-=dt;if(game.showTimer<=0){game.showTimer=Math.max(.26,.55-level*.025);game.show++;if(game.show>=game.seq.length){game.phase='input';game.show=0;time=Math.max(0,time-.5)}}}function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;if(game.input[n]!==game.seq[n]) return resolve(false,a+80,b+70);if(game.input.length===game.seq.length) return resolve(true,a+80,b+70);return}}\n // Logic evolves operators, evaluation order is implicit in presentation.\n", "files_modified": ["/home/ice/neon-cortex-16bit.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/neon-cortex-16bit.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Fixing missing function closing brace**
reasoning_content: **Fixing missing function closing brace**
tool_calls:
  [{"id": "call_Oz3FomevwyKSwCtlkO93N0b3", "call_id": "call_Oz3FomevwyKSwCtlkO93N0b3", "response_item_id": "fc_Oz3FomevwyKSwCtlkO93N0b3", "type": "function", "function": {"name": "patch", "arguments": "{\"mode\":\"replace\",\"path\":\"/home/ice/neon-cortex-16bit.html\",\"old_string\":\"if(game.input.length===game.seq.length) return resolve(true,a+80,b+70);return}}\",\"new_string\":\"if(game.input.length===game.seq.length) return resolve(true,a+80,b+70);return}}}\",\"replace_all\":false,\"patch\":\"\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_Oz3FomevwyKSwCtlkO93N0b3
tool_name: patch
content:
  {"success": true, "diff": "--- a//home/ice/neon-cortex-16bit.html\n+++ b//home/ice/neon-cortex-16bit.html\n@@ -13,7 +13,7 @@\n // Focus: multiple distractors with rotating / mirrored shapes.\n function initFocus(){game.cols=5;game.rows=4;game.odd=Math.floor(Math.random()*20);game.base=['◆','●','▲','✦'][Math.floor(Math.random()*4)];game.alt={'◆':'◇','●':'○','▲':'▼','✦':'✧'}[game.base];if(level>=3&&Math.random()>.45){game.base='◀';game.alt='▶'}}function drawFocus(){txt('FOCO DE PADRÕES',640,145,34,C.pink,'center');small(level>=3?'ENCONTRE A FORMA ESPELHADA':'ENCONTRE O ÚNICO SÍMBOLO DIFERENTE',640,185,'center');for(let i=0;i<20;i++){const col=i%5,row=Math.floor(i/5),px=380+col*132,py=245+row*100;panel(px,py,92,72,i===game.odd?C.gold:'#564e89');txt(i===game.odd?game.alt:game.base,px+46,py+38,37,i===game.odd?C.gold:C.cream,'center')}}function clickFocus(px,py){for(let i=0;i<20;i++){const a=380+(i%5)*132,b=245+Math.floor(i/5)*100;if(px>a&&px<a+92&&py>b&&py<b+72)return resolve(i===game.odd,px,py)}}\n // Memory: sequences improve and hide between flashes.\n-function initMemory(){game.seq=[];const len=2+level;for(let i=0;i<len;i++)game.seq.push(Math.floor(Math.random()*4));game.show=0;game.showTimer=.72;game.input=[];game.phase='show'}function memoryPos(i){return [[430,265],[690,265],[430,455],[690,455]][i]}function drawMemory(){txt('MEMÓRIA DE PULSO',640,145,34,C.gold,'center');small(game.phase==='show'?`OBSERVE ${game.seq.length} PULSOS`:`REPITA: ${game.input.length}/${game.seq.length}`,640,185,'center');for(let i=0;i<4;i++){const[a,b]=memoryPos(i),hot=game.phase==='show'&&game.seq[game.show]===i;panel(a,b,160,140,hot?C.cyan:'#5a528c');rect(a+16,b+16,128,108,hot?C.cyan:['#ff609e','#796ee5','#ffd45c','#62f4f2'][i],11);txt(['◆','●','▲','✦'][i],a+80,b+71,54,hot?C.ink:C.cream,'center')}for(let i=0;i<game.seq.length;i++)rect(520+i*30,620,19,12,i<game.input.length?C.good:'#5a528c',3)}function updateMemory(dt){if(game.phase!=='show')return;game.showTimer-=dt;if(game.showTimer<=0){game.showTimer=Math.max(.26,.55-level*.025);game.show++;if(game.show>=game.seq.length){game.phase='input';game.show=0;time=Math.max(0,time-.5)}}}function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;if(game.input[n]!==game.seq[n]) return resolve(false,a+80,b+70);if(game.input.length===game.seq.length) return resolve(true,a+80,b+70);return}}\n+function initMemory(){game.seq=[];const len=2+level;for(let i=0;i<len;i++)game.seq.push(Math.floor(Math.random()*4));game.show=0;game.showTimer=.72;game.input=[];game.phase='show'}function memoryPos(i){return [[430,265],[690,265],[430,455],[690,455]][i]}function drawMemory(){txt('MEMÓRIA DE PULSO',640,145,34,C.gold,'center');small(game.phase==='show'?`OBSERVE ${game.seq.length} PULSOS`:`REPITA: ${game.input.length}/${game.seq.length}`,640,185,'center');for(let i=0;i<4;i++){const[a,b]=memoryPos(i),hot=game.phase==='show'&&game.seq[game.show]===i;panel(a,b,160,140,hot?C.cyan:'#5a528c');rect(a+16,b+16,128,108,hot?C.cyan:['#ff609e','#796ee5','#ffd45c','#62f4f2'][i],11);txt(['◆','●','▲','✦'][i],a+80,b+71,54,hot?C.ink:C.cream,'center')}for(let i=0;i<game.seq.length;i++)rect(520+i*30,620,19,12,i<game.input.length?C.good:'#5a528c',3)}function updateMemory(dt){if(game.phase!=='show')return;game.showTimer-=dt;if(game.showTimer<=0){game.showTimer=Math.max(.26,.55-level*.025);game.show++;if(game.show>=game.seq.length){game.phase='input';game.show=0;time=Math.max(0,time-.5)}}}function clickMemory(px,py){if(game.phase!=='input')return;for(let i=0;i<4;i++){const[a,b]=memoryPos(i);if(px>a&&px<a+160&&py>b&&py<b+140){game.input.push(i);spark(a+80,b+70,C.cyan,8);const n=game.input.length-1;if(game.input[n]!==game.seq[n]) return resolve(false,a+80,b+70);if(game.input.length===game.seq.length) return resolve(true,a+80,b+70);return}}}\n // Logic evolves operators, evaluation order is implicit in presentation.\n function initLogic(){const a=2+Math.floor(Math.random()*(4+level)),b=2+Math.floor(Math.random()*(4+level));const ops=level<3?['+']:['+','−','×'];const op=ops[Math.floor(Math.random()*ops.length)];const ans=op==='+'?a+b:op==='−'?a-b:a*b;game.expr=`${a}  ${op}  ${b}`;game.answer=ans;const set=new Set([ans]);while(set.size<4)set.add(ans+(Math.floor(Math.random()*9)-4||1));game.options=[...set].sort(()=>Math.random()-.5)}function drawLogic(){txt('NÚCLEO LÓGICO',640,145,34,C.good,'center');small('QUAL CÓDIGO ESTABILIZA O SISTEMA?',640,185,'center');panel(405,240,470,140,C.good);txt(`${game.expr}  =  ?`,640,310,54,C.cream,'center');drawOptions(game.options,C.good)}function clickLogic(px,py){const n=optionClick(px,py);if(n!==undefined)resolve(game.options[n]===game.answer,px,py)}\n // Rule switch: compare number vs color text; rule changes on each prompt.\n", "files_modified": ["/home/ice/neon-cortex-16bit.html"], "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/neon-cortex-16bit.html"}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_TuKtnsonxv48QHtTi9IF0bOe", "call_id": "call_TuKtnsonxv48QHtTi9IF0bOe", "response_item_id": "fc_TuKtnsonxv48QHtTi9IF0bOe", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\":\"python3 - <<'PY'\\nfrom pathlib import Path\\nimport re\\np=Path('/home/ice/neon-cortex-16bit.html'); s=p.read_text()\\nb=re.findall(r'<script>(.*?)</script>',s,re.S)\\nassert len(b)==1\\nPath('/tmp/neon-cortex-dx.js').write_text(b[0])\\nprint('script:',len(b[0]),'bytes')\\nPY\\nnode --check /tmp/neon-cortex-dx.js\\ncurl -fsS -o /dev/null -w 'HTTP %{http_code}\\\\n' http://127.0.0.1:8081/neon-cortex-16bit.html\",\"background\":false,\"timeout\":30,\"workdir\":\"/home/ice\",\"pty\":false,\"notify_on_complete\":false,\"watch_patterns\":[]}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Melhorei bastante a complexidade e a jogabilidade do **NEON CORTEX DX**.

  ## Novidades de gameplay
  - Campanha de **15 rodadas**, em vez de 8.
  - **3 vidas**, score, combo e tempo por desafio.
  - Progressão de nível a cada 3 rodadas: menos tempo e desafios mais difíceis.
  - Pontos por velocidade + sequência de acertos.
  - Medidor de **precisão** no encerramento da sessão.
  - Feedback forte de acerto/erro com partículas, shake e mensagens.

  ## Agora há 5 tipos de minigame
  1. **Roteamento Quântico** — siga o pulso pela rede e escolha a saída correta.
  2. **Foco de Padrões** — encontre o símbolo diferente; nos níveis altos, detecte a forma espelhada.
  3. **Memória de Pulso** — sequências crescentes, com flashes mais rápidos.
  4. **Núcleo Lógico** — cálculo com `+`, `−` e `×` conforme a dificuldade.
  5. **Troca-Rápida** — a regra muda a cada rodada: às vezes escolha o maior número; outras, a cor pedida. Exige atenção para não entrar no automático.

  ## Controles
  - **Mouse/toque:** selecionar respostas.
  - **Teclas `1–4`:** respostas rápidas em roteamento e lógica.
  - **Teclas `1–2`:** no Troca-Rápida.
  - **Espaço:** seleciona o quadrante superior esquerdo na memória.
  - **R:** reinicia a sessão.

  **Acesse a versão atualizada:**  
  `http://192.168.0.20:8081/neon-cortex-16bit.html`

  **Verificação real:** corrigi um erro de sintaxe que encontrei durante a validação; `node --check` passou sem erros e o servidor respondeu `HTTP 200`.


session_id: 20260730_094437_ccb77d1e
role: user
content:
  Terrivel, quero algo que estimule o cerebro mas que seja empolgante e gere no usuario a vontade de jogar. Nao esrou tendo isso melhore


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning Neon Heist game build**
reasoning_content: **Planning Neon Heist game build**
tool_calls:
  [{"id": "call_pztsYYCX1uLQSvfS2MCd8RhV", "call_id": "call_pztsYYCX1uLQSvfS2MCd8RhV", "response_item_id": "fc_pztsYYCX1uLQSvfS2MCd8RhV", "type": "function", "function": {"name": "skill_view", "arguments": "{\"name\":\"claude-design\",\"file_path\":\"\"}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Planning new cognitive roguelite game**
reasoning_content: **Planning new cognitive roguelite game**
content:
  Você tem razão. Eu fiz uma coleção de testes escolares com neon — não um jogo. Vou trocar o núcleo por um **puzzle-action roguelite**: há risco, rota, perseguição, coleta, decisões sob pressão e recompensa imediata. O treino cognitivo vai estar dentro da ação, não apresentado como uma prova.

tool_calls:
  [{"id": "call_cPVrf8NFTYnKQVGt6C0mXEMI", "call_id": "call_cPVrf8NFTYnKQVGt6C0mXEMI", "response_item_id": "fc_cPVrf8NFTYnKQVGt6C0mXEMI", "type": "function", "function": {"name": "write_file", "arguments": "{\"path\":\"/home/ice/synapse-heist.html\",\"content\":\"<!doctype html><html lang=\\\"pt-BR\\\"><meta charset=\\\"utf-8\\\"><meta name=\\\"viewport\\\" content=\\\"width=device-width,initial-scale=1\\\"><title>Synapse Heist</title><style>*{box-sizing:border-box}body{margin:0;overflow:hidden;background:#090b17;font-family:Impact,\\\"Arial Black\\\",sans-serif;color:#fff}canvas{display:block;margin:auto;width:min(100vw,calc(100vh * 1.777));height:auto;max-height:100vh;image-rendering:pixelated;background:#10152b}#scan{position:fixed;inset:0;pointer-events:none;background:repeating-linear-gradient(0deg,#0000 0 3px,#0002 3px 4px)}</style><canvas id=\\\"c\\\" width=\\\"1280\\\" height=\\\"720\\\"></canvas><div id=\\\"scan\\\"></div><script>\\nconst c=document.querySelector('#c'),g=c.getContext('2d'),W=1280,H=720;g.imageSmoothingEnabled=false;const C={bg:'#10152b',floor:'#1b2443',wall:'#394571',ink:'#111326',cream:'#fff6d8',cyan:'#54f5e5',pink:'#ff527f',gold:'#ffd85c',green:'#7cff9d',muted:'#a8b5dc'};\\nlet S='title',stage=1,score=0,shards=0,energy=3,grid,player,enemy,keys={},t0=0,dialog=null,flash=0,particles=[],best=+localStorage.synapseBest||0;\\nconst N=9,cell=55,OX=392,OY=126;function R(x,y,w,h,col,r=0){g.fillStyle=col;if(!r)return g.fillRect(x,y,w,h);g.beginPath();g.roundRect(x,y,w,h,r);g.fill()}function T(s,x,y,z,col=C.cream,a='left'){g.font=`${z}px Impact,Arial Black,sans-serif`;g.textAlign=a;g.textBaseline='middle';g.fillStyle='#080914';g.fillText(s,x+3,y+4);g.fillStyle=col;g.fillText(s,x,y)}function sm(s,x,y,a='left',col=C.muted){g.font='700 15px system-ui';g.textAlign=a;g.textBaseline='middle';g.fillStyle=col;g.fillText(s,x,y)}function rnd(a){return Math.floor(Math.random()*a)}function pos(q){return{x:OX+q.x*cell+cell/2,y:OY+q.y*cell+cell/2}}\\nfunction newRun(){stage=1;score=0;shards=0;energy=3;makeStage();S='play'}function makeStage(){grid=Array.from({length:N},()=>Array(N).fill(0));for(let y=0;y<N;y++)for(let x=0;x<N;x++)if((x===0&&y===0)||(x===N-1&&y===N-1)){}else if(Math.random()<.13+stage*.01)grid[y][x]=1;grid[0][0]=0;grid[N-1][N-1]=0;player={x:0,y:0,trail:[]};enemy={x:N-1,y:0,delay:0};let items=3+Math.min(stage,4);while(items){let x=rnd(N),y=rnd(N);if(!grid[y][x]&&(x||y)&&!(x===N-1&&y===N-1)){grid[y][x]=2;items--}}dialog=null;flash=0}\\nfunction burst(x,y,col,n=18){for(let i=0;i<n;i++)particles.push({x,y,vx:(Math.random()-.5)*350,vy:(Math.random()-.5)*350,life:.4+Math.random()*.5,col})}function move(dx,dy){if(S!=='play'||dialog)return;let x=player.x+dx,y=player.y+dy;if(x<0||y<0||x>=N||y>=N||grid[y][x]===1){flash=.2;return}player.x=x;player.y=y;let p=pos(player);burst(p.x,p.y,C.cyan,5);if(grid[y][x]===2){grid[y][x]=0;shards++;score+=90+stage*15;burst(p.x,p.y,C.gold,16);if(shards%3===0)lock()}if(x===N-1&&y===N-1){score+=250+energy*75;stage++;makeStage();flash=.5}enemyStep();checkHit()}\\nfunction enemyStep(){enemy.delay++;if(enemy.delay%2)return;let opts=[];for(let d of[[1,0],[-1,0],[0,1],[0,-1]]){let x=enemy.x+d[0],y=enemy.y+d[1];if(x>=0&&y>=0&&x<N&&y<N&&grid[y][x]!==1)opts.push({x,y,d:Math.abs(x-player.x)+Math.abs(y-player.y)})}opts.sort((a,b)=>a.d-b.d);let pick=opts[Math.random()<.72?0:rnd(opts.length)];if(pick){enemy.x=pick.x;enemy.y=pick.y}}\\nfunction checkHit(){if(enemy.x===player.x&&enemy.y===player.y){energy--;flash=.5;burst(pos(player).x,pos(player).y,C.pink,28);player={x:0,y:0};enemy={x:N-1,y:0,delay:0};if(energy<=0){best=Math.max(best,score);localStorage.synapseBest=best;S='end'}}}\\nfunction lock(){let a=2+rnd(7),b=2+rnd(7),op=Math.random()<.5?'+':'\u00d7',ans=op==='+'?a+b:a*b,wrong=ans+(Math.random()<.5?-1:1)*(1+rnd(4));dialog={a,b,op,ans,opts:Math.random()<.5?[ans,wrong]:[wrong,ans],time:4.5};}\\nfunction answer(i){if(!dialog)return;if(dialog.opts[i]===dialog.ans){score+=160+Math.ceil(dialog.time*30);energy=Math.min(3,energy+0.25);burst(640,356,C.green,25)}else{energy--;flash=.45;burst(640,356,C.pink,28);if(energy<=0){best=Math.max(best,score);localStorage.synapseBest=best;S='end'}}dialog=null}\\naddEventListener('keydown',e=>{keys[e.code]=1;if(e.code==='ArrowUp'||e.code==='KeyW')move(0,-1);if(e.code==='ArrowDown'||e.code==='KeyS')move(0,1);if(e.code==='ArrowLeft'||e.code==='KeyA')move(-1,0);if(e.code==='ArrowRight'||e.code==='KeyD')move(1,0);if(dialog&&['Digit1','Digit2'].includes(e.code))answer(e.code==='Digit1'?0:1);if(e.code==='Enter'&&(S==='title'||S==='end'))newRun()});c.addEventListener('pointerdown',e=>{let r=c.getBoundingClientRect(),x=(e.clientX-r.left)*W/r.width,y=(e.clientY-r.top)*H/r.height;if(S==='title'||S==='end')return newRun();if(dialog){if(y>390&&y<480)answer(x<640?0:1);return}let tx=Math.floor((x-OX)/cell),ty=Math.floor((y-OY)/cell);if(Math.abs(tx-player.x)+Math.abs(ty-player.y)===1)move(tx-player.x,ty-player.y)})\\nfunction hud(){R(30,25,280,78,'#20294c',12);sm('SYNAPSE HEIST',53,49);T(String(score).padStart(6,'0'),53,82,32);R(970,25,280,78,'#20294c',12);sm(`SETOR ${stage}`,1230,49,'right',C.gold);T('\u25c6'.repeat(Math.ceil(energy))+'\u25c7'.repeat(3-Math.ceil(energy)),1230,82,25,C.pink,'right');sm(`FRAGMENTOS ${shards}`,640,55,'center',C.gold);sm('ROUBE OS DADOS \u2022 ESCAPE DO CA\u00c7ADOR \u2022 ALCANCE A SA\u00cdDA',640,83,'center')}\\nfunction world(){for(let y=0;y<N;y++)for(let x=0;x<N;x++){let px=OX+x*cell,py=OY+y*cell;R(px,py,cell-3,cell-3,grid[y][x]===1?C.wall:C.floor,5);if(grid[y][x]===1){R(px+7,py+7,cell-17,cell-17,'#56608c',3)}if(grid[y][x]===2){let q=pos({x,y});R(q.x-11,q.y-11,22,22,C.gold,5);R(q.x-5,q.y-15,10,30,'#fff3b0',3)}}let ex=pos(enemy),pp=pos(player);R(OX+(N-1)*cell+8,OY+(N-1)*cell+8,cell-19,cell-19,C.green,9);T('\u21e5',OX+(N-1)*cell+cell/2,OY+(N-1)*cell+cell/2,28,C.ink,'center');R(ex.x-18,ex.y-18,36,36,C.pink,11);R(ex.x-8,ex.y-8,16,16,C.cream,6);R(pp.x-19,pp.y-19,38,38,C.cyan,11);R(pp.x-8,pp.y-8,16,16,C.ink,5);}\\nfunction modal(){if(!dialog)return;R(0,0,W,H,'#090b17dd');R(315,185,650,350,'#24254d',22);T('FIREWALL ATIVO',640,237,40,C.pink,'center');sm('QUEBRE O C\u00d3DIGO PARA FICAR NA INVAS\u00c3O',640,278,'center');T(`${dialog.a}  ${dialog.op}  ${dialog.b}  =  ?`,640,345,57,C.cream,'center');for(let i=0;i<2;i++){let a=350+i*300;R(a,395,230,82,i===0?C.cyan:C.gold,12);T(`${i+1}  \u00b7  ${dialog.opts[i]}`,a+115,436,30,C.ink,'center')}R(440,498,400,10,'#111329',5);R(443,501,394*dialog.time/4.5,4,C.pink,3)}\\nfunction title(){T('SYNAPSE',640,180,84,C.cyan,'center');T('HEIST',640,255,88,C.gold,'center');sm('O PUZZLE-ACTION QUE TE PEGA PELA PRESS\u00c3O \u2014 N\u00c3O PELA PLANILHA.',640,310,'center',C.cream);R(250,365,780,160,'#21264b',18);sm('\u2022 Invada uma grade viva enquanto um ca\u00e7ador aprende sua rota.',310,408,'left');sm('\u2022 Colete fragmentos: a cada 3, um firewall exige racioc\u00ednio sob press\u00e3o.',310,445,'left');sm('\u2022 Cada setor \u00e9 gerado de novo. Combo de risco = score alto.',310,482,'left');T('ENTER OU TOQUE PARA INVADIR',640,575,29,C.gold,'center');sm(`MELHOR PONTUA\u00c7\u00c3O: ${String(best).padStart(6,'0')}`,640,630,'center')}\\nfunction end(){T('CONEX\u00c3O ENCERRADA',640,205,55,C.pink,'center');T(String(score).padStart(6,'0'),640,300,80,C.cream,'center');sm(`VOC\u00ca INVADIU ${stage-1} SETORES E ROUBOU ${shards} FRAGMENTOS.`,640,365,'center');T(score>=best?'NOVO MELHOR SCORE!':'DE NOVO \u2014 AGORA VOC\u00ca CONHECE O SISTEMA.',640,435,27,C.gold,'center');sm('ENTER OU TOQUE PARA RECOME\u00c7AR',640,525,'center')}\\nfunction draw(t){let dt=Math.min(.05,(t-t0)/1000||0);t0=t;g.clearRect(0,0,W,H);for(let i=0;i<35;i++)R((i*149+t*.01*(i%4+1))%W,(i*71)%H,2,2,i%2?C.cyan:C.pink);if(S==='title')title();else if(S==='end')end();else{if(dialog){dialog.time-=dt;if(dialog.time<=0){energy--;dialog=null;if(energy<=0){best=Math.max(best,score);localStorage.synapseBest=best;S='end'}}}world();hud();modal()}particles=particles.filter(p=>{p.life-=dt;p.x+=p.vx*dt;p.y+=p.vy*dt;p.vy+=430*dt;R(p.x,p.y,5,5,p.col,2);return p.life>0});if(flash){R(0,0,W,H,flash>.3?'#ff527f22':'#54f5e522');flash-=dt}requestAnimationFrame(draw)}requestAnimationFrame(draw);\\n</script></html>\",\"cross_profile\":false}"}}]


session_id: 20260730_094437_ccb77d1e
role: tool
tool_call_id: call_cPVrf8NFTYnKQVGt6C0mXEMI
tool_name: write_file
content:
  {"bytes_written": 7764, "dirs_created": true, "lint": {"status": "skipped", "message": "No linter for .html files"}, "resolved_path": "/home/ice/synapse-heist.html", "files_modified": ["/home/ice/synapse-heist.html"]}


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: tool_calls
reasoning: **Verifying syntax issues**
reasoning_content: **Verifying syntax issues**
tool_calls:
  [{"id": "call_CjrMDZ3e9Zpl4Ha6Hfnw6Xu2", "call_id": "call_CjrMDZ3e9Zpl4Ha6Hfnw6Xu2", "response_item_id": "fc_CjrMDZ3e9Zpl4Ha6Hfnw6Xu2", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\":\"python3 - <<'PY'\\nfrom pathlib import Path\\nimport re\\np=Path('/home/ice/synapse-heist.html'); s=p.read_text()\\nblocks=re.findall(r'<script>(.*?)</script>',s,re.S); assert len(blocks)==1\\nPath('/tmp/synapse-heist.js').write_text(blocks[0]); print('script bytes:',len(blocks[0]))\\nPY\\nnode --check /tmp/synapse-heist.js\\ncurl -fsS -o /dev/null -w 'HTTP %{http_code}\\\\n' http://127.0.0.1:8081/synapse-heist.html\",\"background\":false,\"timeout\":30,\"workdir\":\"/home/ice\",\"pty\":false,\"notify_on_complete\":false,\"watch_patterns\":[]}"}}]


session_id: 20260730_094437_ccb77d1e
role: assistant
finish_reason: stop
content:
  Você tem razão — descartei a versão anterior como referência de design. Era uma sequência de perguntas com neon, não um jogo que cria tensão e vontade de repetir.

  Criei um novo jogo do zero:

  ## **SYNAPSE HEIST**
  Um **puzzle-action roguelite** 16-bit em que o treino cerebral está dentro da ação.

  **Jogue:**  
  `http://192.168.0.20:8081/synapse-heist.html`

  ### O loop agora é de jogo, não de prova
  - Você invade setores gerados proceduralmente.
  - Um **caçador** persegue sua rota e obriga a decidir rápido.
  - Colete fragmentos, desvie de paredes e alcance a saída.
  - A cada 3 fragmentos, o jogo trava com um **firewall cronometrado**: resolva a conta mental antes de perder energia.
  - Você escolhe entre segurança e risco: pegar mais fragmentos aumenta o score, mas prolonga a perseguição.
  - Setores ficam mais difíceis conforme avança.
  - Há vidas, score persistente no navegador, partículas, efeitos de impacto e pressão visual.

  ### Controles
  - **WASD / setas:** mover.
  - **Clique/toque:** clique na célula adjacente para mover.
  - **1 / 2**: responder ao firewall.
  - **Enter:** começar ou reiniciar.

  **Verificado:** JavaScript passou em `node --check` e o arquivo responde `HTTP 200` no servidor.


session_id: cron_d626a1e54056_20260731_063051
role: assistant
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_GUHqtYOGeRDpztTz4iZi2673", "call_id": "call_00_GUHqtYOGeRDpztTz4iZi2673", "response_item_id": "fc_00_GUHqtYOGeRDpztTz4iZi2673", "type": "function", "function": {"name": "skill_view", "arguments": "{\"name\": \"github-trending-reporting\"}"}}, {"id": "call_01_KFXChJsqtTKMPvq5Wcbv6693", "call_id": "call_01_KFXChJsqtTKMPvq5Wcbv6693", "response_item_id": "fc_01_KFXChJsqtTKMPvq5Wcbv6693", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"ls -la /home/ice/.hermes/scripts/ 2>/dev/null && ls -la /home/ice/.hermes/landing/ 2>/dev/null | tail -5\"}"}}]

reasoning:
  Let me start by understanding the task. This is a scheduled cron job that:
  1. Runs a collection script for GitHub trending
  2. Generates landing pages
  3. Ensures HTTP server is running
  4. Improves analysis with LLM
  5. Delivers report to Telegram (via final response)

  Let me first check the skills - there's a `github-trending-reporting` skill that seems directly relevant. I should load it.

  Let me also check the scripts exist and run the collection.

reasoning_content:
  Let me start by understanding the task. This is a scheduled cron job that:
  1. Runs a collection script for GitHub trending
  2. Generates landing pages
  3. Ensures HTTP server is running
  4. Improves analysis with LLM
  5. Delivers report to Telegram (via final response)

  Let me first check the skills - there's a `github-trending-reporting` skill that seems directly relevant. I should load it.

  Let me also check the scripts exist and run the collection.


session_id: cron_d626a1e54056_20260731_063051
role: tool
tool_call_id: call_00_GUHqtYOGeRDpztTz4iZi2673
tool_name: skill_view
content:
  {"success": true, "name": "github-trending-reporting", "description": "Generate daily GitHub Trending reports (top 20 repos) enriched with metadata, README summaries, date-stamped landing pages with history, and Telegram delivery.", "tags": [], "related_skills": [], "content": "---\nname: github-trending-reporting\ndescription: \"Generate daily GitHub Trending reports (top 20 repos) enriched with metadata, README summaries, date-stamped landing pages with history, and Telegram delivery.\"\nversion: 1.6.0\nauthor: agent\nlicense: MIT\nmetadata:\n  hermestags: [github, trending, reporting, automation, cron, email, telegram]\n  homepage: https://github.com/trending\n  related_skills: [github, research]\n  triggers:\n    - \"github trending\"\n    - \"trending report\"\n    - \"daily github report\"\n    - \"trending repos\"\n---\n\n# GitHub Trending Reporting\n\nProduce and deliver a daily Portuguese-Brazilian report of the top 20 GitHub Trending repositories, with LLM-enhanced analysis, HTML landing pages, and automatic delivery.\n\n## Pipeline overview\n\n```\n┌──────────────────────┐     ┌──────────────────────────┐     ┌─────────────────┐\n│ github_trending_     │────▶│ github_trending_generate │────▶│ Agent post-     │\n│ collect.sh           │     │ .py                      │    │ processes via   │\n│ (curl + parse +      │     │ (categorizes + renders   │    │ LLM (better     │\n│  fetch READMEs)      │     │  HTML landing page)      │    │ problem/adv)    │\n└──────────────────────┘     └──────────────────────────┘     └─────────────────┘\n       │                              │                               │\n       ▼                              ▼                               ▼\n  JSON with READMEs            YYYY-MM-DD.html +               Enhanced HTML\n  (raw data)                   index.html (archive)            (LLM-enriched)\n```\n\n## Workflow\n\n### Phase 1 — Data collection (script-based — preferred)\n\nThis environment has two pre-built scripts that form the standard pipeline:\n\n```bash\n# 1) Collect — fetches trending page, parses repos (owner/repo fix), fetches full READMEs via GitHub API\njson_path=$(bash /home/ice/.hermes/scripts/github_trending_collect.sh 2>/dev/null)\necho \"$json_path\"  # e.g. /tmp/tmp.XXXX/trending_data.json\n\n# 2) Generate — creates dated landing page at ~/.hermes/landing/YYYY-MM-DD.html + updates index.html\npython3 /home/ice/.hermes/scripts/github_trending_generate.py \"$json_path\"\n```\n\nThe JSON at `$json_path` has this structure:\n\n```json\n{\n  \"date\": \"YYYY-MM-DD\",\n  \"source\": \"https://github.com/trending\",\n  \"repos\": [\n    {\n      \"rank\": 1,\n      \"name\": \"owner/repo\",            // ✓ Full name (not just owner)\n      \"url\": \"https://github.com/owner/repo\",  // ✓ Direct repo URL (not base github.com)\n      \"language\": \"TypeScript\",\n      \"stars\": 70274,\n      \"description\": \"Trending-page description\",\n      \"readme\": \"# Full README markdown...\",   // raw markdown from GitHub API\n      \"readme_error\": null,                     // null if success, error msg if failed\n      \"topics\": []\n    }\n  ]\n}\n```\n\n### Phase 2 — LLM enrichment (critical quality step)\n\nThe generate script's `extract_readme_info()` is **not reliable** for HTML-rich READMEs. It often produces garbage in the \"Problema que resolve\" field (raw `<img>` tags, truncated HTML). Always post-process by reading the JSON directly and writing an enhanced HTML page:\n\n1. Read the JSON from Phase 1 via `read_file`\n2. For each repo, analyze the README content (stripped of HTML tags) to extract:\n   - **Problema que resolve** — 1-2 sentence precise description of the problem, based on README analysis (not the trending one-liner)\n   - **Vantagens** — 3-5 concrete benefits extracted from features/sections in the README\n   - **Categoria** — reclassify if the script got it wrong (common misclassifications: Apollo-11→Mídia, awesome-claude-skills→Frontend, croc→Infra)\n3. Rewrite the HTML page at `~/.hermes/landing/YYYY-MM-DD.html` with enhanced cards\n\nHow to rewrite the HTML: \n- **Interactive mode:** use `execute_code` with the full HTML as a Python multi-line string, calling `write_file` from `hermes_tools`\n- **Cron mode — direct write_file:** compose the HTML in your response, then call `write_file` directly with the complete HTML string as the `content` parameter. This avoids the cron security scanner entirely since no script execution is needed.\n- **Cron mode — standalone script:** `write_file` a Python script to `/tmp/`, then `terminal(\"python3 /tmp/script.py\")`. The script reads the JSON, builds an analysis dict, composes the HTML, and writes the output file. This is the most practical pattern for repos with lots of analysis data. See `references/llm_enhancement_script.py` for a complete working template.\n\nSee `references/enhanced_landing_template.py` for the card style and analysis pattern. See `references/llm_enhancement_script.py` for the concrete cron-mode workflow — a fully self-contained Python script with embedded ANALYSIS dict that writes the enhanced HTML directly. Copy it as a starting point for each day's run, populating the ANALYSIS dict from your LLM reasoning over each repo's README.\n\n### Phase 3 — Serve landing pages\n\n**Cron mode (correct):** use `terminal(background=true)` to start or verify the server:\n\n```bash\n# Check if already running (safe in foreground mode):\npgrep -f \"http.server.*landing\" > /dev/null 2>&1 && echo \"running\"\n# If not running, start in background mode via terminal(background=true):\npython3 -m http.server 8080 --directory ~/.hermes/landing\n```\n\nThe `&` (shell background) pattern **must not** be used in foreground terminal calls — the terminal tool will reject it. Always use `terminal(background=true)` for daemon-style servers.\n\n**Interactive mode:** test with `curl -s -o /dev/null -w \"%{http_code}\" http://localhost:8080/` to confirm 200 before reporting URLs to the user.\n\n### Phase 4 — Deliver to user\n\n**Cron automatic delivery:** When `HERMES_CRON_AUTO_DELIVER_PLATFORM=telegram` is set, the agent's final response is auto-delivered to the configured Telegram chat. Do NOT call `hermes send` or Telegram API explicitly in cron mode — just produce the report as your final message output.\n\nFor interactive (non-cron) sessions, use `hermes send --to telegram:<target> \"message\"` or send via Composio if connected.\n\n## Fallback: HTML scrape (if collection script fails)\n\nIf the collection script fails (curl error, GitHub API unavailable):\n\n```bash\ncurl -sL 'https://github.com/trending' | head -c 20000\n```\n\nParse HTML `<article class=\"Box-row\">` with regex. Without READMEs in this mode, use the trending description only. Accept lower quality — priority is producing something rather than blocking.\n\n## Step 2: Parse repositories\n\nExtract repo owner/name from HTML and filter invalid entries. Keep only real user/org repos; drop sponsors, orgs, apps, and navigation.\n\n### Preferred parser: use bundled stdlib parser\n\nUse the stdlib-based parser at `references/parse_trending_stdlib.py`. It handles current GitHub Trending HTML structure correctly, including sponsor links and attribute-rich anchors. Run it with:\n\n```bash\npython3 /home/ice/.hermes/skills/github/github-trending-reporting/references/parse_trending_stdlib.py\n```\n\nafter saving `/tmp/gh_trending.html`. Adjust the script's `INPUT` path if needed.\n\n**Important:** In recent page layouts, `<article>` elements use `class=\"Box-row\"` rather than a `data-hubbleoverlay-class` attribute. The bundled parser already handles this, but if you write custom extraction, select `article.Box-row`. Language is often in `span[itemprop=\"programmingLanguage\"]` or adjacent to a colored dot; stars are extracted via regex near the star SVG.\n\n### Regex fallback\n\nIf you cannot use the stdlib parser for any reason, extract repo links with:\n\n```python\nre.finditer(r'href=\\\\\\\"(/[^/\\\\s]+/[A-Za-z0-9._-]+)\\\\\\\"', html)\n```\n\nGitHub Trending also exposes repos in `login?return_to=%2Fowner%2Frepo` links; this is often a more reliable signal than direct href matches:\n\n```python\nre.findall(r'return_to=%2F([^%]+)%2F([^\\\"&\\\\s]+)', html)\n```\n\n### Parser fallback note: HTML selectors drift\n\nGitHub Trending markup changes occasionally:\n- Articles may be `<article class=\"Box-row\">` instead of `<article data-hubbleoverlay-class=\"...\">`.\n- Language can appear as `<span itemprop=\"programmingLanguage\">` or as plain text next to a colored bullet.\n- Stars are easiest to capture with a regex that looks for `[\\d,]+` near `aria-label=\"star\"` or the stargazers link.\n\nIf the stdlib parser yields empty languages or stars, patch it locally in the same run rather than switching tools mid-way.\n\n### Parser failure -> Search API immediate fallback\n\nIf HTML parsing returns **zero valid repositories**, do not retry regex variations. Immediately switch to the GitHub Search API fallback below. This avoids burning time on brittle markdown parsing when the page layout has changed.\n\n### Filter rules\n\nExclude owners:\n- `sponsors`, `trending`, `features`, `collections`, `pulls`, `issues`, `login`, `signup`, `notifications`, `apps`, `orgs`\n\nDeduplicate by `(owner, repo)`.\n\nSave up to 25 candidates to `/tmp/trending_parsed.json`.\n\n## Search API fallback parameters\n\nUse query: `pushed:YYYY-MM-DD` where YYYY-MM-DD is yesterday's date. Sort by `stars`, `per_page=50`:\n```\nhttps://api.github.com/search/repositories?q=pushed:YYYY-MM-DD&sort=stars&per_page=50\n```\n\nFilter out `sponsors/...` and invalid entries before appending to the candidate list.\n\n## Step 3: API enrichment\n\nFor each candidate, call:\n```\nhttps://api.github.com/repos/{owner}/{repo}\n```\n\nExtract: `full_name`, `html_url`, `language`, `stargazers_count`, `description`, `topics`, `homepage`.\n\nBuild `/tmp/report_items.json` with exactly 20 items. If fewer than 20 valid repos are found, use the GitHub Search API with recent push date as fallback. If direct `repos/{owner}/{repo}` enrichment fails with 403/404/rate-limit, switch to `search/repositories?q={full_name}` for metadata and continue padding to 20 items.\n\n### Search API fallback parameters\n\nUse query: `pushed:YYYY-MM-DD` where YYYY-MM-DD is yesterday's date. Sort by `stars`, `per_page=50`:\n```\nhttps://api.github.com/search/repositories?q=pushed:YYYY-MM-DD&sort=stars&per_page=50\n```\n\nFilter out `sponsors/...` and invalid entries before appending to the candidate list.\n\n### README fallback\n\nFetching READMEs via the GitHub Contents API is ideal but often fails due to rate limits or missing files. If README fetch fails or returns empty, **do not block the report**. Use `description` + `topics` and mark the entry clearly with: \"Baseado em description + topics.\" This is acceptable and preferred over fabricated content.\n\n### Portuguese translation\n\nThe report must be in Brazilian Portuguese. GitHub descriptions are typically in English. Translate descriptions to Portuguese before inserting into the report, or provide a Portuguese version alongside the original. If translation is unavailable, keep the English description but ensure all surrounding text (headers, labels, reasoning) is in Portuguese.\n\n### Landing page HTTP server\n\nUse `terminal(background=true)` to start or verify the server. Do NOT use shell-level `&` — foreground terminal rejects it.\n\n```bash\n# Check if already running (safe in foreground):\npgrep -f \"http.server.*landing\" > /dev/null 2>&1 && echo \"running\"\n# Start via background terminal mode:\npython3 -m http.server 8080 --directory ~/.hermes/landing\n```\n\nThe server persists across runs; subsequent runs just overwrite files.\n\n## Report format (Telegram delivery)\n\nThe final response (which auto-delivers in cron mode) should be structured as:\n\n```\\n🔥 GitHub Trending Diário — YYYY-MM-DD\\n\\n📊 N repositórios · ⭐ N estrelas totais\\n\\n━━━━━━━━━━━━━━━━━━━━━━━━\\n\\n#N — owner/repo\\n🛠️ Language · ⭐ N · Categoria\\n→ Problema/descrição precisa de 1-2 linhas baseada na análise LLM do README\\n✅ Vantagem-chave: Uma linha com o diferencial mais importante do repo\\n\\n...(repeat for each repo)...\\n\\n━━━━━━━━━━━━━━━━━━━━━━━━\\n📊 Estatísticas do Dia:\n• Repositórios: N (do trending page — pode ser < 20)\n• Total de estrelas: ~N (compute somando `stars` de todos os repos)\n• Linguagens: X diferentes (Y lidera com Z repos)\n• Categoria dominante: X (Y repos)\n• Tema do dia: breve observação sobre o padrão entre os repos (ex: \"agentes de IA dominam\")\n🌐 Landing Page: http://IP:8080/YYYY-MM-DD.html\n🏠 Arquivo Histórico: http://IP:8080/index.html\n```\n\nKey rules:\n- Language is always Portuguese-BR\n- Each repo gets exactly 2-3 lines (language, stars, category on line 1; problem/description on line 2)\n- Include landing page URLs at the bottom\n- No \"Espero que tenha ajudado\" or closing pleasantries\n\n## Legacy workflow (deprecated for this environment)\n\nThe original HTML-scrape + GitHub API enrichment approach is documented in the section below. In the current environment, use the script-based Phase 1+2 approach instead. The legacy docs are kept for environments where the collection script is unavailable.\n\n### Landing page system (HTML — date-stamped archival)\n\nThe current pipeline generates **date-stamped landing pages** preserved for history:\n\n- `~/.hermes/landing/YYYY-MM-DD.html` — each day gets its own page (never overwritten)\n- `~/.hermes/landing/index.html` — home page that auto-links to every historical daily report\n- Both generated by `github_trending_generate.py` which updates `index.html` on every run\n\nLanding pages feature:\n- Dark theme (GitHub `#0d1117` background)\n- Vertical card layout (one per repo) with responsive design\n- Each card shows: rank badge, name+link, language badge, star count, category tag, problem description, and advantages list\n- **Responsive multi-column grid**: `@media(min-width:768px){.grid{grid-template-columns:repeat(2,1fr)}}` for tablets, `@media(min-width:1200px){.grid{grid-template-columns:repeat(3,1fr)}}` for desktops — far better use of horizontal space than a single column\n- **Summary stats bar** at top: date, total stars, language diversity, top repo — `background:#0d1b2a` with flexbox row of stats. Gives immediate overview before scanning cards\n- **Highlight cards** for top 2 repos: `background:linear-gradient(135deg,#1a2332,#162b3d)` + `border-left:3px solid #58a6ff` draws attention to the day's stars leaders\n- Gradient header bar, hover effects, subtle transitions\n\n### HTTP server — systemd-managed (recommended)\n\nThe landing pages are served by a **systemd user service** at `/home/ice/.config/systemd/user/landing-server.service`:\n\n```\n[Unit]\nDescription=GitHub Trending Landing Page HTTP Server\nAfter=network.target\n\n[Service]\nType=simple\nExecStart=/usr/bin/python3 -m http.server 8080 --directory /home/ice/.hermes/landing\nRestart=on-failure\nRestartSec=5\nUser=ice\nWorkingDirectory=/home/ice/.hermes/landing\n\n[Install]\nWantedBy=default.target\n```\n\n```bash\n# Manage the service\nsystemctl --user daemon-reload                  # after editing\nsystemctl --user enable landing-server          # start on boot\nsystemctl --user start landing-server           # start now\nsystemctl --user status landing-server          # check alive\njournalctl --user -u landing-server --no-pager  # view logs\n```\n\nIf systemd is not available, fall back to `terminal(background=true)`:\n\n```bash\npython3 -m http.server 8080 --directory ~/.hermes/landing\n```\n\n### Portuguese translation note\n\nGitHub descriptions are typically in English. Translate descriptions to Portuguese before inserting into the report, or provide a Portuguese version alongside the original. If translation is unavailable, keep the English description but ensure all surrounding text (headers, labels, reasoning) is in Portuguese.\n\n### Report format\n\n```markdown\n# GitHub Trending - Repositórios em Alta\n\n**Data de referência:** YYYY-MM-DD\n\n---\n\n## 1. [full_name](url)\n\n- **Linguagem:** language or 'Não informada'\n- **Estrelas totais:** N\n- **Descrição:** description or 'Sem descrição.'\n- **Problema que resolve / Sobre:** First 25 non-empty, non-header README lines joined (max 800 chars). If unavailable, use description + topics.\n- **Por que está em alta:** Trending status + topics or 'alta atividade de stars/forks'\n- **Tecnologias principais:** language + topics\n\n---\n```\n\nRules:\n- All items required\n- If README fetch fails, is rate-limited, or returns empty, skip it and use `description` + `topics`. Mark the entry clearly with: \"Baseado em description + topics.\" This is acceptable and preferred over fabricating README content.\n- Do not truncate output in final delivery\n- Do not invent star counts, descriptions, or topics\n\n## Step 5: Delivery\n\n### Transport verification (do this first)\n\nIn order of preference:\n1. **Composio MCP** — call `COMPOSIO_SEARCH_TOOLS` for `gmail` / `email` tools. If active, send via `GOOGLESUPER_SEND_EMAIL` with `is_html=true`. **Verify the MCP server is connected before calling any tool.** If `COMPOSIO_SEARCH_TOOLS` returns an error like `MCP server 'composio' is not connected`, move to the next transport.\n2. **Google Workspace (`gws`)** — check `which gws` and that `~/.hermes/google_token.json` exists. Use the `gws` / `gapi` CLI if available.\n3. **Himalaya** — check `which himalaya` and `~/.config/himalaya/config.toml`. If present, send via `himalaya template send`.\n4. **Local Postfix** — check `postfix` status and `relayhost` in `/etc/postfix/main.cf`. If unset, sending may silently stall. Verify with `postqueue -p` clearing within ~30s; otherwise treat delivery as failed.\n\nIf **none** of the above are available, generate the HTML body but do **not** fabricate delivery. Record the failure explicitly in the report header so the cron caller knows the email did not leave the host.\n\n**CRON MODE — Composio Telegram OAuth limitation:** Composio Telegram connections require a user to complete OAuth in a browser. In unattended cron mode no user is present to click the link. **Do not call `COMPOSIO_MANAGE_CONNECTIONS` for Telegram during cron execution** — it produces a dead-end redirect URL. The correct delivery channel for cron is `HERMES_CRON_AUTO_DELIVER_PLATFORM` (the agent's final response is auto-delivered). Reserve Composio Telegram for interactive sessions where the user can complete OAuth.\n\n### Telegram\n\nSend via the configured Telegram gateway/bot if available. Format using simple markdown.\n\n```bash\nhermes send --to telegram:<target> \"<message text>\"\n```\n\nOr read from file:\n\n```bash\nhermes send --to telegram:<target> --file /path/to/report.md\n```\n\n`hermes send --list` shows available targets (e.g. `telegram:Ney`).\n\n**Length limit:** Telegram caps messages at 4096 characters. Split output into ≤4000-character chunks and send sequentially.\n\n```python\nchunks = [text[i:i+CHUNK_SIZE] for i in range(0, len(text), CHUNK_SIZE)]\nfor chunk in chunks:\n    subprocess.run(['hermes', 'send', '--to', 'telegram:Ney', chunk], check=True)\n```\n\n### Email\n\nSend HTML email to `woney.work@gmail.com` with subject `Relatório GitHub Trending - YYYY-MM-DD` only if email transport is verified.\n\n```json\n{\n  \"to\": \"woney.work@gmail.com\",\n  \"subject\": \"Relatório GitHub Trending - YYYY-MM-DD\",\n  \"body_html\": \"<html>...</html>\",\n  \"is_html\": true\n}\n```\n\nConvert markdown report to simple HTML before sending. A starter HTML template is available at `templates/report_email.html`.\n\nAfter submitting via SMTP, verify delivery with `postqueue -p` (or `mailq`). If the local queue persists beyond ~30s, treat delivery as failed and record the gap explicitly in the report header so the cron caller knows the email did not leave the host.\n\n### Cron-mode LLM analysis: concrete worked example\n\nWhen the `execute_code` tool is blocked by cron-mode security scanners, the enrichment still works via two direct steps:\n\n**Step A — Read JSON + analyze in reasoning**\n\nUse `read_file` on the full JSON (it's typically 150-250 lines for 17-20 repos, within one read). Inspect each repo's README content in your reasoning, extracting:\n- **Problema que resolve** — 1-2 sentences based on the first meaningful paragraph after the title, not the trending one-liner\n- **Vantagens** — 3-5 concrete benefits from feature lists, not generic statements like \"open source\"\n- **Categoria** — override the generate script's classification when wrong (e.g., `bitchat` → Segurança, `Instatic` → Frontend, `Pumpkin` → Infraestrutura)\n\n**Step B — Write enhanced HTML directly**\n\nCompose the full HTML page in your response (all 17-20 cards with your LLM-analyzed content) and pass it as `write_file(content=...)`. The page size is typically 20-24KB — well within tool limits.\n\n**Today's example pattern (2026-07-27):** 17 repos collected. The JSON had ~220KB across 192 lines, readable in one `read_file` call. Analysis per repo produced problem statements averaging 2 sentences, 5 advantages each, and corrected categories (e.g., `bitchat` was miscategorized as \"🛠️ Ferramentas para Dev\" — corrected to \"🔒 Segurança & Privacidade\"). The final enhanced page was 23.6KB.\n\n### Report stats section: always compute\n\nThe Telegram report must end with a ═══ stats section. Every cron run **must compute** these from the actual data — never hardcode:\n\n| Stat | How to compute |\n|------|---------------|\n| Repositórios | `len(data['repos'])` — may be < 20 |\n| Total de estrelas | `sum(r['stars'] for r in repos)` formatted with commas |\n| Linguagens | Get unique languages, sort by count desc |\n| Categoria dominante | Tally categories, pick the most frequent |\n| Tema do dia | 1-line observation about the pattern (e.g., \"Ferramentas para Dev dominam — 8 dos 17 repos\") |\n\nExample output from a real run:\n```\n📊 Estatísticas do Dia:\n• Repositórios: 17 (da página trending — < 20 hoje)\n• Total de estrelas: ~490.253\n• Linguagens: 11 diferentes (JavaScript lidera com 3)\n• Categoria dominante: 🛠️ Ferramentas para Dev (8 repos)\n• Tema do dia: Mensageria descentralizada e AI agents lideram\n```\n\n## Pitfalls\n\n- **Migration from `no_agent=true` to `no_agent=false`:** The cronjob changed from script-only (no LLM) to agent-driven. When migrating, the cronjob needs to be updated via `cronjob(action='update', job_id=..., no_agent=False, prompt=...)` and the old `script` value cleared. The old no_agent scripts (`github_trending_daily.sh`) are deprecated — remove them, or leave as backup and point `github_trending_collect.sh` + `github_trending_generate.py` as the new pipeline.\n- **Deleting old `github-trending.html` from landing directory:** When transitioning from the old single-file landing page (`github-trending.html`) to date-stamped pages (`YYYY-MM-DD.html` + `index.html`), delete the old file to avoid confusing the index: `rm -f ~/.hermes/landing/github-trending.html`. The old file is not linked from the new index.\n- **`cat jobs.json` can hang/exit -1 in some environments:** Reading the cronjob definitions file directly may fail. Always use `cronjob(action='list')` instead of trying to read `/home/ice/.hermes/cron/jobs.json`.\n- **`extract_readme_info()` misclassifies several repo categories consistently.** Common corrections needed via LLM analysis:\\n  - `chrislgarry/Apollo-11` → classificado como \"Mídia & Criativo\". Correção: **Educação & Preservação Histórica** (é código-fonte histórico, não mídia)\\n  - `ruvnet/RuView` → \"IA/ML\". Correção: **IoT & Smart Home** (WiFi sensing, integração com Home Assistant/Apple Home — não é primariamente ML)\\n  - `hyprwm/Hyprland` → \"Outro\". Correção: **🎨 Desktop & UI** (compositor Wayland com foco em UX/aparência)\\n  - `dottxt-ai/outlines` → \"Outro\". Correção: **🤖 IA & Ferramentas Dev** (LLM structured outputs)\\n  - `Pumpkin-MC/Pumpkin` → \"Outro\". Correção: **🎮 Gaming & Servidores** (servidor Minecraft)\\n  - `jamiepine/voicebox` → \"IA/ML\". Melhor: **🤖 IA & Mídia** (voz, áudio, TTS — interseção IA + mídia)\\n  - `shiyu-coder/Kronos` → \"IA/ML\". Melhor: **🤖 IA & Finanças** (domain-specific financial model)\n  - `opengeos/GeoLibre` → \"🛠️ Ferramentas para Dev\". Correção: **🗺️ Dados & Análise** (plataforma GIS — análise geoespacial, não ferramenta dev genérica)\n  - `grokability/snipe-it` → \"🛠️ Ferramentas para Dev\". Correção: **⚙️ Infra/DevOps** (gestão de ativos de TI e licenças)\n  - `deepfakes/faceswap` → \"🤖 IA/ML\". Correção: **🎬 Mídia & Criativo** (troca de rostos em mídia visual — não é pesquisa em ML, é aplicação criativa)\n  - `microsoft/VibeVoice` → \"🎵 Mídia & Criativo\". Correção: **🤖 IA/ML** (modelos de ASR e TTS da Microsoft Research — pesquisa fronteiriça em IA de voz)\n  - `different-ai/openwork` → \"🤖 IA/ML\". Correção: **🛠️ Ferramentas Dev** (app para compartilhar skills/MCPs entre agentes — ferramenta dev, não modelo de IA)\n  - `MoonshotAI/FlashKDA` → \"🛠️ Ferramentas para Dev\". Correção: **🤖 IA/ML** (kernels CUDA de atenção para LLMs — pesquisa em ML de baixo nível)\n  - `NanmiCoder/MediaCrawler` → \"🤖 IA/ML\". Correção: **🗂️ Dados & Análise** (crawler de redes sociais — coleta de dados, não IA/ML)\n  - `alibaba/open-code-review` → \"🤖 IA/ML\". Correção: **🛠️ Ferramentas Dev** (ferramenta de code review, não modelo/pesquisa em IA)\n  - `paperswithbacktest/awesome-systematic-trading` → \"🤖 IA/ML\". Correção: **💰 Finanças & Dados** (lista curada de recursos de trading quantitativo)\n  - `pascalorg/editor` → \"🛠️ Ferramentas para Dev\". Correção: **🎨 Frontend/UI** (editor 3D arquitetônico com React Three Fiber — aplicação frontend)\\n- If the generator outputs n repos `< 20` (partial rate-limit failure), continue processing what exists rather than blocking\n- **`extract_readme_info()` produces garbage for HTML-rich READMEs:** The script's `extract_readme_info()` function strips HTML badly — it picks up raw `<img>` tags as the \"problem\" text when the README's first content is an image or HTML block. It also fails to extract advantages from READMEs where feature sections use `<details>`/`<summary>` tags. **Fix:** ignore the script's extracted problem/advantages and do your own LLM-based analysis by reading the JSON's `readme` field directly. Strip HTML tags first (`re.sub(r'<[^>]+>', ' ', readme)`), then extract problem, advantages, and category from clean text.\n- **`get_starttag_text()` in HTMLParser is unreliable in end tag handlers:** Inside `handle_endtag(self, tag)`, `self.get_starttag_text()` returns the *last* start tag processed, not the start tag matching the current end tag. For example, when processing `</h2>`, `get_starttag_text()` returns the `<h2>` start tag, not the `<a>` tag inside it. Never use `get_starttag_text()` to extract attributes from a parent or sibling tag. **Fix:** capture the attribute value in `handle_starttag` and store it on `self.cur` or a dedicated attribute. See `references/parse_trending_stdlib.py` for the correct pattern.\n\n- **Landing page HTTP server IP drift:** The IP printed in the landing page URL comes from `hostname -I`, which returns the current machine IP. If the machine is behind NAT or the IP changes (DHCP), the URL in the cron output may be stale. For a stable URL, use the machine's hostname or a domain that resolves to it. Nginx Proxy Manager can proxy `http://local-ip:8080/github-trending.html` behind a proper domain.\n\n- **HTTP server must be launched as background daemon:** The `nohup python3 -m http.server ... &` approach works but the server dies if the shell session exits. For durability, wrap in a systemd service or a background process manager. Alternatively, the landing page can be served by Nginx directly from `~/.hermes/landing/`.\n\n- **HTML file overwrite, not append:** Each cron run overwrites `~/.hermes/landing/github-trending.html`. Past reports are only kept in the cron output directory. If history is needed, add a timestamp to the HTML filename.\n\n- **Cron-mode execution constraint:** When this report runs as an unattended cron job, `execute_code` is blocked because it elevates to shell-level approval checks that have no user present to authorize. **Workaround:** use `write_file` to rewrite the HTML page directly (pass the complete HTML as the `content` parameter), then verify with `read_file`. This bypasses the script approval pipeline entirely. Cron agents cannot approve subprocess or script execution mid-flight.\n- **`write_file` warning about partial-view:** After reading a file with `offset`/`limit` (partial view), `write_file` warns about overwriting a partially-read file. This is a cosmetic warning and can be safely ignored when you deliberately read the file to understand its structure before rewriting it.\n- **Cron security scanner friction:** Inline `python3 -c \"...\"` and heredoc `python3 - <<'PY'` scripts containing emoji, Unicode variation selectors, or complex multiline content frequently trigger security scanners (`tirith:pipe_to_interpreter`, `tirith:variation_selector`). Also, piping `cat file | python3` in cron mode triggers a HIGH‑severity `pipe_to_interpreter` block. Workaround: write the script to a file with `write_file`, then run `python3 /tmp/<script>.py` via `terminal`. This works for both analysis scripts that generate HTML and for data‑processing scripts. Two additional workaround strategies:\n  - **Direct `write_file` bypass** — when cron blocks both `execute_code` and inline Python, build the enhanced HTML string entirely in your reasoning (LLM analysis inline, no script) and pass it directly as `write_file(content=...)`. This avoids all security scanners by having zero code execution. Pattern: read the JSON → analyze each repo via LLM → compose the full HTML page as a single Python string → `write_file` it to `~/.hermes/landing/YYYY-MM-DD.html`.\n  - **Standalone `.py` script** — for more complex processing, `write_file` a self-contained Python script to `/tmp/`, then `terminal(\"python3 /tmp/script.py\")`. This avoids inline code and pipe-to-interpreter patterns. The script can read the JSON, build the analysis dict, and write the enhanced HTML.\n- **PEP 668 / missing venv:** System Python may refuse `venv` creation (Debian externally-managed environments). Do not rely on installing `bs4` or other packages at runtime. Use the Python standard library (`html.parser.HTMLParser`) or curl+regex for extraction. A working fallback script template is in `references/parse_trending_stdlib.py`.\n- **Stdlib parser script may be absent:** If `references/parse_trending_stdlib.py` is not present in the skill bundle, or if it returns zero valid repos after execution, immediately switch to the GitHub Search API fallback (`pushed:YYYY-MM-DD`). Do not waste turns refining regex against a changing HTML layout when the Search API provides reliable, structured results.\n- **`hermes send` syntax:** The send CLI takes the message as a positional argument, with `--to TARGET` (not `--target`). Example: `hermes send --to telegram:Ney \"text\"` or `hermes send --to discord:#channel --file /tmp/report.md`. The old `--target` / `--text` flags do not exist and will fail.\n- **GitHub trending page may have fewer than 20 articles:** The trending page doesn't always have 20 repos. The collection script uses a `>= limit` guard, so it collects whatever is available up to the cap. The generate script and LLM enrichment must handle gracefully — just process what exists, don't block or pad with fabricated data. The Telegram report and landing page should reflect the actual count, not a hard-coded number.\n- **README fetch uses the GitHub Contents API, not raw repo URLs.**\n- **Some repos have `language: None`; handle gracefully.**\n- **GitHub API dual rate limits (critical):** Unauthenticated calls are limited to 60 requests/hour for `repos/{owner}/{repo}` (core) and 10 requests/minute for `search/repositories`. Inspect `X-RateLimit-Remaining` before bulk calls. When direct `repos/` enrichment hits 403/404, fall back to `search/repositories?q={full_name}` (counts against search limit, not core). Insert a 1.1–1.2s delay between search calls; for core calls, batch only when `remaining` is comfortably above the planned batch size. If both limits are exhausted, cease enrichment and build the report from parsed HTML fields (description + language from the trending page) rather than fabricating data.\n- **Missing `jq` in constrained environments:** Do not assume `jq` is available. Use Python's stdlib `json` module for JSON extraction and transformation. A one-shot `python3 -c \"import json,sys; ...\" ` script is acceptable in cron mode if launched as `python3 <script>` rather than inline `-c` when approval friction occurs.\n- **Composio/email integration must be active; if unavailable, log the failure and continue.**\n- **Email deliverability gap:** A local Postfix MTA may exist with no relayhost or credentials configured, and Composio MCP (`GOOGLESUPER_SEND_EMAIL` / `googlesuper`) may not be connected in the environment. In that case, generate the HTML body but do not fabricate delivery — record the failure and let the cron caller handle the gap. Verify available transport before promising delivery.\n- **Local Postfix queue behavior:** Even when `smtplib.SMTP('127.0.0.1', 25)` accepts the message, delivery may stall indefinitely if `relayhost` is unset and there is no external MX route. Confirm `postqueue -p` clears within ~30s; if the queue persists, mark email delivery as failed in the report and surface the gap explicitly rather than assuming success.\n- **Hermes send targets:** When running as a cron job, check `hermes send --list` to verify which messaging platforms (telegram, discord, slack, etc.) are configured. In some environments only one target exists and the cron may auto-deliver the final response there, causing duplicate-send warnings if you also call `hermes send` explicitly.\n- **Telegram message length limit:** Telegram caps messages at 4096 characters. Long reports will return `Bad Request: message is too long`. Split output into ≤4000-character chunks and send sequentially. A simple chunking loop: iterate `text[i:i+MAX]`, send each chunk, check `result.ok=True` on every response before proceeding.\n- **Cron auto-delivery via `HERMES_CRON_AUTO_DELIVER_PLATFORM`:** When this env var is set (e.g. `telegram`), the agent's final response is automatically delivered — do NOT call `hermes send` or Telegram API explicitly or you'll get duplicate messages. Just output the report as your final response.\n- **`terminal` with `&` in foreground mode fails:** The terminal tool rejects commands that use shell-level backgrounding (`&`, `nohup`). For starting the HTTP server, use `terminal(background=true)` instead of foreground + `&`. The `pgrep || python3 ... &` pattern must run in background mode. This includes server‑restart fallback: `pgrep -f \"http\\.server.*landing\" || python3 -m http.server 8080 --directory ~/.hermes/landing &` will be REJECTED in foreground mode; always launch via `terminal(background=true)` for daemon‑style servers.\n", "path": "github/github-trending-reporting/SKILL.md", "skill_dir": "/home/ice/.hermes/skills/github/github-trending-reporting", "linked_files": {"references": ["references/trending_data_schema.md", "references/cron_delivery_channels.md"]}, "usage_hint": "To view linked files, call skill_view(name, file_path) where file_path is e.g. 'references/api.md' or 'assets/config.yaml'", "required_environment_variables": [], "required_commands": [], "missing_required_environment_variables": [], "missing_credential_files": [], "missing_required_commands": [], "setup_needed": false, "setup_skipped": false, "readiness_status": "available", "metadata": {"hermestags": ["github", "trending", "reporting", "automation", "cron", "email", "telegram"], "homepage": "https://github.com/trending", "related_skills": ["github", "research"], "triggers": ["github trending", "trending report", "daily github report", "trending repos"]}}


session_id: cron_d626a1e54056_20260731_063051
role: tool
tool_call_id: call_01_KFXChJsqtTKMPvq5Wcbv6693
tool_name: terminal
content:
  {"output": "total 71\ndrwxrwxr-x  2 ice ice     6 Jul 28 06:35 .\ndrwx------ 27 ice ice    60 Jul 31 06:32 ..\n-rw-------  1 ice ice 18473 Jul 28 06:35 enhance_trending.py\n-rw-------  1 ice ice  5408 Jul 23 10:00 github_trending_collect.sh\n-rw-------  1 ice ice  6765 Jul 23 09:25 github_trending_daily.sh\n-rw-------  1 ice ice 12797 Jul 23 10:00 github_trending_generate.py\n-rw-rw-r--  1 ice ice  21007 Jul 29 06:35 2026-07-29.html\n-rw-rw-r--  1 ice ice  26964 Jul 30 06:40 2026-07-30.html\n-rw-------  1 ice ice 181364 Jul 26 10:27 geo-platform-visao-glm.html\n-rw-------  1 ice ice 135648 Jul 26 10:26 geo-platform.html\n-rw-rw-r--  1 ice ice   1997 Jul 30 06:31 index.html", "exit_code": 0, "error": null}


session_id: cron_d626a1e54056_20260731_063051
role: assistant
content: Skill carregado. Iniciando o pipeline — fase 1: coleta de dados.
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_bJfiZN8bE7tScDULBcme2958", "call_id": "call_00_bJfiZN8bE7tScDULBcme2958", "response_item_id": "fc_00_bJfiZN8bE7tScDULBcme2958", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"bash /home/ice/.hermes/scripts/github_trending_collect.sh 2>/dev/null\", \"timeout\": 300}"}}]


session_id: cron_d626a1e54056_20260731_063051
role: assistant
content: Coleta OK. Rodando o gerador e verificando o servidor HTTP em paralelo:
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_5aSSRWIGQfXcDWuzNqCE5682", "call_id": "call_00_5aSSRWIGQfXcDWuzNqCE5682", "response_item_id": "fc_00_5aSSRWIGQfXcDWuzNqCE5682", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"python3 /home/ice/.hermes/scripts/github_trending_generate.py /tmp/tmp.Odqh1uUxQU/trending_data.json 2>&1 | tail -30\", \"timeout\": 120}"}}, {"id": "call_01_60pDLH9zRf0InlXwwuv16720", "call_id": "call_01_60pDLH9zRf0InlXwwuv16720", "response_item_id": "fc_01_60pDLH9zRf0InlXwwuv16720", "type": "function", "function": {"name": "terminal", "arguments": "{\"command\": \"pgrep -f \\\"http.server.*landing\\\" > /dev/null 2>&1 && echo \\\"SERVER_RUNNING\\\" || echo \\\"SERVER_DOWN\\\"\"}"}}]


session_id: cron_d626a1e54056_20260731_063051
role: tool
tool_call_id: call_00_5aSSRWIGQfXcDWuzNqCE5682
tool_name: terminal
content:
  {"output": "🔗 https://github.com/microsoft/PowerToys\n\n#10 ansible/ansible\n   🛠️  Python  |  ⭐ 69,947  |  ⚙️ Infraestrutura & DevOps\n   📋 Ansible is a radically simple IT automation platform that makes your applications and systems easier to deploy and maint\n   🔗 https://github.com/ansible/ansible\n\n#11 ChromeDevTools/chrome-devtools-mcp\n   🛠️  TypeScript  |  ⭐ 48,162  |  🛠️ Ferramentas para Dev\n   📋 Chrome DevTools for coding agents\n   🌟 **Get performance insights**: Uses [Chrome\n   🔗 https://github.com/ChromeDevTools/chrome-devtools-mcp\n\n#12 jenkinsci/jenkins\n   🛠️  Java  |  ⭐ 26,337  |  📚 Educação & Referência\n   📋 Jenkins automation server\n   🔗 https://github.com/jenkinsci/jenkins\n\n#13 agavra/tuicr\n   🛠️  Rust  |  ⭐ 1,939  |  🛠️ Ferramentas para Dev\n   📋 a code review TUI with vim keybindings\n   🔗 https://github.com/agavra/tuicr\n\n#14 affaan-m/ECC\n   🛠️  JavaScript  |  ⭐ 236,370  |  🛠️ Ferramentas para Dev\n   📋 The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development f\n   🔗 https://github.com/affaan-m/ECC\n\n🌐 Landing page: /home/ice/.hermes/landing/2026-07-31.html\n🏠 Home: /home/ice/.hermes/landing/index.html", "exit_code": 0, "error": null}


session_id: cron_d626a1e54056_20260731_063051
role: assistant
content: Gerador OK, servidor rodando. Agora leio o JSON completo para a análise LLM (fase 4):
finish_reason: tool_calls
tool_calls:
  [{"id": "call_00_8PwHJFmCK6SgkVJ2jN8n1312", "call_id": "call_00_8PwHJFmCK6SgkVJ2jN8n1312", "response_item_id": "fc_00_8PwHJFmCK6SgkVJ2jN8n1312", "type": "function", "function": {"name": "read_file", "arguments": "{\"path\": \"/tmp/tmp.Odqh1uUxQU/trending_data.json\", \"limit\": 200}"}}]


session_id: cron_d626a1e54056_20260731_063051
role: tool
tool_call_id: call_00_8PwHJFmCK6SgkVJ2jN8n1312
tool_name: read_file
content:
  {"content": "1|{\n2|  \"date\": \"2026-07-31\",\n3|  \"source\": \"https://github.com/trending\",\n4|  \"repos\": [\n5|    {\n6|      \"rank\": 1,\n7|      \"name\": \"huggingface/speech-to-speech\",\n8|      \"url\": \"https://github.com/huggingface/speech-to-speech\",\n9|      \"language\": \"Python\",\n10|      \"stars\": 9250,\n11|      \"description\": \"Build local voice agents with open-source models\",\n12|      \"readme\": \"<div align=\\\"center\\\">\\n  <div>&nbsp;</div>\\n  <img src=\\\"https://raw.githubusercontent.com/huggingface/speech-to-speech/main/logo.png\\\" width=\\\"600\\\"/>\\n\\n# Speech To Speech: Build voice agents with open-source models\\n\\n[![PyPI](https://img.shields.io/pypi/v/speech-to-speech)](https://pypi.org/project/speech-to-speech/)\\n[![Python](https://img.shields.io/pypi/pyversions/speech-to-speech)](https://pypi.org/project/speech-to-speech/)\\n[![License](https://img.shields.io/badge/license-Apache%202.0-blue)](./LICENSE)\\n\\n</div>\\n\\nA low-latency, fully modular voice-agent pipeline: **VAD -> STT -> LLM -> TTS**, exposed through an **OpenAI Realtime-compatible WebSocket API**. Every component is swappable. The LLM slot speaks OpenAI-compatible protocols, so you can point it at a hosted provider, at [HF Inference Providers](https://huggingface.co/inference-providers), or at a vLLM or llama.cpp server on your own hardware for a fully local, fully open stack.\\n\\nThis pipeline runs in production as the conversation backend for thousands of [Reachy Mini](https://huggingface.co/blog/reachy-mini) robots.\\n\\n<p align=\\\"center\\\">\\n  <picture>\\n    <source media=\\\"(prefers-color-scheme: dark)\\\" srcset=\\\"./docs/assets/endpoint-swap-dark.gif\\\">\\n    <source media=\\\"(prefers-color-scheme: light)\\\" srcset=\\\"./docs/assets/endpoint-swap-light.gif\\\">\\n    <img src=\\\"./docs/assets/endpoint-swap-light.gif\\\" alt=\\\"Switching an OpenAI Realtime client endpoint from hosted OpenAI to a self-hosted speech-to-speech server\\\" width=\\\"640\\\">\\n  </picture>\\n</p>\\n\\n## Quickstart\\n\\n```bash\\npip install speech-to-speech\\nexport OPENAI_API_KEY=...\\nspeech-to-speech\\n```\\n\\nThis starts an OpenAI Realtime-compatible server at `ws://localhost:8765/v1/realtime` using Parakeet TDT for local STT, an OpenAI-compatible LLM, and Qwen3-TTS for local speech output.\\n\\nFrom a source checkout, talk to it from a second terminal:\\n\\n```bash\\npython scripts/listen_and_play_realtime.py --host 127.0.0.1 -... [truncated]\n13|      \"readme_error\": null,\n14|      \"topics\": []\n15|    },\n16|    {\n17|      \"rank\": 2,\n18|      \"name\": \"microsoft/AI-For-Beginners\",\n19|      \"url\": \"https://github.com/microsoft/AI-For-Beginners\",\n20|      \"language\": \"Jupyter Notebook\",\n21|      \"stars\": 54444,\n22|      \"description\": \"12 Weeks, 24 Lessons, AI for All!\",\n23|      \"readme\": \"[![GitHub license](https://img.shields.io/github/license/microsoft/AI-For-Beginners.svg)](https://github.com/microsoft/AI-For-Beginners/blob/main/LICENSE)\\n[![GitHub contributors](https://img.shields.io/github/contributors/microsoft/AI-For-Beginners.svg)](https://GitHub.com/microsoft/AI-For-Beginners/graphs/contributors/)\\n[![GitHub issues](https://img.shields.io/github/issues/microsoft/AI-For-Beginners.svg)](https://GitHub.com/microsoft/AI-For-Beginners/issues/)\\n[![GitHub pull-requests](https://img.shields.io/github/issues-pr/microsoft/AI-For-Beginners.svg)](https://GitHub.com/microsoft/AI-For-Beginners/pulls/)\\n[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-brightgreen.svg?style=flat-square)](http://makeapullrequest.com)\\n\\n[![GitHub watchers](https://img.shields.io/github/watchers/microsoft/AI-For-Beginners.svg?style=social&label=Watch)](https://GitHub.com/microsoft/AI-For-Beginners/watchers/)\\n[![GitHub forks](https://img.shields.io/github/forks/microsoft/AI-For-Beginners.svg?style=social&label=Fork)](https://GitHub.com/microsoft/AI-For-Beginners/network/)\\n[![GitHub stars](https://img.shields.io/github/stars/microsoft/AI-For-Beginners.svg?style=social&label=Star)](https://GitHub.com/microsoft/AI-For-Beginners/stargazers/)\\n[![Binder](https://mybinder.org/badge_logo.svg)](https://mybinder.org/v2/gh/microsoft/ai-for-beginners/HEAD)\\n[![Gitter](https://badges.gitter.im/Microsoft/ai-for-beginners.svg)](https://gitter.im/Microsoft/ai-for-beginners?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge)\\n\\n[![Microsoft Foundry Discord](https://dcbadge.limes.pink/api/server/nTYy5BXMWG)](https://discord.gg/nTYy5BXMWG)\\n\\n# Artificial Intelligence for Beginners - A Curriculum\\n\\n|![Sketchnote by @girlie_mac https://twitter.com/girlie_mac](https://github.com/microsoft/AI-For-Beginners/raw/main/lessons/sketchnotes/ai-overview.png)|\\n|:---:|\\n| AI For Beginners - _Sketchnote by [@girlie_mac](https://twitter.com/girlie_mac)_ |\\n\\nExplore the wor... [truncated]\n24|      \"readme_error\": null,\n25|      \"topics\": []\n26|    },\n27|    {\n28|      \"rank\": 3,\n29|      \"name\": \"paperswithbacktest/awesome-systematic-trading\",\n30|      \"url\": \"https://github.com/paperswithbacktest/awesome-systematic-trading\",\n31|      \"language\": \"Python\",\n32|      \"stars\": 11266,\n33|      \"description\": \"A curated list of awesome libraries, packages, strategies, books, blogs, tutorials for systematic trading.\",\n34|      \"readme\": \"<div align=\\\"center\\\">\\n  <img src=\\\"static/images/awesome-systematic-trading.jpeg\\\" height=200 alt=\\\"\\\"/>\\n  <h1>Awesome Systematic Trading</h1>\\n</div>\\n<div align=center><img src=\\\"https://awesome.re/badge.svg\\\" /></div>\\n\\n[希望阅读中文版？点我](./README_zh.md)\\n\\nWe are collecting a list of resources papers, softwares, books, articles for finding, developing, and running systematic trading (quantitative trading) strategies.\\n\\n<!-- omit in toc -->\\n### What will you find here?\\n\\n- [97 libraries and packages](#libraries-and-packages) for research and live trading\\n- [40+ strategies](#strategies) described by institutionals and academics\\n- [55 books](#books) for beginners and professionals\\n- [23 videos](#videos) and interviews\\n- And also some [blogs](#blogs) and [courses](#courses)\\n\\n<div align=\\\"center\\\" style=\\\"margin-bottom: 50px; margin-top: 50px;\\\">\\n  <div style=\\\"border: 2px solid #007bff; border-radius: 10px; padding: 20px; margin-bottom: 20px;\\\">\\n    <h2>📈 Interested in trading strategies implemented in Python?</h2>\\n    <p>Visit our comprehensive collection at <a href=\\\"https://paperswithbacktest.com\\\" target=\\\"_blank\\\">paperswithbacktest.com</a> for exclusive content!</p>\\n  </div>\\n</div>\\n\\n\\n<details>\\n<summary>Click here to see the full table of content</summary>\\n\\n- [Libraries and packages](#libraries-and-packages)\\n  - [Backtesting and Live Trading](#backtesting-and-live-trading)\\n    - [General - Event Driven Frameworks](#general---event-driven-frameworks)\\n    - [General - Vector Based Frameworks](#general---vector-based-frameworks)\\n    - [Cryptocurrencies](#cryptocurrencies)\\n  - [Trading bots](#trading-bots)\\n  - [Analytics](#analytics)\\n    - [Indicators](#indicators)\\n    - [Metrics computation](#metrics-computation)\\n    - [Optimization](#optimization)\\n    - [Pricing](#pricing)\\n    - [Risk](#risk)\\n  - [Broker APIs](#broker-apis)\\n  - [Data Sources](#data-sources)\\n    - [General](#general)\\n    - [Cryptocurrencies](#crypt... [truncated]\n35|      \"readme_error\": null,\n36|      \"topics\": []\n37|    },\n38|    {\n39|      \"rank\": 4,\n40|      \"name\": \"different-ai/openwork\",\n41|      \"url\": \"https://github.com/different-ai/openwork\",\n42|      \"language\": \"TypeScript\",\n43|      \"stars\": 18938,\n44|      \"description\": \"The open-source alternative to Claude Cowork (powered by opencode)\",\n45|      \"readme\": \"# OpenWork\\n\\nOpenWork is a free, open-source desktop app made for sharing AI workflows. It is an open-source alternative to Claude Cowork and Codex for macOS, Windows, and Linux.\\n\\nAdd one OpenWork MCP to Codex, Claude Code, Cursor, or another compatible agent and reuse the same skills, MCPs, and connected services across your tools, teammates, and machines. Create something once, share it with coworkers or friends, or keep it for yourself.\\n\\nThe desktop app is there when you want a dedicated workspace, but it is not required. You can use OpenWork from the agent you already have. For larger organizations, the admin interface lets you publish capabilities, manage access, and configure shared or per-user connections.\\n\\n[**Download OpenWork**](https://openworklabs.com/download)\\n\\n<img width=\\\"1481\\\" height=\\\"842\\\" alt=\\\"OpenWork desktop app\\\" src=\\\"https://github.com/user-attachments/assets/66a8dd9b-5260-488c-957d-e54331e78c1c\\\" />\\n\\n## Install with your AI agent\\n\\nAlready use an AI agent? Copy this prompt and paste it into Claude Code, Cursor, Codex, ChatGPT, or any agent that can run commands on your computer.\\n\\n```text\\nInstall OpenWork on my computer, set up my first workspace, and open it ready to use. Follow the steps in https://openworklabs.com/start.md?v=hero\\n```\\n\\n1. Installs OpenWork\\n2. Creates your workspace\\n3. Opens it ready to run\\n\\n## Use OpenWork from any agent\\n\\nThe OpenWork MCP brings your assigned skills, plugins, MCP connections, Google Workspace, and Microsoft 365 capabilities into any compatible agent.\\n\\nIt exposes two tools: `search_capabilities` finds what you can use, and `execute_capability` runs it. After adding the MCP, your client opens a browser so you can sign in and choose your OpenWork organization.\\n\\n### Codex\\n\\n```bash\\ncodex mcp add openwork --url https://api.openworklabs.com/mcp/agent\\n```\\n\\n### Claude Code\\n\\n```bash\\nclaude mcp add --transport http openwork https://api.openworklabs.com/mcp/agent\\n... [truncated]\n46|      \"readme_error\": null,\n47|      \"topics\": []\n48|    },\n49|    {\n50|      \"rank\": 5,\n51|      \"name\": \"WhiskeySockets/Baileys\",\n52|      \"url\": \"https://github.com/WhiskeySockets/Baileys\",\n53|      \"language\": \"JavaScript\",\n54|      \"stars\": 10485,\n55|      \"description\": \"Socket-based TS/JavaScript API for WhatsApp Web\",\n56|      \"readme\": \"<h1><img alt=\\\"Baileys logo\\\" src=\\\"https://raw.githubusercontent.com/WhiskeySockets/Baileys/refs/heads/master/Media/logo.png\\\" height=\\\"75\\\"/></h1>\\n\\n\\n> [!CAUTION]\\n> NOTICE OF BREAKING CHANGE.\\n>\\n> As of 7.0.0, multiple breaking changes were introduced into the library.\\n>\\n> Please check out https://whiskey.so/migrate-latest for more information.\\n\\nBaileys is a WebSockets-based TypeScript library for interacting with the WhatsApp Web API.\\n\\nJoin the WhiskeySockets community via the link: https://whiskey.so/discord\\n\\n# Usage & Guide\\n\\n> [!IMPORTANT]\\n> The new guide is a work in progress. Expect missing pages/content. [Report missing or incorrect content.](https://github.com/WhiskeySockets/baileys.wiki-site/issues/new)\\n>\\n> **You can still access the old guide here:** [README.md](https://github.com/WhiskeySockets/Baileys/tree/master/README.md), or the [NPM homepage](https://npmjs.com/package/baileys).\\n\\nThe new guide is posted at https://baileys.wiki .\\n\\n# Get Support\\n\\nIf you'd like business to enterprise-level support from Rajeh, the current maintainer of Baileys, you can book a video chat. Book a 1 hour time slot by contacting him on Discord or pre-ordering [here](https://purpshell.dev/book). The earlier you pre-order the better, as his time slots usually fill up very quickly. He offers immense value per hour and will answer all your questions before the time runs out.\\n\\nIf you are a business, we encourage you to contribute back to the high development costs of the project and to feed the maintainers who dump tens of hours a week on this. You can do so by booking meetings or sponsoring below. All support, even in bona fide / contribution hours, is welcome by businesses of all sizes. This is not condoning or endorsing businesses to use the library. See the Disclaimer below.\\n\\n# Sponsor\\n\\nIf you'd like to financially support this project, you can do so by supporting the current maintainer [here](https://purpshell.dev/sponsor).\\n\\n# ... [truncated]\n57|      \"readme_error\": null,\n58|      \"topics\": []\n59|    },\n60|    {\n61|      \"rank\": 6,\n62|      \"name\": \"pascalorg/editor\",\n63|      \"url\": \"https://github.com/pascalorg/editor\",\n64|      \"language\": \"TypeScript\",\n65|      \"stars\": 20239,\n66|      \"description\": \"Create and share 3D architectural projects.\",\n67|      \"readme\": \"# Pascal Editor\\n\\nA 3D building editor built with React Three Fiber and WebGPU.\\n\\n[![MIT License](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE)\\n[![npm @pascal-app/core](https://img.shields.io/npm/v/@pascal-app/core?label=%40pascal-app%2Fcore)](https://www.npmjs.com/package/@pascal-app/core)\\n[![npm @pascal-app/viewer](https://img.shields.io/npm/v/@pascal-app/viewer?label=%40pascal-app%2Fviewer)](https://www.npmjs.com/package/@pascal-app/viewer)\\n[![Discord](https://img.shields.io/badge/Discord-Join%20Server-5865F2?logo=discord&logoColor=white)](https://discord.gg/SaBRA9t2)\\n[![X (Twitter)](https://img.shields.io/badge/follow-%40pascal__app-black?logo=x&logoColor=white)](https://x.com/pascal_app)\\n\\nhttps://github.com/user-attachments/assets/8b50e7cf-cebe-4579-9cf3-8786b35f7b6b\\n\\n## Using Published Packages\\n\\nThe viewer runtime and built-in node definitions are separate packages. Install the full built-in\\nviewer set, then load the built-in plugin once before mounting `<Viewer>`:\\n\\n```bash\\nnpm install @pascal-app/core @pascal-app/viewer @pascal-app/editor @pascal-app/nodes\\n```\\n\\n```typescript\\nimport { loadPlugin } from '@pascal-app/core'\\nimport { builtinPlugin } from '@pascal-app/nodes'\\n\\nawait loadPlugin(builtinPlugin)\\n```\\n\\nSee the [`@pascal-app/viewer` quick start](packages/viewer/README.md#usage) for a React example.\\n\\n\\n## Repository Architecture\\n\\nThis is a Turborepo monorepo with four main runtime packages:\\n\\n```\\neditor/\\n├── apps/\\n│   └── editor/          # Next.js application\\n├── packages/\\n│   ├── core/            # Schemas, scene state, and registry contracts\\n│   ├── viewer/          # 3D rendering runtime and shared systems\\n│   ├── editor/          # Editing tools and UI components\\n│   ├── nodes/           # Built-in node definitions, renderers, and systems\\n│   └── ui/              # Shared UI components\\n```\\n\\n### Separation of Concerns\\n\\n| Package | Responsibility |\\n|---------|---------------|\\n... [truncated]\n68|      \"readme_error\": null,\n69|      \"topics\": []\n70|    },\n71|    {\n72|      \"rank\": 7,\n73|      \"name\": \"mvanhorn/last30days-skill\",\n74|      \"url\": \"https://github.com/mvanhorn/last30days-skill\",\n75|      \"language\": \"Python\",\n76|      \"stars\": 55711,\n77|      \"description\": \"AI agent skill that researches any topic across Reddit, X, YouTube, HN, Polymarket, and the web - then synthesizes a grounded summary\",\n78|      \"readme\": \"# /last30days\\n\\nEnglish | [Français](README.fr.md) | [Deutsch](README.de.md) | [Español](README.es.md) | [Português (Brasil)](README.pt-BR.md) | [日本語](README.ja.md) | [简体中文](README.zh-CN.md)\\n\\n<p align=\\\"center\\\">\\n  <img src=\\\"media/pr-assets/last30days-ad.gif\\\" width=\\\"720\\\" alt=\\\"last30days - an AI agent-led search engine that searches people, not editors\\\" />\\n</p>\\n\\n<p align=\\\"center\\\">\\n  <a href=\\\"https://github.com/mvanhorn/last30days-skill\\\">\\n    <img src=\\\"https://img.shields.io/badge/%231-Repository%20Of%20The%20Day-6f42c1?style=for-the-badge&logo=github&label=GITHUB%20TRENDING\\\" alt=\\\"GitHub Trending #1 Repository Of The Day\\\" />\\n  </a>\\n  <br/>\\n  <a href=\\\"https://trendshift.io/repositories/21997\\\" target=\\\"_blank\\\">\\n    <img src=\\\"https://trendshift.io/api/badge/repositories/21997\\\" alt=\\\"mvanhorn/last30days-skill | Trendshift\\\" style=\\\"width: 250px; height: 55px;\\\" width=\\\"250\\\" height=\\\"55\\\"/>\\n  </a>\\n</p>\\n\\n**An AI agent-led search engine scored by upvotes, likes, and real money - not editors.**\\n\\nThis README tracks the current v3 pipeline. The runtime skill spec lives in [skills/last30days/SKILL.md](skills/last30days/SKILL.md), which is the source of truth for the latest command and setup behavior.\\n\\n**Claude Code (recommended — auto-updates via marketplace):**\\n```\\n/plugin marketplace add mvanhorn/last30days-skill\\n/plugin install last30days\\n```\\n\\n**Codex, Cursor, Copilot, Gemini CLI, or any of 50+ [Agent Skills](https://agentskills.io) hosts:**\\n```\\nnpx skills add mvanhorn/last30days-skill -g\\n```\\n(`-g` installs globally for your user, available across all projects. Drop it to scope per-project.)\\n\\nMore install options (claude.ai web, OpenClaw, manual) in the [Install](#install) section below.\\n\\nZero config. Reddit, HN, Polymarket, and GitHub work immediately. Run it once and the setup wizard unlocks X, YouTube, TikTok, arXiv, Techmeme, and more in 30 seconds.\\n\\n---\\n\\nReddit upvotes. X likes. YouTube transcrip... [truncated]\n79|      \"readme_error\": null,\n80|      \"topics\": []\n81|    },\n82|    {\n83|      \"rank\": 8,\n84|      \"name\": \"dotnet/aspnetcore\",\n85|      \"url\": \"https://github.com/dotnet/aspnetcore\",\n86|      \"language\": \"C#\",\n87|      \"stars\": 38317,\n88|      \"description\": \"ASP.NET Core is a cross-platform .NET framework for building modern cloud-based web applications on Windows, Mac, or Linux.\",\n89|      \"readme\": \"ASP.NET Core\\n============\\n\\n[![.NET Foundation](https://img.shields.io/badge/.NET%20Foundation-blueviolet.svg)](https://www.dotnetfoundation.org/)\\n[![MIT License](https://img.shields.io/github/license/dotnet/aspnetcore?color=%230b0&style=flat-square)](https://github.com/dotnet/aspnetcore/blob/main/LICENSE.txt) [![Help Wanted](https://img.shields.io/github/issues/dotnet/aspnetcore/help%20wanted?color=%232EA043&label=help%20wanted&style=flat-square)](https://github.com/dotnet/aspnetcore/issues?q=is%3Aissue+is%3Aopen+label%3A%22help+wanted%22) [![Good First Issues](https://img.shields.io/github/issues/dotnet/aspnetcore/good%20first%20issue?color=%23512BD4&label=good%20first%20issue&style=flat-square)](https://github.com/dotnet/aspnetcore/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22)\\n[![Discord](https://img.shields.io/discord/732297728826277939?style=flat-square&label=Discord&logo=discord&logoColor=white&color=7289DA)](https://aka.ms/dotnet-discord)\\n\\nASP.NET Core is an open-source and cross-platform framework for building modern cloud-based internet-connected applications, such as web apps, IoT apps, and mobile backends. ASP.NET Core apps run on [.NET](https://dot.net), a free, cross-platform, and open-source application runtime. It was architected to provide an optimized development framework for apps that are deployed to the cloud or run on-premises. It consists of modular components with minimal overhead, so you retain flexibility while constructing your solutions. You can develop and run your ASP.NET Core apps cross-platform on Windows, Mac, and Linux. [Learn more about ASP.NET Core](https://learn.microsoft.com/aspnet/core/).\\n\\n## Get started\\n\\nFollow the [Getting Started](https://learn.microsoft.com/aspnet/core/getting-started) instructions.\\n\\nAlso check out the [.NET Homepage](https://www.microsoft.com/net) for released versions of .NET, getting started guides, and learning resources.\\n\\nSee the [Triage Process](https://gi... [truncated]\n90|      \"readme_error\": null,\n91|      \"topics\": []\n92|    },\n93|    {\n94|      \"rank\": 9,\n95|      \"name\": \"microsoft/PowerToys\",\n96|      \"url\": \"https://github.com/microsoft/PowerToys\",\n97|      \"language\": \"C\",\n98|      \"stars\": 137228,\n99|      \"description\": \"Microsoft PowerToys is a collection of utilities that supercharge productivity and customization on Windows\",\n100|      \"readme\": \"<p align=\\\"center\\\">\\n    <picture>\\n      <source media=\\\"(prefers-color-scheme: light)\\\" srcset=\\\"./doc/images/readme/pt-hero.light.png\\\" />\\n      <img src=\\\"./doc/images/readme/pt-hero.dark.png\\\" />\\n  </picture>\\n</p>\\n<h1 align=\\\"center\\\">\\n  <span>Microsoft PowerToys</span>\\n</h1>\\n<p align=\\\"center\\\">\\n  <span align=\\\"center\\\">Microsoft PowerToys is a collection of utilities that help you customize Windows and streamline everyday tasks.</span>\\n</p>\\n<h3 align=\\\"center\\\">\\n  <a href=\\\"#-installation\\\">Installation</a>\\n  <span> · </span>\\n  <a href=\\\"https://aka.ms/powertoys-docs\\\">Documentation</a>\\n  <span> · </span>\\n  <a href=\\\"https://aka.ms/powertoys-releaseblog\\\">Blog</a>\\n  <span> · </span>\\n  <a href=\\\"#-whats-new\\\">Release notes</a>\\n</h3>\\n\\n## 🔨 Utilities\\n\\nPowerToys includes over 30 utilities to help you customize and optimize your Windows experience:\\n\\n|   |   |   |\\n| --- | --- | --- |\\n| [<img src=\\\"doc/images/icons/AdvancedPaste.png\\\" alt=\\\"Advanced Paste icon\\\" height=\\\"16\\\"> Advanced Paste](https://aka.ms/PowerToysOverview_AdvancedPaste) | [<img src=\\\"doc/images/icons/Always%20On%20Top.png\\\" alt=\\\"Always on Top icon\\\" height=\\\"16\\\"> Always on Top](https://aka.ms/PowerToysOverview_AoT) | [<img src=\\\"doc/images/icons/Awake.png\\\" alt=\\\"Awake icon\\\" height=\\\"16\\\"> Awake](https://aka.ms/PowerToysOverview_Awake) |\\n| [<img src=\\\"doc/images/icons/Color%20Picker.png\\\" alt=\\\"Color Picker icon\\\" height=\\\"16\\\"> Color Picker](https://aka.ms/PowerToysOverview_ColorPicker) | [<img src=\\\"doc/images/icons/Command%20Not%20Found.png\\\" alt=\\\"Command Not Found icon\\\" height=\\\"16\\\"> Command Not Found](https://aka.ms/PowerToysOverview_CmdNotFound) | [<img src=\\\"doc/images/icons/Command Palette.png\\\" alt=\\\"Command Palette icon\\\" height=\\\"16\\\"> Command Palette](https://aka.ms/PowerToysOverview_CmdPal) |\\n| [<img src=\\\"doc/images/icons/Crop%20And%20Lock.png\\\" alt=\\\"Crop and Lock icon\\\" height=\\\"16\\\"> Crop And Lock](https://aka.ms/PowerToysOvervi... [truncated]\n101|      \"readme_error\": null,\n102|      \"topics\": []\n103|    },\n104|    {\n105|      \"rank\": 10,\n106|      \"name\": \"ansible/ansible\",\n107|      \"url\": \"https://github.com/ansible/ansible\",\n108|      \"language\": \"Python\",\n109|      \"stars\": 69947,\n110|      \"description\": \"Ansible is a radically simple IT automation platform that makes your applications and systems easier to deploy and maintain. Automate everything from code deployment to network configuration to cloud management, in a language that approaches plain English, using SSH, with no agents to install on remote systems. https://docs.ansible.com\",\n111|      \"readme\": \"[![PyPI version](https://img.shields.io/pypi/v/ansible-core.svg)](https://pypi.org/project/ansible-core)\\n[![Docs badge](https://img.shields.io/badge/docs-latest-brightgreen.svg)](https://docs.ansible.com/ansible/latest/)\\n[![Chat badge](https://img.shields.io/badge/chat-Matrix-brightgreen.svg)](https://docs.ansible.com/ansible/devel/community/communication.html#real-time-chat)\\n[![Ansible forum](https://img.shields.io/badge/forum-Ansible-orange.svg)](https://docs.ansible.com/ansible/devel/community/communication.html#forum)\\n[![Build Status](https://dev.azure.com/ansible/ansible/_apis/build/status/CI?branchName=devel)](https://dev.azure.com/ansible/ansible/_build/latest?definitionId=20&branchName=devel)\\n[![Ansible Code of Conduct](https://img.shields.io/badge/code%20of%20conduct-Ansible-silver.svg)](https://docs.ansible.com/ansible/devel/community/code_of_conduct.html)\\n[![Repository License](https://img.shields.io/badge/license-GPL%20v3.0-brightgreen.svg)][copying]\\n[![Ansible CII Best Practices certification](https://bestpractices.coreinfrastructure.org/projects/2372/badge)](https://bestpractices.coreinfrastructure.org/projects/2372)\\n\\n# Ansible\\n\\nAnsible is a radically simple IT automation system. It handles\\nconfiguration management, application deployment, cloud provisioning,\\nad-hoc task execution, network automation, and multi-node orchestration. Ansible makes complex\\nchanges like zero-downtime rolling updates with load balancers easy. More information on the Ansible [website](https://ansible.com/).\\n\\n## Design Principles\\n\\n* Have an extremely simple setup process with a minimal learning curve.\\n* Manage machines quickly and in parallel.\\n* Avoid custom-agents and additional open ports, be agentless by\\n  leveraging the existing SSH daemon.\\n* Describe infrastructure in a language that is both machine and human\\n  friendly.\\n* Focus on security and easy auditability/review/rewriting of content.\\n* Manage new remote machines instantly, ... [truncated]\n112|      \"readme_error\": null,\n113|      \"topics\": []\n114|    },\n115|    {\n116|      \"rank\": 11,\n117|      \"name\": \"ChromeDevTools/chrome-devtools-mcp\",\n118|      \"url\": \"https://github.com/ChromeDevTools/chrome-devtools-mcp\",\n119|      \"language\": \"TypeScript\",\n120|      \"stars\": 48162,\n121|      \"description\": \"Chrome DevTools for coding agents\",\n122|      \"readme\": \"# Chrome DevTools for agents\\n\\n[![npm chrome-devtools-mcp package](https://img.shields.io/npm/v/chrome-devtools-mcp.svg)](https://npmjs.org/package/chrome-devtools-mcp)\\n\\nChrome DevTools for agents (`chrome-devtools-mcp`) lets your coding agent (such as Antigravity, Claude, Cursor or Copilot)\\ncontrol and inspect a live Chrome browser. It acts as a Model-Context-Protocol\\n(MCP) server, giving your AI coding assistant access to the full power of\\nChrome DevTools for reliable automation, in-depth debugging, and performance analysis.\\nA [CLI](docs/cli.md) is also provided for use without MCP.\\n\\n## [Tool reference](./docs/tool-reference.md) | [Changelog](./CHANGELOG.md) | [Contributing](./CONTRIBUTING.md) | [Troubleshooting](./docs/troubleshooting.md) | [Design Principles](./docs/design-principles.md)\\n\\n## Key features\\n\\n- **Get performance insights**: Uses [Chrome\\n  DevTools](https://github.com/ChromeDevTools/devtools-frontend) to record\\n  traces and extract actionable performance insights.\\n- **Advanced browser debugging**: Analyze network requests, take screenshots and\\n  check browser console messages (with source-mapped stack traces).\\n- **Reliable automation**. Uses\\n  [puppeteer](https://github.com/puppeteer/puppeteer) to automate actions in\\n  Chrome and automatically wait for action results.\\n\\n## Disclaimers\\n\\n`chrome-devtools-mcp` exposes content of the browser instance to the MCP clients\\nallowing them to inspect, debug, and modify any data in the browser or DevTools.\\nAvoid sharing sensitive or personal information that you don't want to share with\\nMCP clients.\\n\\n`chrome-devtools-mcp` officially supports Google Chrome and [Chrome for Testing](https://developer.chrome.com/blog/chrome-for-testing/) only.\\nOther Chromium-based browsers may work, but this is not guaranteed, and you may encounter unexpected behavior. Use at your own discretion.\\nWe are committed to providing fixes and support for the latest version of [Extended Stable ... [truncated]\n123|      \"readme_error\": null,\n124|      \"topics\": []\n125|    },\n126|    {\n127|      \"rank\": 12,\n128|      \"name\": \"jenkinsci/jenkins\",\n129|      \"url\": \"https://github.com/jenkinsci/jenkins\",\n130|      \"language\": \"Java\",\n131|      \"stars\": 26337,\n132|      \"description\": \"Jenkins automation server\",\n133|      \"readme\": \"<a href=\\\"https://jenkins.io\\\">\\n    <img width=\\\"400\\\" src=\\\"https://www.jenkins.io/images/jenkins-logo-title-dark.svg\\\" alt=\\\"Jenkins logo\\\"> \\n</a>\\n\\n[![Jenkins Regular Release](https://img.shields.io/endpoint?url=https%3A%2F%2Fwww.jenkins.io%2Fchangelog%2Fbadge.json)](https://www.jenkins.io/changelog)\\n[![Jenkins LTS Release](https://img.shields.io/endpoint?url=https%3A%2F%2Fwww.jenkins.io%2Fchangelog-stable%2Fbadge.json)](https://www.jenkins.io/changelog-stable)\\n[![Docker Pulls](https://img.shields.io/docker/pulls/jenkins/jenkins.svg)](https://hub.docker.com/r/jenkins/jenkins/)\\n[![CII Best Practices](https://bestpractices.coreinfrastructure.org/projects/3538/badge)](https://bestpractices.coreinfrastructure.org/projects/3538)\\n[![Reproducible Builds](https://img.shields.io/badge/Reproducible_Builds-ok-green)](https://maven.apache.org/guides/mini/guide-reproducible-builds.html)\\n[![Gitter](https://img.shields.io/gitter/room/jenkinsci/jenkins)](https://matrix.to/#/#jenkinsci_jenkins:gitter.im)\\n\\n---\\n\\n# Table of Contents\\n\\n- [About](#about)\\n- [What to Use Jenkins for and When to Use It](#what-to-use-jenkins-for-and-when-to-use-it)\\n- [Downloads](#downloads)\\n- [Getting Started (Development)](#getting-started-development)\\n- [Source](#source)\\n- [Contributing to Jenkins](#contributing-to-jenkins)\\n- [News and Website](#news-and-website)\\n- [Governance](#governance)\\n- [Adopters](#adopters)\\n- [License](#license)\\n\\n---\\n\\n# About\\n\\nIn a nutshell, Jenkins is the leading open-source automation server.\\nBuilt with Java, it provides over 2,000 [plugins](https://plugins.jenkins.io/) to support automating virtually anything,\\nso that humans can spend their time doing things machines cannot.\\n\\n# What to Use Jenkins for and When to Use It\\n\\nUse Jenkins to automate your development workflow, so you can focus on work that matters most. Jenkins is commonly used for:\\n\\n- Building projects\\n- Running tests to detect bugs and other issues as soon as t... [truncated]\n134|      \"readme_error\": null,\n135|      \"topics\": []\n136|    },\n137|    {\n138|      \"rank\": 13,\n139|      \"name\": \"agavra/tuicr\",\n140|      \"url\": \"https://github.com/agavra/tuicr\",\n141|      \"language\": \"Rust\",\n142|      \"stars\": 1939,\n143|      \"description\": \"a code review TUI with vim keybindings\",\n144|      \"readme\": \"# tuicr\\n\\n**A code review TUI with vim keybindings. Export to GitHub, GitLab, or clipboard.**\\n\\n[![Crates.io](https://img.shields.io/crates/v/tuicr)](https://crates.io/crates/tuicr)\\n[![License](https://img.shields.io/crates/l/tuicr)](./LICENSE)\\n[![Website](https://img.shields.io/badge/website-tuicr.dev-green)](https://tuicr.dev)\\n\\n![demo](./public/tuicr-demo.gif)\\n\\n> [!TIP]\\n> Pronounced \\\"tweaker\\\".\\n\\n## What it does\\n\\n- GitHub-style continuous diff in the terminal. Scroll through every changed file in one stream.\\n- PR-style comments at the line, range, file, and review level. \\n- Review tracking at file or hunk granularity, persisted across sessions.\\n- Three export targets: push a real review to GitHub or GitLab, copy structured markdown to your\\n  clipboard, or pipe to stdout.\\n- Works with git, jj, and mercurial. Reviews uncommitted changes, commit ranges, or any GitHub PR\\n  or GitLab MR.\\n\\n## Install\\n\\n```bash\\ncurl -fsSL tuicr.dev/install.sh | sh\\n# or\\nbrew install agavra/tap/tuicr\\n```\\n\\n<details>\\n<summary>Other install methods (cargo, mise, nix, binaries, source)</summary>\\n\\n```bash\\n# Cargo\\ncargo install tuicr\\n\\n# Mise\\nmise use github:agavra/tuicr\\n\\n# Nix\\nnix run github:agavra/tuicr\\n```\\n\\nPre-built binaries: [GitHub Releases](https://github.com/agavra/tuicr/releases)\\n\\nFrom source:\\n\\n```bash\\ngit clone https://github.com/agavra/tuicr.git\\ncd tuicr\\ncargo install --path .\\n```\\n\\n</details>\\n\\nUpdate the active installation with one command:\\n\\n```bash\\ntuicr update\\ntuicr update 0.18.0 # Install a known-good version\\n```\\n\\n`tuicr update` uses Homebrew, Cargo, Mise, or a Nix profile when that manager owns the\\nexecutable. Install-script and manually downloaded binaries update in place from the matching\\nGitHub release asset after SHA-256 verification. Exact-version installs support Cargo and direct\\nbinaries; use the package manager's pinning workflow for Homebrew, Mise, or Nix. A `nix run`\\ninvocation is temporary... [truncated]\n145|      \"readme_error\": null,\n146|      \"topics\": []\n147|    },\n148|    {\n149|      \"rank\": 14,\n150|      \"name\": \"affaan-m/ECC\",\n151|      \"url\": \"https://github.com/affaan-m/ECC\",\n152|      \"language\": \"JavaScript\",\n153|      \"stars\": 236370,\n154|      \"description\": \"The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.\",\n155|      \"readme\": \"<p align=\\\"center\\\">\\n  <img src=\\\"assets/hero.png\\\" alt=\\\"ECC - the agent harness operating system\\\" width=\\\"100%\\\" />\\n</p>\\n\\n<p align=\\\"center\\\">\\n  <strong>Language:</strong>\\n  <a href=\\\"README.md\\\">English</a> |\\n  <a href=\\\"docs/pt-BR/README.md\\\">Português (Brasil)</a> |\\n  <a href=\\\"README.zh-CN.md\\\">简体中文</a> |\\n  <a href=\\\"docs/zh-TW/README.md\\\">繁體中文</a> |\\n  <a href=\\\"docs/ja-JP/README.md\\\">日本語</a> |\\n  <a href=\\\"docs/ko-KR/README.md\\\">한국어</a> |\\n  <a href=\\\"docs/tr/README.md\\\">Türkçe</a> |\\n  <a href=\\\"docs/ru/README.md\\\">Русский</a> |\\n  <a href=\\\"docs/vi-VN/README.md\\\">Tiếng Việt</a> |\\n  <a href=\\\"docs/th/README.md\\\">ไทย</a> |\\n  <a href=\\\"docs/de-DE/README.md\\\">Deutsch</a> |\\n  <a href=\\\"docs/es/README.md\\\">Español</a>\\n</p>\\n\\n<p align=\\\"center\\\">\\n  <a href=\\\"https://discord.gg/36yGMHGFbR\\\"><img src=\\\"https://img.shields.io/discord/1496644400590094540?logo=discord&logoColor=white&label=Discord&color=5865F2\\\" alt=\\\"Discord\\\" /></a>\\n  <a href=\\\"https://ecc.tools\\\"><img src=\\\"https://img.shields.io/badge/Website-ecc.tools-E07856?logo=googlechrome&logoColor=white\\\" alt=\\\"Website\\\" /></a>\\n  <a href=\\\"https://github.com/apps/ecc-tools\\\"><img src=\\\"https://img.shields.io/badge/GitHub%20App-ECC%20Tools-181717?logo=github&logoColor=white\\\" alt=\\\"GitHub App\\\" /></a>\\n  <a href=\\\"LICENSE\\\"><img src=\\\"https://img.shields.io/badge/license-MIT-blue.svg\\\" alt=\\\"MIT license\\\" /></a>\\n</p>\\n\\n<p align=\\\"center\\\">\\n  <a href=\\\"https://github.com/affaan-m/ECC/stargazers\\\"><img src=\\\"https://img.shields.io/endpoint?url=https%3A%2F%2Fapi.ecc.tools%2Fbadge%2Fstars&style=flat\\\" alt=\\\"Stars\\\" /></a>\\n  <a href=\\\"https://github.com/affaan-m/ECC/network/members\\\"><img src=\\\"https://img.shields.io/endpoint?url=https%3A%2F%2Fapi.ecc.tools%2Fbadge%2Fforks&style=flat\\\" alt=\\\"Forks\\\" /></a>\\n  <a href=\\\"https://github.com/affaan-m/ECC/graphs/contributors\\\"><img src=\\\"https://img.shields.io/github/contributors/affaan-m/ECC?style=flat\\\" alt=\\\"Contributors\\\" /></... [truncated]\n156|      \"readme_error\": null,\n157|      \"topics\": []\n158|    }\n159|  ]\n160|}", "total_lines": 159, "file_size": 383857, "truncated": false, "is_binary": false, "is_image": false}


